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Author Topic: More Fortresses & Multiplayer  (Read 1408 times)

RDroideka

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More Fortresses & Multiplayer
« on: October 31, 2011, 12:47:26 am »

How about the ability to control more than 1 fortress?
So maybe the player could select a fortress from a menu and jump to its location. Then, the player could do all the things in the current fortress mode, and then jump to another, and then another, and then another...

But what about multiplayer?
Maybe the player could download a seperate client for the server, and then other players could connect to the server via TCP/IP and the pereson who downloaded the server could start or stop the server at will...
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612DwarfAvenue

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Re: More Fortresses & Multiplayer
« Reply #1 on: October 31, 2011, 01:19:52 am »

Dude, this has been suggested so many time.
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astaldaran

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Re: More Fortresses & Multiplayer
« Reply #2 on: October 31, 2011, 07:49:02 am »

hey RDroideka, welcome to the forums!

When making suggestions you will find out quickly that many ideas have already been discussed by the community or thought of by Toady.

It is best to read through Toady's planned development: http://www.bay12games.com/dwarves/dev.html

first which have revealed that he already plans multiple fortresses and then to search the suggestion forum second which turns up four pages of results...and yields that basically Toady doesn't plan on it but lots of people have ideas about it.

Certainly don't feel like your idea has to be completely new to bring up; but it should add something and if possible add on to an already existing thread.

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ludsoe

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Re: More Fortresses & Multiplayer
« Reply #3 on: October 31, 2011, 11:45:25 pm »

Dude, this has been suggested so many time.

Im one of those people who have suggested it.  ;)
But i made requirements for it to be possible.
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RDroideka

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Re: More Fortresses & Multiplayer
« Reply #4 on: November 01, 2011, 12:59:05 am »

But what about multiplayer? It could work by connecting to an IP address, latching onto a world in which multiplayer is enabled, and thenplaying like normal singleplayer? This would PROBABLY be more interesting with the Army Arc, though. See? I read the dev log, I know what's planned. Mostly. ;D
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nighzmarquls

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Re: More Fortresses & Multiplayer
« Reply #5 on: November 01, 2011, 01:49:12 am »

As a game developer I can say that any code-base which is not built with multi-player in mind from the very beginning is a NIGHTMARE to properly implement.

And this is in games with an least an exponent or two less complexity then dwarf fortress.

Server-Client Models introduce potential Race conditions on EVERY SINGLE input from the user, and then the question is how are you going to propagate the AI, Physics Simulations and synchronize the RAW files?

Honestly to support multiplayer the best we are likely to get is some kind of shell which allows people to 'share' access to inputs on a dedicated machine, such as the telnet dwarf fortress tool I saw a while ago.
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peskyninja

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Re: More Fortresses & Multiplayer
« Reply #6 on: November 01, 2011, 03:14:52 pm »

It would take a long time to change forts as you'd need to export all those engravings, historic figures and other things.
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jaxler

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Re: More Fortresses & Multiplayer
« Reply #7 on: November 01, 2011, 08:08:41 pm »

asked before and there might even be a mod. but still i think after a fort becomes a kings home such things like exspanding the kingdom, diplomacy, politics, and most of all WAR. your your city is the capital attack so bring the fight to those green faced pointy eared demon lead evil basterds or kill those tree huging smelly dirt lords. or those over sized land claiming castle building land lovers.

add some end game content
« Last Edit: November 01, 2011, 10:07:21 pm by jaxler »
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drilltooth

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Re: More Fortresses & Multiplayer
« Reply #8 on: November 01, 2011, 10:00:35 pm »

I did visualise a sort of semi-turnbased multiplayer, you'ld have a shared world, and be limited to something like one year a day.  "the capital" would add up everyone in the civ's exports and import desires when setting the next turn's prices.
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jaxler

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Re: More Fortresses & Multiplayer
« Reply #9 on: November 01, 2011, 10:09:53 pm »

1 question why are civ's at war or nothing at all. i would love to be allies with other nations. allies should trade at a fort more often as well and offer better deals at trade and my sometimes help by sending counter armies when you get invaded.

just a thought.
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I've decided to say "fuck it" and will just implode my fort.

“Ok, Neo ChosenUrist, before you is two levers. Pull the Kimberlite lever -- you wakeup in a random bed and have whatever thoughts you want to think. You pull the Bauxite lever -- you stay in the caverns and I show you how deep the adamantine hole goes.” - psalms

612DwarfAvenue

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Re: More Fortresses & Multiplayer
« Reply #10 on: November 01, 2011, 11:01:12 pm »

But what about multiplayer? It could work by connecting to an IP address, latching onto a world in which multiplayer is enabled, and thenplaying like normal singleplayer? This would PROBABLY be more interesting with the Army Arc, though. See? I read the dev log, I know what's planned. Mostly. ;D

First and foremost, how would it deal with people pausing and such? You can't run a good fort without pausing to give you time to designate lots of stuff etc., and having it in multiplayer would be like playing World of Warcraft on a 56k connection. Secondly, conflicting orders between players. That can be allieviated by having everyone only work on their own part of the map, but even then there's still the previous problem to deal with. Thirdly, what nighzmarquls said.

As cool as multiplayer would be if Toady could somehow make it work, i'd much rather that he works on singleplayer :P.
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jaxler

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Re: More Fortresses & Multiplayer
« Reply #11 on: November 02, 2011, 04:09:53 pm »

how about multiplayer comes after all the bugs are fixed! YAYA
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I've decided to say "fuck it" and will just implode my fort.

“Ok, Neo ChosenUrist, before you is two levers. Pull the Kimberlite lever -- you wakeup in a random bed and have whatever thoughts you want to think. You pull the Bauxite lever -- you stay in the caverns and I show you how deep the adamantine hole goes.” - psalms

BeforeLifer

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Re: More Fortresses & Multiplayer
« Reply #12 on: November 02, 2011, 06:18:17 pm »

This is DF when bugs are fixxed new ones come up lol. And a far ammount of so called bugs atm were achuly disabled by toady because he couldent be bothered to fix them.
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jaxler

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Re: More Fortresses & Multiplayer
« Reply #13 on: November 03, 2011, 03:26:08 pm »

but still i think that content and improving AI and some major bugs. like editing the INIT. file so that it says 140 to get a king not 80 should be on the list before adding multiplayer. but most of all the first thing i think should be fixed... MAKING IT SO I DONT GET LAGGED TO FUCKING HELL(or when i hit hell)!!!!!!!!!!!
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I've decided to say "fuck it" and will just implode my fort.

“Ok, Neo ChosenUrist, before you is two levers. Pull the Kimberlite lever -- you wakeup in a random bed and have whatever thoughts you want to think. You pull the Bauxite lever -- you stay in the caverns and I show you how deep the adamantine hole goes.” - psalms

adecoy95

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Re: More Fortresses & Multiplayer
« Reply #14 on: November 03, 2011, 07:38:35 pm »

multiplayer would be awesome, too bad it will never happen
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