Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 112 113 [114] 115 116 ... 306

Author Topic: Future of the Fortress  (Read 1845725 times)

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: Future of the Fortress
« Reply #1695 on: April 09, 2015, 09:37:02 am »

How will you handle "off to tame the giant mantis" quests?
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Sizik

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1696 on: April 09, 2015, 11:16:46 am »

I actually completely forgot what my question was...

It was probably something about what would need to fall into place in order for worlds to become significantly larger so that we aren't talking about countries or continents the size of Europe... but rather world spanning games.

Assuming there are plans for that ever to be possible


Well, one factor is increased computing speed and memory size. Possibly 64-bit and/or parallelization to make it run faster.
Logged
Skyscrapes, the Tower-Fortress, finally complete!
Skyscrapes 2, repelling the zombie horde!

DeusTempestas

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #1697 on: April 09, 2015, 06:12:59 pm »

A foot race... Will there be other sports? Dwarfs vs Goblins football?
Logged

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Future of the Fortress
« Reply #1698 on: April 09, 2015, 06:57:27 pm »

I actually completely forgot what my question was...

It was probably something about what would need to fall into place in order for worlds to become significantly larger so that we aren't talking about countries or continents the size of Europe... but rather world spanning games.

Assuming there are plans for that ever to be possible


Well, one factor is increased computing speed and memory size. Possibly 64-bit and/or parallelization to make it run faster.
ToadyOne talked about parallelization, and doesn't belive it'll off much to DF. Though that topic been discussed to death elsewhere. Generally ends with folks saying that because DF wasn't made with parallelization from the start, that it'd be a similar project to just restarting DF from nearly scratch.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Cobbler89

  • Bay Watcher
  • Cobbler cancels celebrate Caesar: mending soles
    • View Profile
Re: Future of the Fortress
« Reply #1699 on: April 09, 2015, 08:30:14 pm »

I actually completely forgot what my question was...

It was probably something about what would need to fall into place in order for worlds to become significantly larger so that we aren't talking about countries or continents the size of Europe... but rather world spanning games.

Assuming there are plans for that ever to be possible


Well, one factor is increased computing speed and memory size. Possibly 64-bit and/or parallelization to make it run faster.
ToadyOne talked about parallelization, and doesn't belive it'll off much to DF. Though that topic been discussed to death elsewhere. Generally ends with folks saying that because DF wasn't made with parallelization from the start, that it'd be a similar project to just restarting DF from nearly scratch.
Has the difference between multi-threading/concurrency and parallelization been discussed? From what I've seen, we've all talked to death the fact that Dwarf Fortress wasn't designed for multi-threading... But, I don't know about anyone else, but I didn't know the difference between parallelization and concurrency until (recently) I saw this: http://channel9.msdn.com/Events/CPP/C-PP-Con-2014/Overview-of-Parallel-Programming-in-CPP And if I understand correct from that talk, performing the same calculation (e.g. pathfinding, temperature updates, maybe AI choices) on massive sets of data at once (e.g. every creature on the map, every object and tile on the map) simply isn't suitable for multi-threading (concurrency) regardless of program design, but is very much suited for parallelization -- basically, as long as within the same type of calculation no two objects depend on the results of the other's current calculation of the same type, only the state from the previous tick, and as long as it isn't more if-else branching than actual calculating, then it might be as simple as flagging the loops in question to compile to code that tells the processor, in effect, "See how we're performing the same calculation on all the entries in this list? Feel free to run as many of them at the same time as you can," and then processors have a lot of different non-thready ways to achieve that. (Of course, it's possible that as time goes on compilers will get good at spotting those situations without any help from the programmer and that sort of code will end up happening automatically, but I imagine if, say, it would work except for one thing that makes it not valid/safe/whatever, explicitly asking for it would prompt the compiler to tell you what you need to correct in order for it to happen.) Just my thoughts after seeing that talk, anyway; I'm sure Toady will figure out what will work best at some point in looking at optimizations.
Logged
Quote from: Mr S
You've struck embedded links. Praise the data miners!
Quote from: Strong Bad
The magma is seeping under the door.

Quote from: offspring
Quote from: Cobbler89
I have an idea. Let's play a game where you win by being as quiet as possible.
I get it, it's one of those games where losing is fun!
I spend most of your dimension's time outside of your dimension. I can't guarantee followup or followthrough on any comments, ideas, or plans.

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: Future of the Fortress
« Reply #1700 on: April 10, 2015, 04:25:17 am »

A foot race... Will there be other sports? Dwarfs vs Goblins football?

A foot race... Will there be other sports? Dwarfs vs Goblins football?

FTFY
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: Future of the Fortress
« Reply #1701 on: April 10, 2015, 04:59:30 am »

A bloodbowl-like sport within Dwarf Fortress would be awesome with the DF combat system :D
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Future of the Fortress
« Reply #1702 on: April 10, 2015, 09:32:13 am »

Since this will (hopefully) be a shorter development cycle on the new release, will the corresponding post-release bugfix drive also be shorter, or do you just fix bugs until you're bored of fixing bugs?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Chymor

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #1703 on: April 12, 2015, 02:15:01 am »

The since the knowledge system appears to be "theory" based, what about wrong theories? Such as theories that everything is made of earth, fire, water and air, which may sound plausible but is actually harmful to understanding chemistry?

Or the theory of Humorism http://en.wikipedia.org/wiki/Humorism which provides an explanation for how herbs can help healing, but also recommends Bloodletting as a cure to disease?

Adding wrong theories that block/slow down progress in certain fields while they are dominant would provide a lot of fun interaction (people disproving other peoples work and other conflicts) and a nice way to avoid everyone learning everything too fast.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress
« Reply #1704 on: April 12, 2015, 11:30:38 am »

A foot race... Will there be other sports? Dwarfs vs Goblins football?

A foot race... Will there be other sports? Dwarfs vs Goblins football?

FTFY

From the dev log:

Quote
The game looks at the values and ethics of the civilization and the overall purpose of the occasion to come up with the schedule of events -- performances, competitions (from art to various races to wrestling to etc. etc.), processions and ceremonies, with various little details.
Do note that much of that will likely be legends mode only for the time being.

The since the knowledge system appears to be "theory" based, what about wrong theories?

This is from the last set of answers:

Quote
Quote from: Fieari
Will the new knowledge "tech forest" be accessible in the RAWs?

If I think up a new fantasy philosophy, can I have the philosophers in game discover it?  Or when the history department at my local IRL university thinks up a new historiography method, do we have to wait for it to be hard coded in or can we just add it to the RAWs ourselves?

For that matter, what about ideas that aren't just ambiguously correct, but are clearly wrong?  People wrote books and chased down clearly false ideas plenty of times in history. It's a part of science too, to propose an idea that might not work out.

...

Doing incorrect information is hard when we don't even have "correct" information done.  We'll get to specific cases eventually, but the myriad wrong paths people can take are harder to do.  It'll be part of the myth stuff as each society looks at the generated story from its perspective, but maybe not much on the first pass.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

DVNO

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1705 on: April 12, 2015, 08:07:09 pm »

I just found and quite liked Threetoes' Stories, is there a chance of another one coming out?
Logged
Al mondo mal non e senza rimedio

Reach me via Bitmessage ~ BM-2DC7sWixk2iSKThdX9thhyrxWBeWRXUEv9

Rockphed

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1706 on: April 12, 2015, 08:53:39 pm »

Instrument string throwing is totally a feature...

To me it sounds like a rubberband shooting contest.  A bit odd, but a test of skill nonetheless.
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.

Zarathustra30

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1707 on: April 12, 2015, 11:10:00 pm »

Will the expanded needs system be detailed in in the Thoughts and Preferences screen?

Edit: Nevermind. You literally answered that in the sentence that inspired the question.

Hurrah! We won't be befuddled by unproductive dwarves with wanderlust.
« Last Edit: April 13, 2015, 02:47:33 am by Zarathustra30 »
Logged
How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

therahedwig

  • Bay Watcher
    • View Profile
    • wolthera.info
Re: Future of the Fortress
« Reply #1708 on: April 13, 2015, 06:11:15 am »

Quote
Theoretically, the dwarf can go up to 150% and down as low as 50% in their effective skills,

So I predict what'll happen is that legendary dwarves will be neglected and locked away, while lesser skilled dwarves will get more entertainment and will be pampered, because it's more efficient to have multiple dwarves at the same quality than one dwarf being super efficient ;)
Logged
Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

cephalo

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #1709 on: April 13, 2015, 08:45:52 am »

I think the skill decay from unmet needs is a bit gamey for DF, and not a very good simulation of what makes people productive. Sometimes you need a fire lit under you to make good progress. For example, a weaponsmith will make that axe a little extra sharp if he has lost a friend to an ambush. Stress can be productive, and necessity is the mother of invention. Shaka Zulu made his warriors go barefoot, so that their feet would harden and eliminate the need for shoes.

Being too comfortable is more likely to negatively affect productivity than stressors, to a degree anyway.
Logged
PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar
Pages: 1 ... 112 113 [114] 115 116 ... 306