Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 113 114 [115] 116 117 ... 298

Author Topic: Future of the Fortress  (Read 1206683 times)

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress
« Reply #1710 on: August 03, 2011, 08:42:01 am »

also, i dunno it this is answered somewhere: any chance a fully customizable dwarf description is in the works? basically for adventure mode, but maybe for special dwarfs in dwarf mode? it would be nice to model a dwarf after my looks and/or personality, or others that "sponsor" a dwarf in my fortress.

This came up in the old List thread:
Quote from: Toady One
Quote from: wilsonns
Will be possible to edit the adventurer apperance or at least know about his apperance?

You can look at yourself and others.  Changing the appearance would be an interface to write, which isn't the end of the day.  You should certainly be able to customize yourself later on, at least in one version of the start setup (versus historical scenarios or whatever), since it's good to be able to be whatever you want to be.  It'll probably depend on prodding or just me eventually doing it.  Since you pick out where you are from first, it'll probably be constrained by the entity/race settings, with options to break convention or something.  Breaking reality (ie making a blue-skinned human) is more difficult because of how the appearance variables are indexed, and there might even be some issues there with breaking out of entity stylings, though I don't think there are.
Logged

Rayc

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1711 on: August 03, 2011, 12:26:52 pm »

After my mayor mandated the construction of piccolos for the tenth time, I got to wandering:  With Taverns being put in, will instruments become playable?
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress
« Reply #1712 on: August 03, 2011, 12:39:03 pm »

After my mayor mandated the construction of piccolos for the tenth time, I got to wandering:  With Taverns being put in, will instruments become playable?

This has come up before with regard to taverns:

Quote from: Toady One
Quote from: Areyar
I see no mention of parties, musical instruments or toys in the new short-term goals.
Are behaviours involving this type of item going to be put on hold, or will the new inns and such include them.

I don't specifically have a timeline for these, although I've been wanting to do them for a long, long time, and the musicality attribute is just sort of sitting there.

It also came up in DF Talk 12:

Quote
Toady:   It should be entertaining, and it's good - even independent of all the visitors - giving the dwarves something finally to do with those instruments they've had for years just sitting there. And it's like there's all these attributes, like musicality ...
Capntastic:   Musicality, and kinetic sense.
Toady:   Yeah, all that stuff that they don't use at all, like musicality: there's zero use for it ... and also the language abilities don't get used that much and we can have people telling ... it would be cool, like the historical information sometimes it gives you on engravings, you can have a dwarf say 'Now I will tell you of the story of the time that I carved cheese pictures in my room' or something, and they'll sit there ...
Capntastic:   Gather round.
Toady:   So you have these really funny dwarf parties where ... more like the way, it'll probably use the same stuff - that was the point - of the military stuff where it says exactly what they're doing during their training exercises and that kind of thing. You know you'd have these activities that pop up at parties, like there's a storytelling activity going on, or there's a musical activity and then people can join in as participants in different ways, and just kind of hang out in the meeting hall doing this different stuff, and the same with the games that they play.
Logged

Rockphed

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1713 on: August 03, 2011, 07:44:28 pm »

Great, now I foresee an artifact being decorated with a picture of the time an engraver went off on a bender and told a story about how he engraved pictures of himself engraving pictures of cheese in the mayor's bedroom.

Which would not be a half bad thing to find on an artifact come to think of it.
Logged
Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

tps12

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1714 on: August 03, 2011, 08:46:28 pm »

Something like "On siege, wait 50 steps, pull lever 11." Lever 11 being the level that seals the fort.
...
Personally, I would like something like that for the sole purpose of removing some micromanagement. If it were extended with a large list of events to trigger it, and potential actions, you could have a mostly automated fortress.

Scripting dwarves is micromanagement.
Logged

Matz05

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1715 on: August 03, 2011, 09:24:43 pm »

But it is EFFICIENT micromanagement.

Actually, if->then standing orders sound perfectly logical.

If a seige arrives, everyone comes inside, all guards are activated and stationed inside the main gate, and the gate is closed with lever 4 in X steps.

Real buildings have posters with evacuation/emergency procedures...
Logged

EmeraldWind

  • Bay Watcher
  • Hey there, dollface...
    • View Profile
Re: Future of the Fortress
« Reply #1716 on: August 03, 2011, 10:10:57 pm »

But it is EFFICIENT micromanagement.

Actually, if->then standing orders sound perfectly logical.

If a seige arrives, everyone comes inside, all guards are activated and stationed inside the main gate, and the gate is closed with lever 4 in X steps.

Real buildings have posters with evacuation/emergency procedures...

DwarfBASIC for all your dwarf programming needs.
Logged
We do not suffer from insanity. We enjoy every single bit of it.

Dradym

  • Bay Watcher
  • if its hard, overly complex, but fun, its a dwarf
    • View Profile
Re: Future of the Fortress
« Reply #1717 on: August 04, 2011, 12:59:43 am »

i dont think if>then statements would be a realistic option for continuation of the fort after retirement. while it may be very dwarfy to see what people can come up with, it just wouldnt be a good option. the next logical step would be to take battles from the one-on-one scenario to the army-on-army event that it should be. starting out with very few elements-the populations, strength of equipment. then moving to more complicated things like: tactics, leadership, different unit types, morale-becoming more of a squad-on-squad series of skirmishes in the larger battle, which can then finally include environment factors and terrain and technology.

at least this is how i would evolve the combat system
Logged

counting

  • Bay Watcher
  • Zenist
    • View Profile
    • Crazy Zenist Hospital
Re: Future of the Fortress
« Reply #1718 on: August 04, 2011, 02:09:14 am »

I am thinking to make logging human input as MACRO to incorporated with the human-undestand-only operation. It doesn't have to be as complex as language, just as simple as what commands is taken at what order. If the usage of macro becomes too hard/much/big to log for a fortress to function properly, I guess the fortress itself is already over-complex for players to control as well, and may collapse by itself even human players control the fortress themselves.
Logged
Currency is not excessive, but a necessity.
The stark assumption:
Individuals trade with each other only through the intermediation of specialist traders called: shops.
Nelson and Winter:
The challenge to an evolutionary formation is this: it must provide an analysis that at least comes close to matching the power of the neoclassical theory to predict and illuminate the macro-economic patterns of growth

Dsarker

  • Bay Watcher
  • Ἱησους Χριστος Θεου Υἱος Σωτηρ
    • View Profile
Re: Future of the Fortress
« Reply #1719 on: August 04, 2011, 02:18:17 am »

What would also be good is to have the different leadership skills stay at the level they are generated at for the dwarfs after you leave it to itself. Then those orders you give might be misunderstood, delayed, etc. Eventually, the fort would stagnate, and if you couple this with mechanical failure, eventually the fort would end anyway, but it would be very amusing.
Logged
Quote from: NewsMuffin
Dsarker is the trolliest Catholic
Quote
[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
"There are times, Sember, when I could believe your mother had a secret lover. Looking at you makes me wonder if it was one of my goats."

irmo

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1720 on: August 04, 2011, 11:09:33 am »

I'm not sure why anyone thinks "retired" forts will be simulated at the Fortress Mode level of detail, including things like mechanisms and exact positioning of dwarves. Your computer is not powerful enough to run two fortress simulations at once.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Future of the Fortress
« Reply #1721 on: August 04, 2011, 11:20:44 am »

I'm not sure why anyone thinks "retired" forts will be simulated at the Fortress Mode level of detail, including things like mechanisms and exact positioning of dwarves. Your computer is not powerful enough to run two fortress simulations at once.

This issue, I think, is not that the fort needs to be simulated while you're running another fort except in high level detail. The issue is that it needs to be simulated correctly if you visit as an Adventurer. Basic things like: What state for various levers has the drawbridge up or down so you can actually get in? If there is an airlock system, what levers have to be pulled to open the inner doors after travelers have entered through the first set of doors?

It's those more complicated structures that Toady is concerned about. Players do all sorts of interesting things in their fortresses, and sometimes there isn't a decent 'default' state to leave it in that'll keep the fortress working properly if it's loaded during visiting. We can debate about how much of an issue that is, but from what Toady has said he would like these issues to be handled properly.
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

Neonivek

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1722 on: August 04, 2011, 11:41:49 am »

When I think about I am surprised no one's questions (EVER) are just really tough math questions.

Quote
What state for various levers has the drawbridge up or down so you can actually get in? If there is an airlock system, what levers have to be pulled to open the inner doors after travelers have entered through the first set of doors?

So then the clunky solution would be to allow designations.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Future of the Fortress
« Reply #1723 on: August 04, 2011, 12:35:02 pm »

So then the clunky solution would be to allow designations.

Yes. But I think the issue here is more that Toady doesn't feel particularly compelled to add in a clunky solution. There are lots of clunky solutions, but I get the impression that he's holding out for a more elegant one. Or at least having a bunch of other aspects of the game coded so that he doesn't have to go back and touch the fortress simulation code multiple times.
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

Neonivek

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1724 on: August 04, 2011, 12:41:45 pm »

So then the clunky solution would be to allow designations.

Yes. But I think the issue here is more that Toady doesn't feel particularly compelled to add in a clunky solution. There are lots of clunky solutions, but I get the impression that he's holding out for a more elegant one. Or at least having a bunch of other aspects of the game coded so that he doesn't have to go back and touch the fortress simulation code multiple times.

I am not asking for clunky solutions.

Though... a Dropgate designation wouldn't be so bad...

The dwarves would automatically raise and lower gates to accomidate travelers (or other dwarves) and refuse to lower them if an enemy comes forth.
Logged
Pages: 1 ... 113 114 [115] 116 117 ... 298