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Author Topic: Future of the Fortress: The Development Page  (Read 1610040 times)

Diablous

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Re: Future of the Fortress: The Development Page
« Reply #360 on: July 15, 2010, 05:19:02 pm »

Toady, if you haven't seen this, I must bring it to your attention and ask that you find the cause and/or replicate it.
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Urist Imiknorris

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Re: Future of the Fortress: The Development Page
« Reply #361 on: July 15, 2010, 05:22:58 pm »

I sense a quote pyramid in the imminent future and ask for it not to happen. Having it centered around my post would make me feel guilty for posting it.

EDIT: No "a" in "posting."
« Last Edit: July 15, 2010, 05:25:31 pm by Urist Imiknorris »
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Knight Otu

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Re: Future of the Fortress: The Development Page
« Reply #363 on: July 16, 2010, 05:13:23 am »

Toady, if you haven't seen this, I must bring it to your attention and ask that you find the cause and/or replicate it.

I guess that answers this question.

Quote
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...a HFS metal moon, ...
HFS metal moon = impetus for the first Dwarven space elevator. How many Z-levels do think it would take to reach a geosynchronous orbit?  ;D
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smjjames

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Re: Future of the Fortress: The Development Page
« Reply #364 on: July 16, 2010, 08:39:45 am »

Seriously people, Toady One is NOT going to like it if you start a big quote pyramid in his thread.
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Areyar

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Re: Future of the Fortress: The Development Page
« Reply #365 on: July 16, 2010, 09:04:04 am »

Having spied on the dev-now page religiously, it looks like almost all the obvious bugs have been taken care of.
Great job Toady! :)
The time may be ripe for another donatathon. ;)
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scriver

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Re: Future of the Fortress: The Development Page
« Reply #366 on: July 16, 2010, 03:01:41 pm »

Exile (dwarf is escorted to edge of map and then returns in X months or years, if he does not settle elsewhere or die in wilderness).
It would be interesting if the exile in question would then, depending on his attributes of course, be forced to (or have the option to) turn to banditry to survive, i.e. preying on the caravans travelling to and from your site.
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Quatch

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Re: Future of the Fortress: The Development Page
« Reply #367 on: July 16, 2010, 03:10:07 pm »

Or dig his own hermit fortress in the corner of your map.
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Untelligent

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Re: Future of the Fortress: The Development Page
« Reply #368 on: July 16, 2010, 08:48:07 pm »

When we get to the point where history continues after worldgen ends and even as you control a Fortress or Adventurer, how will you handle this?

A constant, 24/7 flow of history may out of the question, especially for Fortress mode. For that, at least, I can see a monthly, seasonal, or yearly (or any of the above, as determined by an init option) history check being reasonable, where it runs all the history of the last period of time (or the next?) at once, but Adventure mode seems a bit trickier to find spots to sneak wads of history in, and it'll be even more important what with all that villain and night creature and trading stuff going on.
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G-Flex

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Re: Future of the Fortress: The Development Page
« Reply #369 on: July 16, 2010, 09:49:37 pm »

I know this is getting into extreme hypotheticals, but multithreading could make that a lot easier. If it were possible to shove the history-during-play stuff on another thread, you could probably have it run at the same rate and to the same precision as it does in worldgen proper. After all, worldgen runs history at a rate of what, months per second? Far faster than would be necessary during gameplay, at least. A lot could potentially be done there, provided things like RAM aren't an issue, and things get synchronized okay.

Of course, making this work well with fortress mode/adventurer entities being played in the same areas as the NPC entities (say, a fortress or an adventurer in/near a town or some other site) would be its own challenge, but there could be ways to fix that up a bit, I'm sure, even if they aren't perfect.


Again, I know that's just a silly hypothetical, but it's definitely food for thought, and a good case for parallelization.
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Untelligent

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Re: Future of the Fortress: The Development Page
« Reply #370 on: July 16, 2010, 10:37:32 pm »

It's far beyond my knowledge to know how feasible that would be, but if it were... That might be a very good idea.

Still, just making history run on a single, seperate core from the rest (like the graphics thing) would probably be easier than full-blown multithreading it.
« Last Edit: July 16, 2010, 10:42:10 pm by Untelligent »
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

madjoe5

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Re: Future of the Fortress: The Development Page
« Reply #371 on: July 17, 2010, 12:24:52 am »

Is there a way to have an event based system for all NPC sites? For example, we could start with something that has a master list of possible events, each with a certain chance of happening at, say, a season change. I guess that these events would mostly end up being effect-less flavor in Legends mode, while others can completely change the scope of diplomacy between your fort and the human civilization, for example.

G-Flex

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Re: Future of the Fortress: The Development Page
« Reply #372 on: July 17, 2010, 01:34:30 am »

Still, just making history run on a single, seperate core from the rest (like the graphics thing) would probably be easier than full-blown multithreading it.

How are those not the exact same thing?
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Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #373 on: July 17, 2010, 03:40:54 am »

Still, just making history run on a single, seperate core from the rest (like the graphics thing) would probably be easier than full-blown multithreading it.

How are those not the exact same thing?
Full-blown multithreading is made of lots of little processes that can get shuffled around as necessary. With this idea, all the processes for one broad purpose would be separate, but the main body of the game would still work the same. Like how the current graphics work.
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Untelligent

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Re: Future of the Fortress: The Development Page
« Reply #374 on: July 17, 2010, 11:35:46 am »

What I meant was putting the history stuff on a single, seperate core (i.e. dual-threading... Or maybe triple-threading with the graphics. Or maybe it could just get put on the same core as the graphics, from what I heard they don't take a whole lot of space...) versus putting the history stuff on as many seperate cores as necessary (multithreading).
« Last Edit: July 17, 2010, 11:42:48 am by Untelligent »
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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.
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