Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 67 68 [69] 70 71 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1610968 times)

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1020 on: September 01, 2010, 10:39:46 am »

Hey Toady, do you think we'll have some proper towns to visit in the release after this upcoming one?

That depends entirely on your definition of a "proper town."  That release definitely won't have all the dev items relating to towns.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1021 on: September 01, 2010, 10:50:34 am »

I think he means it in the sense that the upcoming release won't have towns and just villages, per this and a few older dev logs.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1022 on: September 01, 2010, 01:29:24 pm »

On the maps you just posed it looks like the goblins have expanded out to swamps and rivers. Are they moving out from the mountains now? Or did you just add more start biomes for them?
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1023 on: September 01, 2010, 01:55:01 pm »

I guess that most roads don't need to be printed, like streams, certainly when most of it will be overlain with farms.
Logged
My images bucket for WIPs and such: link

Sowelu

  • Bay Watcher
  • I am offishially a penguin.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1024 on: September 01, 2010, 02:40:22 pm »

I guess that most roads don't need to be printed, like streams, certainly when most of it will be overlain with farms.
Yeah, came in here to post about the roads.  They look really jarring.
Logged
Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1025 on: September 01, 2010, 02:55:07 pm »

On the maps you just posed it looks like the goblins have expanded out to swamps and rivers.

I think those are conquered human sites.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1026 on: September 01, 2010, 04:37:22 pm »

Conquered sites haven't changed tiles until now though.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1027 on: September 01, 2010, 05:16:45 pm »

On the maps you just posed it looks like the goblins have expanded out to swamps and rivers.

I think those are conquered human sites.

On the linked medium map you have Goblins in the nothern wastelands! Hmmmm i bet thats because of one of toadys test-raws.
« Last Edit: September 01, 2010, 06:35:07 pm by Heph »
Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.

cephalo

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1028 on: September 02, 2010, 07:43:25 am »

Toady, for the rivers issue, would it be possible to simply turn the field markers blue in the areas where they cover up rivers?

That would let you know that there was water there while still allowing you to see that it was developed.

I think that could work, but I think the river is slightly more important than the field, and the town slightly more important than the river. As far as having a field dissapear under the river, I think that in most cases you should be able to guess from the context that there may be a human presence there. The only possibility I can guess is if a civ spawns near a river and is destroyed early in world gen.
Logged
PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Vicomt

  • Bay Watcher
  • Just call me Vic.
    • View Profile
    • Steam Profile
Re: Future of the Fortress: The Development Page
« Reply #1029 on: September 02, 2010, 01:01:42 pm »

is the RSS feed broken for anyone else? opera says it can't parse the XML and thunderbird says it's an invalid RSS feed......

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Future of the Fortress: The Development Page
« Reply #1030 on: September 02, 2010, 03:14:36 pm »

is the RSS feed broken for anyone else? opera says it can't parse the XML and thunderbird says it's an invalid RSS feed......

It didn't like the unicode, so I changed it to plain text.  It should be fine now.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Vicomt

  • Bay Watcher
  • Just call me Vic.
    • View Profile
    • Steam Profile
Re: Future of the Fortress: The Development Page
« Reply #1031 on: September 02, 2010, 03:18:15 pm »

thankye kindly Mr Toady sir.

Eduren

  • Bay Watcher
  • A new theme!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1032 on: September 02, 2010, 03:25:02 pm »

At this point, what happens when embarking on top of a village? Is it identical to the way towns behave in dwarf mode? Do the fields gradually degrade over time, or are they fairly permanent?
Logged
I don't know.  Duke wants me to stop playing mafia.
That's the sign of an abusive boyfriend, Toony... you don't have to listen to him.

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1033 on: September 02, 2010, 03:50:29 pm »

Before you look at this, allow me to emphasize that
- You can change the font.
- This is still glitchy. The real thing might look better in many ways.
- If you don't like it at all, you can turn it off and get the old behaviour.

That said, a sneak peek:
Spoiler (click to show/hide)
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Eduren

  • Bay Watcher
  • A new theme!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1034 on: September 02, 2010, 03:53:38 pm »

It's... I... Wo... My... It's...

You are awesome Baughn.
Logged
I don't know.  Duke wants me to stop playing mafia.
That's the sign of an abusive boyfriend, Toony... you don't have to listen to him.
Pages: 1 ... 67 68 [69] 70 71 ... 342