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Author Topic: Towns  (Read 95942 times)

amjh

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Re: Towns
« Reply #210 on: June 15, 2012, 10:17:31 am »

The people still seem a bit overly suicidal to me.
Had a good start, but when I told them to automatically harvest wheat so I wouldn't need to constantly watch the field, they traveled through a swamp to harvest some wild ones and fought every froggy on the way. Then the ghosts killed everyone else.
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
Argblarg 5 am not all tiles are done what the

burningpet

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Re: Towns
« Reply #211 on: June 15, 2012, 10:41:34 am »

Thats weird, The auto harvest of wheat only applies to planted wheat. is that 0.47b?
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hemmingjay

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Re: Towns
« Reply #212 on: June 15, 2012, 10:52:10 am »

I've never experienced that bug. Are you sure they weren't off looking for some shrubs to plant trees or gather animals for farms?

Also, I always cheat and remove the corpse until Townies get smart enough to bury their dead in a timely fashion.
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Only a simple mind can be certain.

amjh

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Re: Towns
« Reply #213 on: June 15, 2012, 12:50:36 pm »

Well, I'm not sure why they were there since they never made it to their destination. But, I'd consider other possible reasons worse since that means the suicide trip was more arbitrary.

It's not really a big deal since the game's still in development, just though it would be good to tell I still find problems in that particular area.
« Last Edit: June 15, 2012, 12:53:52 pm by amjh »
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
Argblarg 5 am not all tiles are done what the

Sergius

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Re: Towns
« Reply #214 on: June 15, 2012, 01:59:46 pm »

Thats weird, The auto harvest of wheat only applies to planted wheat. is that 0.47b?

I'm 99% sure that auto wheat harvesting either harvests wild wheat, or when planting wheat, townies will go out and pick up any random wild wheat and turn it into seeds.

Also when planting flowers, they also seem to pick up wild flowers at random for seeds.
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burningpet

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Re: Towns
« Reply #215 on: June 15, 2012, 02:05:13 pm »

True for the flowers part, but the wild wheat has been changed since 0,47. they only harvest planted wheat, and do they not automatically plant from wild wheat.
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amjh

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Re: Towns
« Reply #216 on: June 20, 2012, 10:12:44 am »

Is food diversity going to have effect in the future? I think it would make the game more interesting if there was a reason to produce different types of food, and it would be easier to balance the different foods when the player can't focus on one.
For example, separate the food into categories like fruit, meat, eggs, mushrooms. As a characters eat one type, it becomes less effective at keeping them fed, and more effective when other foods are eaten. Some more complex foods that mix different types, like stew, could stay effective since they have a bit of everything in them.

Edit:

Also, it would be nice to be able to set doors/gates as 'dangerous', meaning only heroes can go trough.
« Last Edit: June 20, 2012, 11:14:53 am by amjh »
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
Argblarg 5 am not all tiles are done what the

burningpet

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Re: Towns
« Reply #217 on: June 21, 2012, 12:17:24 am »

Hmm, we have still not decided yet if we will take this approach, however, we will differentiate foods from on another using the effects engine. for example, an apple might be less filling, but is more refreshing so your townies could briefly run faster after it. roast is a more filling and could give a nice boost of happiness, but will also cause it eater to work slowly for a brief time.

We are doing something more or less like that (dangerous doors), it will be a "fear value" that could be attached to any object/living.

Well, we just revealed in our forums what we have worked on since the last patch:

Water now has a graphical sprite for each strength, this one here is a medium one:


a whole lotta stairs:


floating islands, these will have special fauna and flora:


we have changed the height system so now each layer is composed of blocks, meaning, any block can be mined dug, and each block is the roof of the previous block and the floor of the higher block:


We have started working toward multi-level buildings as well.
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Sergius

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Re: Towns
« Reply #218 on: June 21, 2012, 12:26:32 am »

Pretty.
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Andir

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Re: Towns
« Reply #219 on: June 21, 2012, 02:24:28 pm »

we have changed the height system so now each layer is composed of blocks, meaning, any block can be mined dug, and each block is the roof of the previous block and the floor of the higher block:

We have started working toward multi-level buildings as well.
This is what I've been waiting for.  It was nerve wracking to dig on/near mountains and try to figure out where you'd end up.
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"Having faith" that the bridge will not fall, implies that the bridge itself isn't that trustworthy. It's not that different from "I pray that the bridge will hold my weight."

Levi

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Re: Towns
« Reply #220 on: June 21, 2012, 02:38:40 pm »

Man, I can't wait till this is done.  The screenshots are always so nice looking.
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hemmingjay

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Re: Towns
« Reply #221 on: June 21, 2012, 02:56:43 pm »

This is one of the biggest updates yet. Great job guys, can't wait to get my hands on it!
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Xinvoker

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Re: Towns
« Reply #222 on: June 21, 2012, 03:00:22 pm »

Yep, this is a big step!
Without floors between the levels mining might be somewhat clunky, but we'll see it in action.
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Mephansteras

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Re: Towns
« Reply #223 on: June 21, 2012, 03:53:52 pm »

Awesome, looking forward to trying this update out.
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Azated

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Re: Towns
« Reply #224 on: July 20, 2012, 01:28:16 am »

Slight necro, but I think it's worth it.

I tried this game out a week or two ago and really liked it. The re playability value is a little low, but it's still a nifty game.


My last settlement was centered around the primary sleeping quarters. There was enough space for 16 rooms above ground, with another 16 matching it below. It even came with a dining hall out the front and misc storage below.

I was digging down, as you do, and encountered yet another dungeon level. I thought "I have iron, why not raid it for some loot?". Bad idea. I smithed up some armor for around 20 of my people and sent them down there. Ten minutes later, they were all dead and ghosts were starting to pop up rapidly. My civilians decided to make like dorfs and ran down there to grab the corpses of my soldiers for burial. One by one, they were slaughtered by various creatures, including the ghosts of their fallen brethren.

With only three people left, no food and an impending froggie invasion, I called it quits. Still, I had fun.
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Then it happened. Then I cringed. Then I picked it up and beat him to death with it, and then his buddies, too.
You beat a man to death with his dick?

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