Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 287 288 [289] 290 291 ... 298

Author Topic: Future of the Fortress  (Read 1204874 times)

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress
« Reply #4320 on: February 12, 2012, 12:25:23 pm »

So, i don't understand, what will be the major implementation in the next release of DF ?
And, will the bug with the starecase in the glaciers be fixed ?

Here is a community-made list of features: https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI

Toady mentioned that he "fixed a couple ancient problems with frozen ramps", which might include stairs in glaciers, but probably not.
Logged

Myr0ku

  • Bay Watcher
  • D for Dwarf
    • View Profile
Re: Future of the Fortress
« Reply #4321 on: February 12, 2012, 12:37:58 pm »

Ok guys !
Why do i feel something in DF that i don't feel with any other game ?
Something like a feeling of hugeness, when i start a new fortress, it's like it's me starting a new era of the dwarfkind !
Logged

Myr0ku

  • Bay Watcher
  • D for Dwarf
    • View Profile
Re: Future of the Fortress
« Reply #4322 on: February 12, 2012, 01:15:39 pm »

Also, i'll be terribly sad when i'll have to delete my world, Ecamo Etha, the Universe of profecies.
I know all it's shapes, and i'll have to get used with another civilisations, and another heroes.
sniff...
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Future of the Fortress
« Reply #4323 on: February 12, 2012, 01:59:40 pm »

Aye, I felt the same way when I quit my forty-year 40d fort a day or two before DF2010 was released. I still remember the names of a few of the mayors and soldiers almost two years later. Like Sarvesh Gladnessglaze, the artifact-hammer-wielding champion who killed a dozen !!HFS!! without any clothes on.
Logged
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.

Myr0ku

  • Bay Watcher
  • D for Dwarf
    • View Profile
Re: Future of the Fortress
« Reply #4324 on: February 12, 2012, 02:19:23 pm »

Don't you think my world looks like the Earth ?
Except the fact that the North pole is on the East side, it's quite similar...
Logged

Vichan

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #4325 on: February 12, 2012, 03:12:58 pm »

Don't you think my world looks like the Earth ?
Except the fact that the North pole is on the East side, it's quite similar...

God, can you just imagine what it'd be like to command an army on a world like that? I can't wait until 1.0 comes around!
Logged

Myr0ku

  • Bay Watcher
  • D for Dwarf
    • View Profile
Re: Future of the Fortress
« Reply #4326 on: February 12, 2012, 03:25:55 pm »

God, can you just imagine what it'd be like to command an army on a world like that? I can't wait until 1.0 comes around!

I don't understand what do you want to say.
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Future of the Fortress
« Reply #4327 on: February 12, 2012, 03:27:21 pm »

Don't you think my world looks like the Earth ?
Except the fact that the North pole is on the East side, it's quite similar...

Not quite, but it's the closest I've seen ;)

Rafal99

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4328 on: February 12, 2012, 03:32:08 pm »

If you are so used to the shape of this world, you may try exporting its params, and then generating a new world in the next version with the same params. There is a big chance that Toady didn't mess with heightmap generating code, so you may be able to generate very similar world in the next version.
Logged
The spinning Tantrum Spiral strikes The Fortress in the meeting hall!
It explodes in gore!
The Fortress has been struck down.

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: Future of the Fortress
« Reply #4329 on: February 12, 2012, 03:40:42 pm »

You could already do multi z-level designations using macros, effectively speaking.

It's a pity that so many don't know about these.

Don't worry your macros are extremely useful to the folks that use them.  A macro that just does down and enter is awesome for buying tons of stuff from caravans because it only counts as one key and triggers the key entry speedup too when held.  50 pages of delicious meat purchased in 10 seconds. Muahaha!
Indeed. Not requiring people to name macros was a good decision, I think. :P

Don't suppose you have a wishlist for macro features?
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Kriby

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4330 on: February 12, 2012, 04:04:52 pm »

You could already do multi z-level designations using macros, effectively speaking.

It's a pity that so many don't know about these.

Don't worry your macros are extremely useful to the folks that use them.  A macro that just does down and enter is awesome for buying tons of stuff from caravans because it only counts as one key and triggers the key entry speedup too when held.  50 pages of delicious meat purchased in 10 seconds. Muahaha!
Indeed. Not requiring people to name macros was a good decision, I think. :P

Don't suppose you have a wishlist for macro features?

Auto-repeat macros, or a hard sequential mode for just holding down ctrl-p with long macros!
Logged

Name Lips

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #4331 on: February 12, 2012, 05:49:04 pm »

Ability to rotate macros by a set amount, then repeat sections of the macro, rotate again, etc. So you can generate a large section of fractal symmetry by describing only part of the pattern, and putting in a few clever repeats.
Logged

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: Future of the Fortress
« Reply #4332 on: February 12, 2012, 06:01:06 pm »

Auto-repeat macros, or a hard sequential mode for just holding down ctrl-p with long macros!
Wait, you can already hold down ctrl-p. What more are you asking for?

Auto-repeat.. oh, hang on. How about prefix commands?

I.e. you'd say C-u 20 C-p, and it would run the macro 20 times

..this would work for *every* command, mind you, not just C-p. Not sure how useful you'll find that, but there's no reason it shouldn't.
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: Future of the Fortress
« Reply #4333 on: February 12, 2012, 06:04:45 pm »

Ability to rotate macros by a set amount, then repeat sections of the macro, rotate again, etc. So you can generate a large section of fractal symmetry by describing only part of the pattern, and putting in a few clever repeats.
Do you think getting the ability to rotate the arrow key functions will do, or do you want something more advanced?
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: Future of the Fortress
« Reply #4334 on: February 12, 2012, 07:54:56 pm »

Well, that worked out nicely.

I've implemented prefix commands, which is to say.. let's give an example. Writing C-x for control+x:

C-r <left> <left> <down> C-r
C-u 12 C-p

This will first record a macro hitting left twice and then down. It will then play that macro back twelve times.
Alternately you can say C-u 40 <left> to just scroll a bit on the worldmap, for example.
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?
Pages: 1 ... 287 288 [289] 290 291 ... 298