Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 172 173 [174] 175 176 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1612214 times)

G-Flex

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2595 on: December 15, 2010, 09:27:25 am »

Things like wool and feather and eggs seem pretty basic to me.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Dae

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2596 on: December 15, 2010, 09:53:59 am »

This is a common illness. A 100% effective cure is implementing them.
Logged

thvaz

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2597 on: December 15, 2010, 10:59:10 am »

Things like wool and feather and eggs seem pretty basic to me.

Eggs won't just a food item on DF. Creatures have to lay them, hatch from them, and besides all the stolen dragon egg is a staple on fantasy literature.

Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2598 on: December 15, 2010, 11:38:10 am »

golden goose egg.  ;D

Or in DF more likely [material:random] [offspring:egg]
« Last Edit: December 15, 2010, 11:40:49 am by Areyar »
Logged
My images bucket for WIPs and such: link

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2599 on: December 15, 2010, 11:42:27 am »

Chickens laying chairs, which hatch into tables.
Logged
*Hugs*

Starver

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2600 on: December 15, 2010, 12:02:43 pm »

Another probably well-Ninjaed reply from history (7/Jul/2010, to be precise, page 18, am trying not to post such necroginous replies more than once for every 10 pages I'm catching up on, so slightly worse than I intended.  But this one was irresistable.).
Spoiler: HFS rock swimming (click to show/hide)
What would prevent the clowns from coming straight from the H.F.S. Clown Car to your wagon at embark? If they really want to Entertain (i.e., bring FunTM to) the world's children, and they can swim through rock...
I sort of had the idea that that was what ClownMetal was all about.  Something HFS couldn't interact with.  Either some form of their own private Kryptonite, or an Unobtanium shell impervious to their effects.  (The fact that when the shell is breached they currently
Spoiler (click to show/hide)
I would treat as an anomaly that may change in the future.

And on another matter I was previously tempted to reply to.  (Probably already addressed.)
Quote
If you shift from (a six-limbed creature with a wound to the middle left limb) to a human, I'd expect you actually shift to (a human with a significant wound on the of your lower abdomen/back). Bleeding is bleeding - you can't shift to a human and mosey off to the dang hospital.
My thoughts too.  Heavy laceration to a limb that you 'reabsorb' and no longer have would be damage to the skin on the side of the torso that mapped directly (not necessarily precisely in code, just in general abstraction) to the where the limb emerged.  A broken bone within the limb might relate to a rib in that location, but that's a dodgier relationship.

OTOH, while the talk (so far as I have read) has been a matter of defining primary and secondary upper limb-pairs, etc, and an assumption that a second set of arms (e.g. as an additional to the 'usual' tetrapedal limbs in a creature having a bipedal stance) would bud from the same part of the body as non-primary wings might (e.g. from the back/spine area of a tetrapod with quadrapedal stance).  In some ways, this could be something we could make use of 'inconstencies' in the raws for.

e.g. A polymorphic creature in the form of a griffin or pegasus could have forelegs (left and right), hind legs (ditto) and wings (also paired).  Changing into a centaur, are their forelegs now their arms and the wings the forelegs?  The wings migrated 'up' the torso and are the arms, with the quadruped stance staying as-was?  I'd be tempted for the wings (including any damage) to retreat into the mid-torso while the neck of the griffin/pegasus morph into the torso (sketching over, very briefly, whether the horse/lionish-ish arrangement of internal organs needs redistrubiting or doubling up into the 'new' chest cavity area) and buds its arms.  Injuries to the pegasus wings would be reflected in a back injuries of the centaur.  Injuries to the arms of the centaur might be neck/upper shoulder injuries in the pegasus form.  But add a humaniform into that equation.  Human arms == centaur arms?  Or pegasus forelegs?  Arghh!  Unless you are happy for griffon wings to traverse down into pegasus forelimbs (morphing as they go) the only real solution is that both pegasus and centaur forelimbs 'debud' into the pelvis that the entire quadrapedal torso concertinas into while transforming the four lower limbs (and 'main' trunk of the body) into a two-legged lower half.

From a DF POV, this doesn't need much actual thought (at least not until some 3D graphical revamp of the future, if it remains unobstructed by a 'modesty shimmer' or similar effect).  Possibly conflate (and average out) damage and injury to a lower limb of a beast form into the combined single lower limb of that side.  (Monopods, of however many upper limbs, would combine all previous limb damage into their now sole pedestal.)

Logically, of course, a spider-form might have a number of relationships to a biped.  I would tend to go for the three rear pairs of limbs marked as equivalent to lower limbs of a biped, the foremost ones being arm-equivalent manipulators, and thus having that connection.  (Mandibles could be considered distortions of mouth-parts)  Another argument would make all eight legs "lower body".  Although biologically-speaking, a perhaps stronger argument would be that all eight legs were 'arms' (coming from the cephalothorax "head/torso" combo segment) and no legs at all sprouting from the abdominal segment(s).  Indeed, despite the foremost pair of legs/arms (chilicerae) being the primary handling choice, all limbs could be deemed to have near identical prehensile abilities when it comes to large-scale work like grabbing and wrapping prey.

So, you (generic Toady-style developer) might be tempted to look at getting something into the raws to make some mapping which need not exactly map between creatures, but could be used as a guide.  As an infrequent MODder (getting stuff like War Elephants is the top end of what I'd normally poke away to obtain) I've just looked at the GCS details, but can't actually spot the "there are eight legs" bit, at first glance, so can't see easily how limb damage on that entity might relate upon change to (say) Slugman form.  Or Giant Earthworm.  But as there's likely to be further raw changes between now and that future point in time where its possible I'm going to hold off suggesting the exact mechanisms in coding (for guesswork) or markup (where explicit relationships can be made between bodyform components) might be used.

Does that make sense?  I sense not.
Logged

madciol

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2601 on: December 15, 2010, 12:21:31 pm »

I do not think it requires such thought. If youre trying to shift shape while wounded and you do not have super-regeneration, you're in world of hurt. Broken and wounded wings? Returning to human will give new meaning to phrase "back pain", and shifting BACK to winged human will give you horribly broken wings. No averaging or crap like this, just more, and more damage. While still requiring some relationships, this will simplify things. And if shapes are too different (game cannot resolve relationships), you will be missing some parts or be disguisting and very dead organic mess.
Logged

Kesc

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2602 on: December 15, 2010, 01:56:52 pm »

Are you planing stuffs like independent civ evolution, being those based on their resources and knowledge, on the world gen? Something like tribals, then small cities, then nations... While others don't evolve because they have no resources(Like Colombo going to America). Each one evolving their own language... Something like prehistory to middle ages.

It's not really lack of resources, it's lack of interaction with other civilizations and cultures.

That too.

Imagine if cavemen had no stones to make weapons, they'll need another way to survive. European/asian civilizations evolved because they had resources, they had opportunities to grow. Just compare Mesopotamia with tribes from central Africa. Why some civilizations growed while others didn't? It wasn't only social interaction, the natural world can f*ck up a whole civ.

They survive with what they have and take different ways, and that changes their way of thinking, culture and, of course, their body(Africa = hot = black people; Europe = somewhat cold = White people, no racism).
Logged

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2603 on: December 15, 2010, 02:00:21 pm »

europe has a harsher climate than tropical places. that makes people have to invent shit to live better.
Logged

Kesc

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2604 on: December 15, 2010, 02:13:37 pm »

europe has a harsher climate than tropical places. that makes people have to invent shit to live better.
Well... Don't know exactly why they did that, maybe I was wrong, but they needed to.
Logged

Jiri Petru

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2605 on: December 15, 2010, 02:19:07 pm »

europe has a harsher climate than tropical places. that makes people have to invent shit to live better.
Which is why the mainland Europe, Britain, etc. stayed barbaric until civilised from the outside (by conquering Rome, which still is an outside influence)

---


I always though it's availability of food that allows a civilisation to develop. To come up with crazy inventions, you need people who can work full-time at things like metalsmithing, architecture, philosophy, etc... to have these "specialists", there must be enough people around to buy the specialists' services. It all comes down to population density: if it is high enough, specialists will start popping up, if it is low, people will never get out of the barbaric farmers/herders phase. That's what happened in the Fertile Crescent, in comparison to, say, the barbaric mainland Europe.

Only then, once you have civilisations in areas of dense population, trade starts to matter. Easy access (= sea, and ideally an inland sea) to other civilised places allows for (and forces) continued development, as ideas can (and inevitably will) be exchanged. The civilisations will also start civilising the barbaric places, either by colonisation and assimilation or by force. Again, this is how civilisation spread from Mediterranean to mainland Europe.

Well... that was my personal Euro-centric analysis of the history of the world.  8)
« Last Edit: December 15, 2010, 02:21:42 pm by Jiri Petru »
Logged
Yours,
Markus Cz. Clasplashes

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2606 on: December 15, 2010, 02:21:44 pm »

Supply of food is a big part, but social structure is extremely important as well, as the ability to process a kill or harvest is more significant than the raw amount available.
Logged
On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Orkel

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2607 on: December 15, 2010, 02:43:17 pm »

Does the current combat system take into account "angles of impact"? Or does that fall under square shots? If angles were calculated somehow, it would allow stuff like steel swords to sometimes deflect off copper armor because of a glancing blow/bad angle. Would balance the "lower grade" armor metals and make them at least a little bit useful compared to now. It happens rarely if at all in the current system.

Edit:
If it is simulated in the current system, it sure doesn't show.
I've seen it happen quite often (steel deflecting off iron) when I try a very non-square attack in adv. mode. It probably happens rarely because the creatures all choose the most square shots.

Choosing what area to attack should depend on observer/fighter skill. Would likely make for more deflections. Kinda silly that dabbling soldiers always aim for square shots even when they don't know anything about fighting.
Logged
Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

Quatch

  • Bay Watcher
  • [CURIOUSBEAST_ GRADSTUDENT]
    • View Profile
    • Twitch? Sometimes..
Re: Future of the Fortress: The Development Page
« Reply #2608 on: December 15, 2010, 02:43:31 pm »

europe has a harsher climate than tropical places. that makes people have to invent shit to live better.

Geographic determinism is quite passe now. Turned out just to be veiled racism.

Maya, Inca, Zulu, ancient Indian (not native american), Polynesian, Hawaian, Korean, etc, etc, etc. Many non-european climates have had successes.

The trade/resource availability/frequency of natural disaster, now that you could probably make an argument around. Of course it would prove your original point wrong because they did a hell of a lot with poor resources.

Logged
SAVE THE PHILOSOPHER!
>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

Chthonic

  • Bay Watcher
  • Whispers subterrene.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #2609 on: December 15, 2010, 02:56:41 pm »

Geographic determinism is quite passe now. Turned out just to be veiled racism.

Maya, Inca, Zulu, ancient Indian (not native american), Polynesian, Hawaian, Korean, etc, etc, etc. Many non-european climates have had successes.

The trade/resource availability/frequency of natural disaster, now that you could probably make an argument around. Of course it would prove your original point wrong because they did a hell of a lot with poor resources.

I'm not sure that it's completely out or necessarily racist.  Guns, Germs, and Steel did a good job of saying, basically, that the ground you're standing on is the primary factor in your ability to build a kick-ass civilization (which often proceeds to ass-kick other civilizations).  That humans of all sorts are capable of building incredible stuff for a while even under the most unfavorable conditions speaks to the incredible tenacity and ingenuity that we all share as a species.
Logged
Pages: 1 ... 172 173 [174] 175 176 ... 342