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Author Topic: Future of the Fortress: The Development Page  (Read 1611800 times)

MrWiggles

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Re: Future of the Fortress: The Development Page
« Reply #2235 on: November 24, 2010, 01:53:07 am »

Well, the question has already been asked and answered before.

The goal, is for you to have offsite resources for your fort, be able to send your army off screen, and for a new screen to be used when the fort army encounters anything FUN.

So, something like that is on the eternal to-do list, and on the current dev page I believe.
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TomiTapio

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Re: Future of the Fortress: The Development Page
« Reply #2236 on: November 24, 2010, 02:40:47 am »

Toady has yet to figure out a way to make non-creature stuff able to move, and a way to make multi tile creatures.
And when dragons and colossi take 4-8 squares, they can't path through narrow corridors and Finally they'll escape Cage Traps!
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Nivim

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Re: Future of the Fortress: The Development Page
« Reply #2237 on: November 24, 2010, 02:49:59 am »

Toady has yet to figure out a way to make non-creature stuff able to move, and a way to make multi tile creatures.
  A reminder; Toady did learn things from creating the monstrosities know as wagons, and the reason he has not completely figured out such things is because he hasn't had the time. That stuff is still at least a month or two from now.
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Dante

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Re: Future of the Fortress: The Development Page
« Reply #2238 on: November 24, 2010, 04:36:24 am »

Toady has yet to figure out a way to make non-creature stuff able to move, and a way to make multi tile creatures.
  A reminder; Toady did learn things from creating the monstrosities know as wagons, and the reason he has not completely figured out such things is because he hasn't had the time. That stuff is still at least a month or two from now.
Yeah, as has been pointed out many times before, multi-tile creatures open up a family-sized can of worms in general, with pathing, corners, determining scale, item location, limb location, etc etc.

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Nivim

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Re: Future of the Fortress: The Development Page
« Reply #2239 on: November 24, 2010, 04:43:32 am »

 Well, dragons, titans, and such are not what the systems base will be made to handle. It's the fixed wagons that will be sometime during this arc, then siege engines next arc. Hm, will the multi-tile work you do during these two arcs lay the foundation for giant creatures expanding into more tiles?
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Areyar

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Re: Future of the Fortress: The Development Page
« Reply #2240 on: November 24, 2010, 09:44:23 am »

hmm... wagons.
will there be inertia?

eg.
Code: [Select]
ww
 ww    ww
/  \   ww    ww 
H  H   | \   ww    ww
       H H    \ \  ww_H  ww /H      H
               H H  \H    ww_H   ww/   ww/H  ww/H
                                 ww_H  ww\H  ww\H
                   

I think I'd try a combined vector approach and a formation-like approach where it comes to AI.
i.e. Draft animal direction dependent on will of animal caretaker/driver. when driver lacking preferably remain stationary... unless spooked.
Wagon movement as function of averaged vector of number of draft animals. wagon could have a residual vector according to movement in previous tick and possibly also a gravity vector when partially on ramps.
Will you try something like that or will wagon-and-horses be a single formation that moves like a single entity?
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NSQuote

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Re: Future of the Fortress: The Development Page
« Reply #2241 on: November 24, 2010, 10:19:06 am »

Yeah, I probably shouldn't try to ask questions when sleep deprived. :P

As far as brainstorming for ideas, prehaps the Dwarves in the army could act as "scouts". After they leave the familiar embarked upon land visibility starts to drop: you can only look so far off into the distance (or behind you, of course). Your fortress itself could also be able to expand (by building outposts or claiming new land), allowing for larger projects like collosal bridges or continent reformation via miners.

I could see something like this helping balance the army (no seeing a Goblin army from halfway accross the world) and allowing larger fortress expansions. And eing able to give Elves the gift of magma from across the continent is !FUN! too, of course.
« Last Edit: November 24, 2010, 10:22:16 am by NSQuote »
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KillerClowns

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Re: Future of the Fortress: The Development Page
« Reply #2242 on: November 24, 2010, 01:17:10 pm »

If mining is in for worldgen, will worldgen mines potentially awaken Forgotten Beasts... or worse?  And will we be able to eventually enter and explore these mines?
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MagmaMcFry

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Re: Future of the Fortress: The Development Page
« Reply #2243 on: November 24, 2010, 01:20:37 pm »

hmm... wagons.
will there be inertia?

eg.
Code: [Select]
ww
 ww    ww
/  \   ww    ww 
H  H   | \   ww    ww
       H H    \ \  ww_H  ww /H      H
               H H  \H    ww_H   ww/   ww/H  ww/H
                                 ww_H  ww\H  ww\H
                   

I think I'd try a combined vector approach and a formation-like approach where it comes to AI.
i.e. Draft animal direction dependent on will of animal caretaker/driver. when driver lacking preferably remain stationary... unless spooked.
Wagon movement as function of averaged vector of number of draft animals. wagon could have a residual vector according to movement in previous tick and possibly also a gravity vector when partially on ramps.
Will you try something like that or will wagon-and-horses be a single formation that moves like a single entity?

I think this would be perfectly uncombinable with the pathing functionality.
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thvaz

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Re: Future of the Fortress: The Development Page
« Reply #2244 on: November 24, 2010, 01:53:53 pm »

If mining is in for worldgen, will worldgen mines potentially awaken Forgotten Beasts... or worse?  And will we be able to eventually enter and explore these mines?

Good idea! Mines should be explorable locations generated in world gen, as it is  common place in the genre.
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Sowelu

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Re: Future of the Fortress: The Development Page
« Reply #2245 on: November 24, 2010, 02:42:41 pm »

Re inertia, I was imagining critter riding working kinda like that.  When you're on a horse, say, you see yourself and then you see this X that always has the same position relative to you.  On your turn, instead of moving yourself, you move the relative position of the X, and your mount (on its turn) moves a certain percentage of the distance to the X.

So you can go really fast (move the X a long distance from you) but it'll take several rounds to bring the X back to center to stop.  Same with turning, easy when you're going slow, but takes more space when going fast.
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Re: Future of the Fortress: The Development Page
« Reply #2246 on: November 24, 2010, 03:06:20 pm »

Hot damn! Site finder improvements! Woo hoo.

How does Toady manage to make every dev log so bloody tantalising?
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The Merchant Of Menace

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Re: Future of the Fortress: The Development Page
« Reply #2247 on: November 24, 2010, 04:34:58 pm »

@Sowelu. Kind of like space flight in Ascii Sector? Cause I think that'd be a good idea too.
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Knight Otu

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Re: Future of the Fortress: The Development Page
« Reply #2248 on: November 24, 2010, 05:20:54 pm »

hmm... wagons.
will there be inertia?
At the very least, it's on the dev page regarding mounts. I think one of the DF talks did talk about the problems with combining inertia and pathfinding also.
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Re: Future of the Fortress: The Development Page
« Reply #2249 on: November 24, 2010, 06:57:58 pm »

Rarer metals, huh? I hope they're not TOO rare. I honestly couldn't handle a military wearing nothing but bone and leather.
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