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Author Topic: Dwarf Fortress Talk #3: Your Questions!  (Read 58679 times)

Jakkarra

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #180 on: September 23, 2009, 03:01:50 pm »

Not seen you in a while Footkerchief.

How much do you enjoy making DF? What is your motivation?

Mr_Bucket_Hat

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #181 on: September 23, 2009, 03:38:46 pm »

Thanks for that Footerchief.

I play because Its fun, in depth, has so much thought put into features that modern games don't come close, gameplay mechanics that mimick reality, has Zombie dragons, Rockfall traps, and, among others, but the most important: Its about Dwarves. Dwarves. There is not a single science fiction writer who will omit them, because they are the things that ensure the sucess of their books. Take Terry Pratchett. Neil Gaiman. J.R.R Tolkien. J.K Rowling slipped past with Flitwick. Christine Meyers is an anomaly that will be corrected as soon as possible.

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ILikePie

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #182 on: September 24, 2009, 12:49:49 am »

Can you milk cows, camels, etc. yet?
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CobaltKobold

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #183 on: September 24, 2009, 02:27:02 am »

Can you milk cows, camels, etc. yet?
Quote from: Org
1: Will milking be updated? To where we can milk cows?
1 Nope.
I think he's said so again a bit more optimistically (that it was going to be "easy to  put in" with creature extract materials defined) but my search-fu is weaker than Footkerchief's.

Don't you mean fantasy, Mr_Bucket_Hat? Besides, Rowling sort of had goblins-as-dwarfs- mine carts, love of gold, dour, subterranean...
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yarr

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #184 on: September 24, 2009, 10:30:45 am »

Will you add n-core support? You know with 100+ dwarves forts tend to get pretty slow
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Mr_Bucket_Hat

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #185 on: September 24, 2009, 10:53:19 am »

Can you milk cows, camels, etc. yet?
Quote from: Org
1: Will milking be updated? To where we can milk cows?
1 Nope.
I think he's said so again a bit more optimistically (that it was going to be "easy to  put in" with creature extract materials defined) but my search-fu is weaker than Footkerchief's.

Don't you mean fantasy, Mr_Bucket_Hat? Besides, Rowling sort of had goblins-as-dwarfs- mine carts, love of gold, dour, subterranean...

Yeah, yours is more accurate. Sci fi would include star trek and the such. And that makes it all the more strange, does it not? That Dwarves are lobbed in with the likes of goblins? Those green skinned snivelling excuses for external sources of looting?

Will beasts of labor, Musk oxs, donkeys, Elephants and the such, be given alternative jobs than pet/refrigerator? I mean, to operate the quern, operate pumps, perhaps be armored and set loose on attacking enemies? Maybe allow Dwarves to cart materials to stockpiles more convienently? Rather than having 1 dwarf 1 stone, 1 muskox, 1 wagon, 200 stone?
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smjjames

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #186 on: September 24, 2009, 11:51:27 am »

The goblins in Harry Potter (the movie at least, haven't read the book) had pinkish skin though.
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Mr_Bucket_Hat

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #187 on: September 24, 2009, 01:07:55 pm »

They're still goblins. Goblin in name, goblin in nature. A goblin painting himself pink and acting miserly is amusing, nothing more. A mere thing to giggle at before you clove his head in two and shoot him full of bolts.
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Granite26

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #188 on: September 24, 2009, 01:41:43 pm »

How will AI look in the future in terms of behaviours?  Will an unusually intelligent animal-man act more like a human than his peers?  What range of behaviours do you plan on supporting?  How will those behaviours be implimented in the RAWS?

Fieari

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #189 on: September 25, 2009, 01:54:01 pm »

Here's some questions related to the topic of the month.

You've previously stated that all the animalmen have at the very least friendly diplomatic relations with each other, if not actually being the same nation. What is the relation of the underground animalmen to the aboveground animalmen?

How will the underground animalmen relate to the elves?

Do the underground animalmen have the same spirit-worshipping religion as aboveground animalmen?

What is the relation of the underground animalmen to the NEW hfs?
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Footkerchief

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #190 on: September 25, 2009, 02:03:17 pm »

You've previously stated that all the animalmen have at the very least friendly diplomatic relations with each other, if not actually being the same nation. What is the relation of the underground animalmen to the aboveground animalmen?

How will the underground animalmen relate to the elves?

Do the underground animalmen have the same spirit-worshipping religion as aboveground animalmen?


Some partial answers that might help you frame your questions:

Quote from: Neonivek
Toady what are the future plans for the Beastmen in the sense of a social/civilisation structure if I am allowed to ask? Will they be Civilised or as an "Intelligent" creature will they automatically be drawn to form societies?

These change quite a bit.  We want the aboveground Animal Peoples more or less aligned with regional spirits and uneasily with elves when they are in contact, but the underground Animal Peoples are more insane and antisocial and also use crude weapons where the aboveground ones might not.  Ideally the intelligent creatures will be able to form structures for their societies themselves -- it's a difficult problem though, so we're going to start that experiment with the goblins, who will not have any pre-defined entity positions.

[...]

Entity definitions could always accept more than one creature, but this doesn't mean that the creatures occur within the same instance of that civilization.  It distributes them evenly -- there is a new full entity definition for the underground animal peoples, and it has 8 creature entries.  This means that for each layer, it'll choose from among the 8 available and create a layer civ, just of that kind.  You can change the selection of weapons and everything else in the raws there.  Because the civ is "LAYER_LINKED", a shortcut flag until I sort this out, things like trading and so on won't be respected.  It's a catch-all flag much like BABY_SNATCHER and NUISANCE used to be, and it'll undergo the same kind of evolution most likely, until things start to make more sense.
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Fieari

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #191 on: September 25, 2009, 09:45:57 pm »

Yes, but since this is the topic of the month, it'd be nice to elaborate wouldn't it?  :)
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thobal

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #192 on: September 26, 2009, 12:52:37 am »

will the dwarven civilizations take advantage of the underground spaces? will there ever be things like giant magma conduits or aqueducts that you can request built past your fort?

I got the idea from the name "magma man" thinking that on magma free maps you ask one of the liaisons to get one under construction. It might cost a few million dwarfbucks, ten champions, and a two young maidens, of virtues pure.

so a few years go by, and on a low level the team digs its way under your fort and you get this really neat economic boost. also, the conduits and ducts could become a haven for firemen, imps, kobolds and frogmen.
« Last Edit: September 26, 2009, 02:02:00 am by thobal »
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carebear

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #193 on: September 26, 2009, 03:20:03 am »

With so many things that need adding or reworking and a constant flow of bug reports and suggestions from players, how do you manage to keep track of all of that and decide what needs attention first?
« Last Edit: September 26, 2009, 03:28:12 am by carebear »
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Fieari

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Re: Dwarf Fortress Talk #3: Your Questions!
« Reply #194 on: September 26, 2009, 07:19:45 pm »

will the dwarven civilizations take advantage of the underground spaces? will there ever be things like giant magma conduits or aqueducts that you can request built past your fort?

I got the idea from the name "magma man" thinking that on magma free maps you ask one of the liaisons to get one under construction. It might cost a few million dwarfbucks, ten champions, and a two young maidens, of virtues pure.

so a few years go by, and on a low level the team digs its way under your fort and you get this really neat economic boost. also, the conduits and ducts could become a haven for firemen, imps, kobolds and frogmen.

To be more specific:

Players like to do things like flood the world, or forge new rivers-- and within your embark area, you can do this.  Once you leave dwarf mode and explore in adventure mode however, things don't seem to really change much worldmap wise.  Are world spanning changes like this in the pipeline?

Right now, roads are built between cities.  Are there plans to expand this to other constructions such as "Great Walls" or aquaducts/magmaducts? (to rephrase the quoted question above)

The previews of the underground areas have shown that they can be HUGE, and in fact be nearly ocean-sized.  This has also been cited as a reason for
Spoiler (click to show/hide)
. Will players be able to embark with only half one of these underground oceans on their map, and if so, what happens when they try to drain it?[/color]
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