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Author Topic: Cave-ins with a Z-Axis; a matter of choice.  (Read 561 times)

Keiseth

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Cave-ins with a Z-Axis; a matter of choice.
« on: June 10, 2007, 06:16:00 pm »

I believe Toady has said that he isn't exactly sure how cave-ins will be handled with the Z-Axis, but they will be handled by the next version.

I'm suspecting here that there is a possibility the solution won't make everyone happy, just because the problem is so complex.

If this is the case, and the implementation of cave-ins is controversial, how about an option in the init file to disable cave-ins? It would lead to all sorts of senseless madness, but it might entertain some people.

Say the solution is a pillar that has to start from the floor and head all the way to the ceiling, similar to how it is done now. That'd probably bug people who want to make pyramid structures, or atriums or what-not. Rooms that have the weight on only the far walls and made in such a way that it doesn't collapse... I remember hearing about a building like that in Rome.

Just a passing observation; it probably won't bug me, personally, either way. It just came to mind as DF was loading. =)

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Core Xii

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Re: Cave-ins with a Z-Axis; a matter of choice.
« Reply #1 on: June 11, 2007, 06:13:00 am »

Less realism, less challenge, but yes some people might enjoy it more that way.
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Reality is for people who lack imagination

Asehujiko

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Re: Cave-ins with a Z-Axis; a matter of choice.
« Reply #2 on: June 11, 2007, 09:14:00 am »

Airborne forts ftw!
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Re: Cave-ins with a Z-Axis; a matter of choice.
« Reply #3 on: June 11, 2007, 01:35:00 pm »

I'm personally for complex cave-ins, but realism and challenge is not nearly as important as fun-factor. If there are people intimidated (or just plain annoyed if the former sounds confrontational,) at the prospect and it can be made into an option, make it so.

Losing may be fun, being frustrated and confused isn't.

PS- I think DF already reigns king over psychopathic dwarven life simulators.

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