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Author Topic: Future of the Fortress  (Read 1206542 times)

thvaz

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Re: Future of the Fortress
« Reply #3045 on: November 27, 2011, 04:37:56 am »

Cities can have multiple layers of walls?
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Cruxador

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Re: Future of the Fortress
« Reply #3046 on: November 27, 2011, 05:03:05 am »

Cities can have multiple layers of walls?
Over the course of history? Yes. Simultaneously extant during adventure mode? Toady said he wasn't getting to that, some months ago when he did the walls. It requires ruin framework that isn't in yet.
« Last Edit: November 27, 2011, 05:05:30 am by Cruxador »
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Dsarker

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Re: Future of the Fortress
« Reply #3047 on: November 27, 2011, 05:15:32 am »

Wait, does that mean that city A can have one wall, and at some point, it has another wall, but not the first? If there were the 'multiple walls' framework that was needed already in, would it mean that you'd have both walls, but one would be in disrepair?
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Cruxador

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Re: Future of the Fortress
« Reply #3048 on: November 27, 2011, 06:06:12 am »

During worldgen, a wall is built periodically according to some criteria or other, something to do with military danger I think? But the game doesn't actually store much info about the wall, just that it exists, and perhaps how much it encompasses. When a new wall is built, the old one is scrapped for resources. But the level to which the game actually represents this is not very great.
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Dsarker

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Re: Future of the Fortress
« Reply #3049 on: November 27, 2011, 06:10:38 am »

Okay.

How quickly is the wall scrapped? Does it tick over at year's end and suddenly the wall disappears?
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Knight Otu

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Re: Future of the Fortress
« Reply #3050 on: November 27, 2011, 06:17:24 am »

Once again, we're left with no key, and thus little insight into what we're actually looking like.
I'll go out on a limb and say that the striped plots are the crop areas, solid black is waste, solid brown the "pig yards", and dark green the woodlands. That leaves medium green and light green for meadows and pastures.

Cities can have multiple layers of walls?

Theoretically, yes. Given the maps so far, it doesn't seem to be actually implemented.
Regarding internal walls
Quote from: Toady One
I moved the questions on the new city maps etc. to the top for convenience.
Quote from: Japa
Toady, will we be having cities that extend beyond the walls? or cities without walls?
Yeah.  It can handle multiple internal walls/gates (tested, but doesn't place any yet) while still managing a fairly decent building density, and it retains the old fields outside of smaller town maps (walls or not), though I might have to rewrite the field placement code to correspond to more manageable shapes that link in with the new system if the towns end up changing more over time after play begins.  Right now the towns are very shrinkable/extendible, but fields are less so.
I guess it is possible that Toady might get to multiple walls with the current work, but he hasn't said anything. I also notice that the walls seem to invariably have three gates now, when the oldest maps had four gates.
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Cruxador

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Re: Future of the Fortress
« Reply #3051 on: November 27, 2011, 06:28:35 am »

Okay.

How quickly is the wall scrapped? Does it tick over at year's end and suddenly the wall disappears?
I don't think Toady's said that. I would guess it's instant.
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Dsarker

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Re: Future of the Fortress
« Reply #3052 on: November 27, 2011, 06:43:40 am »

Now, iirc, worldgen doesn't happen in either of the modes, does it?
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Rafal99

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Re: Future of the Fortress
« Reply #3053 on: November 27, 2011, 06:50:18 am »

Now, iirc, worldgen doesn't happen in either of the modes, does it?

You mean worldgen stuff happening during normal play?
No. That is planned for the release 5.
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Dsarker

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Re: Future of the Fortress
« Reply #3054 on: November 27, 2011, 06:51:08 am »

So the state that the world's in, once you start playing, is the state it remains in.
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Rafal99

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Re: Future of the Fortress
« Reply #3055 on: November 27, 2011, 06:55:58 am »

Not really. People may still die of old age. Or you may kill them. Entity positions get replaced I think.

But more advanced stuff doesn't happen. New roads or cities are not built. The cities doesn't change their structure. No wars are begun except those cause by the player. Etc.
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Cruxador

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Re: Future of the Fortress
« Reply #3056 on: November 27, 2011, 07:08:23 am »

So the state that the world's in, once you start playing, is the state it remains in.
Barring player interference, yes. The world doesn't change independently of the player until Toady gets release 5 taken care of.
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metime00

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Re: Future of the Fortress
« Reply #3057 on: November 27, 2011, 08:37:35 am »

I cannot wait until I can rampage through cities and break out into the idyllic countryside and set it aflame with my burning foes! :D

But what's the really red cluster of buildings by the keep in this town? another town has something similar but it's green. Are these the temples?

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therahedwig

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Re: Future of the Fortress
« Reply #3058 on: November 27, 2011, 08:45:13 am »

That's the market :)

This looks really cool. Can't wait to see it in action.
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Knight Otu

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Re: Future of the Fortress
« Reply #3059 on: November 27, 2011, 08:45:25 am »

But what's the really red cluster of buildings by the keep in this town? another town has something similar but it's green. Are these the temples?
That's a market. Red is meat, green is plants, and brown is  foreign crafts. Temples are a kind of purple (seen here, north-east of the keep and a biggish building in the south-west).
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