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Dwarf Fortress => DF General Discussion => Topic started by: slMagnvox on July 24, 2008, 10:26:46 am

Title: The NEW Future of the Fortress
Post by: slMagnvox on July 24, 2008, 10:26:46 am
The new Future of the Fortress (http://www.bay12games.com/dwarves/dev_next.html) is EPIC.  Just staggering.

So much to look forward to, I am at a loss for words. A couple highlights that nearly offed me from my chair:

III.B.4: Ability to attack enemy armies at non-site locations on the world map/midlevel tactical views and decisions (requires III.A.1)

Wow.  Just imagine my Hammerdwarves pillaging and razing.  I'll be picking a fight with everyone.  Can't wait to see my dwarves ransacking some human village, or getting pincushioned by elves on their turf.  Hahah.

II.B.2: Way to build shelter/home and ability to save it as a permanent site

Holy hell.  From Adventure Skills Preliminaries.  I'd build the awesomest lodge/harem.  I hope I can convince that Merchant Princess to elope with me.

III.B.1: Addition of bandit groups which harass caravans

I hope this leads to more sentient adversaries in Adventure mode.  I want to stumble across a band of goblin raiders while I am adventuring around a Dark Tower.  And fighting bandits is gonna be so much fun.

II.D: Generalization of "zombie" and "skeleton" to broader curses/sphere-related alterations

The human fleshbane of stenching attacks!

Phew.

What are your favorites?  Discuss.



Title: Re: The NEW Future of the Fortress
Post by: Jay on July 24, 2008, 10:38:43 am
II.B.2: Way to build shelter/home and ability to save it as a permanent site
Kickass.  Hopefully it can be used to store loot without it disappearing.
And hopefully we can load it up with chests/bags/whatever else so we can hold as much loot as possible...
Maybe even a bed, but some bonus for sleeping on a bed would have to be implemented, otherwise there would be no point...

III.A.1: Replacement of generated caravans in dwarf mode with actual caravans
Preferably with artifact trading implementation.  That way, we can trade away Gathathafatha, "The Singed Battles", an adamantine mug, and then see it again later in Adventure mode.  Or any objects that we made and traded, for that matter.

I.C: Graveyards and other burial arrangements with associated fun stuff
Looks like proper ruins of olde are making a comeback!  Woo, those things added so much to Adv.
Title: Re: The NEW Future of the Fortress
Post by: Gantolandon on July 24, 2008, 10:45:27 am
Quote
III.A.3: Improving dwarf mode sieges

If that means a million of traps won't be the most effective defence, this change alone will make the next release awesome.

Quote
#  III.D.2: Allowing conflict over succession, schisms and contested claims to entity positions in world gen
# III.D.3: Allowing such conflict in regular play
And this is truly epic.
Title: Re: The NEW Future of the Fortress
Post by: Doler 12 on July 24, 2008, 10:50:10 am
Wow i cant choice what is the coolest new thing yet, so many new thing that will improve dwarf fortress, lets hope that this version will come as soon as possible
Title: Re: The NEW Future of the Fortress
Post by: Jay on July 24, 2008, 10:52:06 am
Wow i cant choice what is the coolest new thing yet, so many new thing that will improve dwarf fortress, lets hope that this version will come as soon as possible
Well, let's look back.
39a took 5 months to complete.  Was it worth the wait?  I think yes.
I suspect, with all the pre-reqs he has to implement, this one will probably take longer.
Title: Re: The NEW Future of the Fortress
Post by: Cavalcadeofcats on July 24, 2008, 10:58:49 am
Quote
I.A: Appearance tags for the raws and associated data (beards, color, etc.)

Beards for everyone!

Quote
I.A. Make caves and the underground more interesting

oooo

Also, do we know that he's only going to release when ALL of this is done? The note at the top suggested otherwise to me.
Title: Re: The NEW Future of the Fortress
Post by: Heavy Flak on July 24, 2008, 10:59:57 am
Wow i cant choice what is the coolest new thing yet, so many new thing that will improve dwarf fortress, lets hope that this version will come as soon as possible
Well, let's look back.
39a took 5 months to complete.  Was it worth the wait?  I think yes.
I suspect, with all the pre-reqs he has to implement, this one will probably take longer.

Toady said in the Future of the Fortress page that those aren't all requirements for a release.  It all depends on the ongoing bug fixes, interface tweaks, and whatever happens to be done and should lead to more frequent releases.

As for my picks?

Quote
Language Improvements

    * I: Basic rewrite of names to support syntax trees and different, larger phrases
    * II: Grammars for each language for different realizations of stored abstract phrases

and

Quote
Wound Handling

    * I: Track wounds individually and do scarring (and thereby remove phantom limb pain and unconsciousness)
    * II: Wound infection and some other diseases

Finally, finally, if my armless soldier doesn't die of a staph infection, he'll eventually stop bitching about the inconvenience and go back to hacking Goblins to bits.  It might also lead to peg legs, hook hands, and eye patches! 
Title: Re: The NEW Future of the Fortress
Post by: Tormy on July 24, 2008, 11:08:02 am
Wow i cant choice what is the coolest new thing yet, so many new thing that will improve dwarf fortress, lets hope that this version will come as soon as possible

Yeah I cant wait to play with the next "big" version already. I hope it wont take so many months to complete.  :-\
Title: Re: The NEW Future of the Fortress
Post by: Davion on July 24, 2008, 11:15:08 am
I'm looking forward to building stuff as an adventurer.
Title: Re: The NEW Future of the Fortress
Post by: mutant mell on July 24, 2008, 11:46:16 am
Quote
Language Improvements

    * I: Basic rewrite of names to support syntax trees and different, larger phrases
    * II: Grammars for each language for different realizations of stored abstract phrases

Hehehe, this reminds me of an assignment I did for CompSci 2, a grammar assignment.  We had to create a program that made random sentences using a text file for structure.  Instead of using the default, I spent about 4 , no 6 too many hours creating a new file for it, but it was frickin' awesome.  Anyways, this should be really cool.
Title: Re: The NEW Future of the Fortress
Post by: Torak on July 24, 2008, 01:21:04 pm
It brings a tear thinking that we've come so far.
Title: Re: The NEW Future of the Fortress
Post by: Zemat on July 24, 2008, 01:31:14 pm
I'll comment and ask questions about some of the yellow ones (which are forthcoming):

Quote
I: Getting migrants/armies to move over the world map again

Heh, with all the chaos surrounding cities in Adv. Mode right now I though this was already working. This will be cool. But maybe adding some restrictions to non-migrant dudes (so that they don't leave the city area) is needed. Sometimes I get tired of chasing down quest targets that wander off the city or cave area.

Quote
I: Ways to obtain food while traveling (hunt/gather)

Yay! Does this includes water? Because water is more important than food in Adv. Also. If Toady implements this I would like if he tracks down said statuses during travel mode. Otherwise nobody will bother to gather food if there's no need. The same goes with recent wounds. Even if there's no medicine implemented, they should heal over time (like in Fortress Mode) instead of instantly.

Quote
I: Store resource counts at sites, controlled by map properties and world gen professions

Caravan arc is on the way!

Quote
I: Track wounds individually and do scarring (and thereby remove phantom limb pain and unconsciousness)

I hope this extends to player adventurers and not only to worldgen characters. And like I said with food, I hope still fresh wounds are tracked down even during travel mode.

Quote
I: Creation of the adventurer's group as an entity (as with civ/religion/etc.)

Does this applies to worldgen scouts and adventurers? I would like to meet up with legendary bands of adventurers and fight them or join them. Maybe help them in their own quests.

Quote
I.C: Eggs and feathers, associated skills and objects

I was about to suggest adding dragon eggs. I hope this makes it to the raws and fortress mode to mod proper egglaying lizard civilizations.

Quote
I: Basic rewrite of names to support syntax trees and different, larger phrases

Wow, that one is gonna be a handful. Take that one easy Toady. It takes too much effort to do something decent with generative languages and it isn't as rewarding.
Title: Re: The NEW Future of the Fortress
Post by: Lord Licorice on July 24, 2008, 01:41:15 pm
Quote
#  I.C: Graveyards and other burial arrangements with associated fun stuff

"I hope this town is more interesting than the last one."
(Takes a step)
(Two pages of attack messages regarding human children and soapmakers being torn apart by zombie humans)
"HOLY SHIT!"

Quote
#  I: Creation of the adventurer's group as an entity (as with civ/religion/etc.)

The Crazy Lashes was an adventurer group from the Hills of Speaking.  Some questions still trouble historians, but the picture is fairly clear: They were a goddamn menace.
Title: Re: The NEW Future of the Fortress
Post by: Seth on July 24, 2008, 01:56:47 pm
"I.B: Remove good/evil regions and add more specific associations instead"

I want to know what this one entails.
Title: Re: The NEW Future of the Fortress
Post by: Zemat on July 24, 2008, 02:02:30 pm
"I.B: Remove good/evil regions and add more specific associations instead"

I want to know what this one entails.

It probably (and I hope so) means that previously generic good/evil regions will be tied now to powers and deities directly instead, and fantastic creatures will also spawn on them depending on their association with said powers and deities.
Title: Re: The NEW Future of the Fortress
Post by: LASD on July 24, 2008, 02:08:47 pm
Yay! Does this includes water?
I think you can already get water in Adventure Mode with a waterskin. So, No.  ;D

The plans truly are amazing. There's not one thing I'm not waiting for, but my most anticipated parts are the premilinary Caravan Arc parts, ruler succession (and births) in regular game and the randomized creatures, plants and megabeasts. Oh, and also the adventurer home/hovel.

Seems like getting all these things done will take quite a while, but they're so huge it doesn't matter one bit.

Title: Re: The NEW Future of the Fortress
Post by: Zemat on July 24, 2008, 02:27:34 pm
I think you can already get water in Adventure Mode with a waterskin. So, No.  ;D

But how? Can I refill my waterskin? I have never managed to do that before.

By the way, Toady. Are you gonna make a release with every yellow point complete or are you going to hold it until a segment is complete?
Title: Re: The NEW Future of the Fortress
Post by: Zwergner on July 24, 2008, 02:32:40 pm

But how? Can I refill my waterskin? I have never managed to do that before.


Yep, here's how. (http://www.dwarffortresswiki.net/index.php/Adventure_mode#Basic_Needs)  Just make sure your waterskin isn't in your backpack.
Title: Re: The NEW Future of the Fortress
Post by: Nukeitall on July 24, 2008, 02:37:09 pm
I'm pleased with the current version, and though it is shortsighted, pigheaded, and selfish of me, I'd still like to see some performance optimizations go in. I understand the early state of the game. I understand there is major work to be done. I understand that such things are on the backburner.

However I, more then anything, want to run a massive fortress of 400 dwarves fighting a horde of 4000 goblins. I just want to see that before I die, really.
Title: Re: The NEW Future of the Fortress
Post by: Keiseth on July 24, 2008, 02:42:42 pm
I'm grinning from ear to ear right now. It must be a scary sight.
Title: Re: The NEW Future of the Fortress
Post by: Dwarmin on July 24, 2008, 02:48:15 pm
What peaked my interest:
Optional presence of some randomized plants/vermin??? One games poison is anothers cure..

Wound infection and some other diseases (Urist cancels sparring:Gangrene)

Appearance tags for the raws and associated data (beards, color, etc)

Make caves and the underground more interesting!!! Bring back the 50+ ratman raids over the chasm!  ;D   
Title: Re: The NEW Future of the Fortress
Post by: Untelligent on July 24, 2008, 03:51:24 pm
II.B.1: Ability to chop down trees and dig

Just about the only objects you couldn't use as a weapon of some sort in adventure mode were trees and walls. Once these get put in, as well as construction removal and herbalism (well, you can set plants on fire, but I don't remember being able to pick them up), Dwarf Fortress will be one of the few games where you can use literally anything as a weapon. And by "anything," I don't mean any object you can think of *cough Dead Rising cough*, but anything you happen to come across, and I mean ANYTHING. Like the ground. Or a chunk of the wall.

Oh, and we'll be able to dig out mini-fortress in Adventure mode. That's interesting too.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on July 24, 2008, 05:24:29 pm
The others of the few games are also roguelikes. In ADOM, you can chop down a tree and use the log as a weapon.
Title: Re: The NEW Future of the Fortress
Post by: ShunterAlhena on July 24, 2008, 05:41:27 pm
This will be amazing. Almost all of my wishes, answered! Hell of a release to look forward to!!!
Title: Re: The NEW Future of the Fortress
Post by: Zai on July 24, 2008, 05:52:14 pm
Quote from: LASD
The plans truly are amazing. There's not one thing I'm not waiting for, but my most anticipated parts are the premilinary Caravan Arc parts, ruler succession (and births) in regular game and the randomized creatures, plants and megabeasts. Oh, and also the adventurer home/hovel.

This is the same stuff I'm looking forward to most, with the additions of the rest of the Basic Army Arc and Adventurer Skills Preliminaries categories.
Title: Re: The NEW Future of the Fortress
Post by: Jay on July 24, 2008, 07:06:56 pm
The others of the few games are also roguelikes. In ADOM, you can chop down a tree and use the log as a weapon.
Somebody's bound to ask what that is.
Ancient Domains of Mystery
Website: www.adom.de (http://www.adom.de)
Title: Re: The NEW Future of the Fortress
Post by: Toady One on July 24, 2008, 10:19:37 pm
Yeah, this'll come in more than one release.  Each of the highlighted yellow bits is a block of work, and after each yellow bit, there could be a release, though some are shorter than others and will be done with others before a release.  I can't release every day (the release process itself takes about 1 1/2 - 2 hours to get through my check list), but I don't want to get caught in multi-month cycles again either, if I can help it.  So I've got it organized like this.  The only order that is being vaguely specified is by the colors and the alphanumeric bit in front of each item, but I could do an adv skills yellow bit then jump to an army or caravan one.

Dr. Tardigrade, I'm not quite sure when adv mode travel will be realisticified (yeah)...  as soon as you can take care of yourself I guess it would be on the table, but I haven't sat down and worked through the details yet.

Dr. Tardigrade, I meant wound tracking mainly for regular play (though the units that are realized with world gen wounds will need them to so that they'll embarrassing themselves), so you'll have a specific breakdown of your wounds at some point -- in Dragslay, this was done at the same time as appearance variables, so that it would talk about your beard and the scar across your right eye and the fresh bruise on your stomach and so on.  It'll depend on the order of implementation, but it's definitely an in-play and not a world-gen item, mainly.

Dr. Tardigrade, the adventurer's group is the adventurer's group, but world gen should get similar things when I get the bandits attacking caravans, and that'll probably be stored in the same way.  Which comes first is up in the air and probably doesn't matter that much code-wise.

Dr. Tardigrade, on the languages, well, it depends here -- getting it to write books as in a better version of the legends screen, in translatable dwarvish with a written dwarvish script is very hard (and time-consuming!), yeah, but starting simple at first with NP trees and then sentence trees is really something a computer is good at, and the names already might as well be stored that way.  For the grammars, starting small, realizing the current "of" and "the" relationships, and altering the word order and realizing the currently untranslated prepositions etc. will be the start, and I don't think that'll make the names any more atrocious than they already are (and they should get more flavor that way).  Signs, weapon engravings and other small phrase instances could follow.  An entertaining idea after that would be to try to generate short poems or songs in the languages -- there's a lot more leeway for sounding bad here than there is in prose, though I understand there's some irritation with completely random crap -- it's possible to avoid that somewhat, but it's a larger project.  An ultimate goal would be attacking the book question, but the main issue is independent of in-game languages and that's getting the current legends sentences into abstract format and then back to the english -- not all of english has to be coded though, so it's much, much easier than some of the existing projects on the web, etc.  Dwarvish etc. are easier to do that english, because I have control of the rules and can make them suit my peace of mind.  Translations to other real-world languages might also be facilitated in this manner (with a lot of work on tree realizations in some sort of raw, but again much less work than the general web language projects).  Still, yeah, it's a tough project in many ways, and I certainly don't mean to be flippant about it, since I know some people build careers on this sort of thing, but the first steps should be both easy and yield immediately results, allowing simple new names like "The Battle of <site name>" through an extra branch on a phrase tree, as well as allowing changes in word order, phonotactic rules and so on to make the names slip out of the one existing format depending on the language.  It'll also introduce the possibility of dialects and language change over time, which virtually no one will care about...  hrm, anyway, this is more of a hobby thing, to entertain myself, he he he.

Dr. Tardigrade, yeah, that's correct on the region associations.  Ultimately, I'd like the pantheons etc. of the local civilizations to have some correlation to what's around them, and perhaps a random megabeast which has influence on a nearby region could also be said to have been spawned from a few of the gods in the local pantheon, etc etc etc.  Lots of fun times here -- the key is making sure the random stuff doesn't totally blow, and again it's something that can be eased into without causing too much of a trainwreck.  Though the trainwreck parts that slip in should be as entertaining as they are fixable, when it happens.  For those that don't think so, I've added the word "optional", he he he, since I know some people hate seeing a name put together by the computer, as hard as it tries.  I think part of the thing there will be giving them proper introductions and not just throwing them at you, and that's something that we're still thinking about.  Being able to familiarize yourself a bit with the lore its generated surrounding the critters will make it easier to stomach them -- you can even learn to deal with a gibberish name that way, though I want to try to avoid relying just on a gibberish generator and sort of merge in sphere and form related names...  we'll just have to see what works out and what doesn't.
Title: Re: The NEW Future of the Fortress
Post by: Zemat on July 24, 2008, 11:38:59 pm
Heh, it took me some time to figure out who you where referring to.

On the theme of random creatures and names, you could use an hybrid approach. Instead of going just for completely random creatures, you could take existing creatures from the raws and make some mixes and mutations here and there. Then you could take the name or names of the original creatures and add some adjectives.

To add some legitimacy to the names, even if completely random, you could use as adjective the region where they come from or the god, goddess or sphere they are related to. For example "Mountainpeaks" Flying Jaguar, or Segum's (some god) Spitting Spider. Of course this might not work well if the original creature has already a complex multiword name. On the other hand you could use creature templates which specify the most common features of a creature (ie. humaniods) and work from there to create random critters. Then you could use the template's name to form the final name (ie. batman, spiderman and other copyright infringing names).

One last thing, this might not help you at all with the language thing. But learning something about a non-latin, non-saxon language could give you some ideas of how to create your arbitrary translator. I recommend you classical Nahuatl (http://en.wikipedia.org/wiki/Classical_Nahuatl_grammar) (other link (http://weber.ucsd.edu/~dkjordan/nahuatl/nahugram.html)), it's pretty easy to understand the basics and quite different from standard european languages. I learned the basics of sentence forming and grammar in a day just by toying with it.
Title: Re: The NEW Future of the Fortress
Post by: Zemat on July 24, 2008, 11:55:39 pm
Some basic nahualt examples:

Huey Cueyatzintli = The Great Toad (includes an honorific at the end)

Ezoteotl Armok = God of Blood Armok
Title: Re: The NEW Future of the Fortress
Post by: Jetman123 on July 25, 2008, 09:10:04 am
As soon as I saw it, I had a Fortressgasm.

I cannot _wait_ for some of this!
Title: Re: The NEW Future of the Fortress
Post by: Kogan Loloklam on July 25, 2008, 06:32:47 pm
Another idea is to go to what I consider the authority in creating languages.

Language Construction Kit (http://www.zompist.com/kit.html)

Zompist has the most detailed description in how to create a realistic language I've ever seen. He makes Tolkien look like  2 year old with a crayon.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on July 25, 2008, 06:45:41 pm
Also linked to on the above reference, this guy's page (http://www.xibalba.demon.co.uk/jbr/index.html) has lots of exhaustive information on making languages listed in the right column.  Fascinating reading even if you're note into linguistics, with four different examples of language making, each quite enlightening.
Title: Re: The NEW Future of the Fortress
Post by: Fieari on July 26, 2008, 06:56:41 pm
To have evolving languages, you'd need to restructure the raws so that you have base words and conjugations listed separately.  So, for example, "Slow" would be a base word, and "Ed" would be a simple modifier to get "Slowed".  Then you could do easy language shifts by simulating vowel changes along with conjugation alterations.  Other modifiers could be for politeness, for negation (ie, hook and unhook), repetition (hook and rehook), and so forth.  All those prefixes and suffixes.

And you'd want to make it so that these word modifiers aren't restricted to pre/suffixes, but could also alter vowels, rearrange words, and so forth.  So you'd want to restructure the raws more so that base words are made up of phoneme groups, like the standard CVC kind of thing.  That way, a modifier could make CVC CRC, or CVCVC, or anything else.
Title: Re: The NEW Future of the Fortress
Post by: Janne Joensuu on July 27, 2008, 03:17:14 am
Zompist has the most detailed description in how to create a realistic language I've ever seen. He makes Tolkien look like  2 year old with a crayon.

While the link provided was interesting, that's a dumb thing to say. As an example, someone might be able to translate the DF elven vocabulatory to more or less match this (http://hem.passagen.se/benninge/quenya-english.html). Many common words could be given quenyan meanings, and less common words such as bunion, wallow, parity and broil could be constructed following the word-building rules Tolkien made up. They wouldn't actually be quenyan, but they could sound like it.
Title: Re: The NEW Future of the Fortress
Post by: McDoomhammer on July 27, 2008, 03:43:55 am
Zompist has the most detailed description in how to create a realistic language I've ever seen. He makes Tolkien look like  2 year old with a crayon.

While the link provided was interesting, that's a dumb thing to say. As an example, someone might be able to translate the DF elven vocabulatory to more or less match this (http://hem.passagen.se/benninge/quenya-english.html). Many common words could be given quenyan meanings, and less common words such as bunion, wallow, parity and broil could be constructed following the word-building rules Tolkien made up. They wouldn't actually be quenyan, but they could sound like it.

This being a made-up langauge, who says they wouldn't?  All you need is to get a few people to adopt your made up words and voila, they're quenyan, or at the very least a new dialect!
Title: Re: The NEW Future of the Fortress
Post by: Fieari on July 29, 2008, 12:07:43 am
*bumping to help kill old FotF thread*
Title: Re: The NEW Future of the Fortress
Post by: Techhead on July 29, 2008, 01:18:55 pm
As far as I know, this is discussion about the new dev_next page, not about DF development in general.
If not, rename the title future of the fortress 5 please.
Title: Re: The NEW Future of the Fortress
Post by: Dr. Melon on July 29, 2008, 03:00:17 pm
It would be so funny if you were tunnelling and...

"Horror! Your miners have struck a Dragon Nursery!"

and then

"Oh no! The Eggs are Hatching!"

and then

"Your civilisation has crumbled to its end."
Title: Re: The NEW Future of the Fortress
Post by: Zemat on July 29, 2008, 03:06:24 pm
As far as I know, this is discussion about the new dev_next page, not about DF development in general.
If not, rename the title future of the fortress 5 please.

Why? Does it really matters that much? Basically dev_next = development in general.
Title: Re: The NEW Future of the Fortress
Post by: numerobis on July 30, 2008, 12:17:32 am
I'm hoping there might be a couple days in the schedule sometime not too far away of looking at interface improvements.

Here are three smallish fixes near the top of my list: The 'q', 'k', 't' (and, in adventure-mode, 'k' and 'l') merge would be nice, if perhaps slightly non-trivial.  Trying to get consistent about using arrows versus +/- would be nice too, if tedious.  And then wrestling could use a hierarchical selection UI, probably pretty easy (select left hand, then select third head, rather than having to scroll through *everything*; as it is I barely ever bother gouging out anything's eyes, and I never break limbs).

I *love* the 'd'esignate -> 'b'wahuh? -> 'd'ump and undump and so on interface; very useful (though I can never remember why 'b', it doesn't really matter).  Now I have a make-work program for everyone: clear out the stones from the entire mine and put them next to the smelter and masonry shops.  Muscle memory still tries to 'd'esignate 'f'orbid, but that will fade.  I hope.
Title: Re: The NEW Future of the Fortress
Post by: sidew on July 30, 2008, 02:35:44 am
And then wrestling could use a hierarchical selection UI, probably pretty easy (select left hand, then select third head, rather than having to scroll through *everything*; as it is I barely ever bother gouging out anything's eyes, and I never break limbs).

IPod docet.
Title: Re: The NEW Future of the Fortress
Post by: tinhead on July 30, 2008, 04:29:10 am
What's going to be funny with the groups traveling over land, is the fact that they will run into groups of wild beasts. I can picture it now.. A group of my immigrants runs into a pack of wolfs. With no military dwarf, and no commander (I.E. player), they will be slaughtered! Yay for dead immigrants AND not cleaning up their cloths!
Title: Re: The NEW Future of the Fortress
Post by: Faces of Mu on July 31, 2008, 09:08:34 am
Hmmm, is this FotF 5? Seems like it's getting shorter every time. ::)

Anywho. Toady, what future development, of all of them, are you most excited about implementing?  :P
Title: Re: The NEW Future of the Fortress
Post by: slMagnvox on July 31, 2008, 04:42:04 pm
I didn't really see the old massive FotF 4 before I made this.  I had just seen the dev next and wanted to post about it.  I remember the original FotF and also Toady's dev pages are named as such and wanted to name mine after them.  Wasn't trying to usurp the other thread.

August 1st is tomorrow.  Gonna be an exciting month.
Title: Re: The NEW Future of the Fortress
Post by: d3c0y2 on July 31, 2008, 05:01:34 pm
It would be so funny if you were tunnelling and...

"Horror! Your miners have struck a Dragon Nursery!"

and then

"Oh no! The Eggs are Hatching!"

and then

"Your civilisation has crumbled to its end."


I think thats what cage traps were made for.

A dragon farm would be freakin sweet.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on July 31, 2008, 07:53:54 pm
Hmmm, is this FotF 5? Seems like it's getting shorter every time. ::)

Anywho. Toady, what future development, of all of them, are you most excited about implementing?  :P

I'm not good with favorites or best-ofs and stuff.  I think it'll all be pretty cool.

So on FotF threads (not sure if this one or the other one would be the best place to ask, but this has the best name for it), what do people want out of those now anyway?  There are often questions mixed with meandering degeneracy, and I'm not sure how to set that up.  If I sticky one, I'd like it to be one I've made myself, so that I can change the OP if necessary, but I dunno what the OP should be, really, or what people want out of it.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on July 31, 2008, 08:21:50 pm
You can change the OP, you know.
Something like:

This is the official Future of the Fortress thread for discussion and speculation of dwarf fortress's development.

You could ramble on a bit more, or you could not.
Title: Re: The NEW Future of the Fortress
Post by: Jude on July 31, 2008, 08:30:17 pm
Also linked to on the above reference, this guy's page (http://www.xibalba.demon.co.uk/jbr/index.html) has lots of exhaustive information on making languages listed in the right column.  Fascinating reading even if you're note into linguistics, with four different examples of language making, each quite enlightening.
OMG

The links in this post and the one above it just kept me occupied for several hours
Title: Re: The NEW Future of the Fortress
Post by: SirPenguin on July 31, 2008, 10:27:55 pm
Hmmm, is this FotF 5? Seems like it's getting shorter every time. ::)

Anywho. Toady, what future development, of all of them, are you most excited about implementing?  :P

I'm not good with favorites or best-ofs and stuff.  I think it'll all be pretty cool.

So on FotF threads (not sure if this one or the other one would be the best place to ask, but this has the best name for it), what do people want out of those now anyway?  There are often questions mixed with meandering degeneracy, and I'm not sure how to set that up.  If I sticky one, I'd like it to be one I've made myself, so that I can change the OP if necessary, but I dunno what the OP should be, really, or what people want out of it.

FotF is usually great for two things. Discussing the cool new dev_nows, as well as being able to clarify points you've blogged about. I feel just focusing on those two points, and limiting conversation to it, would be nifty. Maybe make FotF one of the few threads we actually moderate for off topicness, to keep it nice and clean, and full of information.

Just my 2 cents.
Title: Re: The NEW Future of the Fortress
Post by: Misterstone on August 01, 2008, 02:26:21 pm
Eh Toads, if you are looking to buy a cheap computer, you could try the monthly/bi-monthly UW surplus property sale on August 5th. 

http://www.washington.edu/admin/surplus/ (http://www.washington.edu/admin/surplus/)

I doubt that you could get a wicked gaming rig there, but you might be able to get a servicable backup machine for under $200 that could probably run DF reasonably well, perhaps with upgraded RAM. 

Then again, with your recent influx of wealth ( :) ) I guess that you might be looking for something nicer than a generic computer lab box.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on August 01, 2008, 04:36:14 pm
Eh Toads, if you are looking to buy a cheap computer, you could try the monthly/bi-monthly UW surplus property sale on August 5th. 

http://www.washington.edu/admin/surplus/ (http://www.washington.edu/admin/surplus/)

I doubt that you could get a wicked gaming rig there, but you might be able to get a servicable backup machine for under $200 that could probably run DF reasonably well, perhaps with upgraded RAM. 

Then again, with your recent influx of wealth ( :) ) I guess that you might be looking for something nicer than a generic computer lab box.

I doubt that Toady needs a decent gaming rig. I just cant imagine as Toady is playing with Crysis!  ;D
Title: Re: The NEW Future of the Fortress
Post by: Draco18s on August 02, 2008, 12:53:56 am
I doubt that Toady needs a decent gaming rig. I just cant imagine as Toady is playing with Crysis!  ;D

I can't see me playing Crysis ever:

"OMG!  Look at these graphics!  Wait, why is the water rippling in a non realistic way?  And why do the prom fronds look like they're made out of cut steel?  Holy **** I can see the PORES on that dude's face....wait.  WHY WOULD I WANT TO?!?"  D:

The added pores to the faces, but didn't bother giving the eyeball all that much texture space, so it doesn't look like it can orbit in its socket (it looks taped on, basically).  Man that game tweaks my nerves.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on August 02, 2008, 05:54:14 am
Hehe, I have a serious issue sadly, I tend to buy lot of games. Even tho only a few is on my HDD still, and those are mostly all old games.  ::)
Title: Re: The NEW Future of the Fortress
Post by: MMad on August 02, 2008, 08:33:52 am
FotF is usually great for two things. Discussing the cool new dev_nows, as well as being able to clarify points you've blogged about. I feel just focusing on those two points, and limiting conversation to it, would be nifty. Maybe make FotF one of the few threads we actually moderate for off topicness, to keep it nice and clean, and full of information.

I find myself in full agreement. :)
Title: Re: The NEW Future of the Fortress
Post by: ivegotgoodabs on August 02, 2008, 08:46:38 am
I doubt that Toady needs a decent gaming rig. I just cant imagine as Toady is playing with Crysis!  ;D

I can't see me playing Crysis ever:

"OMG!  Look at these graphics!  Wait, why is the water rippling in a non realistic way?  And why do the prom fronds look like they're made out of cut steel?  Holy **** I can see the PORES on that dude's face....wait.  WHY WOULD I WANT TO?!?"  D:

The added pores to the faces, but didn't bother giving the eyeball all that much texture space, so it doesn't look like it can orbit in its socket (it looks taped on, basically).  Man that game tweaks my nerves.

Crysis is actually a pretty fun game. Kind of shallow, but fun.
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on August 06, 2008, 07:05:30 am
So I had to scuttle over and ask: now that we can get MORE tiles in the vertical direction, is it possible we'll be able to get LESS in the horizontal one? (40 or at least 60 to be precise).


Title: Re: The NEW Future of the Fortress
Post by: Toady One on August 06, 2008, 08:18:28 am
Nah, like I said, it's 80x25 to 200x200.  I can't make the numbers smaller as easily because the menus would need to be changed.  Basically, to support tilesets with larger tile dimensions (is that what you're getting at?), I'd need to scrap the grid and support smaller/variable width fonts coexisting with the larger images.  That doesn't mean it's not coming, it's just further down the line in the presentation stuff (to be supported in the full gutting I've brought up occasionally).  The latest change was something I could put together quickly with (I think) minimal hassles/bugs.
Title: Re: The NEW Future of the Fortress
Post by: TheSpaceMan on August 06, 2008, 11:03:03 am
I really hope that the more intresting underground would involve the possibility to find underground caves. Large open areas. That would be cool. Not just bottomless pits but just a large open area that you can expand into and build into. Would be so cool... i think so atleast...
Title: Re: The NEW Future of the Fortress
Post by: Jiri Petru on August 06, 2008, 12:06:08 pm
... and these caves should be more common in areas consisting of limestone or dolomite or similar stones. To simulate the real geography, and to make different stone layers more unique. Yay!
Title: Re: The NEW Future of the Fortress
Post by: Zironic on August 06, 2008, 12:21:03 pm
and you shouldn't be able to locate them - they would appear as if they are a large cluster in the rock  - except nothing inside - maybe also add tower caps - thus another way to get spores.
Title: Re: The NEW Future of the Fortress
Post by: TheSpaceMan on August 07, 2008, 06:00:51 am
and underground rivers more like the ones in old DF with a couple of walkable tiles before the water. (so far i haven't found a singel underground river/magma so i don't know if it allready got this.
Title: Re: The NEW Future of the Fortress
Post by: thvaz on August 07, 2008, 11:10:57 am
About today's dev_now:

I thought some of this feature was already in place. In my current world, I abandoned a fortress and found the refugees (the former inhabitants of my fortress) travelling in the world map. They even formed a new entity.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on August 07, 2008, 06:35:39 pm
The one I did yesterday was for world gen refugee groups.  Most of the movement code was in place from back when the game had nomads, but now it'll create those groups and associated entities from the refugees, instead of stuffing them into vaguely correct sites and causing civil wars on occasion.
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on August 07, 2008, 06:38:31 pm
The one I did yesterday was for world gen refugee groups.  Most of the movement code was in place from back when the game had nomads, but now it'll create those groups and associated entities from the refugees, instead of stuffing them into vaguely correct sites and causing civil wars on occasion.

Oh, does this mean that you're one step closer to making nomadic civs?
Title: Re: The NEW Future of the Fortress
Post by: folo4 on August 07, 2008, 06:49:37 pm
The only elf? Pity!

One of the many elves who zerged an entire goblin civilization? Angst!

but the dwarven wardens all have the same sentiment towards elves; Tree loving hippies.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on August 07, 2008, 07:58:21 pm
Speak of FotF, anyone else thinking about this?

I.C: Graveyards and other burial arrangements with associated fun stuff

The return of skeletal pikemen... and more?
Maybe funeral processions?  Actual graves?
Title: Re: The NEW Future of the Fortress
Post by: RedWick on August 07, 2008, 08:32:14 pm
Oh, does this mean that you're one step closer to making nomadic civs?

I'd love to see nomadic civs that set up temporary tent cities or gypsy wagons or some-such.
Title: Re: The NEW Future of the Fortress
Post by: DDouble on August 07, 2008, 09:24:51 pm
Nomadic civs would be awesome, of course. My question:

What is the current status of an abandoned fort's occupants? Don't they just hang around the site? Or do they actually wander to a nearby same-civ location?
Title: Re: The NEW Future of the Fortress
Post by: thvaz on August 08, 2008, 06:06:41 am
AFAIK, they will travel to some site (even reclaim ruins) and settle there.


Between, I would love to see funeral processions too!
Title: Re: The NEW Future of the Fortress
Post by: Baneslave on August 08, 2008, 10:00:45 am
AFAIK, they will travel to some site (even reclaim ruins) and settle there.

If they have time. If you reclaim the site without playing another fort or adventurer in the between, the dwarves will be at the site.
Title: Re: The NEW Future of the Fortress
Post by: greatleapforward on August 11, 2008, 02:22:46 pm
I see Toady is soon to implement specific colours of creature. Will this have an effect on the value of their byproducts, e.g. the leather from a rare black olmman being worth more than usual?
Title: Re: The NEW Future of the Fortress
Post by: DDouble on August 11, 2008, 03:24:45 pm
Speak of FotF, anyone else thinking about this?

I.C: Graveyards and other burial arrangements with associated fun stuff

The return of skeletal pikemen... and more?
Maybe funeral processions?  Actual graves?

I was thinking that there would be some kind of randomly generated graveyard templates used in cities of differing sizes. A small town would just have a bland fenced area with small wooden grave markers, and no paths. A large city's cemetary would have a fancy wall around it, a gated entrance, paved paths, and occasional tombs (with stairs downward, behind a locked marble door with an engraving on it) or larger, fancier graves. Perhaps a bored guard at the entrance, if royalty is buried there.

For anyone whose visited a cemetary, especially in a big city, it is easy to see the vastly different forms of gravesite. There are small stones set flush into the ground, there are upright tombstones, there are simple markers like in Arlington (recall the rows of white crosses and stars of david), and I've seen some really amazing tomb entrances that are basically a standing stairwell.

The possibilities for grave robbing, ghosts, legends (in the engravings), and strange plant life or rare, odd herbs (which only grow above a dead body) are exciting!
Title: Re: The NEW Future of the Fortress
Post by: RedWick on August 11, 2008, 06:38:33 pm
Speak of FotF, anyone else thinking about this?

I.C: Graveyards and other burial arrangements with associated fun stuff

The return of skeletal pikemen... and more?
Maybe funeral processions?  Actual graves?

Keep in mind, also, that Toady was talking about making the sites where battles took place important as well.  Imagine visiting an ancient battle site and having all the dead warriors rise up to fight a battle which happened centuries ago.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on August 11, 2008, 07:20:44 pm
Keep in mind, also, that Toady was talking about making the sites where battles took place important as well.  Imagine visiting an ancient battle site and having all the dead warriors rise up to fight a battle which happened centuries ago.
This needs to happen. (http://www.impawards.com/1993/posters/army_of_darkness.jpg)

I can't wait. (http://www.youtube.com/watch?v=ihhNZoSU6oQ)
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on August 20, 2008, 03:48:38 pm
# PowerGoal158, NEVER THE SAME FOREVER AFTER, (Future): The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.

A very special DF & Halmark movie.
Title: Re: The NEW Future of the Fortress
Post by: Thallone on August 20, 2008, 07:31:22 pm
I'm pleased with the current version, and though it is shortsighted, pigheaded, and selfish of me, I'd still like to see some performance optimizations go in. I understand the early state of the game. I understand there is major work to be done. I understand that such things are on the backburner.

However I, more then anything, want to run a massive fortress of 400 dwarves fighting a horde of 4000 goblins. I just want to see that before I die, really.
Ok, now that you've got your wish (getting 200fps with a river and a magma pipe in a 6x7 multi-cliff fort at the start, prior version was ~30 same type layout) perhaps we need to be able to throttle framerate in-game. Why? because after the first season, 200fps is great, but the first week, you almost want to have it pause every time a task completes, and at 200 fps even a brand new miner chews thru stone like butter and the days fly by in an instant.
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on August 20, 2008, 08:21:00 pm
perhaps we need to be able to throttle framerate in-game.
You know there's a limit max fps option in the init.
Title: Re: The NEW Future of the Fortress
Post by: MoonCabbage on August 24, 2008, 03:15:00 pm
A shameless bump with a shameless old question to get the motors of an important and historic DF thread rolling.

eventually speaking, old sites with ghosts are to be incorporated into DF as they save all the units that lived in the fortress. Is this to be related in any way to magic in  the game, or is this just to be a natural phenomenon and will there be demon ghosts and the such?
Title: Re: The NEW Future of the Fortress
Post by: Hakar on August 25, 2008, 12:01:50 pm
I'm most interested in the new underground, its rather bland right now.
Title: Re: The NEW Future of the Fortress
Post by: Zemat on September 02, 2008, 11:48:24 am
So, uh, what does this entails?

II: Improving military organization/command structure


How does Toady plans to improve it? I'm very curious about it.
Title: Re: The NEW Future of the Fortress
Post by: Markham on September 02, 2008, 03:04:23 pm
I know the Army Arc was expected, but this:

Quote
the first pass on underground changes

This is awesome.  I can't wait for this one, for obvious reasons:

(http://www.boogatech.com/images/df/undergroundfeatures.jpg)
Urist Minerdwarf has discovered an underground cave!
Id Fisherdwarf cancels fish: interrupted by Subterranean Shark Bat!
Title: Re: The NEW Future of the Fortress
Post by: sweitx on September 02, 2008, 06:01:05 pm
I know the Army Arc was expected, but this:

Quote
the first pass on underground changes

This is awesome.  I can't wait for this one, for obvious reasons:

Urist Minerdwarf has discovered an underground cave!
Id Fisherdwarf cancels fish: interrupted by Subterranean Shark Bat!
I like the look on Urist Minerdwarf's face.  It's like he's saying.
"Wimpy Id, it's only flying shark bat."
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 02, 2008, 06:06:29 pm
So, uh, what does this entails?

II: Improving military organization/command structure


How does Toady plans to improve it? I'm very curious about it.

Probably it will be easier to create/manage squads. Also maybe we will have regiments or something like that. [IE control more squads as one].
..as an addition..
What I would like to see -somewhat related to this- is:

http://www.bay12games.com/forum/index.php?topic=23784.0
Title: Re: The NEW Future of the Fortress
Post by: Zemat on September 02, 2008, 06:23:10 pm
So, uh, what does this entails?

II: Improving military organization/command structure


How does Toady plans to improve it? I'm very curious about it.

Probably it will be easier to create/manage squads. Also maybe we will have regiments or something like that. [IE control more squads as one].
..as an addition..
What I would like to see -somewhat related to this- is:

http://www.bay12games.com/forum/index.php?topic=23784.0


Designating targets would be awesome. But I would prefer if the enemy AI gets a boost first.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on September 03, 2008, 07:38:08 am
Looking at the bug list, I noticed the first bugs ever, numerically, still haven't been fixed.
Quote
000001 ? [adventure mode][combat] cannot block fireballs in any way right now
000002 ? [adventure mode][display] allow adjustment of speed of adv mode flying objects -- projectiles too fast
000003 ? [adventure mode][display] memory stairways occasionally obscured by the flashing stuff
000004 ? [adventure mode][inventory] some mechanism for swapping grasps, getting a weapon to the favored hand specifically
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on September 03, 2008, 08:10:27 am
Quote
stopped fell moods from occurring if the fortress race does not drop a corpse

Seriously... It's a pretty in-depth game that needs that particular fix... :)
Title: Re: The NEW Future of the Fortress
Post by: sweitx on September 03, 2008, 11:40:52 am
Quote
stopped fell moods from occurring if the fortress race does not drop a corpse

Seriously... It's a pretty in-depth game that needs that particular fix... :)
... I assume this is due to a mod that allows corpse-less playable race in fortress mode.  Hm... fastest way to destroy a fortress, a single fell dwarf going around grabbing everyone and killing everyone.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on September 03, 2008, 05:40:45 pm
Quote
stopped fell moods from occurring if the fortress race does not drop a corpse

Seriously... It's a pretty in-depth game that needs that particular fix... :)

Because Toady knows there will be mods, and does not want them to be able to break the game without trying very hard. ;D
Title: Re: The NEW Future of the Fortress
Post by: dreiche2 on September 04, 2008, 11:48:10 am
Toady, I have a couple of questions. Basically, personally I've stopped playing DF because it just runs too slow on my lappy given the limited amount of time I actually have to play it. I also have some time on my hands right now and started doing some research about various things (see below).

1. I just wondered, do you know what currently is the biggest resource hog in DF in advanced games? Is it the pathfinding or maybe the management of all the items?

2. I think you hinted at a possible Linux port. Do you have an idea about what would be used to manage the window, keyboard etc. Maybe SDL?

3. I looked a little bit at multithreading. I know it's something you're wary of, and I don't want to start big general and thus useless discussions again, but rather report on some concrete findings based on which you could decide whether it's an useful idea or not. I've looked into OpenMP right now, which can be used to parallelise for-loops. I think I'll look into Boost.Thread next. OpenMP is simple to play around with, but has some non-avoidable caveats. I've got a working minimal example here on my disk, but I wanted to ask first, does it even make sense to report about it, or is this threading business something you want to avoid right now altogether?

Cheers!
Title: Re: The NEW Future of the Fortress
Post by: Zemat on September 04, 2008, 02:01:59 pm
AFAIK, MT is something of a taboo here. Not because Toady despise it, but because rewriting DF to use MT would take far too much time and we would gain very little from it for the effort taken (If you don't have a dual-core or quad-core the game might even run slower on your current PC and take much more memory with MT). Most of us wouldn't even notice the difference between ST and MT DF. And the potential amount of MT bugs that it could bring (which, by experience, I can tell you are way harder to get rid of) would be catastrophic for the game.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on September 04, 2008, 02:10:16 pm
From the Dev-Logs:
Quote
got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants

I always knew that the royalty's habit of marrying cousins would cause difficulties down the road, but I never imagined that the inheritance feuds could be so quite so earth-shattering.
Title: Re: The NEW Future of the Fortress
Post by: dreiche2 on September 04, 2008, 02:14:21 pm
AFAIK, MT is something of a taboo here. Not because Toady despise it, but because rewriting DF to use MT would take far too much time and we would gain very little from it for the effort taken (If you don't have a dual-core or quad-core the game might even run slower on your current PC and take much more memory with MT). Most of us wouldn't even notice the difference between ST and MT DF. And the potential amount of MT bugs that it could bring (which, by experience, I can tell you are way harder to get rid of) would be catastrophic for the game.

I have a dual-core, the cores are just not very fast, that's the problem.

We had a huge discussion lately, but the problem is that it's all just theoretical ("potential" benefits, "potential" bugs, etc.). In the end it's up to Toady to decide, but it's difficult to do so without knowing about how it works concretely. So that's what I'm currently looking into, i.e. how complicated is it to get it started and can I see the dangers. Basically trying to do some research on behalf of Toady.

Please, I do not want to reopen the general discussion here (it's  here (http://www.bay12games.com/forum/index.php?topic=23472.0)). If Toady is interested at all, I'm gonna post some concrete code examples, and then people can discuss about the concrete issues at hand (and Toady can of course still say that he doesn't like it for whatever reasons).
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on September 07, 2008, 09:44:50 am
I for one am totally in support of breaking saves.  I don't upgrade until I'm done with the current fortress anyway, and it gives me a good excuse to give up the ghost of a fortress that isn't going to be giving me any more fun.
Title: Re: The NEW Future of the Fortress
Post by: Jiri Petru on September 11, 2008, 02:54:46 pm
OK, I'm an addict. I admit it. Toady skipped a few days lately. I need my daily dose of The Future of the Fortress, or I'm getting restless.

Common, Toady, please have mercy... you musn't skip days like this. Do you know how exciting is it to read about your latest accoplishments? Can you imagine the torments we have to endure if we have to wait one more day?  :'(



 ;)
Title: Re: The NEW Future of the Fortress
Post by: Muz on September 11, 2008, 03:01:25 pm
I actually find it just a little disappointing. I read about everything happening and then... NEW VERSION - 10 bugfixes. And I didn't even know any of those bugs existed. I'd rather see 10 days of quietness then.. NEW FEATURE.
Title: Re: The NEW Future of the Fortress
Post by: thvaz on September 11, 2008, 03:52:56 pm
I support Toady for breaking the saves every time he needs it. I always start a new world every new version, anyway.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 11, 2008, 05:20:57 pm
OK, I'm an addict. I admit it. Toady skipped a few days lately. I need my daily dose of The Future of the Fortress, or I'm getting restless.

Common, Toady, please have mercy... you musn't skip days like this. Do you know how exciting is it to read about your latest accoplishments? Can you imagine the torments we have to endure if we have to wait one more day?  :'(



 ;)

I suppose he is working hard on the Army Arc + underground diversity, just be patient...this coding requires a lot of time for sure, so you won't see daily news when he is working on a core component.  ;)
Title: Re: The NEW Future of the Fortress
Post by: numerobis on September 11, 2008, 05:56:37 pm
I suspect the *design* is what he's hacking on, and it's much less satisfying to report progress on design than on actual working code, because it's so fuzzy and doesn't really feel like progress.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on September 11, 2008, 07:22:53 pm
Indeed, this part reminds me more of math research.  I tinker around with new raw definitions for a while until I hit something I'm not sure about as far the direction it needs to go, think about it with no results, then, having stoked the fire, take a break and mess around while it stews and await the solution delivered from my subconscious mind to my conscious mind in the morning when I get up.  Where morning means like 3 in the afternoon or something.  Once I've got the new raw txts written up to my satisfaction, development should just rocket through them, more or less, but there are still a lot of details to work out.

Not saying there's going to be a super lot there or anything mind-boggling.  It's hard enough to get the basics sorted.  So far I think all of the positions (monarch, hammerer, appointed site broker, whoever, including new military positions as well as old ones like the fortress guard/sheriff/captain) are coming out into the entity raws, but I'm still deciding on how much randomization I'm going to support right now, and what sort of interrelationship this and thats and all of whatever, especially since the positions and their relation to one another tends to morph as a settlement/civ grows. 

Anyway, I don't want to release without some tangible dwarf mode changes on this stuff, as I've been twiddling in world gen far too long, so I'll be delayed for as long as it takes to get some satisfying changes in for military control at your fortress.  Though I'll also have to do some overland/world gen stuff with the new positions.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on September 12, 2008, 12:00:09 pm
Sounds awesome! 

I'm curious what you mean by randomness, though. Randomness as far as what positions show up? Random names for positions? Random responsibilities? Something else?
Title: Re: The NEW Future of the Fortress
Post by: Toady One on September 12, 2008, 09:28:37 pm
Yeah, all of that.  One idea behind having five reasonably different societies is to establish a framework whereby many different societies could be generated across a fairly broad spectrum.  Anything that can make it out into the raws is fair game for randomization.  Of course, the randomization needs to have a framework of its own to follow, which is part of what I'm sorting out, though I'm not sure if that'll go in now or whether I'm just writing my stuff up to respect its future existence.  There are any number of ways that could go.  It seems like the sort of thing that might be suited for a scripting language or something, but I don't know anything about that stuff.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on September 13, 2008, 02:35:01 am
So will it matter eventually if I start with 7 dwarves from The Red Dagger instead of The East Lash or The Room of Treasure or whatever the dwarven civs are in that world?  In ways other than what stones and meats they can give you, I mean.  That'd be neat, so long as there's a way to tell what the differences are before embarking.

Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 13, 2008, 06:36:51 am
Anything that can make it out into the raws is fair game for randomization. 

Awesome, thank you!  8)
Title: Re: The NEW Future of the Fortress
Post by: axus on September 13, 2008, 07:23:51 am
I think you'll need scripting language for the magic system, so pick a good one!  As far as randomizing societies, I think the number of mods people will make would be more fun than random societies.  At least keep the randomized societies optional.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on September 13, 2008, 10:11:00 am

 This is The Collective of Workers. It is a socialist society. It is at war with The United Counties, a Constitutional Republic. The Collective Workers is at peace with The High Council, a Monarchy.

 Something like that? All human civs too. This would really make all the different races less like their own civilizations. So instead of Elves vs. Dwarves, it would be a few dwarves and a few elves under a monarchy versus a bunch of dwarves, some humans, and a hell lot of kobolds under a Republic.

 That would be awesome.
Title: Re: The NEW Future of the Fortress
Post by: ElectricEel on September 13, 2008, 10:13:13 am
So will it matter eventually if I start with 7 dwarves from The Red Dagger instead of The East Lash or The Room of Treasure or whatever the dwarven civs are in that world?  In ways other than what stones and meats they can give you, I mean.  That'd be neat, so long as there's a way to tell what the differences are before embarking.

The army arc, the diplomacy arc and the caravan arc. Once those are fully realized, what your parent civilization is doing will definitely have an effect on what happens in the game.

E.g. your parent civilization can wage war against other civilizations, which might retaliate by sending troops to raid or siege your settlement. Since the troops that attack you will actually be drawn from your enemies' site populations, how the war goes will affect how many troops they can afford to send out to bother you. Your civilization might request that you send troops to aid them in the war, but on the other hand they might also send an army to drive away an enemy army that is sieging your fortress. If the war isn't going so well, maybe the civilization attacking you will relent if you swear to pay them a yearly tribute.

All that will also affect what resources your civilization has available. For example, a conquest might give your civilization access to a new source of iron or to a trade route with a distant civilization, affecting the prices of the goods you buy from (or sell to) the caravans. If an enemy civilization razes one of your civilization's settlements and kills a bunch of skilled weaponsmiths, the quality of any further weapons you import might be noticeably reduced - and the refugees fleeing from the destruction will look for a new home and might end up at your own fortress.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 13, 2008, 10:23:46 am
I think you'll need scripting language for the magic system, so pick a good one!  As far as randomizing societies, I think the number of mods people will make would be more fun than random societies.  At least keep the randomized societies optional.

Keep in mind that magic won't be implemented for quite a long time. So we have  lot of time to discuss about it, so keep posting suggestions that what would you like to see regarding magic / magic system. 
Title: Re: The NEW Future of the Fortress
Post by: nagual678 on September 13, 2008, 12:03:51 pm
I think you'll need scripting language for the magic system, so pick a good one!  As far as randomizing societies, I think the number of mods people will make would be more fun than random societies.  At least keep the randomized societies optional.

Keep in mind that magic won't be implemented for quite a long time. So we have  lot of time to discuss about it, so keep posting suggestions that what would you like to see regarding magic / magic system. 
The later magic is implemented, the happier I'll be. Not that I'm ideologically against magic (it would be cool to have a really subtle and not "magic fireball in your face" system, but that's another discussion). I imagine this is an issue that will really divide the community.
Title: Re: The NEW Future of the Fortress
Post by: shadow_archmagi on September 13, 2008, 12:37:58 pm
Its odd how incredibly unfair the idea of your king/president/supreme overlord declaring war is. "but I don't WANT more problems! I want to buy cheap t-shirts from the elves, not kill them!"
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 13, 2008, 05:00:49 pm
I think you'll need scripting language for the magic system, so pick a good one!  As far as randomizing societies, I think the number of mods people will make would be more fun than random societies.  At least keep the randomized societies optional.

Keep in mind that magic won't be implemented for quite a long time. So we have  lot of time to discuss about it, so keep posting suggestions that what would you like to see regarding magic / magic system. 
The later magic is implemented, the happier I'll be. Not that I'm ideologically against magic (it would be cool to have a really subtle and not "magic fireball in your face" system, but that's another discussion). I imagine this is an issue that will really divide the community.

Yes I am pretty sure that it will divide the community [in fact its dividing the community even now, if you take a look at the suggestions regarding magic], however the problem can be easily solved in the future. As we all know, DF is and will be mod friendly, so there is one way to make everyone happy. We will need to have a magic system, traiditional or alternative, so the players who would like to see magic in DF will be happy. Those players who dont want to see any magic in the game will have the possibility to remove it from the game with editing the RAW files. I think that this is the best way at least.
Title: Re: The NEW Future of the Fortress
Post by: Wahnsinniger on September 13, 2008, 08:00:44 pm
All that will also affect what resources your civilization has available. For example, a conquest might give your civilization access to a new source of iron or to a trade route with a distant civilization, affecting the prices of the goods you buy from (or sell to) the caravans. If an enemy civilization razes one of your civilization's settlements and kills a bunch of skilled weaponsmiths, the quality of any further weapons you import might be noticeably reduced - and the refugees fleeing from the destruction will look for a new home and might end up at your own fortress.

So the entire World economy could be computed by what Resources a Civ has access to, and the professions of the Population of that Civ. That would be much easier to keep track of than actually creating and tracking items at the world level.

Thus if you start a new fortress, and determine your parent civilization is lacking in good steel armors, then you can focus on training up high-quality Armorsmiths and producing steel plate armor. For the initial several years you'd receive extremely high prices for your exported steel armor. As your civilization 'absorbs' these goods though, the price would go down as the game computes the contribution that your Dwarves are having to your civilization.

Conversely, maybe you somehow find out where that goblin civ you're at war with keeps the majority of their smiths. So you go attack the site and kill them all, severely hampering their arms production. In subsequent battles, you notice the quality and quantity of their equipment has been greatly reduced.

It would also mean that you would no longer receive 'requests' from the liason and Human merchants, and instead would just receive and update on that Civilization's current prices.
Title: Re: The NEW Future of the Fortress
Post by: Zemat on September 14, 2008, 12:16:37 pm
Wow, the Recent Developments update for today is awesome. Specially this bit:

Quote
I'll also be lifting ethics up into an entity instance rather than entity raw definition set of variables, so that they can vary between civs and change during play.

 ;D ;D ;D
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 14, 2008, 01:11:24 pm
Wow, the Recent Developments update for today is awesome. Specially this bit:

Quote
I'll also be lifting ethics up into an entity instance rather than entity raw definition set of variables, so that they can vary between civs and change during play.

 ;D ;D ;D

Indeed, it is.  8)
It looks like that the design stage takes a lot of time, but its understandable.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on September 14, 2008, 11:40:57 pm
We got an update on a Saturday?!  What happened to that mysterious weekend/end of month project?
Title: Re: The NEW Future of the Fortress
Post by: Krash on September 15, 2008, 12:55:57 am
We got an update on a Saturday?!  What happened to that mysterious weekend/end of month project?

It's end of month only.  Weekends are reserved for sweet, sweet DF
Title: Re: The NEW Future of the Fortress
Post by: Glacies on September 16, 2008, 05:48:55 am
Wait, Raw files for the hammerer?

The flailer!
The...pugulist?
The...non-existant arbitraary punishment system?
Title: Re: The NEW Future of the Fortress
Post by: IndonesiaWarMinister on September 16, 2008, 07:16:44 am

 This is The Collective of Workers. It is a socialist society. It is at war with The United Counties, a Constitutional Republic. The Collective Workers is at peace with The High Council, a Monarchy.

 Something like that? All human civs too. This would really make all the different races less like their own civilizations. So instead of Elves vs. Dwarves, it would be a few dwarves and a few elves under a monarchy versus a bunch of dwarves, some humans, and a hell lot of kobolds under a Republic.

 That would be awesome.

Councils are oligarchy. Monarchy is only when it has ONE ruler (i.e. The One Ruler is absolute) and passes down to it's descendant.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on September 16, 2008, 02:34:27 pm
Hammerer motto: The beatings will continue until morale and mandates improve.

Also, The High Council can name themselves whatever they want.
Title: Re: The NEW Future of the Fortress
Post by: thvaz on September 23, 2008, 03:57:06 pm
Since 2006, when I started reading dev_logs, there wasn't a month so uneventful like this one, though we could guess Toady was making a lot of work that just wasn't interesting enough for a dev_log.

But he is too silent lately! Six days without a post? Did we scared Toady away of his own forum?  >:(

We miss you Toady!
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on September 23, 2008, 04:11:40 pm
Sounds like he's mostly dealing with changing computers the last few days, based on what the last few messages in dev_now have said.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 23, 2008, 04:23:54 pm
Since 2006, when I started reading dev_logs, there wasn't a month so uneventful like this one, though we could guess Toady was making a lot of work that just wasn't interesting enough for a dev_log.

But he is too silent lately! Six days without a post? Did we scared Toady away of his own forum?  >:(

We miss you Toady!

Well, he has just began to work on the Army Arc, so I suppose that Toady won't be very active on site/forum, while he is coding in hardcore mode. He is much more active after "big version releases", when he is mainly fixing bugs and implementing small features.  8)
Title: Re: The NEW Future of the Fortress
Post by: Sukasa on September 23, 2008, 05:51:13 pm
Yes I am pretty sure that it will divide the community [in fact its dividing the community even now, if you take a look at the suggestions regarding magic], however the problem can be easily solved in the future. As we all know, DF is and will be mod friendly, so there is one way to make everyone happy. We will need to have a magic system, traiditional or alternative, so the players who would like to see magic in DF will be happy. Those players who dont want to see any magic in the game will have the possibility to remove it from the game with editing the RAW files. I think that this is the best way at least.

Same way for tech - and that way it works out both ways!

Y'know, it'd be interesting to see how dwarves would handle it if you used Magic and Tech together... :D
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on September 23, 2008, 09:58:19 pm
"I.B: Remove good/evil regions and add more specific associations instead"

I want to know what this one entails.

It probably (and I hope so) means that previously generic good/evil regions will be tied now to powers and deities directly instead, and fantastic creatures will also spawn on them depending on their association with said powers and deities.

Agreed. For example, we might get more flavors of "Evil" - Zombie/Skeletal evil, Tear-Your-Face-Off evil, Teeming With Demons evil, etc...
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on September 23, 2008, 10:02:50 pm
"I.B: Remove good/evil regions and add more specific associations instead"

I want to know what this one entails.

It probably (and I hope so) means that previously generic good/evil regions will be tied now to powers and deities directly instead, and fantastic creatures will also spawn on them depending on their association with said powers and deities.

Agreed. For example, we might get more flavors of "Evil" - Zombie/Skeletal evil, Tear-Your-Face-Off evil, Teeming With Demons evil, etc...

 ... Corporate "fire those injured workers, they are dead weight" evil, girls "Oh, we won't talk to her" evil...
Title: Re: The NEW Future of the Fortress
Post by: Sukasa on September 23, 2008, 10:14:55 pm
Kitten evil *shudders*
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 24, 2008, 07:16:48 am
Yes I am pretty sure that it will divide the community [in fact its dividing the community even now, if you take a look at the suggestions regarding magic], however the problem can be easily solved in the future. As we all know, DF is and will be mod friendly, so there is one way to make everyone happy. We will need to have a magic system, traiditional or alternative, so the players who would like to see magic in DF will be happy. Those players who dont want to see any magic in the game will have the possibility to remove it from the game with editing the RAW files. I think that this is the best way at least.

Same way for tech - and that way it works out both ways!

Y'know, it'd be interesting to see how dwarves would handle it if you used Magic and Tech together... :D

Yes I know, this is why we must be able to control these in the RAWs..
Title: Re: The NEW Future of the Fortress
Post by: JoRo on September 24, 2008, 02:33:42 pm
It's the 24th now, has Toady started on his end-of-month break?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 24, 2008, 04:30:54 pm
It's the 24th now, has Toady started on his end-of-month break?

Yes. The end of month break has started on the 22nd actually.
Title: Re: The NEW Future of the Fortress
Post by: Cthulhu on September 24, 2008, 04:47:48 pm
Question:  Once DF hits 1.0, will Toady release the source code?  Because I had a crazy awesome idea for a game.  It's just pie-in-the-sky daydreaming, but it would rule, and it'd probably be easiest with the DF source.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 24, 2008, 04:53:24 pm
Question:  Once DF hits 1.0, will Toady release the source code?  Because I had a crazy awesome idea for a game.  It's just pie-in-the-sky daydreaming, but it would rule, and it'd probably be easiest with the DF source.

Eh, I doubt that he will, at least I would not if I would be Toady. Besides you will be at least 5 years older when v1.0 will be released, so you will forget about your awesome idea probably...  ;D
Title: Re: The NEW Future of the Fortress
Post by: Cthulhu on September 24, 2008, 08:04:00 pm
I never forget anything.
Title: Re: The NEW Future of the Fortress
Post by: SirPenguin on September 24, 2008, 10:52:39 pm
Maybe Toady died.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on September 25, 2008, 11:00:48 am
[size=1 billion] EVERYBODY PANIC! [/size]
Toady One has abandoned us all!
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH-urk!
Title: Re: The NEW Future of the Fortress
Post by: Tormy on September 26, 2008, 07:24:06 am
I never forget anything.

Oh....in that case I shut up!  ;D
Title: Re: The NEW Future of the Fortress
Post by: Toady One on September 26, 2008, 07:24:22 pm
I put a little status blurb in this thread:  here (http://www.bay12games.com/forum/index.php?topic=25405.msg292520#msg292520)
Title: Re: The NEW Future of the Fortress
Post by: korora on October 07, 2008, 11:54:07 am
Absolutely epic dev_now update today.  I'm excited all over again.  dev_now should be fun to watch again soon.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 07, 2008, 11:59:21 am
Absolutely epic dev_now update today.

Yeah it is!
I love these long and detailed dev notes.  8)
Title: Re: The NEW Future of the Fortress
Post by: Danaru on October 07, 2008, 12:06:15 pm
Quote
(and some new parts like teeth, claws/nails, lips, ribs, hair, etc.)

The spinning Urist McDrunk's Left Eye Tooth hits Urist McDrunk in the lower abdomen.
It explodes into gore!
Urist McDrunk has been struck down.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on October 07, 2008, 03:23:12 pm
First thing to do in new version:  Punch out an elf's teeth, and then start pulling his hair.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 07, 2008, 03:47:20 pm
First thing to do in new version:  Punch out an elf's teeth, and then start pulling his hair.

Visualization of an upcoming DF feature:

Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: ShunterAlhena on October 07, 2008, 03:48:08 pm
That's a 404, Tormy.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 07, 2008, 03:51:52 pm
That's a 404, Tormy.

Fixed, sorry.  :D
Title: Re: The NEW Future of the Fortress
Post by: Narmio on October 07, 2008, 06:36:41 pm
Sweet looking stuff up there today with the rewrite of some of the creature bodies and damage code.  I was wondering, Toady, if you would be able to address the "MIRV Crossbow Bolts" oddity that crops up on particular crits.  You know, when a bolt seems to go in an eye, break a neck, purée a lung and come out the left knee. 

It's hilarious, but it contributes to some of the range/melee balance issues, because there's always a chance that every arrow will annihilate five major organs and snap off a toe.  I was wondering if the new body/tissue layouts would have an effect on crits and organ damage?
Title: Re: The NEW Future of the Fortress
Post by: Koji on October 07, 2008, 07:02:14 pm
Regarding scratches, will multiple scratches in the same area slowly open up wounds or start to cause pain? I'm envisioning a giant being swarmed by rats or piranhas or something here, and it would make some of the lamer cave monsters more interesting if you saw one and suddenly had to worry if there were enough around to swarm you.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on October 07, 2008, 07:10:07 pm
Sweet looking stuff up there today with the rewrite of some of the creature bodies and damage code.  I was wondering, Toady, if you would be able to address the "MIRV Crossbow Bolts" oddity that crops up on particular crits.  You know, when a bolt seems to go in an eye, break a neck, purée a lung and come out the left knee. 

It's hilarious, but it contributes to some of the range/melee balance issues, because there's always a chance that every arrow will annihilate five major organs and snap off a toe.  I was wondering if the new body/tissue layouts would have an effect on crits and organ damage?
It's not that crazy, it's just the way damage is dealt that needs to be changed somehow.  A bolt can hit anything in a given larger bodypart, for instance heart liver and both lungs if the bolt hits the upper body.  It's fun, but probably wouldn't be missed.


Quote from: Devlog
As a result of tissue layering, the 15 HP per BP system is being more or less dropped to make way for individual wound tracking. Unless you look at the specific descriptions, you'll still have wounded BP lists and so on displayed in pretty much the same way, though. Aside from having more accurate combat text (though I'm not sure if that's coming with this push) and the scars/improved healing/pain management that come from wound tracking, it also means that smaller creatures will be able to cause very slight wounds to large creatures in many cases where they'd do nothing before. A 1 out of 15 guaranteed BP HP drop is too large in many cases (thus the current no-damage chances), but adding a scratch to the skin tissue doesn't have to count for so much. So even if you aren't really hurting the titan, at least you can make little marks on it and bother it or something.

That is just awesome, and finally a real understanding of how damage currently works (and of course soon to be rendered irrelevant).  Man, I can't wait to crack open raws with tissues and proper phenotyping.  One of my favorite forum quotes-
As soon as you realize where the tags are and what they do it's a short, bloody trip from Dwarf Fortress: Slaves to Armok to Dwarf Scientist: That which Armok did not intend
Title: Re: The NEW Future of the Fortress
Post by: Cthulhu on October 09, 2008, 07:23:45 am
I want to tear out someone's rib and stab them in the hair with it.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on October 09, 2008, 08:58:52 am
I want to tear out someone's rib and stab them in the hair with it.

 Or do it the other way around.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 09, 2008, 11:12:43 am
I want to tear out someone's rib and stab them in the hair with it.

 Or do it the other way around.

This sounds like a good idea for an action sequence in Halloween part X.  ;D
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 11, 2008, 03:17:00 pm
The latest dev notes are just plain awesome:

1.
Squads would be associated to their entity position rather than their commander's position, so if the commander goes off and does something they'd still generally be mindful of their orders

Ah, finally, I think many of us were waiting for this one. It was annoying when the dwarves were following the commander all over the fortress.  8)

2.
I'll also be messing with the barracks (probably splitting sleeping/sparring functions and doing squad assignments) and training. The new body system might be enough to get rid of enough of the permanent nerve damage during high-level sparring (as there'd be bones to protect sensitive tissues), and I'll probably put in commander-guided sparring for low-skill dwarves (with a few associated skills for that, and perhaps some well-defined stages for that). I'll also include some personality effects that'll lower problems for dwarves that have a touch of caution. Rather than capping weapon skills for training dwarves, there will likely be a few new skills and other bits of knowledge that are more readily learned during actual combat, though a commander with those skills and the ability to teach will probably be able to pass many of those along in part.

Injuries related to sparring will be balanced!..and also commander guided sparring for newbie dwarves..epic, absolutely epic!  :)

Toady, I would like to mention something, what is related to the Army Arc. I've suggested this a while ago:
http://www.bay12games.com/forum/index.php?topic=23784.0

It would be nice to have a more detailed equipping system for the military dwarves. Personally I would like to equip my soldiers with a specific gear most of the time. It's very hard -and takes a lot of time- to equip the dwarves with the proper gear now. [Lock them into a room with the items, and let them pick those up] It's just annoying when there's a quality axe available, but the dwarf decides to pick up the worst one, since its totally random right now. [..not to mention that sometime a newbie dwarf is picking up the best weapon, now that is also annoying.]


Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on October 11, 2008, 03:30:52 pm
I'm just going to quote something posted on another forum.

Quote
HOLY FUCKING SHIT FORMATIONS + SPARRING FIXES FUCK YEAR

Quote
FUCK YES SPARRERS NOT BECOMING VEGETATIVE MAYBE.

That about sums up my thoughts about the current devblog. Nothing else to add.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on October 11, 2008, 06:34:05 pm


 What forum was that?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 11, 2008, 06:39:51 pm


 What forum was that?

Google is amazing!  ;D
http://zip.4chan.org/tg/res/2782967.html

Erm quite intelligent post by the way..but yeah the poster is just overexcited I guess :D
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on October 11, 2008, 06:42:07 pm

 I have mentally blocked my finger from ever clicking on a link to that place. I know there is likely Dwarf Fortress there, but there are dragons lurking under those links. Dragons I prefer to stay far away from.

 Damn you, completely founded fears!
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 11, 2008, 06:44:02 pm

 I have mentally blocked my finger from ever clicking on a link to that place.


Now that is understandable.  :)
Title: Re: The NEW Future of the Fortress
Post by: Narmio on October 11, 2008, 07:21:14 pm
/tg/, the Traditional Games board, is pretty safe and quite interesting.  But still, it's a part of the internet with next to no laws, so you're always just a few accidental clicks from things not safe for human consumption.
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on October 12, 2008, 03:54:16 am
The latest dev_now update is making me all giddy.
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on October 12, 2008, 04:14:27 am
The latest dev_now update is making me all giddy.

Me too. The wound system will be a HUGE upgrade.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on October 12, 2008, 05:01:45 am
Questions for Toady, now that you're working on all that military stuff-

Is weapon equipping receiving any attention?  Specifically, the inability to use pikes, whips, bows, and blowguns in fortress mode.  In know it's called "Dwarf Fortress", but beyond the hilarity of a dwarf using a blowgun, I know I'm not the only person to try playing "Human Town" and "Kobold Cave".

Likewise, do you think the 'two weapons' system needs any changes?

And just because it's related, is a creature Mounting system anywhere on the horizon?  Dang humans get the breaks.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on October 12, 2008, 06:00:10 am
I was wondering, Toady, if you would be able to address the "MIRV Crossbow Bolts" oddity that crops up on particular crits.  You know, when a bolt seems to go in an eye, break a neck, purée a lung and come out the left knee.

This is slated for the Combat Arc (probably the principal problem to be addressed by it), so it's kind of on the fringes here.  Even though it's that important, I'm not sure I'm going to tackle it until I go at combat revisions full-on, as it relates to things like being able to hit multiple parts with a sword and so on.

I was wondering if the new body/tissue layouts would have an effect on crits and organ damage?

It'll be quite a change, I think, but I'm not sure how much it'll actually change the overall results of a given swing on a similarly-sized-and-bodied opponent.  There will be enough moving parts that I've got to get my initial system up and play it over and over again and tweak on feel.

Regarding scratches, will multiple scratches in the same area slowly open up wounds or start to cause pain? I'm envisioning a giant being swarmed by rats or piranhas or something here, and it would make some of the lamer cave monsters more interesting if you saw one and suddenly had to worry if there were enough around to swarm you.

Yeah, there will be cumulative effects, so that you can have an actual effect.  Even something like a swarm of vicious biting insects causing real trouble for your adventurer in a marsh or something should be possible through the system.  Again, it'll be a matter of feel here, with some missteps likely, hopefully with amusing results.

Is weapon equipping receiving any attention?  Specifically, the inability to use pikes, whips, bows, and blowguns in fortress mode.  In know it's called "Dwarf Fortress", but beyond the hilarity of a dwarf using a blowgun, I know I'm not the only person to try playing "Human Town" and "Kobold Cave".

At the very least, the choices will be based on the entity defs, so if you play a human town, you'll get the human lists.  I didn't have any plans at this time for exotic weapon use -- certainly it makes sense that a dwarf, when pressed, would use whatever is around, but culturally it would be odd to have a unit based around it.  At the same time, if that's all you've got in significant numbers, you should be able to do it, maybe with some backlash among those dwarves with the "values tradition" personality facet, especially if you have proper weapons available.

Likewise, do you think the 'two weapons' system needs any changes?

It's bugged and also crap, yeah.

And just because it's related, is a creature Mounting system anywhere on the horizon?  Dang humans get the breaks.

I'm not sure...  I'd put it in adv mode first, and at that point there'd be an opportunity to do it for dwarf mode, but...  well, it's not in my set of easy visualizations for them.
Title: Re: The NEW Future of the Fortress
Post by: Jetman123 on October 12, 2008, 08:28:20 am
Thanks for the replies, Today!

I certainly hope the missteps in swarming will be funny as well. I'm betting that at least once bugs will gnaw a dwarf to death within one round. :D :D :D
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 12, 2008, 11:21:06 am
And just because it's related, is a creature Mounting system anywhere on the horizon?  Dang humans get the breaks.

I'm not sure...  I'd put it in adv mode first, and at that point there'd be an opportunity to do it for dwarf mode, but...  well, it's not in my set of easy visualizations for them.

Personally I think [from the modding perspective], it would be nice to have options in the RAWs to add/edit/design mounts for various entities. Example: I mod in a new race: Orcs, and I would like to specify a mount for the orc warriors. So, mod in a giant wolf for example -> "give" this creature to the Orcs -> Wolfriders. This would be awesome to have.
..as for dwarves, I don't really care about mounts that much, but for other civs/entities, it's a must have sooner or later.
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on October 12, 2008, 12:27:15 pm
I'm not sure if this suggestion qualifies for a separate thread, so:

Choosing quality weapons. I have tens of high quality steel axes lying in my storage while the champions run around with normal iron axes. Would it be possible to assign each soldier some points which he can "spend" on getting better equipment to avoid this problem?
Right now I have to order everyone to drop their stuff, forbid the weaker weapons and then choose them again (which is a PITA because I don't have a summarized view of their weapon skills).
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on October 12, 2008, 12:31:47 pm
Yeah, and of course there's the opposite, which is using sparring weapons instead of *Adamantine Short Sword*s. Granted, with whatever sparring changes might be coming, this might be less of a big deal, but I'd like to see that covered by a broader solution to weapon and armor handling for squads/units.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on October 12, 2008, 01:43:24 pm
Is weapon equipping receiving any attention?  Specifically, the inability to use pikes, whips, bows, and blowguns in fortress mode.  In know it's called "Dwarf Fortress", but beyond the hilarity of a dwarf using a blowgun, I know I'm not the only person to try playing "Human Town" and "Kobold Cave".

At the very least, the choices will be based on the entity defs, so if you play a human town, you'll get the human lists.  I didn't have any plans at this time for exotic weapon use -- certainly it makes sense that a dwarf, when pressed, would use whatever is around, but culturally it would be odd to have a unit based around it.  At the same time, if that's all you've got in significant numbers, you should be able to do it, maybe with some backlash among those dwarves with the "values tradition" personality facet, especially if you have proper weapons available.

Great to hear you've thought about it.  I was specifically referring to the how the military weapon menu doesn't have options to order units to carry anything but dwarf weapons.  I guess that'll be irrelevant, since I assume the entire military menu system is being rebuilt?


And just because it's related, is a creature Mounting system anywhere on the horizon?  Dang humans get the breaks.

I'm not sure...  I'd put it in adv mode first, and at that point there'd be an opportunity to do it for dwarf mode, but...  well, it's not in my set of easy visualizations for them.

I've got some pitchable ideas.  For Fortress Mode, the Animal menu could mark animals for Available For Mount in the same way as pets (probably after they've received mount training at a kennel), and the squad or equipment menu could order a unit to Use Mount.  Then they just run off to grab a creature, and from then on they're linked as mounts (and I guess infants?) already do.  It's imprecise and a little clunky, but as functional as it needs to be.

Spoiler: Moar Suggestions (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: SmileyMan on October 13, 2008, 06:49:14 am
The new update looks great.  On the subject of squads, formations, etc:

I like to play with a set of Gate Guards - at the moment these are assigned individual positions (which are alcoves in the entrance passages) because I like the idea of bearskin-and-redcoared sentries standing to attention (for game months on end LOL).  At the moment, to achieve this, every alcove needs a pair of one-dwarf squads assigned to it (a Spring/Autumn and a Winter/Summer shift).

It would be nice if the new system went someway to making this easier (perhaps the 'formations' mentioned could mean that a particular squad has multiple position points assigned to it, and fills them as best as it can) but my main worry is that this behaviour won't be b0rkened, since not only is it aesthetically pleasing, it's also very handy as an anti-thief/snatcher technique (I'm not a big fan of traps ATM).
Title: Re: The NEW Future of the Fortress
Post by: sneakey pete on October 13, 2008, 07:01:06 am
Yeah, there will be cumulative effects, so that you can have an actual effect.  Even something like a swarm of vicious biting insects causing real trouble for your adventurer in a marsh or something should be possible through the system.  Again, it'll be a matter of feel here, with some missteps likely, hopefully with amusing results.

Something makes me think that we're going to get legends out of the next releases that make carp look relatively mundane. (i'm thinking a couple of groundhogs killing people, or something, perhaps...)
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on October 13, 2008, 09:24:22 am
"I am speaking for The Hats of Sitting.  Thank you for your offer of service.
Our people have been tormented by a fearsome foe.
Flamebroiled the Halls of Screaming is the kitchen just to the north.
Seek this place and kill Ifin Bloodjuices the Stickiness of Statues the phantom spider.
Knowing no mercy, Ifin has killed twenty-three, among them my mother!"

yeah, some of those are going to be strange.
Title: Re: The NEW Future of the Fortress
Post by: Koji on October 13, 2008, 06:32:41 pm
Quote
At the same time, if that's all you've got in significant numbers, you should be able to do it, maybe with some backlash among those dwarves with the "values tradition" personality facet, especially if you have proper weapons available.

Is anyone else getting Discworld flashbacks?

This could be a really neat aspect of gameplay. A player wants to use some sort of exotic method of doing things that may or may not be better, and his little society has a period of unrest while the dwarves try and figure out whether to accept it or not.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on October 13, 2008, 10:46:36 pm
Choosing quality weapons. I have tens of high quality steel axes lying in my storage while the champions run around with normal iron axes.
Yeah, and of course there's the opposite, which is using sparring weapons instead of *Adamantine Short Sword*s.

Yeah, we're going to go after getting dwarves to have the weapons and armor you want when you want them to have them.  This was originally going to involve assigning squads to groups of weapon racks/armor stands, possibly including training weapons, and other settings, but I haven't settled on anything.  It's still stewing a bit, and is on the list of problems that will be less major problems on the release.

Great to hear you've thought about it.  I was specifically referring to the how the military weapon menu doesn't have options to order units to carry anything but dwarf weapons.  I guess that'll be irrelevant, since I assume the entire military menu system is being rebuilt?

Yeah, that's right.


I've got some pitchable ideas.  For Fortress Mode, the Animal menu could mark animals for Available For Mount in the same way as pets (probably after they've received mount training at a kennel), and the squad or equipment menu could order a unit to Use Mount.  Then they just run off to grab a creature, and from then on they're linked as mounts (and I guess infants?) already do.  It's imprecise and a little clunky, but as functional as it needs to be.

Yeah, I imagine it would go through that menu, if that menu survives.

1. A rider performs most actions based on their on speed, but moves across tiles at the mount's speed.

I think this is already the case -- of course, pretty much all creatures have the same speed, so it doesn't really matter.  When move/attack speeds are split, I can do more with faster animal speeds.  That move/attack split was a combat arc goal.

2. Mounts can be enraged or spooked by training and nearby combat, fighting or running depending on raw tags (probably existing ones).

I wonder which domestic animals spook.  Just animals that are used to be preyed upon and used to being able to run away from it?  Does the herd aspect matter at all?  I usually hear it in terms of cattle stampedes.

3. Attacks made on the rider have a chance to hit the mount, based on size.  (This of course raises questions of barding armor, which I couldn't imagine how to approach.)

There's a giant thread on this, if I remember, complete with pictures of cat armor.

I like to play with a set of Gate Guards - at the moment these are assigned individual positions (which are alcoves in the entrance passages) because I like the idea of bearskin-and-redcoared sentries standing to attention (for game months on end LOL).  At the moment, to achieve this, every alcove needs a pair of one-dwarf squads assigned to it (a Spring/Autumn and a Winter/Summer shift).

It would be nice if the new system went someway to making this easier (perhaps the 'formations' mentioned could mean that a particular squad has multiple position points assigned to it, and fills them as best as it can) but my main worry is that this behaviour won't be b0rkened, since not only is it aesthetically pleasing, it's also very handy as an anti-thief/snatcher technique (I'm not a big fan of traps ATM).

Yeah, one of our initial concerns with going to a system with commanders and their soldiers was that people that are used to using the military system with individual squads (ie a lot of people, because figure out the 'm'ilitary screen is annoying, so people just activate dwarves).  You'll be able to give dwarves individual assignments and positions even within a squad.  The larger squad structure will be more for sieges or larger military matters, as well as for a notion of command and organization and responsibility.  Hopefully most everything that people used to do will still be possible and in fact easier under the new system.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on October 14, 2008, 12:27:33 am
I wonder which domestic animals spook.  Just animals that are used to be preyed upon and used to being able to run away from it?  Does the herd aspect matter at all?  I usually hear it in terms of cattle stampedes.

Yeah, pretty much any prey animal can spook. That includes smaller predators, like cats. My cats run from...well, everything. Horses are REALLY prone to spooking. So much so that a plastic bag caught on a branch and flapping in the wind makes even trained riding horses spook a bit. The basic thought process for most prey animals is 'run, then think about it once you're safe'. Better to run from the plastic bag then not run and find out it was a cougar or something.

Of course, war horses can have that trained out of them, but it takes a LOT of effort. Which is why they were so expensive, and only knights and nobility could afford to have them.

If you're touching mounts, perhaps add into the Civilization entry specifically what animals they train as mounts? I could see humans being restricted to just horses, mules, donkeys, camels, and Elephants. While elves would be able to train a large number of animals to be ridden. Then, during trade, you could spend lots of money getting, say, a riding Giant Tiger from the elves.

Hmm...additional thought. In the creature raws, break training up into three tags. [MOUNT], [WAR], [HUNTING]. Mount would let someone ride it and reduce the spookability a bit, war would add damage capabilities and reduce the potential of spooking to nil, and hunting adds in the stealth and speed aspects.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on October 14, 2008, 12:36:55 am
On that subject, it would be nice to see different animals having different capacity for training/taming by different sentient creatures. For instance, I can see elves training many more animals than dwarves, but dwarves being able to train animals that elves can't, like certain cave critters.

As far as the military is concerned, it would definitely be nice to see armor/weapon racks put to use similarly to boxes and bags, with some sort of squad/individual ownership.

Do you think any changes will be made that cause military dwarves to clean up after themselves a bit more? I seem to remember them leaving their old shoes all over the place...
Title: Re: The NEW Future of the Fortress
Post by: SmileyMan on October 14, 2008, 02:14:02 am
Yeah, one of our initial concerns with going to a system with commanders and their soldiers was that people that are used to using the military system with individual squads (ie a lot of people, because figure out the 'm'ilitary screen is annoying, so people just activate dwarves).  You'll be able to give dwarves individual assignments and positions even within a squad.  The larger squad structure will be more for sieges or larger military matters, as well as for a notion of command and organization and responsibility.  Hopefully most everything that people used to do will still be possible and in fact easier under the new system.
Ooh, sounds lovely!
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 14, 2008, 10:30:01 am
Yeah, we're going to go after getting dwarves to have the weapons and armor you want when you want them to have them.  This was originally going to involve assigning squads to groups of weapon racks/armor stands, possibly including training weapons, and other settings, but I haven't settled on anything.  It's still stewing a bit, and is on the list of problems that will be less major problems on the release.


Good to hear, the current equipping system is really basic and annoying also.  :)
So basically this suggestion of mine will be implemented "somehow":
http://www.bay12games.com/forum/index.php?topic=23784.0
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 14, 2008, 11:07:03 am
Quote
Of course, war horses can have that trained out of them, but it takes a LOT of effort. Which is why they were so expensive, and only knights and nobility could afford to have them

Well they also eat like a horse, reproduce slowly, and are often put into strict animal husbandry programs. After that Warhorses have a niche market and you often won't sell everyone of them.

Anyhow, I just hope mounts are afraid of things they would be of if they weren't mounts.

It isn't Spooking that you only have to be afraid of: being distracted, Territorial, or hunting can also be problems.

It should be both the trainer, the rider, and possibly the mount's personality.
Title: Re: The NEW Future of the Fortress
Post by: MMad on October 14, 2008, 12:45:55 pm
What about taking mounts inside? Personally I find the idea of my Royal Guard leisurly roaming the corridors and dining halls on horseback silly at best, but YMMV. :) Staircases should probably not be traversable (although I guess all animals can climb them currently - come to think of it, changing this would make animal pits *much* easier), doors could also present obstacles, i.e. having to dismount and lead the mount through.

What effects should traps have on mounted creatures? It would seem reasonable for stonefall traps to have a larger chance of hurting the rider than for example crossbow weapon traps (which I suppose would typically be aimed at dwarven chest/head height), which would be much more likely to hit the mount or at worst the legs of the rider.

In general mounts seem like a pretty messy business. :)
Title: Re: The NEW Future of the Fortress
Post by: Sukasa on October 14, 2008, 12:50:12 pm
sorry for the late post, but this is the DF picture I think tormy was trying to link to (it's 404 on 4chan now).  100% Safe-For-Work:
Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 14, 2008, 01:01:10 pm
Quote
"Staircases should probably not be traversable"

A lot of animals can climb up and down stairs including the larger ones. Splitting animals up into groups that can and ones that cannot would be too much work though as most people don't find out if Elephants can climb up stairs. (I say they can!)
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 14, 2008, 04:05:32 pm
sorry for the late post, but this is the DF picture I think tormy was trying to link to (it's 404 on 4chan now).  100% Safe-For-Work:
Spoiler (click to show/hide)

Ahah, that's an epic picture Sukasa. I like the text on it  :D
Title: Re: The NEW Future of the Fortress
Post by: Sukasa on October 14, 2008, 04:18:25 pm
BTW, Source is unknown for that picture :/
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on October 15, 2008, 10:37:23 am
"...That'll be the last category of changes, and then the idea is to go back and get everything finished up. That will take a while of course, a long while, and there will likely be countdowns again. I'm always about the countdowns."

It's the INTERMEDIATE COUNTDOWN!

Yeah, passibilty needs a cleanup- animals like cows shouldn't be able to climb what are essentially ladders. That should probably be part of making huge creatures unable to enter 1 tile doors and all the rest of that fun.

Can't wait to see what TO does with the underground! I wonder if we will find such things as a limestone caverns below the plains or chasm-like canyons in the desert.
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on October 15, 2008, 06:22:18 pm
"And there will likely be countdowns."

This is an informal countdown to countdowns.

Also, I'm not liking the lack of details in the more recent dev posts, but I'm loving the new body system. And underground diversity.

Remember, don't tell anyone if you add new HFS to new biomes. Pretend that it's another one of your boring days. Then we'll dig around the bottom of our forests and find buried pyramids filled with sentient dinosaurs.

Maybe Toady has already put it in and he's not telling us.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 15, 2008, 06:33:09 pm
"..That will take a while of course, a long while.."

Oh noes!  *..me..wants..new..version....give it to me nooooow!*  :D
Title: Re: The NEW Future of the Fortress
Post by: JoRo on October 15, 2008, 07:06:26 pm
I seriously can't wait for better military controls.  I blame pretty much all my casualties on the fact that usually only a handful of soldiers could tear themselves away from their food and booze when the goblins rolled around.
Title: Re: The NEW Future of the Fortress
Post by: Fieari on October 16, 2008, 12:14:25 pm
So, we know his implementation of Underground Diversity is going to include...

* 3D terrain features
* Repopulated chasm / river
* Surprise underground warrens full of nasties

Nice start.  I wonder how many other of the suggestions he's going to include?  I hope the endolithic biome gets in...
Title: Re: The NEW Future of the Fortress
Post by: umiman on October 16, 2008, 12:22:30 pm
Three cheers for the return of infinite chasm and magma spawns!!! Huzzah! Huzzah! Huzzah!
Title: Re: The NEW Future of the Fortress
Post by: Erom on October 16, 2008, 01:16:13 pm
Yes, if had to pick a single underground improvement I would like, it would be allowing underground river and magma pipe creatures to enter the map through those features.

One would think, also, that once spawning is implemented you won't have to start with such an fps-annihilating amount of creatures already present (more of a problem with the 3000 giant toads than the 5 Fire Imps).
Title: Re: The NEW Future of the Fortress
Post by: Sunday on October 17, 2008, 02:04:26 pm
Also: venom and disease!  Necrosis and neurological damage!  (Hopefully).  Wounds going septic! 

Oh yeah.

Ohhhhhh.

Yeah.
Title: Re: The NEW Future of the Fortress
Post by: Benny on October 17, 2008, 02:31:01 pm
In fact, of anything of whats been mentioned is going to be fairly awesome. I don't think anythings been added to DF that I sit there and think "urgh... why?" every new feature is as exciting as the last

The big one for me will be adventurer mode getting the skills from fortress mode. And the whole being able to build your own house and have it stored as a site. Making an adventurer whose hand carved his house in a forest and forged his own sword with ore he got from HFS, good times :D
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 17, 2008, 03:55:08 pm
In fact, of anything of whats been mentioned is going to be fairly awesome. I don't think anythings been added to DF that I sit there and think "urgh... why?" every new feature is as exciting as the last

The big one for me will be adventurer mode getting the skills from fortress mode. And the whole being able to build your own house and have it stored as a site. Making an adventurer whose hand carved his house in a forest and forged his own sword with ore he got from HFS, good times :D

Yeah, adventurer mode will be much more interesting, perhaps I'm gonna give it a try even.  :D
Title: Re: The NEW Future of the Fortress
Post by: Willfor on October 17, 2008, 04:07:06 pm
You know, I wouldn't mind if it added a week or two to the release date, poisons and diseases would be quite epic.  :)
Title: Re: The NEW Future of the Fortress
Post by: Benny on October 17, 2008, 06:09:29 pm
its worth it atm to just charge into a town, steal peoples shoes and beat everyone down with a barrel from a house. Tends to be all I can do in adventure mode. Though I haven't really played in the new versions

Yeah, adventurer mode will be much more interesting

like an ascii Fable I've always imagined it to be

You know, I wouldn't mind if it added a week or two to the release date, poisons and diseases would be quite epic.  :)

Is it not more framework thats getting added atm for this stuff? or at least that was my understanding. Having that in would be pretty epic though, though that would be dependant on whether wounds that got infected or stuff like that was curable. Surely healthcare would need a bit of an overhaul at that point. A new profession as a doctor and using herbs to form medicines or anti-venoms
Title: Re: The NEW Future of the Fortress
Post by: Sunday on October 17, 2008, 06:28:49 pm
I dunno.  Obviously infection wouldn't happen every time a dwarf gets wounded, and obviously not every infection would lead to death, but I wouldn't mind poisons/infection/disease being quite deadly.

Or at least, I don't think poison/disease/infection should be completely circumventable even with a high level health care dwarf.  After all, lots of people still die from jellyfish stings/snake bites/infected wounds/malaria, and that's with modern medicine.  And I, at least, picture dwarf medicine as little more than lots of alcohol (disinfectant/anesthetic) and a hack saw. 

Basically, health care might need a few additions, but I don't think there has to be major changes.
Title: Re: The NEW Future of the Fortress
Post by: Tenebrais on October 17, 2008, 06:37:56 pm
Hmm, having diseases would allow you to get really creative with alchemy in an attempt to find cures. Especially if you have a wide choice of things to mix and no idea what produces what...
Title: Re: The NEW Future of the Fortress
Post by: Benny on October 18, 2008, 08:10:35 am
lol dwarven witch doctors

theres a point, is there jellyfish in DF atm? I'm voting here for adding jellyfish with stings in the next version
Title: Re: The NEW Future of the Fortress
Post by: Cthulhu on October 18, 2008, 08:21:20 am
Quote
like an ascii Fable I've always imagined it to be

You mean it'll be deceptively linear, short, and with lame combat?
Title: Re: The NEW Future of the Fortress
Post by: Benny on October 18, 2008, 08:29:42 am
and toady will review his own game saying its totally awesome but wait until the next game that he can't wait to talk about! :O

But enough Molyneaux bashing. Its a shame about Bullfrog but thats life

Back on subject though, you can't hit people with barrels in Fable, but you can train a dog to aid you in DF

'nuf said
Title: Re: The NEW Future of the Fortress
Post by: Erom on October 18, 2008, 09:21:55 am
lol dwarven witch doctors

Psh. Maybe Goblins call them witch doctors, but dwarves should call them Alchemists. Or Apothecary or something, though that sounds like a good human name for them. Maybe make Druids what elves call healers, to give that position some actual purpose? Would be a nice driver in adventure mode - "Crap, I got poisoned. This is going to slowly eat me away - I gotta find some elves!"
Title: Re: The NEW Future of the Fortress
Post by: B0013 on October 18, 2008, 10:00:09 am
1295

That's it.









"......forever forever"
Title: Re: The NEW Future of the Fortress
Post by: Kardos on October 18, 2008, 10:16:53 am
Could be worse.
Could be, I dunno... 5921
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 18, 2008, 10:43:44 am
"I'll have to find preliminary answers to some deep questions, like "do the undead have souls?""

My opinion is: no. How could they have souls? It makes no sense at all.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 18, 2008, 10:56:45 am
WOO!!! Soul System!!! I am glad Toady is finally using such!

As for Undead and Soul (My one and a half cents)

Depend Situations for Zombies with Souls
-Undead created by restless dead have a soul (Freddie is a good example)
-Undead created by willing subjects (Mummies)
-Undead created by placing souls inside a corpse (Frankenstien)
-Undead created by placing "Soul Beings" or Disembodied Beings inside a corpse or who can cause the body to remain animate even after the host body has fallen (Daemonic possession, Dark spirits, ghostly possession)
-Undead created by forcing a subject's soul to be unable to leave its body

As for if Zombies should have souls as a whole

Zombies who are created without any of the above methods could have a false artificial soul that lacks the complexities of a normal soul.

Zombies without even an artificial soul could be possible, but they fall appart without a power source.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on October 18, 2008, 11:09:11 am
So, does does this mean we will be able to flood our chasms with magma again?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 18, 2008, 11:12:01 am
So, does does this mean we will be able to flood our chasms with magma again?

That personally didn't make sense to me, I can understand chasms not truely being bottomless, but the amount of magma it takes to fill a Chasm is pretty small. (IMO)
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 18, 2008, 11:14:44 am
Now that I was thinking about it a bit more...
Well perhaps some special creatures, like a vampire or necromancer [however necromancers for example are not supposed to be undead at all] should have a soul, but I still find the whole question very weird.
In my opinion zombies/skeletons and such creatures have no soul. In fact, this is why these creatures are being controlled by a superior entity, like a Necromancer, in many fantasy worlds.
So, my conclusion is: let the player decide this [since this is a very subjective thing], thus it should be controllable in the RAWs.  :)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 18, 2008, 11:18:51 am
In otherwords Puppet undead! Where they are just puppets on magical strings being help up by a powerful source of magic.
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on October 18, 2008, 11:27:12 am
theres a point, is there jellyfish in DF atm? I'm voting here for adding jellyfish with stings in the next version

There are jellyfish, but I don't think they can sting at this point.
Title: Re: The NEW Future of the Fortress
Post by: Benny on October 18, 2008, 12:17:32 pm
I want to create an adventurer who goes around capturing different jellyfish and stacking them in his house
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 18, 2008, 12:22:24 pm
I want to create an adventurer who goes around capturing different jellyfish and stacking them in his house

For some strange reason I got the impression you meant he was going to wear a Jellyfish on his head.

Jellyfish armor would be pretty cool!
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on October 18, 2008, 12:35:44 pm
Doesn't seem like it would be all that effective.
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on October 18, 2008, 01:18:37 pm
an adventurer who goes around capturing different jellyfish
For some strange reason I got the impression you meant he was going to wear a Jellyfish on his head.
Kaptur is a Polish word for hood :P Maybe that's why?
Title: Re: The NEW Future of the Fortress
Post by: Benny on October 18, 2008, 03:01:57 pm
Quote
I am Urist! Lord of the Jellyfish!

Its got potential I'll admit. Skinning jellyfish and extracting the venom from their sting to use on the tips of your spears
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on October 18, 2008, 05:20:18 pm
"Skinning Jellyfish"?  What would be left?

Quote from: Toady One
Coming up with the Number, I was going through the skill code and it seems I'll have to find preliminary answers to some deep questions, like "do the undead have souls?", since I added "souls" to units to store information when I was putting in the mental attribute framework. I suppose the answer should be "it depends"...

Toady is the best programmer in the world.  Other game developers wish that questions like "do the undead have souls?" were actual program-critical concerns.
Title: Re: The NEW Future of the Fortress
Post by: Fieari on October 19, 2008, 07:05:19 pm
So, 2 months minimum if Toady keeps up 20 per day, which he won't.  So, I'm going to guess a mid-February release, as a rough sort of guess.  But it will be awesome, and worth another donation drive for certain.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 19, 2008, 07:17:10 pm
What I notice happens is Toady starts off strong then slows to a crawl... Then suddenly goes lightspeed. Then slows to a crawl for a very short period of time.
Title: Re: The NEW Future of the Fortress
Post by: MoonCabbage on October 19, 2008, 09:04:27 pm
What I notice happens is Toady starts off strong then slows to a crawl... Then suddenly goes lightspeed. Then slows to a crawl for a very short period of time.

some things program faster then others. not too mention some of the framework Toady has been putting in isn't always exciting or isn't worth posting, especially if its a single sentence.

that said the daily developments isn't always a good measure of how far core elements have come. but i will agree sometimes it feels slower then normal. But be sure that Toady programs as fast as he can, and it will be finished when its finished :D
Title: Re: The NEW Future of the Fortress
Post by: Philosophical Gamer on October 19, 2008, 09:46:08 pm
Hopefully Toady has discovered the latest trend of businesses offering grocery delivery, cutting out about 2 hours every 3rd day or so for getting groceries.  I've found that this service is one of the keys to never having to leave the house.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 19, 2008, 09:56:27 pm
Hopefully Toady has discovered the latest trend of businesses offering grocery delivery, cutting out about 2 hours every 3rd day or so for getting groceries.  I've found that this service is one of the keys to never having to leave the house.

I don't know... Do we really want Toady to go insane?
Title: Re: The NEW Future of the Fortress
Post by: Toady One on October 19, 2008, 09:57:07 pm
I live right next to a grocery store...  I'm taking vitamin D supplements now, since I hardly ever go outside, he he he.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on October 19, 2008, 10:46:24 pm
Drink plenty of milk, and eat leafy dark-green vegetables.
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on October 20, 2008, 06:13:25 am
Toady, did you know that regular exercising and a good deal of fresh air greatly improve the efficiency of the mind? That's because it increases the amount of oxygen the brain receives. Mens sana in corpore sano, as the Greeks put it.

Please, for the sake of your Great Work, consider modifying your routines slightly at least. We care about you. (http://mayday.w.staszic.waw.pl/gobticons/meh.gif) (for our selfish reasons, of course).

JoRo: milk is a controversial subject. I've encountered opinions that in most cases, an adult human lacks the ability to digest unprocessed milk.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on October 20, 2008, 12:48:47 pm
JoRo: milk is a controversial subject. I've encountered opinions that in most cases, an adult human lacks the ability to digest unprocessed milk.

Controversial? You're just talking about lactose-intolerance, and I would hope that Toady knows by now whether or not he's lactose-intolerant. It hardly needs to be "controversial" on the scale of the individual. Also, whether or not "most people" are lactose-intolerant depends on your reference pool. If you include every single ethnic group, you may be right, but if a person is, say, Northern European, he can probably digest lactose just fine.
Title: Re: The NEW Future of the Fortress
Post by: Glacies on October 20, 2008, 01:48:28 pm
Okay, I really have to donate now. The new updates that are skill related, are, well, awesome. I'm especially happy about the musicality, because it means that instruments might actually get some use soon...er...I hope..
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on October 20, 2008, 01:54:32 pm
I can see music getting more relevant whenever dwarven social behavior gets a bit more complexity added to it. That being said, the new dev notes are definitely looking interesting.
Title: Re: The NEW Future of the Fortress
Post by: umiman on October 20, 2008, 01:58:25 pm
I can imagine the latest in noble torture now: lock the hapless noble in a jail cell right next to a talentless dwarf playing the trombone.
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on October 20, 2008, 02:27:48 pm
G-Flex- I meant caseine, not lactose (which is a well-known case, I understand). The gist of it- for lactose intolerant people, milk in any form may cause problems. For the majority of all, unprocessed milk is only slightly more nutritious than water.
Howver, A) this is getting really OT, let's quit it
and B) I'm not even 100% sure of how exactly it all works.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on October 20, 2008, 02:30:29 pm
I can imagine the latest in noble torture now: lock the hapless noble in a jail cell right next to a talentless dwarf playing the trombone.
Why not several talentless dwarves playing bagpipes?
Title: Re: The NEW Future of the Fortress
Post by: Benny on October 20, 2008, 02:56:15 pm
it'd be fairly cool to have your dwarves go into a fey mood and come out of it with a song they'd wrote and then its kept in the Legends screen. Even better if it would just randomly generate the actual song from some short notes :o

Quote
Urist Bagpiper cancels Eat: Urist Copycat is doing his song no justice
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on October 20, 2008, 02:59:06 pm
Any dwarf (or human) who thinks playing bagpipes in tight, enclosed corridors is a good thing needs to be shot on sight. Those things were meant to be heard for miles *outdoors*.
Title: Re: The NEW Future of the Fortress
Post by: Philosophical Gamer on October 20, 2008, 03:31:29 pm
But remember, bagpipes were originally made out of sheep's bladders, so they can't be all bad.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on October 20, 2008, 03:40:55 pm
I'm wondering how Spacial-Sense is going to interact with DF's geometry.  Knowing Toady, it'll probably modify individual pathfinding distances and the likelihood of miners cutting themselves loose of cliffs.  Protip From The Future: make sure your miners and masons have good spacial sense.

These dwarves have more axes of thought than the Sims.  This is going to be so cool.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on October 20, 2008, 04:12:04 pm
I wonder if DF will ever reach the level of complexity when equipping your measly force of 20 with Great Bagpipes and sending them against a 500-strong elven siege will drive the treehuggers mad and force them to retreat because of "massive self-induced casualties"?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 20, 2008, 04:30:10 pm
Toady, did you know that regular exercising and a good deal of fresh air greatly improve the efficiency of the mind? That's because it increases the amount of oxygen the brain receives.

Mike, mike, mike...so you suppose that Toady's efficiency would skyrocket in that case? Well....it would be nice to see a fully functional Army Arc in 2 weeks.. ;D [..but I guess Toady knows that what is the best for him  :)]

..now back to the topic:

The latest dev notes is pure awesomeness, as usual. New physical attribs like ENDURANCE, RECUPERATION, and the soul-linked attributes are most welcome! I am just wondering about some specific attribs, like memory for example, and that how will that work. Dwarves will forgot about some stuff what happened in the past?.. so for example X dwarf had a fistfight with Y dwarf, so their relationship won't be the best , but if the dwarf has a bad memory, there is a chance that he/she will forget about the incident after a period, and their relations will be "normalized"?..or what about the analytical ability? What will be that soul attrib responsible for?

Ah, and let's do not forget about -> The "unarmed" skill, aka "wrestling", has been broken up into four skills. In particular, dodging is now a separate skill...awesome!  8)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 20, 2008, 04:36:02 pm
It is nice to see he made it possible for faster regeneration, as well as creatures with high stats without needing to increase their size, and I will look forward to when Toady finally allows regeneration of lost bodyparts.
Title: Re: The NEW Future of the Fortress
Post by: Toaster on October 20, 2008, 04:51:35 pm
EMPATHY - being able to feel other peoples' stuff.


Who else wants dwarves feeling their stuff?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 20, 2008, 04:55:59 pm
EMPATHY - being able to feel other peoples' stuff.


Who else wants dwarves feeling their stuff?

Correct description: "Empathy is the capacity to recognize or understand another's state of mind or emotion." Definitely a must have in the game.  :)
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on October 20, 2008, 05:13:09 pm
EMPATHY - being able to feel other peoples' stuff.


Who else wants dwarves feeling their stuff?

Correct description: "Empathy is the capacity to recognize or understand another's state of mind or emotion." Definitely a must have in the game.  :)

 What the original poster stated, or the dictionary reference?

 But yes, awesome update. I wonder how patience will effect you in Adventure Mode. Mayhaps intentionally keeping your character from doing actions you are doing would raise it?

 Goblin: Why won't you finish me off?
 Dwarf: Trainin' patience!
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on October 20, 2008, 05:22:20 pm
Bagpipes were originally made for sheepherding by signaling the dogs andd other Sheephards etc. The usage as actuall instrument is an much newer invention so the timeframe of DF wouldnt allow (except toady says otherwise) bagpipes as Musicinstrument.

Anyway the new skill system looks awesome and makes custom races now more different from the preexisting ones i hope. So Yay for the Toad and an donation if hes done till chrismas (the only time i have money XD).
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 20, 2008, 05:25:25 pm
Well Empathy is probably going to improve a Mayor's ability to take in complaints.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 20, 2008, 05:30:31 pm
Well Empathy is probably going to improve a Mayor's ability to take in complaints.

...and don't forget! Empathy will be also very important, once Dwarf Poker! will be implemented!  ;D
[Sorry I couldn't miss it, since I am a poker player  8)]
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 20, 2008, 05:40:43 pm
Well Empathy is probably going to improve a Mayor's ability to take in complaints.

...and don't forget! Empathy will be also very important, once Dwarf Poker! will be implemented!  ;D
[Sorry I couldn't miss it, since I am a poker player  8)]

Psh, only if you play the wimpy way that doesn't include five aces.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on October 20, 2008, 06:50:10 pm
So much new stuff!  This is going to be the best release ever.

Perhaps once you reach Superdwarvenly Empathetic you will be able to read minds.  Perfect Intuition will naturally allow you to predict the future.

We're going to need some interface change if all 19 attributes are going to be visible in fort mode.  I guess another page accessible from 'v'iew?
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on October 20, 2008, 07:20:40 pm
Toady, I don't think that musical ability should be an attribute. It should be a skill tied to the creativity attribute.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on October 20, 2008, 07:26:37 pm
I guess a better explanation would be nice, but honestly I think I agree. I'm not sure what "musicality" would cover when Creativity is already there as a general attribute, and the actual playing of music would/should be a learned skill.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on October 20, 2008, 07:53:14 pm
Musicality is an intrinsic understanding of those sorts of things.  There will be several skills when the time comes (particular instruments, categories of instruments, singing, rhythm [which could also come up with dancing], etc.).  Enough of what I read suggested that it deserved its own spot, but of course there are going to be issues.  I'd personally be all for splitting up analytical ability into a few more, as the current setup doesn't account for all the mathematicians I've met, but any system is going to have splits and joins that don't cover everything or cover too much.
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on October 20, 2008, 08:12:30 pm
Toady, I don't think that musical ability should be an attribute. It should be a skill tied to the creativity attribute.

Someone can be a gifted musician, but a very poor composer.  I can see why those two are separate.

I would interpret Perfect Intuition more as being able to pick up skills with incredible speed, and easily understanding how things work, rather than predicting the future.  Of course, understanding how things work would make it easier to guess about the future, but you'd still need something to work with.

I'm curious about the four unarmed skills.  Dodging was mentioned, and I expect one is related to things like locking joints and throwing enemies... or perhaps those are separate?
Title: Re: The NEW Future of the Fortress
Post by: Silleh Boy on October 20, 2008, 08:23:34 pm
I'm curious about the four unarmed skills.  Dodging was mentioned, and I expect one is related to things like locking joints and throwing enemies... or perhaps those are separate?

Dodging, Striking, Grappling and Throwing, maybe. or maybe throwing will not be one of them, as it's already a skill in another area, and instead it'll be a skill for escaping holds.
That's what i've guessed they may encompass, though i could easily be wrong.

Dodging becoming its own skill is definately a welcome thing, however you look at it.
I did sometimes wonder how tied into wrestling dodging really was, though.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on October 20, 2008, 08:24:09 pm
 How I understand the four unarmed stats:
 Unarmed combat. Fists, bites, feet. Possibly wrestling.
 Dodging.
 Grabbing things, and possibly the more complex wrestling moves like take-downs and throws.
 Improvised weapons. Need that skill for beating things down with pants.

 Hurah for new adventurers made with perfect dodging and unarmed combat. A perfect monk character.
Title: Re: The NEW Future of the Fortress
Post by: Silleh Boy on October 20, 2008, 08:32:51 pm
Improvised weapons, yeah, i should have thought of that possibility.

I wonder if this means somewhere down the line though, that we can get a raw file full of unarmed attacks, and the skill levels/body parts required, before people start to do execute them, thus removing the need for multiple attacks from a creatures raws. of course, this'd have to be limited to intelligent creatures, as awsome as it'd be for a bear to headbutt your woodcutter, suplex your metal smith and lariet your mayor, before stealing your booze.
Title: Re: The NEW Future of the Fortress
Post by: Philosophical Gamer on October 20, 2008, 08:34:12 pm
I would hope that you could train dwarves to be submission specialists, with skills such as the arm bar and the rear naked choke.  Especially considering the dwarven definition for empathy.  It's good that beds are designate-able as a barracks for all that training they'll have to do.
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on October 20, 2008, 08:35:53 pm
I wonder if this means somewhere down the line though, that we can get a raw file full of unarmed attacks, and the skill levels/body parts required, before people start to do execute them.
Yes, if unarmed moves require a certain skill level, then we won't need to worry about getting Chuck Norris'd by children. I like that.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on October 20, 2008, 08:37:03 pm
Toady: I understand what you mean about musicality. It makes more sense to me now, I think.


Speaking of unarmed combat, here's what I'm wondering: If wrestlers end up using multiple offensive skills and other military units continue to use only one, will that result in problems/balance issues with skills? I guess it depends on what those skills are and how they're used.
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on October 20, 2008, 08:41:26 pm
I see the whole music stat thing. Maybe there could be several groupings of skills. Creativity would include musicality, artistry, something involving writing, and stuff like that. It would make sense, considering that the new stat system seems to have been put in place to make things more specific.

I am also interested in these new unarmed combat skills. Will dodging train when you're fighting with weapons? Will basic wrestling boost the other unarmed skills a bit to keep it useful to train your soldiers in wrestling first? Maybe dodging would train slower if you had a weapon to focus on.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 20, 2008, 08:46:57 pm
Musicality is an intrinsic understanding of those sorts of things.  There will be several skills when the time comes (particular instruments, categories of instruments, singing, rhythm [which could also come up with dancing], etc.).  Enough of what I read suggested that it deserved its own spot, but of course there are going to be issues.  I'd personally be all for splitting up analytical ability into a few more, as the current setup doesn't account for all the mathematicians I've met, but any system is going to have splits and joins that don't cover everything or cover too much.

So basically even what we have right now stat wise isn't everything we are going to end up with?
Title: Re: The NEW Future of the Fortress
Post by: Toady One on October 20, 2008, 09:14:56 pm
Well, "stat-wise" it depends on if you include skills.  Atts are a bit preliminary perhaps, and even the listed ones won't be fully implemented for a long while, but I think they have pretty good general coverage.  Skill-wise, we're going to see a lot lot more.  Not so much for this release though, but rather as the specific game elements (like instrument use) come in.

For unarmed, the count is actually five (I hadn't included the unwieldy objects, a skill I haven't named but it seems there should be *something* for that).  Then there's wrestling, dodging, grasp strikes (needs name), stance strikes (needs name, probably kicking).  Breathing fire and bites and so on are awaiting skills that I haven't set up yet.  There are also general skills for melee/ranged combat that pick up some of the slack that used to depend on "level" (counterstrikes, noticing charges, etc.).  Those just need to be handled with the new atts and so on, but there's also something to be said for keeping the new "melee combat" skill, as somebody that has been using a sword and fighting in real fights with it for fifteen years would be able to pick up a spear or a mace and have a real advantage over a completely inexperienced person, and not just because of atts.  As these skills are given names, the melee combat skill might fade out and be removed, but I'm not sure.  There's something to be said for having a skill tree like Armok 1 had, so that say as a simplified example effective_mace=max(mace,sword/3) or effective_mace=max(mace,melee) and that kind of thing, but I just haven't made a final decision on that (what I'm setting up now won't feel it too hard either way if I decide to change later, so I'm not that worried about it, but I'll still have to make up my mind one way or another in a day or two).
Title: Re: The NEW Future of the Fortress
Post by: Misterstone on October 20, 2008, 09:18:53 pm
Toady: I understand what you mean about musicality. It makes more sense to me now, I think.


Speaking of unarmed combat, here's what I'm wondering: If wrestlers end up using multiple offensive skills and other military units continue to use only one, will that result in problems/balance issues with skills? I guess it depends on what those skills are and how they're used.

Eh?  Why should unarmed combat be "balanced" against weapon skills.  Fighting unarmored with your bare hands is always going to put you at a big disadvantage over an armed and armored opponent (unless you are playing a game that involves D 'n D monks or some such silliness, which I guess doesn't really fit with the aesthetic of DF).  In any case, wrestling, boxing, kicking, grappling, joint locks, throwing, takedowns, and all that fun stuff are all good complements to fighting with a weapon (and shield even) and were used quite a bit by armed and armored combatants all over the world.  Have a look here:

http://www.thearma.org/Manuals/HW-Web.htm

http://www.thearma.org/essays/G&WinRF.htm

(http://www.thearma.org/Manuals/HW-Web_files/image040.gif)

The point of this being, only a whacko would serve as a "soldier" and only fight with his bare hands.  Realistically, wrestling would be used in extenuating circumstances (you don't have a weapon in your hands when attacked), for non-lethal brawling, as an augment for other combat skills, or maybe as a sport. :)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on October 20, 2008, 09:43:04 pm
Why are those guys carrying potatoes in their tights?

On mind-attributes, I had assumed that musicality covered just that, and creativity (inaccurately) covered physical art like decoration.  I would submit that a third creative area, erudity or something, would cover artfulness with language.

Toady: Will agility and speed still overlap?  Also, will there be any provision for a distinct Perception attribute?  Maybe two different stats - physical Perception for actual senses, and mental Astuteness for paying attention to things.
Title: Re: The NEW Future of the Fortress
Post by: brainfire on October 20, 2008, 10:03:27 pm
Mental attributes are going to make going insane really awesome.
Title: Re: The NEW Future of the Fortress
Post by: Silleh Boy on October 20, 2008, 10:06:53 pm
Are Grasp/Stance strikes going to be set up (at least somewhere down the line.) so that for example, when punching someone, you'll have weighting towards the upper body of a foe, so you won't punch their third toe, left foot quite so often? (unless they're against something like a titan, that is.)
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on October 20, 2008, 10:12:02 pm
Musicality is an intrinsic understanding of those sorts of things.  There will be several skills when the time comes (particular instruments, categories of instruments, singing, rhythm [which could also come up with dancing], etc.).  Enough of what I read suggested that it deserved its own spot, but of course there are going to be issues.  I'd personally be all for splitting up analytical ability into a few more, as the current setup doesn't account for all the mathematicians I've met, but any system is going to have splits and joins that don't cover everything or cover too much.

Out of curiosity, will we be able to hook up percussion cams to a waterflow, that we can create programmable hydropowered instruments (Similar to in the Book of Ingenious Devices?)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 20, 2008, 10:18:06 pm
There is so much I want to ask about Toady and his plans for Martial arts, or lack thereof, but I am under the impression that it is either a secret or he is never really planning on developing it into that dramatic of a system.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on October 20, 2008, 10:32:19 pm
Speed is sort of a weird thing that won't be established until I get to the body part of the countdown.  Right now it'll depend on strength + agility, but really it should also depend on physical dimensions as well.  That can kind of be implied by strength + agility, but to get good description paragraphs based on appearance, the atts + one size variable aren't sufficient.  In a way this is a start of the custom attributes, as they'd depend on the creatures.  For creatures without extra appearance attributes (I won't have spend time coming up with them for sharks and so on, most likely, not for a long while anyway), speed will probably depend on strength and agility equally.

Creativity isn't just for artwork really, but any form of creative endeavor.  I think spatial sense might come up somewhat in the visual arts in addition to creative and the specific skills (eg painting/the existing dwarf craft skills).  The "linguistic ability" attribute was meant to cover in part "artfulness with language" both in speech and writing in addition to ability to learn to speak and read additional languages.  Writing a poem might use linguistic(att)+creativity(att)+poetry(sk), maybe, in addition to skill with the target language in general, in speech, and in the writing system, and depending on the sort of poem, other skills might also bring a minor benefit such as rhythm and some of the other musical skills.  As long as you get enough feedback on why your poem sucks, you should get an idea of what's going into it, he he he.

Yeah, I don't really have anything for stuff like "paying attention" aside from the vague Spatial Sense att and Situational Awareness skill.  Sort of a matter of which splits are needed again.  I don't feel uncomfortable having a lot of things under those umbrellas though.  Splitting the senses might be good, and that might lead to something like the aforementioned custom atts depending on which senses the creature has.

Having all strikes (not just punches) hit sensible locations is up on dev I think (Req230 is related, but the thing I'm thinking of might have been from Armok 1).  It's already in, somewhat, but it's not very noticeable, as its just a weighting depending on the part type (stance parts are weighted 7 times less than upper body parts for example).  Doing further refinements is Combat Arcish, and I'm not sure when it'll come up.

Out of curiosity, will we be able to hook up percussion cams to a waterflow, that we can create programmable hydropowered instruments (Similar to in the Book of Ingenious Devices?)

Only if there's a specific push toward that.  It hasn't been on my list.

There is so much I want to ask about Toady and his plans for Martial arts, or lack thereof, but I am under the impression that it is either a secret or he is never really planning on developing it into that dramatic of a system.

The only plans I currently have are aligned more or less with what was planned and already implemented in Armok 1.  On top of the existing skills, there'd be styles and paths within those styles as well as specific techniques, all of which have their uses/bonuses/minuses and you could become proficient in them through practice.  In a magickish world, they could start to turn that way as you become very skilled.  The non-magical parts are planned for the Combat Arc.  It's mentioned in no more detail than what I've put here in Core73, and probably in the old armok notes.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 20, 2008, 10:42:08 pm
So basically in a magic world martial arts starts to resemble something closer to magic?

Will it be set skill paths or do you plan on allowing the game itself to add and alter it each time? (or have you not decided yet?)
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on October 20, 2008, 10:43:09 pm
Out of curiosity, why is Magic in the combat arc? Is it because magic will solely be used for direct effects such as fireballs/etc. rather than for long-term ritual purpose (e.g. raindance/etc)
Title: Re: The NEW Future of the Fortress
Post by: Toady One on October 20, 2008, 10:50:15 pm
Wait, what?  Is magic in the combat arc?  Is there a typo somewhere?

Well, worlds can have magic in all sorts of different ways, and my main thing there is going to be world gen parameters.  The ability for martial arts to have a magical component is certainly not unheard of, and so would often occur, but I don't really plan on having a stock notion in the raws of magic (aside from current and future abilities for certain creatures, which we've already got and will likely continue on in that way).

Martial arts are the sort of things I'd randomize each time (as with magical arts) in my own worlds and the vanilla game, but I'd be open to allow raws for them as I'm sure people have their favorites and stuff they'd like in their modded worlds.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 20, 2008, 10:52:32 pm
Thank you Toady for your quick, concise, and honest answers.
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on October 20, 2008, 10:55:27 pm
Wait, what?  Is magic in the combat arc?  Is there a typo somewhere?

Well, worlds can have magic in all sorts of different ways, and my main thing there is going to be world gen parameters.  The ability for martial arts to have a magical component is certainly not unheard of, and so would often occur, but I don't really plan on having a stock notion in the raws of magic (aside from current and future abilities for certain creatures, which we've already got and will likely continue on in that way).

Martial arts are the sort of things I'd randomize each time (as with magical arts) in my own worlds and the vanilla game, but I'd be open to allow raws for them as I'm sure people have their favorites and stuff they'd like in their modded worlds.

I misread; it said that the non-magicish parts. The non really makes a difference. So no typo. Perhaps Magic should be given its own arc just for setting up the basic system, and the other arcs work on how to properly interact with it. (E.g. magic and the Caravan Arc; casing some form of weight-reduction on stone blocks to reduce their weight, thus increasing the maximum wagon load/other strategic uses of magic)...

While we're blessed with your almighty presence, what has been your general attitude regarding the request for more building-block materials such as rotatable/movable building components?
Title: Re: The NEW Future of the Fortress
Post by: YojimboUsaka on October 20, 2008, 11:12:21 pm
Not sure if it has been mentioned before but the nested skill system used in Rolemaster might be an usefull example.  You had a broad skill like MELEE, this gives you skill in a broad range of things like sword, spear, mace etc.  You can then specialize within that category i.e. sword.  Your overall skill with a spear is MELEE, but your skill with sword would be MELEE + SWORD. 

It was more difficult to train the broad skill of MELEE then the specialized skill of SWORD so the system rewarded a focused training plan.

They did this for all categories of skills from survival to stargazing.

Yoj
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on October 20, 2008, 11:15:51 pm
Gurps did that as well. You had broad skills like Science! that were ranked very hard and from there you could buy more specialized skills at easier levels defaulting to the broad skill minus a certain level. And you could buy maneuvers at reduced cost to the skill, so Fleche would be a maneuver under fencing, etc.
Title: Re: The NEW Future of the Fortress
Post by: umiman on October 21, 2008, 12:10:20 am
Here's a question:

Because of the sheer amount of redesigning and content, will there be new additions to the Dwarf Fortress vocabulary to cope with it? Take for example say... potential RNG martial arts styles or creative art pieces. Certainly the current vocabulary isn't large enough without being overly repetitive if more and more things need to make more use of it.
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on October 21, 2008, 12:23:47 am
Here's a question:

Because of the sheer amount of redesigning and content, will there be new additions to the Dwarf Fortress vocabulary to cope with it? Take for example say... potential RNG martial arts styles or creative art pieces. Certainly the current vocabulary isn't large enough without being overly repetitive if more and more things need to make more use of it.

"You should not have come for me foolish adventurer. My mastery of anus-fu is unrivaled!"
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on October 21, 2008, 12:38:37 am
Is skill synergy getting added along with all the other skill/att changes?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 21, 2008, 09:04:28 am
Martial arts are the sort of things I'd randomize each time (as with magical arts) in my own worlds and the vanilla game, but I'd be open to allow raws for them as I'm sure people have their favorites and stuff they'd like in their modded worlds.

wow, awesome!  8)

Speed is sort of a weird thing that won't be established until I get to the body part of the countdown.  Right now it'll depend on strength + agility, but really it should also depend on physical dimensions as well.  That can kind of be implied by strength + agility, but to get good description paragraphs based on appearance, the atts + one size variable aren't sufficient.  In a way this is a start of the custom attributes, as they'd depend on the creatures.  For creatures without extra appearance attributes (I won't have spend time coming up with them for sharks and so on, most likely, not for a long while anyway), speed will probably depend on strength and agility equally.

What about creature SIZE? Shouldn't that have a "role" in SPEED? Hm...on the other hand maybe it should have an effect on endurance. Afterall 2 equally agile and strong creatures from the same species shouldn't reach the same destination point in the same time, if their SIZE is different.
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on October 22, 2008, 03:07:21 am
Tormy... SIZE=physical dimensions.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on October 22, 2008, 09:04:10 am
Things from the same species generally have proportions that are about the same.  Higher overall physical dimensions typically mean that legs are longer, indicating that a creature's stride will be longer and thus that more ground will be covered with the same angular movement of the legs around the hip.  As such, size could very easily contribute to speed in a logical way.  However, that speed would be movement speed, not the speed by which a creature takes actions at all.  If those two things get split, then this is an excellent point.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 22, 2008, 09:04:41 am
Personally I am thrown off by Toady's willingness to answer questions so It is always a pleasant surprise even though he does it consistantly.

I am used to a game being mostly a secret until it comes out. So 50% "I won't tell" and the number increases with Freeware.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 22, 2008, 09:05:30 am
Tormy... SIZE=physical dimensions.

Hm yeah, that is true.. :-X
Title: Re: The NEW Future of the Fortress
Post by: Random832 on October 22, 2008, 10:42:42 am
I live right next to a grocery store...  I'm taking vitamin D supplements now, since I hardly ever go outside, he he he.

Maybe you could include this as a mechanic to avoid cave adaptation?
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on October 22, 2008, 10:54:51 am
Toady: I understand what you mean about musicality. It makes more sense to me now, I think.


Speaking of unarmed combat, here's what I'm wondering: If wrestlers end up using multiple offensive skills and other military units continue to use only one, will that result in problems/balance issues with skills? I guess it depends on what those skills are and how they're used.

Eh?  Why should unarmed combat be "balanced" against weapon skills.

Nice long post you have there, but that wasn't the point I was trying to make at all. My apologies.

What I meant was: In current game terms, working on three skills at a time instead of one will result in more skill increases overall and therefore things like better attribute bonuses, or perhaps slower than normal skill growth if you have to work at 3 at once instead of focusing on one. I wasn't referring to the actual effectiveness of the skill itself being "balanced".
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 22, 2008, 11:11:47 am
Toady: I understand what you mean about musicality. It makes more sense to me now, I think.


Speaking of unarmed combat, here's what I'm wondering: If wrestlers end up using multiple offensive skills and other military units continue to use only one, will that result in problems/balance issues with skills? I guess it depends on what those skills are and how they're used.

Eh?  Why should unarmed combat be "balanced" against weapon skills.

Nice long post you have there, but that wasn't the point I was trying to make at all. My apologies.

What I meant was: In current game terms, working on three skills at a time instead of one will result in more skill increases overall and therefore things like better attribute bonuses, or perhaps slower than normal skill growth if you have to work at 3 at once instead of focusing on one. I wasn't referring to the actual effectiveness of the skill itself being "balanced".

I am pretty sure that the weapon skill will be broken up also
Some ideas:
- chance to block incoming attacks with a given weapon type
- "special" attack manoeuvres [combos? = damage boost] with a given weapon type
- chance to disarm the weapons with a given weapon time
Title: Re: The NEW Future of the Fortress
Post by: Misterstone on October 22, 2008, 04:22:37 pm
Toady: I understand what you mean about musicality. It makes more sense to me now, I think.


Speaking of unarmed combat, here's what I'm wondering: If wrestlers end up using multiple offensive skills and other military units continue to use only one, will that result in problems/balance issues with skills? I guess it depends on what those skills are and how they're used.

Er, sorry for the lecture. :)

Eh?  Why should unarmed combat be "balanced" against weapon skills.

Nice long post you have there, but that wasn't the point I was trying to make at all. My apologies.

What I meant was: In current game terms, working on three skills at a time instead of one will result in more skill increases overall and therefore things like better attribute bonuses, or perhaps slower than normal skill growth if you have to work at 3 at once instead of focusing on one. I wasn't referring to the actual effectiveness of the skill itself being "balanced".
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 22, 2008, 04:36:57 pm
Mister, you've messed up something in your post ^ ... :P
Title: Re: The NEW Future of the Fortress
Post by: MMad on October 22, 2008, 05:33:15 pm
I am pretty sure that the weapon skill will be broken up also
Some ideas:
- chance to block incoming attacks with a given weapon type
- "special" attack manoeuvres [combos? = damage boost] with a given weapon type
- chance to disarm the weapons with a given weapon time

Also, dodging should be relevant in pretty much all melee training, and grappling can be relevant for weapons as well (as the images on the previous page illustrates).
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 22, 2008, 09:05:56 pm
Quote
Each of stones, metals, plants, trees and creatures now has material lists which can be placed in the raws which cover pretty much everything that was sort of haphazardly defined before (there isn't currently a point to having a list within a stone or metal rather than just having one though).


I believe I know what this means... however there is a huge area of uncertainty (which is embarassing)... Can someone reword this for me? I feel as if I am being tainted by what I want rather then what is really there
Title: Re: The NEW Future of the Fortress
Post by: FunnyMan on October 22, 2008, 10:18:29 pm
Personally I am thrown off by Toady's willingness to answer questions so It is always a pleasant surprise even though he does it consistantly.

I am used to a game being mostly a secret until it comes out. So 50% "I won't tell" and the number increases with Freeware.

I think it balances out with the utter lack of information we're getting about his weekend (or, recently, month-end) project.  That appeases the Gods of Software and prevents them from smiting His Toadness.
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on October 22, 2008, 11:11:48 pm
That, and if they smited Toady One, they'd never get a copy of DF version 1.0...
Title: Re: The NEW Future of the Fortress
Post by: Philosophical Gamer on October 22, 2008, 11:16:48 pm
The release of DF version 1.0..... I think we'll all be old geezers at that point.  This is, of course, a good thing.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on October 22, 2008, 11:21:53 pm
The release of DF version 1.0..... I think we'll all be old geezers at that point.  This is, of course, a good thing.

I don't know if Id still be interested in Dwarf Fortress by the time version 1 comes out... By then they may have helmets that create videogames for you just by thinking of them.
Title: Re: The NEW Future of the Fortress
Post by: Misterstone on October 22, 2008, 11:56:57 pm
Mister, you've messed up something in your post ^ ... :P

I meant to write "Er, sorry for the lecture..."
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 23, 2008, 04:35:25 am
The release of DF version 1.0..... I think we'll all be old geezers at that point.  This is, of course, a good thing.

I don't know if Id still be interested in Dwarf Fortress by the time version 1 comes out... By then they may have helmets that create videogames for you just by thinking of them.

Have you seen the movie "Jason X"? There was a scene in it....2 guys were playing in a virtual world [they were hunting for monsters], and they were physically in the game itself. It was amazing. I think that is the future of gaming.  :D

Even if we gonna have games like that, DF 1.0 will be the most complex + diverse game ever, I am pretty sure about that. [Especially since big game devs can't be arsed to release complex games at all, since those wouldn't sell good.] So I will surely play with DF 1.0  8)
Title: Re: The NEW Future of the Fortress
Post by: Philosophical Gamer on October 29, 2008, 01:03:11 pm
Lawnmower Man is another movie which is similar, it was made around the time in the 90's that people were going gaga over virtual reality games.

I saw an article about these people who made a game which basically took shadow boxing to the next level.. the players' shadows were projected onto a screen, and a camera recorded their movements and mirrored them in the game..  it's probably for sure that in 50 years there will be some pretty sophisticated virtual reality game systems, especially considering the new 360 degree video thing that they can do these days in movies.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on October 29, 2008, 01:27:40 pm

 Visors? Ha! I'm looking forward to the day when everything is in our mind, like a dream. Of course there is the problem of our minds interpreting unorganized nerve signals as pain(Oh, horrific pain not possible naturally), but the coolness factor of having your arm move without it moving in real life...

 Sounds a little weird, but at least you can walk around and move naturally instead of being hoisted in some suit.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on October 29, 2008, 04:07:07 pm
Lawnmower Man is another movie which is similar, it was made around the time in the 90's that people were going gaga over virtual reality games.

I saw an article about these people who made a game which basically took shadow boxing to the next level.. the players' shadows were projected onto a screen, and a camera recorded their movements and mirrored them in the game..  it's probably for sure that in 50 years there will be some pretty sophisticated virtual reality game systems, especially considering the new 360 degree video thing that they can do these days in movies.

Yeah. Maybe not even in 50 years, but sooner. I would say it would be possible to have something like that in ~30 years even.
Just think about that what did we have like 30 years ago? Hell, even the C-64 is only ~25 years old... :D
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on October 29, 2008, 09:01:31 pm
Lawnmower Man is another movie which is similar, it was made around the time in the 90's that people were going gaga over virtual reality games.

I saw an article about these people who made a game which basically took shadow boxing to the next level.. the players' shadows were projected onto a screen, and a camera recorded their movements and mirrored them in the game..  it's probably for sure that in 50 years there will be some pretty sophisticated virtual reality game systems, especially considering the new 360 degree video thing that they can do these days in movies.

Yeah. Maybe not even in 50 years, but sooner. I would say it would be possible to have something like that in ~30 years even.
Just think about that what did we have like 30 years ago? Hell, even the C-64 is only ~25 years old... :D

From the Apocryphal note of Atari

Code: [Select]
In the Beginning, there was Pong.  But that was boring, so people didn't waste much time on it.

Then was the Computer's wrath kindled against man.  And it swore in its wrath to better pong.  And behold, the Computer said, "Let there be blobs."  And there were blobs.  And the Computer saw the blobs, and it saw that they bounced randomly on the screen.  And the Computer was entranced for hours on end.

Then came forth the Programmer.  And he saw the blobs, and saw that they were most Heinous.  And he said unto the Computer, "Hey, let me blow up the blobs."  And the computer was awakened from its stupor.

And the computer said, "Let there be a triangle."  And there was a triangle.  And the programmer did smite the blobs with the triangle.  And thus was created Asteroids.
Title: Re: The NEW Future of the Fortress
Post by: IndonesiaWarMinister on October 31, 2008, 10:42:57 am
Lawnmower Man is another movie which is similar, it was made around the time in the 90's that people were going gaga over virtual reality games.

I saw an article about these people who made a game which basically took shadow boxing to the next level.. the players' shadows were projected onto a screen, and a camera recorded their movements and mirrored them in the game..  it's probably for sure that in 50 years there will be some pretty sophisticated virtual reality game systems, especially considering the new 360 degree video thing that they can do these days in movies.

Yeah. Maybe not even in 50 years, but sooner. I would say it would be possible to have something like that in ~30 years even.
Just think about that what did we have like 30 years ago? Hell, even the C-64 is only ~25 years old... :D

From the Apocryphal note of Atari

Code: [Select]
In the Beginning, there was Pong.  But that was boring, so people didn't waste much time on it.

Then was the Computer's wrath kindled against man.  And it swore in its wrath to better pong.  And behold, the Computer said, "Let there be blobs."  And there were blobs.  And the Computer saw the blobs, and it saw that they bounced randomly on the screen.  And the Computer was entranced for hours on end.

Then came forth the Programmer.  And he saw the blobs, and saw that they were most Heinous.  And he said unto the Computer, "Hey, let me blow up the blobs."  And the computer was awakened from its stupor.

And the computer said, "Let there be a triangle."  And there was a triangle.  And the programmer did smite the blobs with the triangle.  And thus was created Asteroids.

The programmer was ToadyOne? Then it's all makes sense.
Title: Re: The NEW Future of the Fortress
Post by: Maggarg - Eater of chicke on October 31, 2008, 11:25:53 am
The release of DF version 1.0..... I think we'll all be old geezers at that point.  This is, of course, a good thing.

I don't know if Id still be interested in Dwarf Fortress by the time version 1 comes out... By then they may have helmets that create videogames for you just by thinking of them.
Version 1 will be so perfect that it will no longer be the game.
We will be the game, and Toady the gamer.
Title: Re: The NEW Future of the Fortress
Post by: Fieari on November 02, 2008, 01:50:17 pm
Question, Toady...

Since you're overhauling the body mechanics, are you going to make it so that redundant parts can be an asset?  Having two hearts for example could make it possible to survive the loss of one, likewise with heads.  Or the two parts could be given different jobs, like one head is the emotions, the other head the skills?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 02, 2008, 01:53:32 pm
Question, Toady...

Since you're overhauling the body mechanics, are you going to make it so that redundant parts can be an asset?  Having two hearts for example could make it possible to survive the loss of one, likewise with heads.  Or the two parts could be given different jobs, like one head is the emotions, the other head the skills?

On that avenue can you set it so that if one of the two parts is lost the creature dies? or is it "if you have two and one is lost you live"

Or hmmm, I have so many questions on the subject of organs I might as well make a suggestion thread out of it...
Title: Re: The NEW Future of the Fortress
Post by: Walliard on November 02, 2008, 02:16:19 pm
On that avenue can you set it so that if one of the two parts is lost the creature dies?

That's how it currently is, which makes hydrae a tad less dangerous than they should be.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 02, 2008, 02:25:27 pm
On that avenue can you set it so that if one of the two parts is lost the creature dies?

That's how it currently is, which makes hydrae a tad less dangerous than they should be.

I know, but if he changed it so they don't have to die Id like to have the option so you can set the measure of lethality on losing an organ even if the creature has multiple. For example:
-A human being without a kidney will live, but will have a lowered lifespan and an injured constitution
-A Hydra who loses a head is completely unimpeded as if nothing happened (Hydras really should have "No pain")
-A Two headed snake who loses a head will most likely die (I think)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 02, 2008, 05:40:02 pm
^^^ "Measure of lethality" might be making things overcomplicated.  I think all that's actually needed right now is a [NOT_REDUNDANT] tag for organs that a creature can't afford to lose even one of, and otherwise the organ is assumed to be redundant as long as there's more than one.

Even this is tricky, though, because the game currently doesn't recognize that a right lung and left lung are both lungs (there's no "basic lung" that is used to "instantiate" the right and left lungs), so it has no way of knowing they're redundant with regard to each other.  Hopefully the new body system circumvents this.
Title: Re: The NEW Future of the Fortress
Post by: MMad on November 02, 2008, 05:58:12 pm
"Measure of lethality" might be making things overcomplicated.


Pfft. DF is all about being overly complicted. :p

Seriously though, since this kind of thing wouldn't really be exposed to the end user except in the RAWs (which only modders see anyway), I think increased customizability at the cost of simplicity is a worthy trade-off.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 02, 2008, 06:11:33 pm
"Measure of lethality" might be making things overcomplicated.


Pfft. DF is all about being overly complicted. :p

Seriously though, since this kind of thing wouldn't really be exposed to the end user except in the RAWs (which only modders see anyway), I think increased customizability at the cost of simplicity is a worthy trade-off.

Hm, do you find DF overly complicated right now? I think that all parts of the game are easily understandable, once the player is getting used to the ASCII graphics.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 02, 2008, 06:13:55 pm
Pfft. DF is all about being overly complicted. :p

Seriously though, since this kind of thing wouldn't really be exposed to the end user except in the RAWs (which only modders see anyway), I think increased customizability at the cost of simplicity is a worthy trade-off.

Oh, I'm all for increased customizability.  What I meant is quantifying lethality beyond "you need all of 'em" and "you only need one of 'em" opens up a vast gray area that I can't think of a good way to tackle.  Just making a binary distinction is difficult enough, as I showed.

Another approach would be to extend the game's hardcoded ways of dealing with eye loss, etc. -- lose one [SIGHT] and you can't see as well, lose all of them and you're blind -- to apply to brains, hearts etc. as well.  However, this still wouldn't give the flexibility needed to create an octopus, which has one necessary heart, plus two gill hearts of which it only needs one (I think).
Title: Re: The NEW Future of the Fortress
Post by: Rooster on November 03, 2008, 01:47:48 pm
I have a question:
How long army arc is being developed, 'cause I'm going to be worried if it will take more than 2.5D arc :o
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on November 03, 2008, 02:13:55 pm
Footkerchief:
Then organs should be divided into cumulative (eyes for seeing, legs for walking, kidneys for...) and necessary (vocal cords and tongue for speech).
Title: Re: The NEW Future of the Fortress
Post by: MMad on November 03, 2008, 02:33:35 pm
Hm, do you find DF overly complicated right now? I think that all parts of the game are easily understandable, once the player is getting used to the ASCII graphics.

Not complicated in the sense that they're hard to understand (although that's certainly true for some aspects of the game), but rather in the sense that the way many things are handled is way, way, way more complex and detailed than any other game would dare attempt. But most of that complexity is of course not pointless, since it all adds up to make an experienced like no other. Which is of course why we love DF. :)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 03, 2008, 03:07:12 pm
I remember the first time I was playing LCS, I got shot in the mouth and the game announced that I'd lost my tongue and 36 teeth.  Nice to see some of that character moving into DF.  I love how comprehensive the new bodyparts are.  Six different groups of teeth.  And relative bodypart sizes?  You know what that means right?

Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Necro on November 03, 2008, 03:43:28 pm
Spoiler (click to show/hide)

Its huge guts fall to the cavern floor!
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on November 03, 2008, 03:48:12 pm
The acidic guts digest through the Obsidian Cavern Floor!
Title: Re: The NEW Future of the Fortress
Post by: Akroma on November 03, 2008, 04:13:09 pm
oh wow, eyelids ?

now it is offical, we have more detail than even the goriest games ever made

I mean, hey, every game can divide different hit-zones, and if you are really lucky, even the occasional broken bones.


But now:

Urist McUnlucky cancels sleep: Can't close eyes.


....now all we need is the ability to specificaly target eye-lids
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 03, 2008, 04:26:55 pm
I have a question:
How long army arc is being developed, 'cause I'm going to be worried if it will take more than 2.5D arc :o

Well I don't want to disappoint you...but it will take a lot of time. Even the next release is kinda far [hopefully December, but it's possible that it will be January/February even], and that release will "only" contain some basic parts of the full army arc. So it's impossible to tell that when we gonna have a fully functional army arc...  :)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 03, 2008, 04:28:47 pm
Footkerchief:
Then organs should be divided into cumulative (eyes for seeing, legs for walking, kidneys for...) and necessary (vocal cords and tongue for speech).

I agree.  It's just that it can't be done with the current organ format since, like I was saying, the game doesn't know that a left kidney and right kidney are both kidneys and are therefore cumulative with regard to each other -- they just have the word "kidney" in common, and that's not enough.

It would have to be like [REDUNDANCY:ORGAN_KIDNEY], a tag applied to ALL of the kidneys so that the game could use the string "ORGAN_KIDNEY" to know that the kidneys are redundant with each other.  What string you use doesn't matter as long as it's unique within the body, it's just a declaration of a "redundancy class."  So for the octopus, you would have the main heart with no redundancy tag, plus the two gill hearts which would have a tag like [REDUNDANCY:HEART_GILL].  Bingo.

Anyway, I'm just going on about this because I think the DF body tree system is fascinating.  Toady probably already implemented a better solution along with all the other organ changes.

I wonder if "send in a chitin tissue to fill the skin role in the exoskeleton plan" means that you actually create the chitin in the creature material list and then send that material.  I suppose for things like iron men you would also have to be able to pass materials from outside the creature definition, i.e. iron.  This lays the framework for some amazing stuff, like an antman's exoskeleton melting off his body based on the chitin material's melting point, etc.
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on November 03, 2008, 05:12:46 pm
Will we be able to determine certain body layers' hardness? So we can have a creature with a hard exoskeleton but a soft, easy to gouge out inside.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 03, 2008, 05:40:53 pm
Will we be able to determine certain body layers' hardness? So we can have a creature with a hard exoskeleton but a soft, easy to gouge out inside.

I was wondering about this too, in the context of material lists in general.  It would be nice to be able to individually specify material properties such as hardness, sharpness, and strength (catchall for tensile, shear, compressive, etc.) with hardcoded defaults based on the material category (e.g. silk shouldn't be sharp unless otherwise specified).  Dragons with exceptionally strong bones, feathertree treants easier to kill, flint being sharper than granite but not as sharp as obsidian, chitin being hard but brittle.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 03, 2008, 06:58:43 pm
I wonder if Skin will be one entity or several... hmmm

I suspect it will be an entity for every external part of the body for the most part (excluding some such as the eyes) as otherwise it could make silly instant flaying scenes.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 03, 2008, 07:04:07 pm
^^^ It's not a body part, it's part of what forms a body part.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 03, 2008, 07:18:07 pm
Will we be able to determine certain body layers' hardness? So we can have a creature with a hard exoskeleton but a soft, easy to gouge out inside.

I was wondering about this too, in the context of material lists in general.  It would be nice to be able to individually specify material properties such as hardness, sharpness, and strength (catchall for tensile, shear, compressive, etc.) with hardcoded defaults based on the material category (e.g. silk shouldn't be sharp unless otherwise specified).  Dragons with exceptionally strong bones, feathertree treants easier to kill, flint being sharper than granite but not as sharp as obsidian, chitin being hard but brittle.

Add me to the list of "wondering people".  ;D
If we could specify the "hardness" of certain body layers....that would be simply awesome. No more "speardwarf is killing the dragon with a lucky hit" moments.  8)
Title: Re: The NEW Future of the Fortress
Post by: Arkose on November 03, 2008, 09:23:33 pm
Quote
You'll still be able to lose a single tooth, it just doesn't have its own individual name (there are currently 6 groups).

Upper Incisors, Lower Incisors, Upper Canines, Lower Canines, Upper Molars and Lower Molars? I guess that's fine, but I'd break those off into Left and Right groups, so that a swift mace to one side of the face results in noticable asymmetry. (And to allow crazy magic hybrid creatures, like a sheep-wolf with a herbavore's teeth on one side and a carnivore's teeth on the other.)

I'm kind of disappointed that Toady's post mentions all kinds of hair (body, head, facial, eyebrow, eyelash), but doesn't give any explicit shout-out to beards in particular! Even elf women are known to grow faint mustaches; a dwarf's beard is in a class of it's own!
Title: Re: The NEW Future of the Fortress
Post by: umiman on November 03, 2008, 09:28:22 pm
I'm still curious if with all this body detail if there would be sexual organs.

Though I'm okay with the idea that DF inhabitants breed via spores.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 03, 2008, 09:35:28 pm
I'm still curious if with all this body detail if there would be sexual organs.

He mentioned "basic di/polymorphism for creatures" being on the table for this release, so what Toady doesn't make explicit, the modders will.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 03, 2008, 10:00:13 pm
I'm still curious if with all this body detail if there would be sexual organs.

Though I'm okay with the idea that DF inhabitants breed via spores.

Id hope it would be summed up entirely as "Groin" at most
Title: Re: The NEW Future of the Fortress
Post by: Greiger on November 03, 2008, 10:03:16 pm
Now, I never really went into a whole lot of detail into Armok 1's creature creation system but I remember it had something similar to the replacing skin with chitin whatnot thing.  I remember a dragon's scales were actually a separate materiel.

Fraid I didn't get into much detail on that though.  I was having too much fun teleporting bunny organs and bodyparts around a mountainside while trying to keep the bunny alive and conscious as long as possible.  I think I might be evil.

Anyway...I hope toady is finally trying to transfer that part of Armok 1's body system into DF.


EDIT: Subject at hand.  If I cut off teleported away a cow's udder would milk come out?
Title: Re: The NEW Future of the Fortress
Post by: FunnyMan on November 03, 2008, 10:52:22 pm
I wonder if Skin will be one entity or several... hmmm

I suspect it will be an entity for every external part of the body for the most part (excluding some such as the eyes) as otherwise it could make silly instant flaying scenes.

The flying *Iron Bolt* strikes The Guard in the skin!
The skin flies off in a bloody arc!
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 03, 2008, 10:54:09 pm
Quote
EDIT: Subject at hand.  If I cut off teleported away a cow's udder would milk come out?

I wouldn't think so in the same way that if I cut your groin off painlessly, urine wouldn't come out I believe.

Mind you I have little knowledge of a cow when it comes to biology... The furthest it goes is that a cow actually has one stomach with four-six sections
Title: Re: The NEW Future of the Fortress
Post by: Fishersalwaysdie on November 03, 2008, 11:12:36 pm
I'm gonna be a doomsayer and predict this will destroy DF.
This seems rather unneeded at this time, will only make the game more complicated.
It would serve no purpose at this time, and as such it willl just slow things down.
And slowing them down is by no means a good idea.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on November 04, 2008, 12:02:56 am
Without the revamped body parts/added body parts the military aspect can't expand.  i.e; goblin sieges would still fall to a single wrestling champion who's been at it for a mere few weeks.  Now, maybe you like an easy fort, but I'm fairly tired of having five soldiers defend the realm successfully while 100 odd other dwarves go about with idle and party status.

As to complicated, it will only add complications if you like to mess around with raws.  If this bothers you to much, use other people's raws.  As to injured dwarves, before you would kill of unconscious wounded dwarves, now you just send armless Urist to the downing chamber.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 04, 2008, 04:47:34 am
You wouldn't even notice it in fortress mode i think unless you look through the descriptions after an fight. And it makes hopefully dwarves and all other things more "Crossbow-bolt" proofed.

It opens a door to new attacks like hairdrawing, direct hits on the Jaw, Stings to the eyes or other vital organs. Not to mention the awesome Historys. I magine you pick an hero Kobold from history and look where he/she lost an eye or from where she got this or this scar.

Another thing would be Alchemy if toady links organs to some extracts. Say glowing liquid from the Photophores of an (Giant) Glowbug which could be used in "lighting arc" too. Or melt the Steel bones from the flesh-golem over there that brings me to another thing:

With this many new Bodyparts and materials its too possible to write an good working Random creature generator (so long DF dont have its own). Thats definitly an pro for me.
 
Hopefully we get some material that heals faster then get cuted for creatures like Giant-amobaes or Sand-Golems.

Another thing i wish that could be in would be that you can set how creatures see with theyr eyes. I mean things like Night-vision, Infrared-vision, Movement (like certain reptiles that can only spot moving prey), Vibration-vision (Sonar, echolot) etc.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 04, 2008, 06:42:46 am
Much further down the line, in fact I am surprised there isn't one already, people will probably make a Raw maker that fits all the raws in an easy to use format.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 04, 2008, 08:31:09 am
I'm gonna be a doomsayer and predict this will destroy DF.
This seems rather unneeded at this time, will only make the game more complicated.
It would serve no purpose at this time, and as such it willl just slow things down.
And slowing them down is by no means a good idea.

I don't agree. These changes will enchance the diversity of the combat system, that's all, and it is a good thing! The game itself won't be more complicated at all.
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on November 04, 2008, 10:52:41 am
Distractions shall not get the better part of me!
...Ooh, a pizza!
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 04, 2008, 10:59:20 am
Does "caste stuff" mean creature polymorphism?
Title: Re: The NEW Future of the Fortress
Post by: Sunday on November 04, 2008, 11:36:46 am
Does "caste stuff" mean creature polymorphism?

I could be totally wrong, but I think it refers to government/civilization positions & such.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 04, 2008, 11:49:35 am
It really could refer to anything from military possitions to dwarves who have similar incomes liking eachother.

I think we need toady on this one

Quick to the Toady Signal!
Title: Re: The NEW Future of the Fortress
Post by: Luckymoose on November 04, 2008, 11:58:03 am
I haven't played in a couple months, can someone sum up major changes before I start a community fortress on another forum?
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 04, 2008, 12:18:52 pm
Does "caste stuff" mean creature polymorphism?

I think its used here as a Toad-Code term for more stuff in his body building system.  Probably a materials grouping thing.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on November 04, 2008, 12:32:44 pm
Id hope it would be summed up entirely as "Groin" at most
Which feels like something of a ripoff when we get down to tentacle demons.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 04, 2008, 12:35:43 pm
The Tentacle demon's main source of villainy isn't that he is a sexually charged demon, but rather that he is surrounded by so much inuendo that he forces good dwarves to get evil thoughts stuck inside their head.
Title: Re: The NEW Future of the Fortress
Post by: Erom on November 04, 2008, 01:16:08 pm
:( I feel like toady is getting stuck on overly detailed body parts. I think I would have rather had more game, rather than more detail in the game we already have.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on November 04, 2008, 01:23:41 pm
The Tentacle demon's main source of villainy isn't that he is a sexually charged demon, but rather that he is surrounded by so much inuendo that he forces good dwarves to get evil thoughts stuck inside their head.

Quote from: &
I'm just a squidman, man; I don't get how mammals like you can go around talking like I'm some kind of embodiment of sexual perversion when about half of you have a pseudopod welded to your groin. It's just ignorant, is what it is.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 04, 2008, 01:25:52 pm
:( I feel like toady is getting stuck on overly detailed body parts. I think I would have rather had more game, rather than more detail in the game we already have.

The Extra bodyparts ARE for the sake of the game

It allows people to get injured reasonably with their skin getting harmed rather then lets say their gut

It allows the Spine to get damaged rather then the Spinal Cord

It also allows Charisma to be effected by a number of Cosmetic factors that occured in the game

This all prevents the occurance of the "God stats" problem by allowing weaker people who whittle stronger creatures down as well as allowing these stronger creatures to appear strong. (I can't explain it well)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 04, 2008, 01:33:19 pm
I haven't played in a couple months, can someone sum up major changes before I start a community fortress on another forum?

- Variable amount of tiles displayed (i.e. true fullscreen)
- Site finder (basically an automated, built-in regional prospector)
- Highly customizable world gen
- More complex civilization histories with wars, conquest, etc.
- Embark settings can be saved
- Ability to forbid/dump/melt/hide items en masse, either with a designation or from Stocks
- Ability to place large sections of constructions (walls, floors) at once, rather than one at a time

Depending on how many months you've been away, these may or may not be new to you.
Title: Re: The NEW Future of the Fortress
Post by: Fishersalwaysdie on November 04, 2008, 01:48:29 pm
Without the revamped body parts/added body parts the military aspect can't expand.  i.e; goblin sieges would still fall to a single wrestling champion who's been at it for a mere few weeks.  Now, maybe you like an easy fort, but I'm fairly tired of having five soldiers defend the realm successfully while 100 odd other dwarves go about with idle and party status.
These things could be balanced out more easily, just adding more properties to various body parts we already have would also be enough to make things like ranged combat more realistic.
This will just get us a clusterfuck. Do we need more wrestling moves if AI didn't figure out how to use the old ones yet?

I just don't want this to end up like Slaves of Armok II
Oh wait, god damn it.
Hopefully it won't since Toady is getting paid this time.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on November 04, 2008, 03:10:25 pm
I don't think "more wrestling moves" is going to result from this, unless you consider "tear skin off left lower arm" a wrestling move.

Improved body structure will allow a great deal of things, and more realistic damage among them. I don't know the exact extents of this, but if we were to be allowed to set, say, material properties of each layer, we could have creatures with fire-resistant skin that lose that resistance if the skin is damaged.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 04, 2008, 03:55:53 pm
:( I feel like toady is getting stuck on overly detailed body parts. I think I would have rather had more game, rather than more detail in the game we already have.


It allows people to get injured reasonably with their skin getting harmed rather then lets say their gut

It allows the Spine to get damaged rather then the Spinal Cord

This all prevents the occurance of the "God stats" problem by allowing weaker people who whittle stronger creatures down as well as allowing these stronger creatures to appear strong. (I can't explain it well)

Exactly, like I've said, this will be an excellent addition to the combat system. The nonsensical combat results will almost completly disappear. [IE: Some unskilled spearsdwarf is soloing a dragon]
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on November 04, 2008, 04:36:46 pm
Personally, I'm ok with an unskilled speardwarf killing a dragon. But, it should be a one in a million chance. You know, the stuff grand stories are made of. And said dwarf should become an instant hero of the people for such a grand deed. As it is, you just sort of groan and wonder why the dragon wasn't cooler.
Title: Re: The NEW Future of the Fortress
Post by: Luckymoose on November 04, 2008, 04:45:36 pm
I haven't played in a couple months, can someone sum up major changes before I start a community fortress on another forum?

- Variable amount of tiles displayed (i.e. true fullscreen)
- Site finder (basically an automated, built-in regional prospector)
- Highly customizable world gen
- More complex civilization histories with wars, conquest, etc.
- Embark settings can be saved
- Ability to forbid/dump/melt/hide items en masse, either with a designation or from Stocks
- Ability to place large sections of constructions (walls, floors) at once, rather than one at a time

Depending on how many months you've been away, these may or may not be new to you.

I knew about mass constructions, that was the last true version I played with. Damn college and it's rigorousness.
Title: Re: The NEW Future of the Fortress
Post by: Fieari on November 04, 2008, 05:17:41 pm
Yeah, I'm excited about the changes not because it's more detailed, but because it will finally BALANCE combat, so that big scary things are actually big and scary, and that small things are not so much.

I include dwarves under the "small things" category.  Losing is fun, after all.  I don't want it to be as easy as it is to kill everyone and everything.  The abstractions we had before made everything too fragile, and skills too powerful.  Now creatures will be able to survive long enough to be a threat.
Title: Re: The NEW Future of the Fortress
Post by: Erom on November 04, 2008, 06:37:59 pm
Yeah, but I maintain that there are plenty of examples out in the game universe of mechanics that balance combat without resorting to tracking multiple groups of teeth which is just needlessly complex. I don't like losing a dwarf out of a fort to maintain framerate for teeth.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on November 04, 2008, 06:48:30 pm
To produce a game balance without adding the new body system Toady would probably have to add a hp/standard RPG character/weapon/armour stats system, or hard code creature mats.  Toady specifically dumped the RPG format for more realistic combat, and hard coding would effectively remove any modding abilities.  Needlessly complex would be a power goal such as: Urist cancels eat, cavity in the top right molars makes chewing unbearable.  Urist starves to death.  I'm just thankful Toady isn't (hopefully) adding cavities and skin cancer.
Title: Re: The NEW Future of the Fortress
Post by: Koji on November 04, 2008, 07:27:41 pm
Personally, I'm ok with an unskilled speardwarf killing a dragon. But, it should be a one in a million chance. You know, the stuff grand stories are made of. And said dwarf should become an instant hero of the people for such a grand deed. As it is, you just sort of groan and wonder why the dragon wasn't cooler.

I was playing as an elven spearman and fought a dragon. I brought a bunch of humans with me and watched them all get burned alive--I only escaped the firebreath three or four times because of my elven speed.

We fought out in the woods and I had to really work to avoid getting trapped by the spreading fire. I threw my extra spears at the dragon but they didn't do much damage, so after rolling out of the way of another blast of firebreath, I charged him and hit him in the neck, which caused a lot of pain and bleeding. He broke my leg but I kept at it and eventually peirced his brain, which put him to bed for good.

I found it to be pretty cool. I don't know what you did wrong.

As for the change itself, a big part of it has to do with sustainable militaries (a reasonable amount of people have to get better and keep fighting) and megabeasts (which lose an eye or something and spend 200 years lying in a cave crying about it).
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 04, 2008, 07:39:17 pm
Yeah, but I maintain that there are plenty of examples out in the game universe of mechanics that balance combat without resorting to tracking multiple groups of teeth which is just needlessly complex. I don't like losing a dwarf out of a fort to maintain framerate for teeth.

What makes you think it'll affect framerate?
Title: Re: The NEW Future of the Fortress
Post by: korora on November 04, 2008, 07:44:01 pm
Obviously you'll have to pathfind for each individual tooth.  OBVIOUSLY.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 04, 2008, 07:48:22 pm
Personally, I'm ok with an unskilled speardwarf killing a dragon. But, it should be a one in a million chance. You know, the stuff grand stories are made of. And said dwarf should become an instant hero of the people for such a grand deed. As it is, you just sort of groan and wonder why the dragon wasn't cooler.

Ah..but of course, it should be possible, but like you've said the chance for something like that to happen, must be very, very low. This new system will balance these things out, I guess so at least.  :)
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 04, 2008, 07:56:45 pm
Erom the hit on the FPS of the Game would be almost unnoticeable at such minor things like aditional bodyparts. New bodeyparts are not weather. They mostly get loaded if you look at "dwarves" (Elves,Gobos, Catgirls etc) and when this creatures get hit by something. Adding some more options wouldnt make it slower i say. 
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 04, 2008, 08:10:11 pm
Erom the hit on the FPS of the Game would be almost unnoticeable at such minor things like aditional bodyparts. New bodeyparts are not weather. They mostly get loaded if you look at "dwarves" (Elves,Gobos, Catgirls etc) and when this creatures get hit by something. Adding some more options wouldnt make it slower i say. 

That's my guess too, and we don't even know how the new body stuff will figure into combat.
Title: Re: The NEW Future of the Fortress
Post by: Fieari on November 05, 2008, 10:23:00 am
So Toady went to an Obama victory celebration party last night, I take it?
Title: Re: The NEW Future of the Fortress
Post by: numerobis on November 05, 2008, 01:09:43 pm
So Toady went to an Obama victory celebration party last night, I take it?

The mainstream media are all crowing about how this is the end of racial discrimination and the such, but we cannot rest until a dwarf can make a credible run at the White House without mention of his height.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on November 05, 2008, 03:43:26 pm
But the simple fact that he's a dwarf is mentioning his height.  Anyway, back to topic:

I'm just thankful Toady isn't (hopefully) adding cavities and skin cancer.

YET.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on November 05, 2008, 05:35:40 pm
To be fair, things like radioactivity (pitchblende, the cancer cobble!) and nutritional maladies (scurvy! rickets! osteoperosis!) are probably going to need to wait for the Plagues and Pestilences Arc, or whatever Toady is calling it. But at least the framework for having your skin melt off and hair fall out will be in place when it's needed.
Title: Re: The NEW Future of the Fortress
Post by: Koji on November 05, 2008, 10:21:26 pm
So Toady went to an Obama victory celebration party last night, I take it?

I don't know if Toady lives in Seattle, but I know he lives in WA. There were places here in the city where cars couldn't get through because the streets were full of ecstatic democrats. Everyone got drunk last night. Everyone.

Or maybe he lives in Renton and it's a bunch of tantruming republicans taking to the streets. Who knows.
Title: Re: The NEW Future of the Fortress
Post by: Sunday on November 06, 2008, 12:32:48 am
Hell, I live in Utah, and I was part of an ecstatically democratic mob.





Of four people.





YEAH BABY!
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on November 06, 2008, 10:21:37 am
Well, his new dev_now used the word polymorphism, so it looks like that's in.  I hope the fact that the map changes have relatively few numerical points is just an indication that each point is a bit bigger than in the other things.  I admit that I'm more excited about the idea of encountering more stuff underground than I am about the idea of facing off against more fully-described enemies.  Although, the changes the health systems will make to combat might be awesome...
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 06, 2008, 12:21:27 pm
Starting Date   10/17/08
Starting #      1295
Current Date   11/05/08
Current #      1138
(Elapsed days)   19
(# to date)      157
(Rate)      8.26
Days Remaining   137.72   
End date      03/22/09

These numbers can change to reflect different rates; as it is, the numbers are a little skewed due to the end-of month break. After a few more weeks, we may have a smaller number.
Title: Re: The NEW Future of the Fortress
Post by: korora on November 06, 2008, 12:38:57 pm
Why don't you just subtract off the break days from the elapsed days?
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on November 06, 2008, 12:39:07 pm
   
End date      03/22/09

 ;D What a great birthday present that would be!
Title: Re: The NEW Future of the Fortress
Post by: Fieari on November 06, 2008, 03:57:26 pm
Well, his new dev_now used the word polymorphism, so it looks like that's in.

There are two things polymorphism could mean in context of dwarf fortress.

1) Creatures can change form!  This is an exciting development worthy of comment!

2) C++ has a class programming technique called polymorphism that enables you to organize your code in a dynamic manner enabling slight changes between different types of objects.  This is boring, but extremely useful.

Guess which one I think Toady means, given that he called it boring...
Title: Re: The NEW Future of the Fortress
Post by: Tommy2U on November 06, 2008, 04:02:12 pm
I think it's sexual polymorphism, that is males and females having different size/colour/body parts etc.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 06, 2008, 04:37:45 pm
I think it's sexual polymorphism...
Man! First it's Tentacle Demons, now this! Is DF turning into a Japanimation Game?
Otaku has become enraged!
The Otaku breaths flame(war)!
*PTTG has died in the heat.*

Anyway, I think it's a couple of things relating to different forms- such as children being smaller than their parents. I suppose it should be possible to have a creature be born as an egg, hatch and grow up. The neat thing is, it should probably be possible to take the eggshells and use them for crafts- though that is conjecture. I suspect that because most likely eggs and turtle shells will have similar structure in the raws, being a hard surface skin-thing.
Love to see how this turns out.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 06, 2008, 04:52:51 pm
Starting Date   10/17/08
Starting #      1295
Current Date   11/05/08
Current #      1138
(Elapsed days)   19
(# to date)      157
(Rate)      8.26
Days Remaining   137.72   
End date      03/22/09

These numbers can change to reflect different rates; as it is, the numbers are a little skewed due to the end-of month break. After a few more weeks, we may have a smaller number.

Speculation is always pointless.  ;)
Title: Re: The NEW Future of the Fortress
Post by: umiman on November 06, 2008, 06:16:21 pm
PTTG: Polymorphism means things like female fish being bigger than male fish or some species of eels being longer than other eels.

Not what you're thinking.
Title: Re: The NEW Future of the Fortress
Post by: Koji on November 06, 2008, 06:50:10 pm
Describing a creature more fully does mean that it will provide a different challenge. Currently there are only two types of creatures--crossbow-susceptible and non. It'll be interesting to have squads of different type of dwarves on call for different types of monsters (maces for skeletons, axes for antmen, swords and spears for goblins, etc). It will also add to the challenge of the game by necessitating the use of more than just one kind of tactic.

Personally, I'd love for there to be more HFS--digging up Uldaman-style ruins on accident, or breaking into a cavern full of crystalline spider monsters would be pretty cool, especially if these things carried rewards (IE artifacts and good gear lying around in the ruins, plus art and history).

Hell, I can see a point in the far future where you discover a ruin, then take control of an individual dwarf adventurer, go explore it, claim the stuff you find, and either sell it to other civs or go back to fort mode and make a museum to house it all.
Title: Re: The NEW Future of the Fortress
Post by: Jiri Petru on November 06, 2008, 07:25:58 pm
Quote
I feel like toady is getting stuck on overly detailed body parts. I think I would have rather had more game, rather than more detail in the game we already have.

I couldn't agree more. And I was already in the process of writing a long post which explained that while all this detail is cool and nifty, I could imagine lot of things that a are more urgent and/or add more to the gameplay (just make a time cost/benefit analysis  :P).

But...

Then I realised I'm getting too picky. What the hell... Toady may be working at some details which I consider unneeded, but he still is doing an amazing thing! It's cool, the project is amazing, and I will always support him (while grinding my teeth about another delay because of an excessive detail).

We, as fans, are supposed to be restless and want to see the "good" features as soon as possible. Toady, on the other hand, is supposed to do whatever he wants and increase the tension by adding stupid hair and teeth.

I love you, Toady!   :D
Title: Re: The NEW Future of the Fortress
Post by: Fourth Triad on November 06, 2008, 07:44:14 pm
I just hope he doesn't go all hair crazy like he did in armok 1... Cuz it was just ridiculous.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 06, 2008, 07:47:08 pm
I just hope he doesn't go all hair crazy like he did in armok 1... Cuz it was just ridiculous.

Explain, I wasn't around during the first Chapter of Slaves to Armok
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 06, 2008, 07:54:10 pm
I just hope he doesn't go all hair crazy like he did in armok 1... Cuz it was just ridiculous.

Explain, I wasn't around during the first Chapter of Slaves to Armok

I wasn't around at all, but search can do wonders.   :)
I guess Triad was talking about this:
http://www.bay12games.com/forum/index.php?topic=373.0

Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 06, 2008, 07:57:02 pm
ARMOK 1 WAS 3D!?! Or at least Isometric!?!
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 06, 2008, 08:10:23 pm
ARMOK 1 WAS 3D!?! Or at least Isometric!?!

Yep something like that. I was surprised also when I seen some Armok 1 screenshots back in time.  :)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 06, 2008, 08:13:12 pm
Dang... I really gotta get myself a copy of that game...

Dang it... I cannot find that old page anymore...

I think the classical Armok pages are dead... ohh well.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on November 06, 2008, 08:49:13 pm
I (http://www.youtube.com/watch?v=7dyl0j3WU6Y) don't (http://www.youtube.com/watch?v=mKVfhZoFKX8) see (http://www.youtube.com/watch?v=ZrBDivsSe3k) ... I got distracted by hair metal guitar lessons on youtube. >___>

This would have been much funnier otherwise.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on November 07, 2008, 03:33:13 am
Quote from: MagicJuggler
While we're blessed with your almighty presence, what has been your general attitude regarding the request for more building-block materials such as rotatable/movable building components?

Quote from: umiman
Because of the sheer amount of redesigning and content, will there be new additions to the Dwarf Fortress vocabulary to cope with it? Take for example say... potential RNG martial arts styles or creative art pieces.

Generally when I add a new nameable thing I add new words (you can look near the end of the word file and tell what I was adding sometimes), but there's nothing this time, I think...  I'm not sure.  Map features maybe.  When I get to the martial arts stuff I most probably will.

Quote from: Footkerchief
Is skill synergy getting added along with all the other skill/att changes?

Some of it, particularly with weapons I think.  I'm not doing anything with profession skills because I haven't gotten to those in general.  I might gut them as I planned to do more along the Armok 1 lines later on, but I haven't decided yet, and certainly not for this release.

Quote from: Fieari
Since you're overhauling the body mechanics, are you going to make it so that redundant parts can be an asset?  Having two hearts for example could make it possible to survive the loss of one, likewise with heads.  Or the two parts could be given different jobs, like one head is the emotions, the other head the skills?

You can already give different parts different jobs, if you add them separately, but you'd have to do the faces again and so on.  There are body categories now that somewhat alleviate that but it's not fully implemented (ie some things still only work by type or token, not category, and I'm not sure I'll get all of them this time).

As far as redundancy, it's going to depend on the new wound system.  It guts everything, so anything is possibly, but that also means new or old holes might show up or remain.  I'm going to do my best and I've set aside quite a bit of time for it, anyway.

Quote from: Rooster
How long army arc is being developed, 'cause I'm going to be worried if it will take more than 2.5D arc

The army arc is being riddled with various other arcs, so it's hard to measure.  A long time until it's done, but other arcs will also be finished around the same time or before, probably.  It turns out I didn't like focusing on just one thing, which probably isn't a surprise.

Quote from: Akroma
now it is offical, we have more detail than even the goriest games ever made

Don't they have wii games where you tear the johnson in half with the nunchuk that get banned in countries and stuff?  I guess people will mod that in.  I wonder about my news sources.

Quote from: Footkerchief
I wonder if "send in a chitin tissue to fill the skin role in the exoskeleton plan" means that you actually create the chitin in the creature material list and then send that material.  I suppose for things like iron men you would also have to be able to pass materials from outside the creature definition, i.e. iron.

Yeah.

Quote from: Sir Nils Olav
Will we be able to determine certain body layers' hardness?

For this release, yeah, you will be able to specify material properties that have combat ramifications for each tissue layer/material of the body parts.  I don't think I posted the new material definitions...  many of the hardness-type properties don't have use yet and won't for a while, but I did go kind of nuts with it, because I wanted it to last a while.  It's a somewhat troubling list.  In particular:

Quote from: Footkerchief
(catchall for tensile, shear, compressive, etc.)

C..  catchall?  I probably should have.  I was bad again.

Quote from: Arkose
Upper Incisors, Lower Incisors, Upper Canines, Lower Canines, Upper Molars and Lower Molars?

I think I did upper front, upper lower, left back upper, right back upper, right back lower, right back upper...  the lack of differentiated canines was calling for specification, but that would make me differentiate them all.  This is the tension I might have mentioned on this.  My solution thus far is to assign names for members of the groups without adding new body parts defs.  Not settled yet.

Quote from: umiman
I'm still curious if with all this body detail if there would be sexual organs.

I'm not doing anything yet aside from specifying the gender (so the babies come from the right morph).  My main thing for doing morphs was actual things like antmen and so on, where they can be used for proper castes (which is the reason I'd been using the word caste, though morph might be better).

Quote from: Fieari
So Toady went to an Obama victory celebration party last night, I take it?

I'm in the middle of nowhere, so I was with my brother and my parents watching TV.  I don't have a TV, not that you need one to get results.  We still had pizza and beer though.  Only six bottles though, hence my comment.

Quote from: Kardos
I'm just thankful Toady isn't (hopefully) adding cavities and skin cancer.

I can't say which one would come first, but I can't say I'd rule either one out.  All for it, really.  Not just yet though.

Quote from: LumenPlacidum
I hope the fact that the map changes have relatively few numerical points is just an indication that each point is a bit bigger than in the other things.

Yeah, those are a bit more dense than some of the others.  It's kind of a mix of very fun and very not fun to work on as well.

Quote from: lots of people
Your priorities suck!

I dunno.  I'm all right with what I'm doing.  I don't feel like I'm floundering at all, whereas with Armok 1 it was pretty clear, even at the time.  I think the differences between the sort of thing I'm working on and working on "game" are a bit more stark at this time because in the large rewrite I have to start with the most basic elements first (as you can see a bit from the breakdown in the last dev_now (http://www.bay12games.com/dwarves/dev_now.html#2008-11-05)).  Certainly it's understandable if somebody gets sick of the wait or the game in general.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 07, 2008, 04:03:52 am
Quote from: Sir Nils Olav
Will we be able to determine certain body layers' hardness?

For this release, yeah, you will be able to specify material properties that have combat ramifications for each tissue layer/material of the body parts.  I don't think I posted the new material definitions...  many of the hardness-type properties don't have use yet and won't for a while, but I did go kind of nuts with it, because I wanted it to last a while.  It's a somewhat troubling list.  In particular:

Quote from: Footkerchief
(catchall for tensile, shear, compressive, etc.)

C..  catchall?  I probably should have.  I was bad again.

Well that kicks ass.
Title: Re: The NEW Future of the Fortress
Post by: korora on November 07, 2008, 09:25:47 am
For what it's worth, I think your priorities are awesome.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 07, 2008, 10:57:53 am
Quote from: Footkerchief
(catchall for tensile, shear, compressive, etc.)

C..  catchall?  I probably should have.  I was bad again.

Separate tensile strength will make it easier to make a realistic cave-in/collapse system later, anyway.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on November 07, 2008, 11:11:00 am
I think all this new body typing stuff will add another good element to the game. It's not the stuff I'm personally looking forward to the most, but I'm patient. And it'll still make everything more fun, so why should we stress about it?

Edit: Just thought of a question. Are any of these changes going to have an effect on the world gen combat? Perhaps even let megabeasts not suck during world gen?
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 07, 2008, 11:59:15 am
Today's Toady's ETA:

Time Elapsed:   20
# Complete:   170
Time Remaining:   132.35
End Date:   03/18/09
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on November 07, 2008, 12:14:24 pm
Quote from: MagicJuggler
While we're blessed with your almighty presence, what has been your general attitude regarding the request for more building-block materials such as rotatable/movable building components?

Quote from: umiman
Because of the sheer amount of redesigning and content, will there be new additions to the Dwarf Fortress vocabulary to cope with it? Take for example say... potential RNG martial arts styles or creative art pieces.

Generally when I add a new nameable thing I add new words (you can look near the end of the word file and tell what I was adding sometimes), but there's nothing this time, I think...  I'm not sure.  Map features maybe.  When I get to the martial arts stuff I most probably will.

*Looks and notices no reply to his quote...was this an error?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 07, 2008, 12:20:07 pm
I think all this new body typing stuff will add another good element to the game. It's not the stuff I'm personally looking forward to the most, but I'm patient. And it'll still make everything more fun, so why should we stress about it?

Edit: Just thought of a question. Are any of these changes going to have an effect on the world gen combat? Perhaps even let megabeasts not suck during world gen?

Well, these "body typing stuff" will enchance the combat system, thus it will be better and more realistic in the same time. That is a good thing, isn't it?  ;)
..as for your question: I doubt that these body related changes will have an effect on world gen combat.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 07, 2008, 12:47:29 pm
For what it's worth, I think your priorities are awesome.

It is mostly because people can't see that far ahead and thus have trouble seeing why Toady is doing what he is doing and thus attribute his current changes as some sort of whimsicle tangent similar to reading comic books when one should be doing their homework.

The reason why Toady is dealing a lot with body structure now is that he doesnt want to break save compatability. He is tackling this down now rather then over several arcs so people don't lose their saves over any changes he adds in later.

That and there is quite a bit of stuff I said before, such as this is an attempt to remove godlyness vs. Competence problems.

Note: Wow I made a lot of silly word substitutions in this message. Hope I got them all out.
Title: Re: The NEW Future of the Fortress
Post by: BishopX on November 07, 2008, 04:16:25 pm
If there a possibility of a release once the wounds are updated? Because that's honestly one of my big points of annoyance right now.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on November 07, 2008, 05:18:25 pm
Toady, is there any developement reason why you can't make intermediate releases that include all the wrapped up features you've finished on but leaving out the bits you're working on still?

You are such a jerk. :P
Title: Re: The NEW Future of the Fortress
Post by: Walliard on November 07, 2008, 05:25:15 pm
Toady, is there any developement reason why you can't make intermediate releases that include all the wrapped up features you've finished on but leaving out the bits you're working on still?

You are such a jerk. :P

Presumably the code is in bits and pieces right now as he works on some of the underlying structure that will support the new features. It'd be like living in a house that's still under construction.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 07, 2008, 05:27:32 pm
Toady, is there any developement reason why you can't make intermediate releases that include all the wrapped up features you've finished on but leaving out the bits you're working on still?

You are such a jerk. :P

Because it would be pointless to release half-assed versions?  ::)
Title: Re: The NEW Future of the Fortress
Post by: Patarak on November 07, 2008, 05:52:16 pm
Nevermind folks, he said it right there on page two.

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
Title: Re: The NEW Future of the Fortress
Post by: Karlito on November 07, 2008, 06:03:37 pm
Dang... I really gotta get myself a copy of that game...

Dang it... I cannot find that old page anymore...

I think the classical Armok pages are dead... ohh well.

Yeah, its a pity you just can't go here (http://www.bay12games.com/armok/)...
Title: Re: The NEW Future of the Fortress
Post by: Patarak on November 07, 2008, 07:47:40 pm
As long as combat in general is being improved, are the munitional application of coins, water and vomit going to be decreased?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 07, 2008, 09:06:14 pm
Dang... I really gotta get myself a copy of that game...

Dang it... I cannot find that old page anymore...

I think the classical Armok pages are dead... ohh well.

Yeah, its a pity you just can't go here (http://www.bay12games.com/armok/)...

Wow it is back up YEAH!!!

HOOOOOOOOOOOOOLY cow, some of this stuff is awesome! I really hope it gets into Dwarf Fortress eventually

Specifically that you could add in extra creatures, materials, and what have you as a seperate being (instead of how it is currently) that you can chose to, or not to, add to a game. I can just imagine the modding glory!!!

Playing it more I can see why he just up and abandoned it. (Traveling is just as tedius as traveling is in real life)
Title: Re: The NEW Future of the Fortress
Post by: Toady One on November 08, 2008, 03:34:07 am
Edit: Just thought of a question. Are any of these changes going to have an effect on the world gen combat? Perhaps even let megabeasts not suck during world gen?

Eventually, but the Combat Arc is more likely for that.

Quote from: MagicJuggler
While we're blessed with your almighty presence, what has been your general attitude regarding the request for more building-block materials such as rotatable/movable building components?
*Looks and notices no reply to his quote...was this an error?

Ah, yeah, I missed it among the many blocks, even though or perhaps because it was first.  My general attitude...  there are a couple things I guess.  Once sieges are up for improvement in the army arc, I'm probably going to tackle things like siege towers, which are multi-tile, multi-level constructions that can move across the map while containing critters and items (much like boats would be), and that also opens up some more thought along the lines of improved traps and all that.  There's also a dev item on generalized workshops, which I haven't fleshed out really, about allowing more types of jobs to take place at say, a table with some tools, and then allow specialization with more equipment, perhaps homogenizing this with the notion of rooms and stockpiles and activity zones and so on under one sensible umbrella.  Nothing finalized though.

If there a possibility of a release once the wounds are updated? Because that's honestly one of my big points of annoyance right now.

Nope.  The outlining process involved gutting everything, and I'm not going to be in a position to release until I'm done.

As long as combat in general is being improved, are the munitional application of coins, water and vomit going to be decreased?

That's more of a combat arc thing, though something will change just by virtue of how much has been overhauled.  For better or for worse, I won't know until I get it up and running and get a chance to tweak everything.  The hope is to always nudge it toward better.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 08, 2008, 10:35:42 am
I'm probably going to tackle things like siege towers, which are multi-tile, multi-level constructions that can move across the map while containing critters and items (much like boats would be), and that also opens up some more thought along the lines of improved traps and all that. 

Holy cow! This siege tower idea sounds awesome. It will be something like what we've seen in the LotR movies.  8)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 08, 2008, 06:51:05 pm
I am kinda curious to what he expanded Sizes to. If I were to guess Id say he multiplied it by 5 so a Dragon is size 100
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 08, 2008, 07:17:40 pm
I am kinda curious to what he expanded Sizes to. If I were to guess Id say he multiplied it by 5 so a Dragon is size 100

Also let's don't forget about the SIZE variences in a given race. I suppose it will work like [example]:
Troll
Minimum SIZE: 15
Maximum SIZE: 20
So trolls will be generated randomly between SIZE 15 and 20.  8)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 08, 2008, 07:22:20 pm
I am kinda curious to what he expanded Sizes to. If I were to guess Id say he multiplied it by 5 so a Dragon is size 100

Also let's don't forget about the SIZE variences in a given race. I suppose it will work like [example]:
Troll
Minimum SIZE: 15
Maximum SIZE: 20
So trolls will be generated randomly between SIZE 15 and 20.  8)

I'm curious how relative body part sizes fit into that.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 08, 2008, 07:28:11 pm
I am kinda curious to what he expanded Sizes to. If I were to guess Id say he multiplied it by 5 so a Dragon is size 100

Also let's don't forget about the SIZE variences in a given race. I suppose it will work like [example]:
Troll
Minimum SIZE: 15
Maximum SIZE: 20
So trolls will be generated randomly between SIZE 15 and 20.  8)

I'm curious how relative body part sizes fit into that.

That is a good question.  :)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 08, 2008, 07:28:48 pm
I don't think Dragons will have size varience... though I wouldn't say it is very unlikely.

Now working on blind guesses Id think for now Toady is going to stick with small variences so we won't get shrimps or Giants among dwarves... Nor will he include statistic based increases in size (such as strength)

If he does allow large varience in civilisaed species then my next blind guess is that armor will function via magic and thus will fit no matter how much varience there is.

Wow, those are a lot of guesses.
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on November 08, 2008, 08:48:20 pm
Here's a quick question: with the new body system, will hydras and such produce more than one skull when butchered/rotten?
Title: Re: The NEW Future of the Fortress
Post by: Techhead on November 08, 2008, 08:56:54 pm
"One size fits most."
Dwarves make the armor so it can fit maximum dwarfy size, it will just be looser on the small dwarves.

Question:
Will an Ettin civ be able to wear a Giant civ's armor, even if they are the same size?
If I recall, Ettins have two heads and Giant armor would have one head-hole.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 09, 2008, 05:17:57 pm

 You just need to expand the head-hole a bit to accept two different heads. I would imagine a giant with a large neck would have armor sutable for a smallish etten.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 09, 2008, 06:37:16 pm
You just need to expand the head-hole a bit to accept two different heads. I would imagine a giant with a large neck would have armor sutable for a smallish etten.

My thoughts exactly.  Oh, the things we must ponder in Dwarf Fortress.

Some thoughts on clothing.  If dwarves are Size 30, with variance +/-3, would we have to order different sizes of armor to be built?  Like Size 33 for big guys, and Size 30 for the smaller end?

And will there be any provision for weighted results?  Say, a variance between Sizes 25 and 50, with the top of the bell curve at 30.

I can't wait to see what Toady came up with.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on November 09, 2008, 06:40:25 pm
If it's as I think it is, we might need to train a whole complement of armorers and clothiers, one for each size of clothing in our fortress...
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on November 09, 2008, 08:13:19 pm
Eventually, but the Combat Arc is more likely for that.
Quote from: MagicJuggler
While we're blessed with your almighty presence, what has been your general attitude regarding the request for more building-block materials such as rotatable/movable building components?
*Looks and notices no reply to his quote...was this an error?

Ah, yeah, I missed it among the many blocks, even though or perhaps because it was first.  My general attitude...  there are a couple things I guess.  Once sieges are up for improvement in the army arc, I'm probably going to tackle things like siege towers, which are multi-tile, multi-level constructions that can move across the map while containing critters and items (much like boats would be), and that also opens up some more thought along the lines of improved traps and all that.  There's also a dev item on generalized workshops, which I haven't fleshed out really, about allowing more types of jobs to take place at say, a table with some tools, and then allow specialization with more equipment, perhaps homogenizing this with the notion of rooms and stockpiles and activity zones and so on under one sensible umbrella.  Nothing finalized though.

Boats and siege towers...how would the two interact? E.g. you would not be capable of building a tower on top of a boat, right? And will there be some degree of customization among these towers? After all, there was a wide amount of variance in siege towers, some being either horse-drawn or powered by people turning a wheel on the inside, some being used for boarding, and some simply being used as mobile catapult platforms...
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 09, 2008, 08:33:58 pm
Boats arn't in yet. Toady just says that Siege towers will function in a similar method to how Toady would suspect boats would.
Title: Re: The NEW Future of the Fortress
Post by: MoonCabbage on November 10, 2008, 12:54:08 am
so has toady resolved the issue with multi-tiled machines and creatures with the seige-engines?
Title: Re: The NEW Future of the Fortress
Post by: Javis on November 10, 2008, 01:35:09 am
so has toady resolved the issue with multi-tiled machines and creatures with the seige-engines?

He's talking about a planned dev item for later on in the army arc.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 10, 2008, 08:58:06 am

Some thoughts on clothing.  If dwarves are Size 30, with variance +/-3, would we have to order different sizes of armor to be built?  Like Size 33 for big guys, and Size 30 for the smaller end?


I am clueless, but this sounds a bit too complicated to me. [Even tho, it makes sense and sounds realistic]
Title: Re: The NEW Future of the Fortress
Post by: MMad on November 10, 2008, 09:16:07 am

Some thoughts on clothing.  If dwarves are Size 30, with variance +/-3, would we have to order different sizes of armor to be built?  Like Size 33 for big guys, and Size 30 for the smaller end?


I am clueless, but this sounds a bit too complicated to me. [Even tho, it makes sense and sounds realistic]

I could happily accept chain mail and leather armor being (relatively) easily adjustable for different body sizes. Plate mail would be a little more of a stretch - IRL I seem to recall that they were usually custom-made for an individual. At least the plate mail of the European mounted knights (which were mostly noblemen, IIRC).

In all honesty though, I don't think this is necessaryily a fun area to add more potential obstacles to.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 10, 2008, 09:28:36 am
Hehe this noblemans did thanks to nostra-toady-damus know that DF-players will rule the world in the future and were prepared, they just didnt know how near or far this future is.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on November 10, 2008, 12:03:23 pm
I don't know what to think here. On one hand, I understand that having different sizes of clothing for different members of your society will probably produce a large amount of micromanagement. On the other hand, I wouldn't like the upcoming detailed system with size variance be coupled with clothing that has "one size fits all within the race" as well. Maybe we can have an intermediate system? Like, have "stretchable" clothing (STRETCH tag with units that define maximum plus/minus size deviation?) or Shroedinger clothing? (one-size-fits-race until someone wears it?)
Title: Re: The NEW Future of the Fortress
Post by: Skid on November 10, 2008, 12:33:54 pm
Then you have to consider the kids. Will they wear different sized clothing than adults?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 10, 2008, 12:56:54 pm
There's always tailoring.

Although I'd kind of rather prefer not to worry about clothing/armor sizes.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on November 10, 2008, 01:00:20 pm
Yeah, clothing/armor size is always a bit of an issue.

I guess I'm for it if Toady can come up with a way to make resizing/appropriate sizing built into the game in a reasonably seamless way. Perhaps instead of simply making X shirts we have a system where dwarves go to the tailor/leatherworker and get a shirt made for them?

I can attest that with plate armor it's very custom. You can make things a bit easier with a decent strapping system, but that only helps very small variations. Most people can really only wear their own armor comfortably. Even resizing armor for someone else takes quite a bit of work, and doesn't always work that well.
Title: Re: The NEW Future of the Fortress
Post by: Appelgren on November 10, 2008, 01:04:06 pm
I guess I'm for it if Toady can come up with a way to make resizing/appropriate sizing built into the game in a reasonably seamless way. Perhaps instead of simply making X shirts we have a system where dwarves go to the tailor/leatherworker and get a shirt made for them?

I like this idea! Then the dwarves could order clothes based on their material-preferences and/or personality.
Title: Re: The NEW Future of the Fortress
Post by: Jiri Petru on November 10, 2008, 01:41:44 pm
I hope Toady won't make anything like varied clothing sizes. If there is one thing Dwarf Fortress doesn't need, it's more micromanagement.

And, more realism doesn't always mean more fun. There is a thing called "abstraction", which can really improve playability at times.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on November 10, 2008, 02:21:45 pm
Well, If the hauling system were good, there wouldn't be all that much micromanagement.  As it is, most production time is spent trying to get specific item type x to location a, b and d, but not c.  I would be happy if Toady implemented clothing sizes, but put in a hack to suppress that until hauling works better.  Or do the clothing size after hauling improvements, whichever is easier for him to program.
Title: Re: The NEW Future of the Fortress
Post by: Heavy Flak on November 10, 2008, 02:31:15 pm
I hope Toady won't make anything like varied clothing sizes. If there is one thing Dwarf Fortress doesn't need, it's more micromanagement.

And, more realism doesn't always mean more fun. There is a thing called "abstraction", which can really improve playability at times.

I'm not sure how feasible this is, but if the stacking system was revamped this would be less of a problem.  You could have all the variety of clothes you wanted, and have it all stacked into an abstract "Shirts [8]" stack which has three Size 8 shirts, four Size 5 shirts, and 1 Size 6 shirt.  This could expand to food, weapons... really, just about anything.

Assuming that's anywhere close to feasible, of course.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 10, 2008, 02:33:43 pm
 Now mind you creatures can wear things too large or too small to an extent. It will just be horribly baggy or horribly tight. This would produce a bad thought, of course. I support different clothing sizes. I support sentients wanting to wear things in their size, but will wear things that fit to an extent if that is all. I support tailors and armorsmiths being able to resize armor and clothing. Of course, if the clothers and armorors are not skilled in their craft they stand a chance at damaging the item they are working on.

 DF would not be too difficult with different clothing sizes. We just need to make sure that a race will generally have only a couple different sizes of armor. And make sure resizing is not too impossible. We should still be able to have a master armorsmith resize that masterpiece adamantine armor for a smaller sentient.

 Also, the surrent dev notes suggests an amusing bug resulting in ribs outside of the torso. Don't we currently have a mod like that?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 10, 2008, 02:36:56 pm
I hope Toady won't make anything like varied clothing sizes. If there is one thing Dwarf Fortress doesn't need, it's more micromanagement.

And, more realism doesn't always mean more fun. There is a thing called "abstraction", which can really improve playability at times.

I'm not sure how feasible this is, but if the stacking system was revamped this would be less of a problem.  You could have all the variety of clothes you wanted, and have it all stacked into an abstract "Shirts [8]" stack which has three Size 8 shirts, four Size 5 shirts, and 1 Size 6 shirt.  This could expand to food, weapons... really, just about anything.

Assuming that's anywhere close to feasible, of course.

This doesn't solve the main problem, which is that you would still have to produce certain numbers of each size.  E.g. equipping your 30-dwarf military with plate requires checking each dwarf to see how many need "large," how many need "small," etc.  That's the part that involves excessive micro.

That said, we currently have very little knowledge on how size variation will work.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on November 10, 2008, 02:46:42 pm
I like the armor sizes if only for the fact that resizing would probably train the skill and take much less material than making tons of copper high boots.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 10, 2008, 03:14:54 pm
This is a miscellaneous note, but it needs to be said: Every, single, recorded wolf attack on a human in real life- every one- was an attack by a rabid wolf. In DF worlds, either Rabies is more contagious than the common cold, or adventurers are actually made of raw spam.
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on November 10, 2008, 03:23:54 pm
This is a miscellaneous note, but it needs to be said: Every, single, recorded wolf attack on a human in real life- every one- was an attack by a rabid wolf. In DF worlds, either Rabies is more contagious than the common cold, or adventurers are actually made of raw spam.

Do you have a source on that?
Title: Re: The NEW Future of the Fortress
Post by: Walliard on November 10, 2008, 03:25:39 pm
This doesn't solve the main problem, which is that you would still have to produce certain numbers of each size.  E.g. equipping your 30-dwarf military with plate requires checking each dwarf to see how many need "large," how many need "small," etc.  That's the part that involves excessive micro.

That said, we currently have very little knowledge on how size variation will work.

That's why I think this would work well with a system where every dwarf's clothing needs show up on a single screen. From there, you could, with a single keystroke, send any particular job to the manager ("Make plus-size trousers for Urist"), and perhaps an option to show/hide professions so that you can prioritize your legendary miners over your hauling grunts.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on November 10, 2008, 03:34:30 pm
Quote
Remembered to make ribs internal.
Imagine what would happen if he had forgotten.
Creepiest bug ever?
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 10, 2008, 03:50:53 pm
This is a miscellaneous note, but it needs to be said: Every, single, recorded wolf attack on a human in real life- every one- was an attack by a rabid wolf. In DF worlds, either Rabies is more contagious than the common cold, or adventurers are actually made of raw spam.

I thought that animals that attack humans were considered "rabies until proven otherwise", and unless someone cares about them they're killed (if caught) and the victim always gets rabies shots. That might skew the statistics, I could easily see the occasional attack where the wolf is actually provoked/starving/whatever being written off as rabies.

But anyway, just because they don't attack humans doesn't mean they don't attack dwarves.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 10, 2008, 04:02:37 pm

 Most likely Elves made most animals hostile just to dick around with us.

 Alas, Dwarves will soon pollute the enviroment so much they will all be rendered sterile. Take that Elves!
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 10, 2008, 04:05:18 pm
Quote
Remembered to make ribs internal.
Imagine what would happen if he had forgotten.
Creepiest bug ever?

Considering that the heart and lungs are probably now encapsulated by the ribs, the main result might be swift death.
Title: Re: The NEW Future of the Fortress
Post by: numerobis on November 10, 2008, 04:28:36 pm
This is a miscellaneous note, but it needs to be said: Every, single, recorded wolf attack on a human in real life- every one- was an attack by a rabid wolf. In DF worlds, either Rabies is more contagious than the common cold, or adventurers are actually made of raw spam.
I don't remember the lines "My, what a foamy mouth you have / The better to display my illness, my dear."  So there's a recorded non-rabid wolf attack on a human.

Wolves (and other predators) attack things they can kill without getting hurt.  Children and sheep and bambies, basically.  And dwarves are child-sized.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 10, 2008, 04:29:48 pm
I hope Toady won't make anything like varied clothing sizes. If there is one thing Dwarf Fortress doesn't need, it's more micromanagement.

I couldn't agree more. Something like this would be a micromanagement nightmare.  :-X
I am wondering that how is this gonna work, but I am pretty sure that Toady doesn't want to raise the "micromanagement level" itself.  ;)
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on November 10, 2008, 04:32:25 pm
This is a miscellaneous note, but it needs to be said: Every, single, recorded wolf attack on a human in real life- every one- was an attack by a rabid wolf. In DF worlds, either Rabies is more contagious than the common cold, or adventurers are actually made of raw spam.

In real life, monkeys do not have a supernatural ability to sense the precise location of the portable items with the highest monetary value within a mile of their location.  Wolves attack adventurers to add challenge.  Though they probably should be a bit more cautious about it.

And are you absolutely sure that a traveler lost in the wilderness has never been attacked by a pack of hungry wolves?
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on November 10, 2008, 04:41:45 pm
This is a miscellaneous note, but it needs to be said: Every, single, recorded wolf attack on a human in real life- every one- was an attack by a rabid wolf. In DF worlds, either Rabies is more contagious than the common cold, or adventurers are actually made of raw spam.
I don't remember the lines "My, what a foamy mouth you have / The better to display my illness, my dear."  So there's a recorded non-rabid wolf attack on a human.

Wolves (and other predators) attack things they can kill without getting hurt.  Children and sheep and bambies, basically.  And dwarves are child-sized.
How little they know about dwarven steel. Tsk tsk tsk.
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on November 10, 2008, 04:47:49 pm
I think I might have a solution to the clothing dilemma.

An idea could be for a job to be to add a new profession called "Tailor" which would allow one to get a Dwarf's or other character's dimensions (who is "designated for measurement") and the better the skill of the tailor, the quicker a fit will be made. From there, you can create a clothing/armor but rather than setting it by size, you set it by Dwarf (and you have the option to hide Dwarfs you don't want to make clothing for beforehand...e.g. that Champion who already has full plate doesn't need more). Clothing types would have a spectrum of low-high fitting, and the closer the clothing type's median is to the Dwarf's dimensions, the better the fit and the snugger the Dwarf (or other creature) feels.  :)
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 10, 2008, 04:50:15 pm
Wolf attacks ocour not only when they have rabbies. Thought they dont attack humans normaly there are some exceptions.
 
Especally when wolfs have cubs they can be very aggressiv against anything that is not prey, An wolf will warn you and trys to chase you away in this situation normaly. Only if you stay or walk any nearer you get attacked.

On the other site it happens then the wolf lives to close with humans and loses his fear by geting feed or something, then the chance of getting attacked is there too.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 10, 2008, 04:51:25 pm
I think I might have a solution to the clothing dilemma.

An idea could be for a job to be to add a new profession called "Tailor" which would allow one to get a Dwarf's or other character's dimensions (who is "designated for measurement") and the better the skill of the tailor, the quicker a fit will be made. From there, you can create a clothing/armor but rather than setting it by size, you set it by Dwarf (and you have the option to hide Dwarfs you don't want to make clothing for beforehand...e.g. that Champion who already has full plate doesn't need more). Clothing types would have a spectrum of low-high fitting, and the closer the clothing type's median is to the Dwarf's dimensions, the better the fit and the snugger the Dwarf (or other creature) feels.  :)

Yeah this might work. So basically dwarves won't be "able" to equip any clothes, only after the tailor has made the necessary changes.
This can be automated even.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 10, 2008, 05:01:34 pm
So nudist fortress untill you have an Taylor? Well i say for armor it may be interresting but not for normla dwarves cause every normal dwarf should now how to change clothes an bit.
 It was part of common knowledge around 1400 how to work with some common cloth cause taylors were uncommon and worked mostly for very much monney and the high society.
Title: Re: The NEW Future of the Fortress
Post by: korora on November 10, 2008, 05:02:36 pm
No, one-size-doesn't-quite-fit-anyone until tailor.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 10, 2008, 05:04:27 pm
I think I might have a solution to the clothing dilemma.

An idea could be for a job to be to add a new profession called "Tailor" which would allow one to get a Dwarf's or other character's dimensions (who is "designated for measurement") and the better the skill of the tailor, the quicker a fit will be made. From there, you can create a clothing/armor but rather than setting it by size, you set it by Dwarf (and you have the option to hide Dwarfs you don't want to make clothing for beforehand...e.g. that Champion who already has full plate doesn't need more). Clothing types would have a spectrum of low-high fitting, and the closer the clothing type's median is to the Dwarf's dimensions, the better the fit and the snugger the Dwarf (or other creature) feels.  :)

I envisioned the Tailor as a dwarf who does a "measure dwarf" job at his workshop, which automatically creates appropriate clothing production orders in the manager screen.

For simplicity the tailor and his shop could be folded into the clothier and clothier's shop.  Armorers would handle measuring for military dwarves.

The "measure dwarf" job would automatically select dwarves who don't have enough clothing/armor.  So to fully armor your entire military, you'd only have to select their armor class, and the armorer would figure out the rest.

I'm probably going to make a suggestion thread about automatic clothing production, actually.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on November 10, 2008, 05:05:26 pm
Generally wolves wont attack or eat humans.  The known exceptions to this are encroaching near a den where the pups are, starvation, rabies, and when the two biome domains of wolf and human interlap, thus loosing a sense of caution to the average humane presence, often due to the practice of garbage dumping and wildlife feeding.
As a side note, wolves also generally avoid carrion, unlike their cousins the coyote who are more of a scavenger species.

PS: Wolf attacks may also occur when you go to near a kill.  So its generally a good idea not to steal a wolf's hunting prey, they dun like it to much.  >.>
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 10, 2008, 05:13:19 pm
Quote
I envisioned the Tailor as a dwarf who does a "measure dwarf" job at his workshop,

The current job system can't really handle "two dwarves to be in the same place at the same time", as evidenced by crappy liaison meetings, and I suspect changing it to be able to do so would be somewhat more complex than it sounds.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 10, 2008, 05:26:01 pm
Quote
I envisioned the Tailor as a dwarf who does a "measure dwarf" job at his workshop,

The current job system can't really handle "two dwarves to be in the same place at the same time", as evidenced by crappy liaison meetings, and I suspect changing it to be able to do so would be somewhat more complex than it sounds.

Yeah, meetings are really awkward, but maybe they could work better if they centered on a workshop rather than a room.

I went ahead and posted that Suggestions thread http://www.bay12games.com/forum/index.php?topic=27074.0
Title: Re: The NEW Future of the Fortress
Post by: MMad on November 10, 2008, 05:39:02 pm
This is a miscellaneous note, but it needs to be said: Every, single, recorded wolf attack on a human in real life- every one- was an attack by a rabid wolf. In DF worlds, either Rabies is more contagious than the common cold, or adventurers are actually made of raw spam.

http://en.wikipedia.org/wiki/Wolf_attacks_on_humans
The WP article on the subject seems to report overwhelming evidence to the contrary.

Remember that DF is set in a fantasy medieval-ish world. Back in the day when they wrote all the fairy tales that demonize wolves, they actually were pretty darn dangerous.
Title: Re: The NEW Future of the Fortress
Post by: Koji on November 10, 2008, 08:06:24 pm
Wolf attacks ocour not only when they have rabbies.

They need to do way instain wolf> who kill thier dwarfs, becuse these dwarf can't frigth back? It was on the news this morning a wolf in The Fabled Teeth, who had kill her three dwarfs. They are taking the three dwarf back to Uremrigoth too a lady to rest. My pary are with the adventurer who lost his drunks ; i am truley sorry for your lots.



More to the point, ambushes happen because it'd be boring if they didn't. In the real middle ages, there were more wolves and fewer people, so they probably looked pretty tasty, but no species has lived anywhere for very long while continuing to prey on humans (See: european lions), so the most likely thing is that wolves pretty quickly learned to stay out of our way, except in isolated incidents.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on November 10, 2008, 08:14:34 pm
I find it funny that there are many people who like the idea of selections of weapons and armor being more precise for military dwarfs while there are many people who say that the sized-to-dwarf thing is too much micromanagement.  Isn't the ability to make armor fitted for Urist Ironskins a solution to the idea of picking armor for Urist Ironskins to wear?
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 11, 2008, 11:59:11 am
Quote
Quote from Toadys dev_log

1088. More material stuff. Also the possibility in the raws to set names for each profession type for creatures and also within the different morphs for each creature. It's still a grind down to the mid 1030s where the wounds start.


Does that mean we can too make it impossible say for human Womans to be Soldiers?
Title: Re: The NEW Future of the Fortress
Post by: Earthquake Damage on November 11, 2008, 12:14:27 pm
It sounds more like we can call female speargoblins "eyepokers" while the male ones are "lungpiercers" or whatever.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 11, 2008, 03:51:40 pm
It sounds more like we can call female speargoblins "eyepokers" while the male ones are "lungpiercers" or whatever.

Yeah, something like this, I guess.  :)
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on November 11, 2008, 07:18:05 pm
And now, with modding, we can make our gummy bear civs change flavor whenever they change professions! Mint gummy bears for peasants and swordsmen, and lime for jewelers, and all sorts of tasty fun. Someone needs to revive the candy mod.
Title: Re: The NEW Future of the Fortress
Post by: Philosophical Gamer on November 11, 2008, 10:25:03 pm
It'd be interesting to create a psychedelic mod in which all of the creatures in the game constantly change form, grow and shrink in size randomly, gain the ability to throw fireballs occasionally, become aquatic or land-creatures out of nowhere.. and other interesting things.  And then just start a game and see what happens.  Kittens turning into bronze collosi in the middle of the fortress, and what not.  Good times.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 12, 2008, 12:10:40 pm
Time Elapsed:   25
# Complete:   217
Time Remaining:   124.19
End Date:   03/15/09

We've moved a day ahead in projections. However, don't forget this averages-in end-of-month-days, and there could always be a surprise like a few hundred getting done in a day, or one item hanging on for a week or two. We'll see.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 12, 2008, 03:39:55 pm
and there could always be a surprise like a few hundred getting done in a day

I doubt it.  ;)
Title: Re: The NEW Future of the Fortress
Post by: numerobis on November 12, 2008, 03:42:48 pm
Time Elapsed:   25
# Complete:   217
Time Remaining:   124.19
End Date:   03/15/09
This prediction is like those wonderful progress bar indicators when you're installing software: totally meaningless :)

I bet the progress isn't even monotone (I've seen that on some software: the bar gets close to done... and then goes down to only half-done, then it grows, then it shrinks, repeat).  Toady's got the bug-number to squash at too.

That said, # complete is a great way to maintain motivation.
Title: Re: The NEW Future of the Fortress
Post by: Narmio on November 12, 2008, 06:54:21 pm
I would just like to say that my borgle's borgles are *extremely* borgly. They're, like, *huge*.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 12, 2008, 07:47:55 pm
I would just like to say that my borgle's borgles are *extremely* borgly. They're, like, *huge*.

 Mind you, some people find size somewhat of an iffy issue when it comes to their borgles. When it comes to a borlges borgle, borgleness is much more of a factor.

 And mind you, my borgle is borglier than anybody elses!
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 12, 2008, 08:09:07 pm
I think we're all overlooking something important here.

Dwarves can be fat now.

Urist McPile cancels job: climb stairs: Exhausted
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 12, 2008, 08:31:29 pm
I think we're all overlooking something important here.

Dwarves can be fat now.

Urist McPile cancels job: climb stairs: Exhausted

 Urist the Blob cancels heartbeat: Job item misplaced
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 12, 2008, 08:34:29 pm
I wonder if adipose tissue is part of the standard tissue complement now.
Title: Re: The NEW Future of the Fortress
Post by: Little on November 13, 2008, 12:08:31 am
Where do I find the counter?
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 13, 2008, 12:31:33 am
I wonder if adipose tissue is part of the standard tissue complement now.

wow, that just made me think of a dr who episode.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 13, 2008, 12:38:53 am
Where do I find the counter?

http://bay12games.com/dwarves/dev_now.html

He puts the remaining number in each post while a countdown is in progress.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on November 13, 2008, 04:09:45 pm
I wonder if adipose tissue is part of the standard tissue complement now.

wow, that just made me think of a dr who episode.
You too?

"The fat just walks away..."
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 14, 2008, 10:19:46 am
11/13/2008
"I decided to go with hair as a tissue layer like skin, since that ended up making the most sense. You can set how sparse it is and the general shape (strands) so that it won't be treated like a sheet whenever that matters, and the hair is set to be subordinate to the skin so that it will come away with any flaying that comes up. I'm sure there will be some edge cases later on, but things like spines or scales or whatever should work out fine this way.

Hair is capable of growing and being set/cut to different lengths on each body part where it occurs (though I still have a bit to do there). Naturally, this will mean that everybody becomes shaggy over time as they won't cut their hair (or trim their nails if I get to that), so I might have to turn off or dampen these effects for the time being."

I guess we need to have a new profession: barber, and a new workshop also of course: barbershop.  ;D
Title: Re: The NEW Future of the Fortress
Post by: Akroma on November 14, 2008, 10:34:15 am
also, dwarves should get quality haircuts, related to positive thoughts

Urist McScruffy has been ecstatic lately. His finely cut hair is starting to grow out of shape a little. His beard is splendidly cut, and decorated with +wood pearls+.


though I do predict the following problem:

Urist McBarber cancels cut hair: Getting drink

Urist McScruffy cancels wait for barber: Died of thirst.


it will be like giving water, where the dwarf waits endlessly in the barbershop and no dwarf with beardcutting enabled bothers to follow his profession
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 14, 2008, 10:35:49 am
also, dwarves should get quality haircuts, related to positive thoughts

Urist McScruffy has been ecstatic lately. His finely cut hair is starting to grow out of shape a little. His beard is splendidly cut, and decorated with +wood pearls+.

Rings would be excellent for hair as well
Title: Re: The NEW Future of the Fortress
Post by: Grue on November 14, 2008, 10:53:22 am
Damn, the speed of the progress doesn't look good. Looks like I'll have to wait a while before I get to play with the new hairy dwarves...
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 14, 2008, 10:56:56 am
Damn, the speed of the progress IS AMAZING!!!. Looks like tommorow I get to play with the new hairy dwarves...

Neonivek, do you want some bags of money? I have plenty!

I like cookies!

Patience is a virtue. Anything worth having is worth waiting for.

Look remember that progress with either be moderate, SLOW, or Speedingly fast (usually toady has a point where he can knock over 100 in one day... usually bug fixes though)
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 14, 2008, 11:35:49 am
hmmm hair for every bodypart would make creatures interresting.

 Toady, can be colours set too? And do get dwarfs and alike random haircolors/ one Haircolour out of an list? Can Hair become gray over the time?
Title: Re: The NEW Future of the Fortress
Post by: Akroma on November 14, 2008, 11:43:56 am
hey, this also makes us able to make clothes from an animal without killing it

dwarven wool
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 14, 2008, 11:48:18 am

 I wonder if we can use hair as appendages...

 "Egads! It's the hair monster! Scourge of the bathroom tub!"
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 14, 2008, 11:59:05 am
Hey! Gorgons! Hair with [grasp] tags and an poison atack.

The idea with the wool isnt bad either. as long the hair reaches an certain length it schould be usebale as wool. Similar it should work for milk... i know people who drink steed-milk.

Toady can you give us an example how the raw of an creature will look after the update? This way the moders could prepare theyr mods for the new release.
Title: Re: The NEW Future of the Fortress
Post by: Dadamh on November 14, 2008, 12:33:12 pm
"everybody becomes shaggy over time"

O rly?
(http://www.addamsfamily.com/addams/itt-02.jpg)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 14, 2008, 12:35:44 pm
Damn, ninja'd to the Cousin Itt picture.

Anyone else planning to let hair go the way of worn clothes, and just let your dwarves turn into naked hairballs?  Castaway Fortress.
Title: Re: The NEW Future of the Fortress
Post by: Earthquake Damage on November 14, 2008, 12:36:36 pm
"everybody becomes shaggy over time"

Zoiks!
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 14, 2008, 12:45:10 pm
Damn, ninja'd to the Cousin Itt picture.

Anyone else planning to let hair go the way of worn clothes, and just let your dwarves turn into naked hairballs?  Castaway Fortress.

Dwarf "Hairy" Fortress? Hell yeah, why not?  ;D
Title: Re: The NEW Future of the Fortress
Post by: JoRo on November 14, 2008, 02:13:16 pm
I will have to have the patience to get the king again now that beards are in.  I'm sure his beard will be spectacular, especially if he's pretty old.
I hope all this appearance stuff gets applied to the deities as well.  Things like beards made of fire or fists formed of living steel.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 14, 2008, 02:17:08 pm
I kinda wonder how Toady will describe a French Braid without the term "French"
Title: Re: The NEW Future of the Fortress
Post by: Dwarmin on November 14, 2008, 02:22:29 pm
That is a good question. I remember using a mod that added "Florida" Panthers and "Kodiak" bears lol no offense to the modder of course.
It was a bit disillusioning
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 14, 2008, 02:23:01 pm
I kinda wonder how Toady will describe a French Braid without the term "French"

That's easy.

It's a "Freedom Braid."
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 14, 2008, 02:49:25 pm
Spines and scales?  Dragons just got a lot more draconian.  I'm making iguanas and komodo dragons next release.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on November 14, 2008, 02:55:27 pm
I suddenly realized that polymorphism means that we could make only the females milk-able, suddenly solving half the milking problem.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 14, 2008, 02:57:15 pm
I suddenly realized that polymorphism means that we could make only the females milk-able, suddenly solving half the milking problem.

In Back to the Barnyard a male cow gets milked (having an uttar and all)... It apperantly caused him to have a burning pain ending in him hidding his uttar and needing alone time.

The interesting part of this is that milk is produced as evident by the white liquid that goes flying after the milker is yanked off.

This is a Children's show...
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 14, 2008, 03:36:32 pm
This is an ..... picture ..... i dont want to have. Wjhat have you done to me?
Title: Re: The NEW Future of the Fortress
Post by: Walliard on November 14, 2008, 04:21:58 pm
Damn, the speed of the progress IS AMAZING!!!. Looks like tommorow I get to play with the new hairy dwarves...

Neonivek, do you want some bags of money? I have plenty!

I like cookies!

Patience is a virtue. Anything worth having is worth waiting for.

Look remember that progress with either be moderate, SLOW, or Speedingly fast (usually toady has a point where he can knock over 100 in one day... usually bug fixes though)

Fast, Good, Cheap: Pick any two. And one is already chosen for us in this case.
Title: Re: The NEW Future of the Fortress
Post by: ShunterAlhena on November 14, 2008, 07:55:13 pm
Thing is, Peter Molyneux seemingly promised the sky off when he said in Black&White 2 the offspring of experienced soldier parents would be genetically talented to become a good soldier. AND then he couldn't pull this off.
Yet here we have our Toady casually throwing a note that he implemented hair growing on each body part of each creature in real time. In two days' working time. Dwarf Fortress is on an exponential growth path... IF there will be a beast of a microprocessor capable to run it by the time Toady gets done. :D
Title: Re: The NEW Future of the Fortress
Post by: Cavalcadeofcats on November 15, 2008, 01:17:49 am
also, dwarves should get quality haircuts, related to positive thoughts

Urist McScruffy has been ecstatic lately. His finely cut hair is starting to grow out of shape a little. His beard is splendidly cut, and decorated with +wood pearls+.


though I do predict the following problem:

Urist McBarber cancels cut hair: Getting drink

Urist McScruffy cancels wait for barber: Died of thirst.


it will be like giving water, where the dwarf waits endlessly in the barbershop and no dwarf with beardcutting enabled bothers to follow his profession

Funny you mention it... (http://en.wikipedia.org/wiki/Sleeping_barber_problem)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 16, 2008, 01:10:49 am
Wait a second.

Quote
10/22/2008: 1203. I unified the trees and shrubs raws (though they are still split for all intents and purposes when it comes to playing the game, so you can't start planting trees or anything like that at this early stage). The join will be handy for future additions, although if there are bugs with dwarves eating oak mushrooms or chopping down wild strawberry trees, it won't come as a surprise.

Does this mean we can mod in fruit orchards now?
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 16, 2008, 01:16:47 am
Probably not.  For the sound of it, plants will still be trees or bushes, just solidified in the raws.

I'm hoping I'm wrong and that Toady is just not mentioning all the awesome fruit-harvesting and sapling mechanics he cooked up.
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on November 16, 2008, 11:34:36 am
I doubt we'll have trees with fruit. Especially since he said "though they are still split for all intents and purposes when it comes to playing the game, so you can't start planting trees or anything like that at this early stage". I assume that fruit trees fall under "anything like that".
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 16, 2008, 04:22:00 pm
I doubt we'll have trees with fruit. Especially since he said "though they are still split for all intents and purposes when it comes to playing the game, so you can't start planting trees or anything like that at this early stage". I assume that fruit trees fall under "anything like that".

Oh yeah, he did say that.  Oh well.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 16, 2008, 04:39:41 pm
I doubt we'll have trees with fruit. Especially since he said "though they are still split for all intents and purposes when it comes to playing the game, so you can't start planting trees or anything like that at this early stage". I assume that fruit trees fall under "anything like that".

I am pretty sure that Toady will implement this in the future. It sounds like a "must have" at least.  8)
Title: Re: The NEW Future of the Fortress
Post by: Greiger on November 17, 2008, 11:44:36 pm
Well with what he said about unifying materiel raws it sounds like we would be able to chop down a fruit tree and mod it so if you shove it in a smelter you get "(10) Juicy apples"

Wait...that may be possible now.  And it would be pretty dwarven to chop a tree down to harvest the fruit anyway.

And am I the only one who sees deep meaning in the ascii fish in today's devlog?   I see it as either a sign of mild boredom induced insanity, or a secret message to an elite few that fish will become even more lethal.  I am deeply hurt that I am  not one of those elite few.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 17, 2008, 11:50:54 pm
a sign of mild boredom induced insanity

I'm leaning towards this.

e: hey Toady, if there's nothing to post in the dev log, you could give us a peek at some of new material/body/caste/appearance raws.  I at least would find it interesting.
Title: Re: The NEW Future of the Fortress
Post by: numerobis on November 18, 2008, 04:29:04 am
I like the idea of making apple pie by taking an apple tree to the smelter and setting it on fire.
Title: Re: The NEW Future of the Fortress
Post by: Mad Larks on November 18, 2008, 06:42:42 am
I like the idea of making apple pie by taking an apple tree to the smelter and setting it on fire.

A flip-the-bird kinda move towards the damn elves and a very dwarvenly way of making apple pie in one go? I approve.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on November 18, 2008, 08:53:26 am
e: hey Toady, if there's nothing to post in the dev log, you could give us a peek at some of new material/body/caste/appearance raws.  I at least would find it interesting.

I agree.  It's not like he'd be really releasing part of the game early, but it would allow us to start making and/or thinking about user-made content for the new version.  I'm very anxious to see some stuff for this new way of making bodies.
Title: Re: The NEW Future of the Fortress
Post by: DJ on November 18, 2008, 09:01:59 am
I'd like to see the uninteresting stuff appear in the devlog, actually. The devlog is a great reading material for budding game programmers, and the tedious bits can help us anticipate problems in our own games.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on November 18, 2008, 12:22:25 pm
I kinda wonder how Toady will describe a French Braid without the term "French"

could be a [random culture] tag, or [random region] (esp for critters, but it'd be nice if it figured out which region they wanted to be in first)
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on November 18, 2008, 12:45:50 pm
e: hey Toady, if there's nothing to post in the dev log, you could give us a peek at some of new material/body/caste/appearance raws.  I at least would find it interesting.

I agree.  It's not like he'd be really releasing part of the game early, but it would allow us to start making and/or thinking about user-made content for the new version.  I'm very anxious to see some stuff for this new way of making bodies.

I'd love to see how the new raws are looking so far.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 18, 2008, 05:12:55 pm
11/17/2008
"Today it was all the caravan plant stuff..."

Caravan plant stuff? What is that means?  ???
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on November 18, 2008, 06:53:32 pm
11/17/2008
"Today it was all the caravan plant stuff..."

Caravan plant stuff? What is that means?  ???

that boy needs therapy
I'm not sure, but my guess is controlling what plants the caravans bring. Just a shot in the dark.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 18, 2008, 06:58:58 pm
^^^ Yeah.  I think the caravans already know how to select biome-appropriate plants, so maybe he had to change the way caravans reference plant byproducts.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 18, 2008, 07:04:12 pm
Judging by Toady last few updates, where he only got 1 thing done, I don't know if Toady is disapointed in himself or disapointed/peeved that he doesn't have more to tell us

I am leaning towards the second
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 18, 2008, 07:32:23 pm
^^^ Yeah.  I think the caravans already know how to select biome-appropriate plants, so maybe he had to change the way caravans reference plant byproducts.

Probably has to do with the fact that wood is now unified with plants.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 18, 2008, 07:47:51 pm

 One would think that would be handled in the caravan arc. Then again, it could be helpful with the army arc resource management.

 Eh, who knows.
Title: Re: The NEW Future of the Fortress
Post by: numerobis on November 18, 2008, 08:24:16 pm
11/17/2008
"Today it was all the caravan plant stuff..."

Caravan plant stuff? What is that means?  ???
This is the army arc he's working on.  So must be spies.  In the caravans.  You know that suspicion that elves might be in league with the kobolds?  It's all true!
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 19, 2008, 08:13:00 am

 One would think that would be handled in the caravan arc. Then again, it could be helpful with the army arc resource management.

 Eh, who knows.

Yeah, that is why I was wondering about it also.

11/17/2008
"Today it was all the caravan plant stuff..."

Caravan plant stuff? What is that means?  ???

that boy needs therapy
I'm not sure, but my guess is controlling what plants the caravans bring. Just a shot in the dark.

Yeah it must be something like that probably. I guess.. :)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 19, 2008, 08:32:34 am
I wonder whether heritability is being taken into account in some fashion for the new appearance stuff.  The only alternative would be generating individual appearance randomly, as personality currently seems to work.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 19, 2008, 08:42:25 am
I wonder whether heritability is being taken into account in some fashion for the new appearance stuff. 

I really doubt that we gonna have a feature like that in the next major release...even tho, it would be cool to have something like that.  :)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 19, 2008, 06:05:23 pm
At least there's something in the devlog now.

Quote from: Toady One
...pearl, ivory, horn...

No more " item in bedroom"?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 19, 2008, 07:30:26 pm
At least there's something in the devlog now.

Quote from: Toady One
...pearl, ivory, horn...

No more " item in bedroom"?

Let's hope so.. ;D
Title: Re: The NEW Future of the Fortress
Post by: Glacies on November 19, 2008, 08:20:20 pm
However, if you're not on a coast you won't have pearl, so you're screwed for moods.  :P Better cage the animals with ivories, too. Else, you'll hunt them to extinction in year 4.
Title: Re: The NEW Future of the Fortress
Post by: IndonesiaWarMinister on November 19, 2008, 08:25:15 pm
I wonder whether heritability is being taken into account in some fashion for the new appearance stuff.  The only alternative would be generating individual appearance randomly, as personality currently seems to work.

I first read that as Hentaibility and I like, uh, WTF?. Well, I'm a sicko then.
However, if you're not on a coast you won't have pearl, so you're screwed for moods.  :P Better cage the animals with ivories, too. Else, you'll hunt them to extinction in year 4.

Now, let's hope that they will show up in trades. Hope.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 19, 2008, 08:37:04 pm
At least there's something in the devlog now.

Quote from: Toady One
...pearl, ivory, horn...

No more " item in bedroom"?

I'm gonna hope "and so on" includes coral and amber as well.  Not that I have any idea how those would actually show up in the game.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 19, 2008, 09:54:12 pm
well amber can be "mined" in sand. Russia does that with big machines. Maybe the corrals get carried with the waves to the Beach? 
Title: Re: The NEW Future of the Fortress
Post by: Koji on November 19, 2008, 10:42:56 pm
well amber can be "mined" in sand. Russia does that with big machines. Maybe the corrals get carried with the waves to the Beach? 

Coral should appear like a minable stone in the ocean, and dwarves with high swimming should be able to go and cut it.
Title: Re: The NEW Future of the Fortress
Post by: BishopX on November 19, 2008, 11:38:52 pm
It would be awesome if amber could be mined from petrified wood.
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on November 20, 2008, 12:18:23 am
Wills would be a nice thing; Bequeath upon your heirs this amount of material loot.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 20, 2008, 08:17:55 am
It would be awesome if amber could be mined from petrified wood.

Indeed. Amber crafts!  8)
Title: Re: The NEW Future of the Fortress
Post by: Toady One on November 20, 2008, 10:08:22 am
Note: I didn't proofread this.  It's late.

On sizes, I think the factor is 1000, because you never know how much room you are going to need later.  That'll let people be roughly the same while still being able to compare to each other, anyway.  Relative body part sizes are relative in the sense that so you can use whatever numbers you want and it'll just sum them up (ie they behave like fractions of 1).  The size itself is one number that you can set at different stages of the creature's life and it'll linearly interp between those points.  Appearances variations cause the size number to increase, so if a creature is 25% taller than average and 10% more broad, it'll have a size of 1.25 * 1.10 * SIZE for the purposes of blood volume and damage resistance and so on.

I'm uncertain if all the butchering problems will be cleared up.  That's a job that's coming up soon.  Hopefully the hydra will be fixed, but I'm not going to promise anything as there's a lot to do.

I'm not going to worry that much about equipment this time around, and probably not until workshops are easier to manage.  The restrictions will probably be roughly the same or looser.

Re: variability of siege towers (which is Not for this release), whatever you can currently build in the game over a number of tiles should work out if...  things work out.  It's just everything as usual with some code to move it as a group when it moves.  There are of course irritating parts for that, but I have some code for this that'll make it easier that comes from adv mode map movement that can be adapted from rectangles to vehicle/tower shapes.

Quote
I wonder if adipose tissue is part of the standard tissue complement now.

Fat, yeah.  Though I just did skin -> fat -> muscle -> bone for limbs, rather than including the visceral fat that surrounds the organs and ends up kind of looking like organs by itself.  The fat layer is linked to energy storage and can resize with that, and the muscle layer is linked to strength and can resize with that attribute.  (There are a few countdowns left on that behavior though).  This means that a fatter dwarf should move slower but block damage more readily (and be hit more often).  They had a fat guy stop a bullet without "actual" damage in trauma life in the er a few days ago so I guess there's some clear reality there.

Quote
Damn, the speed of the progress doesn't look good. Looks like I'll have to wait a while before I get to play with the new hairy dwarves...

Yeah, this is a slow patch of the countdown.  And slower than I thought.  And hopefully the slowest.  It looses up a bit once I get the 1039 compile done (though that compile might be hell itself).

Quote
Toady, can be colours set too? And do get dwarfs and alike random haircolors/ one Haircolour out of an list? Can Hair become gray over the time?

Yes, yes, yes.  Though I'm not quite sure what the second one is -- they can have different hair colors, though I still have to link them in groups so that they aren't all different on a single dwarf.

Quote
Toady can you give us an example how the raw of an creature will look after the update?

I'll do that once I get the 1039 compile done, as they'll look a bit more like they should look at that point, though I can't promise they'd be in the final form.  As I'm cleaning up these mat/job issues now, I'm adding things as they are needed.  I also need to go through most of the critters (which shouldn't take that long if my shortcuts work out) and do the text entry.

Quote
Well with what he said about unifying materiel raws it sounds like we would be able to chop down a fruit tree and mod it so if you shove it in a smelter you get "(10) Juicy apples"

I think you could probably do a kitchen reaction to make an edible item with the wood, but since plant items still go by the general race of the thing you'd have to use leaves or something like that.  I don't have a good item for fruit yet.  Though if you make the associated plant item to the tree edible you might be able to get away with it if the game still recognizes it's a tree, which I think it would.

Quote
Caravan plant stuff? What is that means?

Yeah, all of the plant products (including wooden materials like the barrels and plant cloth for the bags they bring) had to be moved over to the new system.

Part of the reason the countdown is so slow is that I had set out a few dozen categories, and when I went through the code to see the changes I'd need to make, the total came out around 1000.  So I'm just slogging through.  I think 8 of the countdown now stands for 471 things that were part of these categories, so I just knock off a number every time I finish one of the old groupings (or around 60 items in the case where lines have blurred).

Quote
I wonder whether heritability is being taken into account in some fashion for the new appearance stuff.

The 30 in the body part of the countdown after wounds but before venom and then site/civ stuff is mainly this.  Hair and skin colors should be more or less preserved by offspring, and I think there will probably also be links for other appearance variables and perhaps att modifiers.  Whatever comes up really.

Quote
No more " item in bedroom"?

That'll probably still happen.  I don't remember if we had figured that one out or not.

Coral and amber weren't included in the creature mats.  When I looked up amber, they weren't sure which kind of trees it came from for the most part, and it's very old, so it's not a species-linked material in DF.  Coral will be likely be creature-linked later, but I haven't focused on the underwater areas yet.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 20, 2008, 10:33:09 am
Thanks for this detailed post Toady!  8)

..and:

Quote
I wonder whether heritability is being taken into account in some fashion for the new appearance stuff.

The 30 in the body part of the countdown after wounds but before venom and then site/civ stuff is mainly this.  Hair and skin colors should be more or less preserved by offspring, and I think there will probably also be links for other appearance variables and perhaps att modifiers.  Whatever comes up really.


I am just officially blown away! Magnificent! It's awesome that you care about everything! 8)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 20, 2008, 10:47:55 am
The fat layer is linked to energy storage and can resize with that, and the muscle layer is linked to strength and can resize with that attribute.

Holy shit.

And about the reaction changes: holy SHIT.  This release is going to be paradise for modders.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 20, 2008, 10:52:02 am
I wonder if that means someone who is very strong can actually increase their "Size" or if someone who is very strong only makes their muscles larger inside their body relative to everything else.
Title: Re: The NEW Future of the Fortress
Post by: Zaratustra on November 20, 2008, 10:54:54 am
"Huge! Huge! HUUUUUGE!"

"Where does he get SUCH POWER?"

Toady, have you ever read into Gurps GULLIVER (http://www.gamesdiner.com/gurps/GULLIVER/indexframe.html)?
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on November 20, 2008, 11:18:56 am
The fat layer is linked to energy storage and can resize with that, and the muscle layer is linked to strength and can resize with that attribute.  (There are a few countdowns left on that behavior though).  This means that a fatter dwarf should move slower but block damage more readily (and be hit more often).  They had a fat guy stop a bullet without "actual" damage in trauma life in the er a few days ago so I guess there's some clear reality there.

This sounds really great. All of it.

However: If fatness is linked to energy storage, well... do dwarves have different metabolisms or natural fatness? If not, I'm wondering if we'll get issues where any well-fed fortress ends up full of fat dudes and no skinny guys whatsoever. It would be hilarious, yet problematic/unrealistic.
Title: Re: The NEW Future of the Fortress
Post by: Mad Larks on November 20, 2008, 11:32:57 am
that boy needs therapy

[off-topic] I wonder, are you familiar with The Avalanches, G-flex? In particular, Frontier Psychiatrist. [/off-topic]

I'm...impressed. Really bloody impressed. This release is going to be VERY interesting.
Title: Re: The NEW Future of the Fortress
Post by: i are not good with compu on November 20, 2008, 11:37:27 am
... for the purposes of blood volume and damage resistance and so on ...
... blood volume ...

So really, really huge creatures will have really, really, huge guts, which when ripped and teared, should hypothetically become blood baths of biblical proportions?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 20, 2008, 11:44:53 am
... for the purposes of blood volume and damage resistance and so on ...
... blood volume ...

So really, really huge creatures will have really, really, huge guts, which when ripped and teared, should hypothetically become blood baths of biblical proportions?

Haha.  The blood won't actually flow, but it would be pretty badass if the amount of blood splatter was linked to actual blood volume loss, i.e. you cut off a Titan's arm and all the nearby tiles get drenched in blood.
Title: Re: The NEW Future of the Fortress
Post by: Earthquake Damage on November 20, 2008, 11:54:39 am
Quote
1055. Tanning/fat rendering/soap making jobs are now in the reaction raws,

This implies we'll be able to add reactions to the Alchemist's Workshop!

(http://i36.photobucket.com/albums/e23/iggyandspike/happyhappyjoyjoy.gif)


"Huge! Huge! HUUUUUGE!"

"Where does he get SUCH POWER?"

Ze reference.  What is it?
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 20, 2008, 12:03:50 pm
All very awesome stuff, but-

The fat layer is linked to energy storage and can resize with that, and the muscle layer is linked to strength and can resize with that attribute.  (There are a few countdowns left on that behavior though).  This means that a fatter dwarf should move slower but block damage more readily (and be hit more often).  They had a fat guy stop a bullet without "actual" damage in trauma life in the er a few days ago so I guess there's some clear reality there.

This actually makes me worry slightly.  DF is ultimately a fantasy game, and there's a few creatures in the raws that don't strictly obey the laws of biology.  If fat stores energy and you make a big creature with no fat storage, will it pass out all the time from exhaustion?
Title: Re: The NEW Future of the Fortress
Post by: Osmosis Jones on November 20, 2008, 12:07:52 pm
Fat fort! Join 7 dwarves on their weight loss adventures! Who will slim down? Who will survive? Share their hatred for the intruders, and laugh at their attempts to defend their food stores from the starving hordes!


Only on Bay 12, your one stop entertainment... not shop!


Seriously though, SO DAMN AWESOME!
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 20, 2008, 12:09:41 pm
All very awesome stuff, but-

This actually makes me worry slightly.  DF is ultimately a fantasy game, and there's a few creatures in the raws that don't strictly obey the laws of biology.  If fat stores energy and you make a big creature with no fat storage, will it pass out all the time from exhaustion?

The iron man falls over.
The iron man gives in to exhaustion.


I bet he has that covered.  The attribute probably controls the tissue, rather than the other way around.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 20, 2008, 12:10:55 pm
I am going to guess but I think it will fall under "The creature needs no fat for that stat"

Interestingly that brings up many other points such as

1) Alternatives to fat/muscle/whatever (Glowing energy, leaves, flowers)
2) Creatures who cannot increase Attributes
3) Creatures who can increase attributes but who do not exibit physical change
4) Creatures who drastically change when their attributes grow: Many crabs for example if they eat enough, lose their skin and grow an entirely new shell or find a new one.
5) Creatures who exibit only cosmetic changes (color, shine, luster) when their attributes grow
6) Attributes that will grow together rather then seperately or simply linked
7) Attributes that go down as another go up

Woosh! Dun dun dunnnnn!!!
Title: Re: The NEW Future of the Fortress
Post by: SmileyMan on November 20, 2008, 12:14:09 pm
This actually makes me worry slightly.  DF is ultimately a fantasy game, and there's a few creatures in the raws that don't strictly obey the laws of biology.  If fat stores energy and you make a big creature with no fat storage, will it pass out all the time from exhaustion?
Skeletal dragons spring to mind......

Presumably they'll be able to draw on some alternative "magical" source of energy.  If creatures can mix and match these sources, then there's no problem.  Would be good for e.g. elves, with their slightly magical nature, being able to perform better than their skinny, lanky bodies ought to permit.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on November 20, 2008, 12:18:39 pm
This actually makes me worry slightly.  DF is ultimately a fantasy game, and there's a few creatures in the raws that don't strictly obey the laws of biology.  If fat stores energy and you make a big creature with no fat storage, will it pass out all the time from exhaustion?
Skeletal dragons spring to mind......

Presumably they'll be able to draw on some alternative "magical" source of energy.  If creatures can mix and match these sources, then there's no problem.  Would be good for e.g. elves, with their slightly magical nature, being able to perform better than their skinny, lanky bodies ought to permit.

Hmmm. Good thought there.

Overall, this release is going to be awesome! It also means I'm going to be very busy converting stuff over for my mod for awhile. Not that I mind in the least!  ;D
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 20, 2008, 12:26:34 pm

 Of course, we will need to be able to define energy sources. Thus some creature could have a more efficent fat storage, one could use nutrient-rich water sacks, leaves, magic crystals, borgles, etc.

 
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 20, 2008, 12:33:07 pm
6) Attributes that will grow together rather then seperately or simply linked
7) Attributes that go down as another go up

Ideally these wouldn't exist -- attributes are meant to be orthogonal.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 20, 2008, 12:41:06 pm
6 and 7 would be special cases usually reserved for specific enemies and modded creatures. They would most of the time not be real creatures

7 I agree probably would never make it into this game being a dramatic game with the exception of possibly curses.

An Example of 6 would be
-Ghost: A Ghost's physical attributes would match their willpower
-Liquid / Gas monsters: Their Stamina and Strength would increase at the same time
-Trent: Their strength and Stamina are closely linked due to their lack of muscles but don't raise at the same rate (So an increase in Strength dirrectly translates to Stamina, but an increase in Stamina doesn't entirely translate to strength)

So basically 6 is when two or more attributes basically use the same mechanic to function.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 20, 2008, 01:39:22 pm
Quote
1055. Tanning/fat rendering/soap making jobs are now in the reaction raws,

This implies we'll be able to add reactions to the Alchemist's Workshop!

Actually, he listed three jobs. That take place in three different workshops.

This implies (at least, without too much wishful thinking) that the reaction raws have been generalized to accept any workshop.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 20, 2008, 01:46:50 pm
All very awesome stuff, but-

The fat layer is linked to energy storage and can resize with that, and the muscle layer is linked to strength and can resize with that attribute.  (There are a few countdowns left on that behavior though).  This means that a fatter dwarf should move slower but block damage more readily (and be hit more often).  They had a fat guy stop a bullet without "actual" damage in trauma life in the er a few days ago so I guess there's some clear reality there.

This actually makes me worry slightly.  DF is ultimately a fantasy game, and there's a few creatures in the raws that don't strictly obey the laws of biology.  If fat stores energy and you make a big creature with no fat storage, will it pass out all the time from exhaustion?

I'd guess that behavior would be tied to some tag like [STANDARD_FLESH].

Or have the fat defined in the body definition as "energy storage", maybe define whether more energy makes it larger or does something else (what else?), and a tag [NO_2ND_LAW] to not need an energy storage part just like [NOTHOUGHT] means it doesn't need a brain
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on November 20, 2008, 01:48:44 pm
[NOEXERT], perhaps?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on November 20, 2008, 01:57:59 pm
6) Attributes that will grow together rather then seperately or simply linked
7) Attributes that go down as another go up

Ideally these wouldn't exist -- attributes are meant to be orthogonal.
A++ for vocabulary... (No sarcasm at all)

although I think that most skills should improve multiple attributes...
Title: Re: The NEW Future of the Fortress
Post by: Zaratustra on November 20, 2008, 03:33:41 pm
Quote from: Earthquake Damage link=topic=21498.msg335044#msg335044
[quote author=Zaratustra link=topic=21498.msg335007#msg335007 date=1227196494
"Huge! Huge! HUUUUUGE!"

"Where does he get SUCH POWER?"

Ze reference.  What is it?
[/quote]

http://www.atomictoy.org/comics/buttlordgt/buttlordgt.html

Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 20, 2008, 04:48:19 pm
"Huge! Huge! HUUUUUGE!"

"Where does he get SUCH POWER?"

Toady, have you ever read into Gurps GULLIVER (http://www.gamesdiner.com/gurps/GULLIVER/indexframe.html)?

"YOU ARE HUGE! THAT MEANS YOU HAVE HUGE GUTS!" will finally be possible, except it will be the other way around: "YOU HAVE HUGE GUTS! THAT MEANS YOU ARE HUGE!"
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 20, 2008, 05:17:14 pm
I wonder if there is some corelation in this game between intelligence and brain size.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 20, 2008, 05:44:56 pm
I wonder if there is some corelation in this game between intelligence and brain size.

I would hope not.  Otherwise we'll have hivemind psychic whales or something crazy.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 20, 2008, 05:47:21 pm
I wonder if there is some corelation in this game between intelligence and brain size.

I would hope not.  Otherwise we'll have hivemind psychic whales or something crazy.

Which would be bad how?

Wildly off-topic, but doesn't anybody else want to see what the fortresses Toady One makes look like? He only shows us the rare glimpse of the testing games he plays. Do they look anything like the in-game Mountain Halls?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 20, 2008, 06:56:34 pm
Wildly off-topic, but doesn't anybody else want to see what the fortresses Toady One makes look like? He only shows us the rare glimpse of the testing games he plays. Do they look anything like the in-game Mountain Halls?

He is just messing around probably to test the various new additions. IE. I doubt that he cares about the fortress style.  ;D
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 20, 2008, 07:12:00 pm
I wonder if there is some corelation in this game between intelligence and brain size.

I would hope not.  Otherwise we'll have hivemind psychic whales or something crazy.

Well what I REALLY meant was... Is having a more then intelligent then usual creature (either naturally or by raising its intelligence) will its brain also be larger then usual?
Title: Re: The NEW Future of the Fortress
Post by: Kardos on November 20, 2008, 07:54:27 pm
On the wall is an engraving of Urist Philosopher.  He is thinking.  He has a bulging forehead.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 20, 2008, 11:12:24 pm
Somehow I doubt Toady will implement phrenology.
Title: Re: The NEW Future of the Fortress
Post by: Greiger on November 20, 2008, 11:33:55 pm
Be cool if you got more or better quality elk horn from older elk than younger.

That would probably be harder to code than it's worth. But imagine!  Elephant farms designed to let the elephants live as long as possible before the slaughter!
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 21, 2008, 12:19:54 am
Ha you could breed unicorns and tigers for the horns an testicles and sell them as aphrodisiac to elves.
Title: Re: The NEW Future of the Fortress
Post by: Hawke666 on November 21, 2008, 12:30:15 am
On that avenue can you set it so that if one of the two parts is lost the creature dies?

That's how it currently is, which makes hydrae a tad less dangerous than they should be.

I know, but if he changed it so they don't have to die Id like to have the option so you can set the measure of lethality on losing an organ even if the creature has multiple. For example:
-A human being without a kidney will live, but will have a lowered lifespan and an injured constitution
-A Hydra who loses a head is completely unimpeded as if nothing happened (Hydras really should have "No pain")
-A Two headed snake who loses a head will most likely die (I think)

But consider the case of Mike the Headless Chicken (http://en.wikipedia.org/wiki/Mike_the_Headless_Chicken)...
Title: Re: The NEW Future of the Fortress
Post by: Foa on November 21, 2008, 01:26:32 am
On that avenue can you set it so that if one of the two parts is lost the creature dies?

That's how it currently is, which makes hydrae a tad less dangerous than they should be.

I know, but if he changed it so they don't have to die Id like to have the option so you can set the measure of lethality on losing an organ even if the creature has multiple. For example:
-A human being without a kidney will live, but will have a lowered lifespan and an injured constitution
-A Hydra who loses a head is completely unimpeded as if nothing happened (Hydras really should have "No pain")
-A Two headed snake who loses a head will most likely die (I think)

But consider the case of Mike the Headless Chicken (http://%22http://en.wikipedia.org/wiki/Mike_the_Headless_Chicken%22)...
The strange thing is that Mike slept with his head, and somehow could still use it to crow, though it sounds really strange.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on November 21, 2008, 02:01:24 am
The strange thing is that Mike slept with his head, and somehow could still use it to crow, though it sounds really strange.

I'm sure I'm just not understanding what you mean, but the image of a dullahan chicken amuses me regardless.
(For reference: http://en.wikipedia.org/wiki/Dullahan (http://en.wikipedia.org/wiki/Dullahan))
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 21, 2008, 11:18:01 am
The last devlog entry for the month and no one's talking about it.

Quote from: Toady One
...outside materials being any of the hardcoded materials, any of the materials from the material raws such as stone/metal/plants, or any of the materials from any creature, so you could have a "dwarf lung man" made entirely out of the dwarf lung material if you like, or one made out of sweet pod syrup...

Righteous.  Get ready for some mind-bending bugs and mods.
Title: Re: The NEW Future of the Fortress
Post by: Sunday on November 21, 2008, 11:23:37 am
Dwarf lung man fortress! 


Yeah, this update will kick ass.


Someone's already done a candyland mod, right?  Cause that's really gonna need an update.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 21, 2008, 11:29:23 am
Quote from: Toady One
...outside materials being any of the hardcoded materials, any of the materials from the material raws such as stone/metal/plants, or any of the materials from any creature, so you could have a "dwarf lung man" made entirely out of the dwarf lung material if you like, or one made out of sweet pod syrup...

Do these support racegloss or something like it? Is there any support for selective racegloss so it's not just picking just _any_ appropriate material but limit it somehow
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 21, 2008, 11:41:51 am
Slaves to Armok: Body Part Fortress

This must come to pass.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 21, 2008, 11:52:17 am
Each organ gets its own material?  I guess I shouldn't be surprised but dear christ.  I can't wrap my mind around the idea of a game that models the color of your guts.

I'd like to note that we'll be able to make:
- living puddles of vomit, or blood, or slimy filth of your choice (assuming that liquid bodies don't result in instant death)
- Smaug, complete with gem-encrusted belly and weak spot.  Although Smaug as a species doesn't make much sense
- wagons that incorporate a cloth cover
- soap golems
- Pikmin (plant tissue)
- Goombas (plump helmet tissue)
- Wolverine, the character
- Literally boneheaded dwarves
Title: Re: The NEW Future of the Fortress
Post by: Jetman123 on November 21, 2008, 11:58:34 am
Armok 1 had colors, descriptions and individual materials and functions for every single bodypart you had. It was awesome. It seems the same approach is going here.
Title: Re: The NEW Future of the Fortress
Post by: i are not good with compu on November 21, 2008, 12:05:01 pm
I'm hoping we'll be able to define phases of development (i.e. [Child] of creature has its own tokens, and at [Age] it becomes [Adolescent] and its tokens change).  Given the other changes, that should be sufficient to mod in a race of Gardevoirs biologically correct frogs, insects etc.
Title: Re: The NEW Future of the Fortress
Post by: Zaratustra on November 21, 2008, 12:12:04 pm
Hm, so iron men are solid iron all the way through? Are hollow body parts implemented?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 21, 2008, 12:12:27 pm
Armok 1 had colors, descriptions and individual materials and functions for every single bodypart you had. It was awesome. It seems the same approach is going here.

Whoa really? Interesting...it looks like that even Armok I. was a quite complex game! :o

The last devlog entry for the month and no one's talking about it.

Amazing...basically most of the daily devnotes are blowing me away. So many new and incredible stuff...hats off Toady!  8)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 21, 2008, 12:14:50 pm
Are hollow body parts implemented?

I was just wondering this too.  It would be cool to reanimate the empty molted exoskeletons of giant cave spiders.
Title: Re: The NEW Future of the Fortress
Post by: Haven on November 21, 2008, 12:24:09 pm
The Zombie Giant Cave Spider Molting is struck by the Breeze!
The Zombie Giant Cave Spider Molting slams into an obstacle and blows apart!
Title: Re: The NEW Future of the Fortress
Post by: Fieari on November 21, 2008, 12:33:37 pm
Of course, we'll also be able to implement Terry Pratchett's trolls, with rock flesh, gold brains, diamond teeth, and so on.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on November 21, 2008, 12:38:51 pm
Make the outer layer a solid material, and make the inner layer liqud. A living pinata.
Title: Re: The NEW Future of the Fortress
Post by: Greiger on November 21, 2008, 12:40:38 pm
I seem to recall making pants out of bunny brains in Armok 1.  Will we be able to do the same thing with the new version I hope?
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on November 21, 2008, 12:41:33 pm
This...is going to be so much fun to mod!!!
Title: Re: The NEW Future of the Fortress
Post by: Akroma on November 21, 2008, 12:54:17 pm
I wonder, does this ugrade include gender-differentiation ?

it would seem appropriate, if we have that level of detail and can mod in flesh golems made of eye-lashes, that dwarves have their respected lulus and lalas



oh god, I just said lulus and lalas....
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 21, 2008, 01:03:58 pm
Yeah, gender differentiation was already confirmed.  No official genitalia as yet, although it'll be trivially easy to mod them in, as complex as you want.  If you could link tissue sizes to emotional states as you can to attributes... well, down that road lies only despair, but it WOULD have legitimate uses, like pufferfish bloating themselves when frightened.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 21, 2008, 01:05:54 pm
Yeah, gender differentiation was already confirmed.  No official genitalia as yet, although it'll be trivially easy to mod them in, as complex as you want.  If you could link tissue sizes to emotional states as you can to attributes... well, down that road lies only despair, but it WOULD have legitimate uses, like pufferfish bloating themselves when frightened.

Technically this also could help officially mod in the Hulk
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 21, 2008, 01:17:49 pm
Yeah, gender differentiation was already confirmed.  No official genitalia as yet, although it'll be trivially easy to mod them in, as complex as you want.  If you could link tissue sizes to emotional states as you can to attributes... well, down that road lies only despair, but it WOULD have legitimate uses, like pufferfish bloating themselves when frightened.

Technically this also could help officially mod in the Hulk

Or an entire fortress of Bruce Banners - make tantrum spirals more fun!
Title: Re: The NEW Future of the Fortress
Post by: Earthquake Damage on November 21, 2008, 01:37:32 pm
Technically this also could help officially mod in the Hulk

Somebody throw it in the suggestion bin, pronto!
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 21, 2008, 01:41:59 pm

 Bruce Banner, Genetic engineer, is throwing a tantrum!
 The Guard has been struck down! x38
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on November 21, 2008, 02:06:42 pm
Size alteration could be fun in many cases, especially as a token ability. Go go mecha-dwarf battlemode.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 21, 2008, 02:13:05 pm
Size alteration could be fun in many cases, especially as a token ability. Go go mecha-dwarf battlemode.

The following is an actual ASCII art reward.

Code: [Select]
@-***=.T

The Pulson-9000 seared the sky trailing ion-energized purple lightning. The XZ-Trollmech Mk7 didn't stand a chance. Another contract, another payment. Rogar was the last dwarf of his village, and after many hardships had fallen into the tough life of a mercenary warrior. He had stolen his first fighting bot, but after three years he had enough money to build and repair his own. He spent his offtime tinkering, which soothed his still-dwarven heart.

For now though, he was in enemy territory. True, the contract was complete, but he had fought his way deep into the personal citadel of the vile cyber-modded troll Vanquidor in order to blow his Mk7 body to pieces, and now he had to laze through the bodyguards and sentry droids he hadn't already obliterated. The dwarf had very little ordinance remaining. Rogar put on his shades. Things were about to get hot, but he was cool as a sonic-fan. Time to fire it up! Yeah!
Title: Re: The NEW Future of the Fortress
Post by: Techhead on November 21, 2008, 02:36:23 pm
Can we give all the necessary tags for survival to a single body part?
Gelatinous cubes, which can only really be killed by fire.
Title: Re: The NEW Future of the Fortress
Post by: RedKing on November 21, 2008, 02:58:47 pm
It would be interesting if you tie specific tokens to bodyparts. For instance, [FLIER] to wings. Lose the wings, no more flying. Or [MILKABLE] to an udder (or whatever gland purring maggots have). Or [AMPHIBIOUS] to gills or similar.

Another thought (although probably difficult to implement) would be to implement age-based tokens. Particularly, I was thinking of the silk and leather tokens. I love the idea that while giant cave spider silk is generally pretty flammable, you could have the silk of a really, really ancient giant cave spider be as tough as steel, enabling you to weave a lovely magmaproof silk shirt. (Note: magmaproofing does not extend to wearer). Or using giant scorpion tails to build poisoned ballista bolts. Tie all this to the Animal Dissector skill, and you suddenly make a very rare and mostly useless job into the most popular dwarf in town.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on November 21, 2008, 03:02:05 pm
FLIER is already bound to wings. AMPHIBIOUS is bound to lungs, or whatever is the BREATHE part, but there's no specific tag to tell that a part makes the creature breathe water.
Title: Re: The NEW Future of the Fortress
Post by: Exasperation on November 21, 2008, 03:09:07 pm
We don't have to worry about Dwarf Lung Men taking over - their population is kept down by their natural enemies, the Tobacco Demons.
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on November 21, 2008, 04:05:16 pm
The latest dev note is beautiful!

Spore, eat your heart out! (and make a Spore-Heart-Man out of it for that matter).
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on November 21, 2008, 04:13:39 pm
Hm. You know, I hope Toady has overhauling itemcorpses somewhere in the plans for this as well. It seems to fit, at any rate. Hm, "bodypartcorpse" would solve the hydra issue - "[BPCORPSE:TYPE:HEAD:SKULL:NO_SUBTYPE:BONE:HYDRA]". And open a pathway for modders - "[BPCORPSE:TOKEN:RHAND:ITEM_WEAPON_SSWORD:NO_SUBTYPE:METAL:IRON]". :D
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 21, 2008, 04:33:18 pm
No official genitalia as yet, although it'll be trivially easy to mod them in, as complex as you want. 

Oh man...this is going to be hillarious, especially if genitalias will have a SIZE tag.  ;D
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 21, 2008, 04:33:35 pm
Hm. You know, I hope Toady has overhauling itemcorpses somewhere in the plans for this as well. It seems to fit, at any rate. Hm, "bodypartcorpse" would solve the hydra issue

What hydra issue? They have one head that has a skull that contains their brain, the rest of the heads just have nerve lumps to control that head and a cartilage (unusable for crafts) skull.

That's my explanation and I'm sticking to it. And modding it back in if I have to.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 21, 2008, 04:38:44 pm
Hm. You know, I hope Toady has overhauling itemcorpses somewhere in the plans for this as well. It seems to fit, at any rate. Hm, "bodypartcorpse" would solve the hydra issue - "[BPCORPSE:TYPE:HEAD:SKULL:NO_SUBTYPE:BONE:HYDRA]". And open a pathway for modders - "[BPCORPSE:TOKEN:RHAND:ITEM_WEAPON_SSWORD:NO_SUBTYPE:METAL:IRON]". :D

That's not really a solution though -- you'd have to add it to every single creature with a skull.  Considering that the skull is an actual body part now, perhaps the game can simply count the number of skulls instead.  Although that begs the question of why the body system currently ignores multiple heads to begin with.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on November 21, 2008, 04:44:06 pm
Because it counts just the presence of a [HEAD], not the number of parts with it. And yes, you'd have to add it to every creature with a head. Then again, this is what defaults are for, like [STANDARD_CORPSE]. The syntax is for definition of special cases. If you chop a minotaur's horn off, it must not disappear, it should be present as an item, a trophy!

What hydra issue? They have one head that has a skull that contains their brain, the rest of the heads just have nerve lumps to control that head and a cartilage (unusable for crafts) skull.

That's my explanation and I'm sticking to it. And modding it back in if I have to.
Ahem. And why does this main nerve center always happen to be the first and only head that the hydra ever gets chopped off? ;)
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 21, 2008, 04:45:29 pm
Because it counts just the presence of a [HEAD], not the number of parts with it. And yes, you'd have to add it to every creature with a head. Then again, this is what defaults are for, like [STANDARD_CORPSE]. The syntax is for definition of special cases. If you chop a minotaur's horn off, it must not disappear, it should be present as an item, a trophy!

Presumably, if horn is fixed, then chopping off _anything_'s horn(s) will leave it as an item, so that won't be a special case exactly.
Title: Re: The NEW Future of the Fortress
Post by: Kanil on November 21, 2008, 09:09:17 pm
Can we now make pig tail sock puppets?

Or will we just be limited to "pig tail man"?

Also, cat skin.
Title: Re: The NEW Future of the Fortress
Post by: MMad on November 21, 2008, 09:36:55 pm
Yeah, gender differentiation was already confirmed.  No official genitalia as yet, although it'll be trivially easy to mod them in, as complex as you want.  If you could link tissue sizes to emotional states as you can to attributes... well, down that road lies only despair, but it WOULD have legitimate uses, like pufferfish bloating themselves when frightened.

"Engraved here is an image of a dwarf and a *****. The dwarf is embracing the *****."
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 21, 2008, 09:42:57 pm
With you being able to TECHNICALLY apply gases and liquids as materials for the creature I wonder how long this puts us until we can have characters who are gases or liquids... Or at least until Blood is actually a seperate material.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 21, 2008, 09:44:56 pm
Yeah, gender differentiation was already confirmed.  No official genitalia as yet, although it'll be trivially easy to mod them in, as complex as you want.  If you could link tissue sizes to emotional states as you can to attributes... well, down that road lies only despair, but it WOULD have legitimate uses, like pufferfish bloating themselves when frightened.

"Engraved here is an image of a dwarf and a pair of  *******. The dwarf is embracing the *******."

 That should seem more dwarf-like. Although the first one would be more likely in engravings.
Title: Re: The NEW Future of the Fortress
Post by: Fourth Triad on November 21, 2008, 10:28:38 pm
Ah... Now that df has materials for body parts and tissue layers it will surpass Armok 1 in everyway... I've waited over 2 years for this to happen, but now
Toady's done what I never thought he would, now it truly deserves the title of Armok 2!
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on November 21, 2008, 10:53:25 pm
So who is planning to mod in sweet pod syrup men?
Title: Re: The NEW Future of the Fortress
Post by: Techhead on November 21, 2008, 11:05:10 pm
So who is planning to mod in sweet pod syrup men?
Everyone.
Everyone wants the candyman to come to town.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 21, 2008, 11:08:11 pm
So who is planning to mod in sweet pod syrup men?
Everyone.
Everyone wants the candyman to come to town.
If we had an idea of what the new RAW's looked like, I would post the code for a gingerbread man.
 Now if only we could make them weak to wate-

 Idea: Do water elementals die if they are frozen in a freezing biome, or become ice elementals...
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 21, 2008, 11:51:31 pm
And at other temperatures fog/steam elementals thought that wouldnt work even with the new Raws aslong there isnt an form of trigger or something that can incoorporate temperatur.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on November 21, 2008, 11:53:04 pm
So who is planning to mod in sweet pod syrup men?
Everyone.
Everyone wants the candyman to come to town.
If we had an idea of what the new RAW's looked like, I would post the code for a gingerbread man.
 Now if only we could make them weak to wate-

 Idea: Do water elementals die if they are frozen in a freezing biome, or become ice elementals...

Sounds like a good idea for a new animal tag... Weakness:SUBSTANCE... Although giving it no-swim should deal with it....
Title: Re: The NEW Future of the Fortress
Post by: StrayCat on November 22, 2008, 01:27:51 am
Quote
Basic Army Arc

That. Just that. It's driving me insane to try and pick one of those to be my favorite.

Better squad mechanics? Oh yes sir! Attack enemy sites? Oh lawd! Sieges coming from actual armies? Better sieges? Real-time wars that just might be on top of my location? Dear. GOD. It's made of so much win I might cry...
Title: Re: The NEW Future of the Fortress
Post by: Philosophical Gamer on November 22, 2008, 09:28:30 am
What about two creatures being able to combine and morph into a new super creature.  Like say some super badass goblin with 450 kills has finally attained enough power and alignment with his god, and the demon god melds with the goblin and now he's UberGoblin.

Sort of like in some games where after a certain level is reached you can upgrade a unit or character to a more powerful version of the character.  This could be integrated into the game, and so for instance a troll could become a boulder lobber with new skills, such as picking up the boulders on the map and throwing them like a catapult stone.

Or perhaps fire elementals could gain power if they move into the same square as booze, their power multiplies and they are now a lvl 8 fire elemental instead of a lvl 1 one.  Creatures could combine with certain items to gain power if they get near the item.

I don't know if it's been mentioned yet, but for instance water elementals could be more powerful when near a water source, or they could draw water from a lake and throw it like a bolt at another creature, but they wouldn't have this capability around dry ground.  They could even get weaker.

There's probably room for tons of new concepts with this new system.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 22, 2008, 09:50:28 am
What about two creatures being able to combine and morph into a new super creature.  Like say some super badass goblin with 450 kills has finally attained enough power and alignment with his god, and the demon god melds with the goblin and now he's UberGoblin.

That is a good idea actually, even if it's sound weird. Perhaps when we gonna have magic...something like this should be possible?
Either way, if this will be possible to do, crossbreeding will be a reality also. In fact crossbreeding should be available before magic even.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 22, 2008, 05:59:12 pm
And then we have to write another manual: "How to create proper chimeras".
Title: Re: The NEW Future of the Fortress
Post by: Zaratustra on November 22, 2008, 06:19:41 pm
Spells for removing body parts from one creature and placing them on another.
Title: Re: The NEW Future of the Fortress
Post by: Mikademus on November 22, 2008, 06:44:34 pm
With you being able to TECHNICALLY apply gases and liquids as materials for the creature I wonder how long this puts us until we can have characters who are gases or liquids... Or at least until Blood is actually a seperate material.

Given what the dwarves make their food from I think it is a very good thing that they do not have gases.
Title: Re: The NEW Future of the Fortress
Post by: Osmosis Jones on November 22, 2008, 09:39:34 pm
Ehh dwarven souffles;

This is a *hot air roast*. It's ingredients are minced hot air, finely minced hot air, exceptionally minced hot air and dwarven sugar.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on November 22, 2008, 10:04:38 pm
Ehh dwarven souffles;

This is a *hot air roast*. It's ingredients are minced hot air, finely minced hot air, exceptionally minced hot air and dwarven sugar.

Sorry, but this doesn't fit with the timescale of DF. Talk radio was only introduced within the past century or so.
Title: Re: The NEW Future of the Fortress
Post by: furrot on November 22, 2008, 10:09:13 pm
I wonder if at some point it would be possible to make items that effect what a creature is made out of. Certain mythological things pop into mind like the Midas touch turning everything to gold or the glare of Medusa turning adventurers to stone. I guess there would have to be a mechanic for keeping things alive after their composition has changed. I can see a lots of fun stuff coming into play with potions, like a stoneskin potion that actually gives you stone skin.

Of course there could be even more insanity if you added in some really strange items, like a cursed fruit that turned the person who ate it into rubber, or fire, or ice, or syrup. I can't imagine how tough a rubber dwarf would be.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 23, 2008, 09:10:21 am
I wonder if at some point it would be possible to make items that effect what a creature is made out of. Certain mythological things pop into mind like the Midas touch turning everything to gold or the glare of Medusa turning adventurers to stone. I guess there would have to be a mechanic for keeping things alive after their composition has changed.

This is somewhat related to my suggestion (http://www.bay12games.com/forum/index.php?topic=21728.0).  :)
Title: Re: The NEW Future of the Fortress
Post by: Toady One on November 23, 2008, 10:29:51 am
note: again, no proofreading!

Quote from: Neonivek
I wonder if that means someone who is very strong can actually increase their "Size" or if someone who is very strong only makes their muscles larger inside their body relative to everything else.
Quote from: G-Flex
However: If fatness is linked to energy storage, well... do dwarves have different metabolisms or natural fatness? If not, I'm wondering if we'll get issues where any well-fed fortress ends up full of fat dudes and no skinny guys whatsoever. It would be hilarious, yet problematic/unrealistic.

For both of these, it depends on how far I get with it this time around.  I'd hope to be able to handle both properly.

Quote from: i are not good with compu
So really, really huge creatures will have really, really, huge guts, which when ripped and teared, should hypothetically become blood baths of biblical proportions?
Quote from: Footkerchief
Haha.  The blood won't actually flow, but it would be pretty badass if the amount of blood splatter was linked to actual blood volume loss, i.e. you cut off a Titan's arm and all the nearby tiles get drenched in blood.

The current version already sort of does this (as those that are bleeding a lot leave larger puddles), but yeah, it's a pain to track too much info about blood on map tiles (though it might happen when I do the liquid type expansion that's sort of a prereq for having terrifying areas with rivers of blood and all that).  I'm probably going to do a bit this time with blood events that track more information about blood stains beyond the bits I've set aside now, but that'll depend on a few things (time, mostly).

Quote from: Aqizzar
This actually makes me worry slightly.  DF is ultimately a fantasy game, and there's a few creatures in the raws that don't strictly obey the laws of biology.  If fat stores energy and you make a big creature with no fat storage, will it pass out all the time from exhaustion?

Only if I handle it really poorly, or a modder neglects any relevant tags.  I'm sure there will be bugs though.  All kinds of bugs.

Quote from: Random832
Actually, he listed three jobs. That take place in three different workshops.

This implies (at least, without too much wishful thinking) that the reaction raws have been generalized to accept any workshop.

Nope -- the three workshops are some of those with the easiest jobs/interfaces currently.  Updating something like the crafts or forge shop would take more effort, and for those item crafting shops, there are also additional issues, such as their future form after some of the req/bloats come in.  It's a much larger project, and something I don't have time for for this release.

Quote from: Random832
Do these support racegloss or something like it? Is there any support for selective racegloss so it's not just picking just _any_ appropriate material but limit it somehow

Right now, for tissue materials, you pick a specific material either from the inorganic/plant raws, a material from a material template like "skin template" (which you can then modify with additional tags), or a material from a previous creature (or make a new material from scratch).  I haven't updated race-glosses yet, and I'm not sure if I will yet (it's in the countdown but isn't a top priority).  That was always sort of a strange hack to get an extra descriptor out in front of the creature (it was used originally for animated trees which aren't even used in the game anymore -- the elven druids used to cast spells on the forest outside the 2D cliff).

Quote from: Footkerchief
I can't wrap my mind around the idea of a game that models the color of your guts.

I actually went through images.google and the color entries on wikipedia to try to match things.  I'm not fully satisfied, but I think it'll do.  I think I whiffed on fat and just made it yellow, but I also made some other things mauve-taupe and ecru, so it all balances out.

Quote from: i are not good with compu
I'm hoping we'll be able to define phases of development (i.e. [Child] of creature has its own tokens, and at [Age] it becomes [Adolescent] and its tokens change).

Not yet -- I didn't want to deal with wound/inventory transfers yet for completely different bodies, but I'm hoping to get there in some future release.

Quote from: Zaratustra
Hm, so iron men are solid iron all the way through? Are hollow body parts implemented?

They are, yeah.  You could do hollow parts by adding an "air" material as the inner tissue layer, but it should probably be supported through more info on the layers (as with hair/skin).  Not sure I'll get there this time around.  This is going to make iron men much, much harder, but they aren't supposed to be easy, without some kind of trap or something to take care of them.  Adventurers don't yet have enough tools to handle them, most like (like ropes or the ability to make their own pitfalls or whatever), but this'll certainly give me more impetus to add such things.

Quote from: Footkerchief
It would be cool to reanimate the empty molted exoskeletons of giant cave spiders.

Zombies are actually an interesting problem that's part of the wound countdown...  instead of just lowering their bodypart hitpoints to simulate rot, it'll have to go ahead and do the rot explicitly.

Quote from: Greiger
I seem to recall making pants out of bunny brains in Armok 1.  Will we be able to do the same thing with the new version I hope?

I stopped right in the middle of this so I don't have the specific tags for you yet, but the brains would probably need to be given some kind of skin tag so that the tanner knows they can be made into leather that can then be made into pants.  That would make the bunny kind of nasty.  In later versions, it's the sort of thing you might ask an adventurer to do, in which case it might outright refuse to follow the order or have your adventurer just play with the brains for a bit or have the adventurer make a crude pants figurine or have the adventurer wipe them all over his or her legs, at my discretion, really...

Quote from: Akroma
I wonder, does this ugrade include gender-differentiation ?

There are different entries for the genders.  I have not added any body changes.  I'm sure that won't stop other people.  I haven't yet decided where if anywhere I'm going to go with that, but chopping off the little warrior and having it flop against a wall or something is probably too distracting to my nation for me to include in the vanilla game, although the lines of the other potty-oriented stuff.  I don't have any personal objections, but it's not at the top of my list either.

Quote from: Techhead
Can we give all the necessary tags for survival to a single body part?

What stops you from doing this currently?  I never tried it.  They'd be like the Armok 1 fleshballs I guess, although Armok 1 fleshballs selected their blood color from a list I think, as skin colors varied among other creatures.  We're almost there.

Quote from: Kanil
Can we now make pig tail sock puppets?

Or will we just be limited to "pig tail man"?

I haven't changed how toys currently work.  You could make a monster, but nobody could arm its bottom.  Do you mean sock puppets as a toy or as something terrifying that attacks you?  No, there was no scarring childhood memory...

Quote from: Neonivek
With you being able to TECHNICALLY apply gases and liquids as materials for the creature I wonder how long this puts us until we can have characters who are gases or liquids... Or at least until Blood is actually a seperate material.

Blood is a separate material now, but we'll have to wait for wounds to see how far I get with temperature effects for weird outer layers and "pin~ata" effects, like using a gaseous inner tissue layer or gaseous blood materials.  The quick approach is to ignore it.  I'm not sure what I'll feel like at the time.

--

The more complicated ideas for messing with creature materials and morphing them and doing all of whatever is of course further away than the next release, but part of the idea here was to set up the groundwork for that sort of thing so special effects can be put in without adding any glossy variables on top of the creatures (that then need to be handled with every other mechanic as special cases).  I'm pretty happy with how things are going right now, as opposed to Armok 1, where I went with a strict bottom-up approach and never really wrote a game part for it.  There are still a few ways (in particular, item components) where Armok 1, while crude, is far more general than DF, but I'll address those over time as well.  Not for this release though!
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 23, 2008, 11:36:28 am
Thanks once again toady for your honestly and quick responce.

Even though you do this quite often it still throws me off.
Title: Re: The NEW Future of the Fortress
Post by: JamesP on November 23, 2008, 11:37:12 am
So who is planning to mod in sweet pod syrup men?
Everyone.
Everyone wants the candyman to come to town.
Better idea: Dwarves skin made of glass, organs made of beer.

Sounds very Dwarven to me.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on November 23, 2008, 11:43:32 am
I so want to mod in a pinata monster.  :D
Title: Re: The NEW Future of the Fortress
Post by: LASD on November 23, 2008, 03:18:26 pm
Quote from: i are not good with compu
So really, really huge creatures will have really, really, huge guts, which when ripped and teared, should hypothetically become blood baths of biblical proportions?
Quote from: Footkerchief
Haha.  The blood won't actually flow, but it would be pretty badass if the amount of blood splatter was linked to actual blood volume loss, i.e. you cut off a Titan's arm and all the nearby tiles get drenched in blood.

The current version already sort of does this (as those that are bleeding a lot leave larger puddles), but yeah, it's a pain to track too much info about blood on map tiles (though it might happen when I do the liquid type expansion that's sort of a prereq for having terrifying areas with rivers of blood and all that).  I'm probably going to do a bit this time with blood events that track more information about blood stains beyond the bits I've set aside now, but that'll depend on a few things (time, mostly).

This made me think of an arena that is supplied with combatants so quickly that it fills with their blood and results in everyone there drowning.

Although that kind of blood flow might be a tad unrealistic.

Just drowning in a river of blood is also quite disgusting.
Title: Re: The NEW Future of the Fortress
Post by: Jetman123 on November 23, 2008, 03:34:52 pm
What about evil regions that have rivers of blood?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 23, 2008, 03:51:41 pm
This made me think of an arena that is supplied with combatants so quickly that it fills with their blood and results in everyone there drowning.

Although that kind of blood flow might be a tad unrealistic.

Just drowning in a river of blood is also quite disgusting.

Unrealistic or not, it sounds like a good plot for an Uwe Boll movie.  ;D


What about evil regions that have rivers of blood?

That would be a bit "too much".  ;)
Title: Re: The NEW Future of the Fortress
Post by: Mike Mayday on November 23, 2008, 04:05:42 pm
Quote from: Tormy
Quote from: Jetman123
What about evil regions that have rivers of blood?
That would be a bit "too much".  ;)

Quote from: Toady
it might happen when I do the liquid type expansion that's sort of a prereq for having terrifying areas with rivers of blood and all that

Ha! ;)
Title: Re: The NEW Future of the Fortress
Post by: Topace3k on November 23, 2008, 04:30:56 pm
Looking forward to using the new nearly invincible ironmen as the ultimate arena monsters.

I'll need to find a map with them and trap 'em early on.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 23, 2008, 05:00:33 pm
Goodness the new Bronze Collosus will be HORRIFYING!!!
Title: Re: The NEW Future of the Fortress
Post by: i are not good with compu on November 23, 2008, 05:07:07 pm
Rivers of blood would be great - waterfalls of blood would go great, for example, with a goblin fort.  And Blood Carp - just imagine.

Looking forward to using the new nearly invincible ironmen as the ultimate arena monsters.

I'll need to find a map with them and trap 'em early on.

Should make Bronze Colossi interesting (to say the least) as well. 

Also, looks like I got beaten to the Bronze Colossi statement, darn.
Title: Re: The NEW Future of the Fortress
Post by: Dae on November 23, 2008, 05:27:13 pm
The question is, will this change anything during worldgen ? It's no use for collossi to be invincible if they die before.
God, it sounds deeply stupid.
Anyway you got it.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on November 23, 2008, 05:28:02 pm
Dragon vrs Bronze Colossus.  Who will die first, the torn dragon or the melting Colossus.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 23, 2008, 05:33:39 pm
Dragon vrs Bronze Colossus.  Who will die first, the torn dragon or the melting Colossus.

I have a strong feeling world generation STILL won't demonstrate the Bronze collosus' true strengths. Thus the Dragon Wins

Anyother time? The Bronze Collosus

It will be even weirder to see Adventurers take down the Bronze Collosus now since they should be almost effectively immortal fighting against inexperienced nobodies and still losing.
Title: Re: The NEW Future of the Fortress
Post by: Cavalcadeofcats on November 23, 2008, 05:35:54 pm
I wonder if they'll still do the odd quick-regeneration thing? (Colossi.)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 23, 2008, 05:36:48 pm
I wonder if they'll still do the odd quick-regeneration thing? (Colossi.)

Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 23, 2008, 06:26:21 pm
Quote from: Tormy
Quote from: Jetman123
What about evil regions that have rivers of blood?
That would be a bit "too much".  ;)

Quote from: Toady
it might happen when I do the liquid type expansion that's sort of a prereq for having terrifying areas with rivers of blood and all that

Ha! ;)

Ok I shut up.  ;D :-X

----

The question is, will this change anything during worldgen ? It's no use for collossi to be invincible if they die before.
God, it sounds deeply stupid.
Anyway you got it.

Here is Toady's answer to this question:
Edit: Just thought of a question. Are any of these changes going to have an effect on the world gen combat? Perhaps even let megabeasts not suck during world gen?

Eventually, but the Combat Arc is more likely for that.

Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 23, 2008, 07:04:16 pm
Alright this took so long that I kinda got lazy... (I do everything in one go or not at all...). I also didn't have a ruler... >.> or patience

This is in response to something someone mentioned earlier

Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Sunday on November 23, 2008, 11:02:04 pm
What the heck indeed.




Also. . .wow.  If I had a way of giving you real candy, I would do so.  As it is we must make do with imaginary candy.  Have some imaginary candy.

ps - my 'what the heck' (unlike yours) doesn't have to do with it taking two hours to draw, but rather is a response to its general awesomeness.  Just so that doesn't get misconstrued.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 23, 2008, 11:05:35 pm
Perhaps Toady could include an "Edible" tag for materials that allows the material to be eaten on the spot so when you kill the Pinata monster his Candy blood can be eaten

Also Yay :D
Title: Re: The NEW Future of the Fortress
Post by: ivegotgoodabs on November 23, 2008, 11:16:23 pm
there'd better be colloids. I want jelly monsters and foam hair and aerosol monsters
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 23, 2008, 11:24:58 pm
there'd better be colloids. I want jelly monsters and foam hair and aerosol monsters

Are you trying to assemble a team of hair care products?
Title: Re: The NEW Future of the Fortress
Post by: Skid on November 24, 2008, 12:39:47 am
If beards get added, you'll need them.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on November 24, 2008, 02:45:15 am
Is world generation going to be modified to incorperate the new material and wound system?

For instance, the new scarring system will take the whole "Giant tried to molest a town 200 years ago and got his nose chopped off" thing to many more degrees of precision, while the new material system will totally revise the way fights are going to have to be simulated.
Title: Re: The NEW Future of the Fortress
Post by: Sukasa on November 24, 2008, 10:57:52 am
I would think it probably would, and I'm looking forward to it.

Also argh, only just fixed my damn DNS issues -_-
Title: Re: The NEW Future of the Fortress
Post by: Akroma on November 24, 2008, 04:14:21 pm
I wonder what this will mean for dwarven food-problems

if any organ will be extracted while butchering, and every organ is cookable, it would finaly be possible to run your dwarves not only on a suitable amount of meat, it would also mean very variable cost, so they never get bored of it.


on the downside:

butcher workshop gets cluttered
food-stockpiles will need even more space than before
miasma plague because not all organs can be cooked in time

not very realistic: entire fortress would be able to survive from just 3-4 kittens a year, as long as every organ provides a complete meal
Title: Re: The NEW Future of the Fortress
Post by: Mad Larks on November 24, 2008, 04:59:12 pm
not very realistic: entire fortress would be able to survive from just 3-4 kittens a year, as long as every organ provides a complete meal

I do love me some cat brains and liver...
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 24, 2008, 07:01:16 pm
Idea.

Creature with an outer layer of hard, temperature resistant material.  Middle layer tissue with a low static temperature.  Inner layer of alcoholic liquid with a low boiling point.

Living bombs.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on November 24, 2008, 10:00:54 pm
wow, that's a great idea.  I think we should call them cats.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on November 24, 2008, 10:28:35 pm
Well there are quite a few issues to solve or complicate food if you can eat entire aspects of a creature

1) Dual Purpose materials: Do you want to EAT the chicken skin or craft with it?
2) Rotting
3) SIZE!: Goodness what is with this cat feeding the whole fortress? Small Livers should mean small meals
-Size should make cooking more important as a method to string together small foods that would barely feed a single dwarf and turn them into large filling dishes. Sausages!
4) Inedible parts: A Polarbear's liver is so Vitamin A drenched that it is downright poisonous
5) Use for Butchery Skill?: Perhaps the level of butchery should determine how much meat you get from an animal
6) Animals eat: Yes this helps too!
7) Cooking is less efficiant: Cooking often seems to multiply your in stock food... Is that how it works in real life?
8) Eating when not hungry: Dwarves should be able to eat even when they are not hungry such as during parties or because they are simply have a love of food.
9) Travel on their stomach: Needing large supplies of food to move dwarves across the map is a great way to go around it
10) Sustain Yar Settlements: New settlements to survive, whome have not had the time to make sufficiant farms, could require sizable food donations.
11) Blight, drought, and other food absorbers: Sometimes you simply cannot find food
12) Disease: Specifically that the food harms those who eat it... Diseases that cause food to deplete goes with the above

Some things I think shouldn't be an issue is however
1) extinction: Except in places with very sensative ecosystems... a small fortress shouldn't manage to extinct the forest... Even then why shouldn't we be able to send hunters outside the boarders of our fortress? I mean Civilisation sites do as it is anyhow. This especially applies to Fishing...
2) No suitable farming anymore: There should be options for dwarves who unfortunately cause their soil to become toxic... Even if that means sending people outside of the available area to find rich soil

These arn't suggestions (except the last two things) just possibilities for ways that food doesn't become overabundant even with the new organs as food.

Actually I was looking over the raws and apperantly there is an option for a tamed animal to be eaten as it is... Though I think it currently only applies to Vermin I think technically in the future it could apply to other animals... Giant Chocolate bunnies is becoming a real possibility.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on November 25, 2008, 06:48:03 am
I'm thinking that dwarves probably won't eat most organs uncooked unless they are starving, or insane. Organs could be ground into sausage, fed to carnivore pets like dogs and cats, or converted into strange and wonderful products at the alchemist's workshop.

Maybe civilizations can also have taboos against eating certain organs. (Defined as entity ethics?)
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on November 25, 2008, 09:57:23 am
[ETHIC:EAT_SAPIENT_HEART_KILL:ACCEPTABLE]

For all your berserker tribe needs, the hearts of your enemies!

Hmm.  With edible organs, would an adventurer with blood drain gain nutrition from a successful bite attack?  How does blood drain work for the drainer in the current version, anyway?

Edit: Also, if blood was edible (I think it actually is now, not sure.  Either it or vomit is.  One's potable, one's edible, probably.  Ick.), and an entity was defined as okay drinking it, that entity's forts could survive at blood rivers.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on November 25, 2008, 10:08:32 am
Edit: Also, if blood was edible (I think it actually is now, not sure.  Either it or vomit is.  One's potable, one's edible, probably.  Ick.), and an entity was defined as okay drinking it, that entity's forts could survive at blood rivers.

You can drink blood / eat vomit, but only if dehydrated/starving.
Title: Re: The NEW Future of the Fortress
Post by: Sunday on November 25, 2008, 11:22:42 am
Blood can be edible.  I've eaten it before (both duck and pig blood) - it was in partially coagulated cubes, kind of like jello.  It's actually really good, but I'm guessing it needs preparation.

There's also blood sausage.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 25, 2008, 11:24:52 am
Blood can be edible.  I've eaten it before (both duck and pig blood) - it was in partially coagulated cubes, kind of like jello.  It's actually really good, but I'm guessing it needs preparation.

There's also blood sausage.

Eeewwww.. :o
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 25, 2008, 11:25:12 am
Blood can be edible.  I've eaten it before (both duck and pig blood) - it was in partially coagulated cubes, kind of like jello.  It's actually really good, but I'm guessing it needs preparation.

There's also blood sausage.
Don't forget a really nice rice covering is chicken blood + other spices.

 But be warned: Blood often gives food a taste that can only be called iron-tasting. And by often I mean every time.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on November 25, 2008, 11:26:36 am
Not that you should be able to drink blood and have it relieve thirst.  The saltiness of blood makes you even more thirsty afterward.  One might say that plasma is like 9/10 water or something, and blood is a little more than half plasma, meaning you get 9 parts water for about 20 parts blood.  But, keep in mind that seawater is like 96% water, and that's not good enough.  Urine would actually be a much better source of hydration than blood for quite a few iterations through your system before the urea and other wastes got too concentrated.

Dried or partially dried blood could be a reasonable food, as people describe above.

Vomit, however, is really just bile, a little acid, and partially-digested food.  No reason why you shouldn't be able to re-consume it.

The ethics for civs eating organs shouldn't be specified, but should be part of the randomness in world-gen.  This tribe of elves believes that a person's soul is passed through their kidneys.  And, it would be too cruel to allow the soul to wander aimlessly outside of a body, so it's important to eat the kidneys of all creatures, so as to not commit the crime of abandoning them in death.

It seems like this would be a good time to make it so that the different levels of prepared meals take, rather than three different items, some amount of SIZE of food.  Each simple meal would be say 1/100 the SIZE of a dwarf (since toady said that the scale is about a factor of a thousand now, that would be 6*1000/100 = 60 size units.  Perhaps the next one would be 1/80 the SIZE of a dwarf, or 75 size units, and the lavish meal would be 90 units.  That's per food item.  This way, the very small creatures (like kittens), would be a reasonable snack, but not a good feast.  One kitten would certainly not feed three dwarves for months.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 25, 2008, 11:28:25 am
Blood can be edible.  I've eaten it before (both duck and pig blood) - it was in partially coagulated cubes, kind of like jello.  It's actually really good, but I'm guessing it needs preparation.

There's also blood sausage.
Don't forget a really nice rice covering is chicken blood + other spices.

 But be warned: Blood often gives food a taste that can only be called iron-tasting. And by often I mean every time.

You blood eater people must be sick. Seriously. I know what you mean on iron-tasting, I've also licked my cutted finger in the past. It tasted horrible.  :-X
Title: Re: The NEW Future of the Fortress
Post by: Mikademus on November 25, 2008, 11:44:01 am
Many countries have blood-based foodstuff. Blood sausages have already been mentioned; England and Sweden has Black Pudding; Denmark and Sweden has Black Soup made from goose blood and wine; the Masai people in Africa let blood from their cattle and drink it mixed with milk ("blood tea"), etc etc.

Blood is very nutritious, and not really dehydrating. However, human metabolism cannot process it "raw" (drink more than a few tablespoons and you'll vomit), but somewhat cooked it is an excellent nutrient.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 25, 2008, 11:47:31 am

 Idea:
 Creature with a weak metal outer shell. Perhaps made of Bauxite?
 Innards of magma.

 Any and all bloodstains would result in burnanation. Awesome!
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on November 25, 2008, 12:04:58 pm
We have "blood candy" here, called "Hematogen". :) It tastes nice for something made of blood.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on November 25, 2008, 12:13:34 pm
Some cultures even have boozes brewed from blood. But let us be realistic i dont think toady is implementing this soon if he wants implement it (i mean only the bloodcooking). 
Title: Re: The NEW Future of the Fortress
Post by: Kennel on November 25, 2008, 03:54:27 pm
There's also blood sausage.

Eeewwww.. :o

Hehe, it actually looks even worse than it sounds:
http://i34.tinypic.com/2qdd5wo.jpg (http://i34.tinypic.com/2qdd5wo.jpg)

..but tastes quite good with lingonberry (red stuff in picture).
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 25, 2008, 03:59:41 pm
I've never had any kind of blood sausage but I'd definitely try it.  Considering the nature of all sausage, it can't be that bad.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 25, 2008, 04:10:53 pm
There's also blood sausage.

Eeewwww.. :o

Hehe, it actually looks even worse than it sounds:
http://i34.tinypic.com/2qdd5wo.jpg (http://i34.tinypic.com/2qdd5wo.jpg)

..but tastes quite good with lingonberry (red stuff in picture).


Uh...that looks disgusting indeed.  :-X I guess I won't change from fried chicken.  ;D
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 25, 2008, 04:11:44 pm
There's also blood sausage.

Eeewwww.. :o

Hehe, it actually looks even worse than it sounds:
http://i34.tinypic.com/2qdd5wo.jpg (http://i34.tinypic.com/2qdd5wo.jpg)

..but tastes quite good with lingonberry (red stuff in picture).

Even with a hard-wired nausea effect from blood, I have to try this.  It sounds quite tasty.
Title: Re: The NEW Future of the Fortress
Post by: umiman on November 25, 2008, 04:21:42 pm
Blood sausage is nice! So is black pudding.

My grandmother used to make it out of chicken blood. I didn't know it was blood back then... thought it was berries or something.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on November 25, 2008, 04:41:36 pm
Berries that taste like bologna and copper?
Title: Re: The NEW Future of the Fortress
Post by: Koji on November 25, 2008, 05:22:56 pm
Berries that taste like bologna and copper?

Who else is going to mod in berries filled with blood? I can't be the only one.

RE: Iron Men and Collossi--Shouldn't the joints of the iron man be somewhat weaker than the rest? Or is this a solid statue that is somehow bending to move around?

As for Collossi, no statue that big has ever been solid through and through. The statue of Liberty and the Colossus of Rhodes were both a metal skin with metal framework (and stone feet, in the case of the Colossus). Obviously that doesn't mean you COULDN'T build a solid bronze statue a hundred feet tall, I'm just curious as to how they're going to work.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on November 25, 2008, 05:29:41 pm
Yeah, back on the topic of edible organs -- I imagine there'll be butchering-related tags for tissues -- this tissue returns meat, this one returns fat, etc.  Or maybe butchering will have a hardcoded link to to the predefined tissue types or something.
Title: Re: The NEW Future of the Fortress
Post by: Jiri Petru on November 25, 2008, 08:19:07 pm
I give you the less disgusting blood sausage:

Spoiler (click to show/hide)

Made of pork blood, less quality meat and groats. Tastes delicious.  ;)
Title: Re: The NEW Future of the Fortress
Post by: Tormy on November 25, 2008, 08:22:17 pm
I give you the less disgusting blood sausage:

Spoiler (click to show/hide)

Made of pork blood, less quality meat and groats. Tastes delicious.  ;)

Hehe, yeah we have this here, in Hungary also. It's called "véres hurka".  :D
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on November 25, 2008, 08:29:52 pm

 Another possibility:
 Dwarven Haggis. Made from Sheep liver, heart and lungs inside sheep intestine.

 
Title: Re: The NEW Future of the Fortress
Post by: umiman on November 25, 2008, 08:49:07 pm
What kind of dwarf uses sheep?

It would be carp liver, heart and lungs inside carp intestine inside giant cave spider liver, heart and lungs inside giant cave spider intestine inside kitten liver, heart and lungs inside kitten intestine.
Title: Re: The NEW Future of the Fortress
Post by: numerobis on November 26, 2008, 12:31:11 pm
What kind of dwarf uses sheep?

It would be carp liver, heart and lungs inside carp intestine inside giant cave spider liver, heart and lungs inside giant cave spider intestine inside kitten liver, heart and lungs inside kitten intestine.
A carspidten?  But that's only on feast days.
Title: Re: The NEW Future of the Fortress
Post by: Baneslave on November 26, 2008, 12:32:44 pm
]A carspidten?  But that's only on feast days.

Yeah, the day you kill and butcher a carp, you must have a feast.  A feast for / with a most worthy enemy!
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on November 26, 2008, 12:35:40 pm
Deliciousness is a relitive term; Just as much as Blood sausage is palatable to some, there are those that enjoy the Durian Fruit- that is, a specific plant product that smells worse than any other edible thing, and most non-edible things. One must eat it from the day you are born, otherwise you will never appreciate it's delicious flavour. There are some very brave Western eaters, who do not quail before the Eel & Dog Eye-ce cream special or the goat hoof pancake, who cannot eat a durian. Even more facinating than that, though, is that some people enjoy McDonalds food.

On to other topics, a conversation I had with Tahin:
Me: "What is the dwarven word for Computer?"
Tahin: "I don't know... 'Big pointless thing we throw nobles in to kill them or which malfunctions and destroys the fortress?'"
Me: "That's the dwarven word for everything!"
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on November 27, 2008, 03:54:44 am
Goat hoof pancake?  I mean, I can kinda see the procedure (Please tell me it involves boiling the hoof down to gelatin), and the purpose is obvious, but still, that's a very odd food there.

Probably the oddest thing I've eaten is Eskimo ice cream.  Which can theoretically be made in Dwarf Fortress.

This is a stack of 12 well-crafted whale tallow stew.  The ingredients are well-minced whale tallow, minced wild strawberries, and minced prickle berries.

For your information, it was enjoyable.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 01, 2008, 10:51:51 am
Wow 1300 DOOLAROOS!!! That is low but I wonder what the lowest ever was.

Well we probably should rename the Future of the Fortress to "Uhhh maybe of the fortress" :D

Just joking of course, no use jumping off the wagon just because there is a stone in the road.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 01, 2008, 11:01:09 am
That reminds me, I'm going to donate again this month. Toady needs a good December!
Title: Re: The NEW Future of the Fortress
Post by: Danaru on December 01, 2008, 12:48:33 pm
What kind of dwarf uses sheep?

It would be carp liver, heart and lungs inside carp intestine inside giant cave spider liver, heart and lungs inside giant cave spider intestine inside kitten liver, heart and lungs inside kitten intestine.

Menacing with spikes of Kitten Liver
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 01, 2008, 12:52:43 pm
That reminds me, I'm going to donate again this month. Toady needs a good December!

Yeah I am also going to donate in this month.  8)
Title: Re: The NEW Future of the Fortress
Post by: Koji on December 02, 2008, 04:33:05 pm
Hey, do the new plant raws and reactions mean we can finally get/mod vegetable oil?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 02, 2008, 04:33:52 pm
Hey, do the new plant raws and reactions mean we can finally get/mod vegetable oil?

I think you can do that already via a plant extract?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 02, 2008, 04:41:13 pm
So we are from what Id guess 10 days away until the Raw list starts seriously moving!
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 02, 2008, 05:14:37 pm
So we are from what Id guess 10 days away until the Raw list starts seriously moving!

Going on this assumption, and also assuming that progress after the slow patch will mirror progress before the slow patch, my release prediction is April 3rd.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 02, 2008, 05:31:26 pm
Going on this assumption, and also assuming that progress after the slow patch will mirror progress before the slow patch, my release prediction is April 3rd.

Maybe we should start some kind of betting pool?  With most going to Toady obviously.

Also, any clue why the devlog hasn't updated?
Title: Re: The NEW Future of the Fortress
Post by: Mr.Person on December 02, 2008, 05:47:22 pm
Going on this assumption, and also assuming that progress after the slow patch will mirror progress before the slow patch, my release prediction is April 3rd.
Toady would do those three days of work in March and then take the extra days off of April, I think.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 02, 2008, 05:50:16 pm
Also, any clue why the devlog hasn't updated?

Because you touch F5 rather than Ctrl+F5 at night.

The Bay 12 server seems to lie about its date-modified stamps for some reason.

Toady would do those three days of work in March and then take the extra days off of April, I think.

You're probably right.  I revise my prediction to March 25.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 02, 2008, 06:39:57 pm
This is the first Major release I've seen since I been here (even larger then wars between nations) so I am somewhat excited but I can wait.

I am thinking of starting a non-comedy Dwarf Fortress comic that sucks until then... Ill start it after the 10th
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 02, 2008, 07:11:04 pm
Also, any clue why the devlog hasn't updated?

Because you touch F5 rather than Ctrl+F5 at night.

The Bay 12 server seems to lie about its date-modified stamps for some reason.

Weird, that's never happened before.  Thanks for the tip.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 02, 2008, 07:15:35 pm
When Toady began the work on the Army Arc, I thought that we gonna have a release by february at latest...but now that the development has been slowed down...well I guess that maybe in march we can start playing with this upcoming awesome version. [..but I am not sure about march either. If there will be complicated dev items, like the ones what Toady is working on right now, the date might be April++]
The next version is still soooo far away.  :-[
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 02, 2008, 07:21:42 pm
Yeah, but on the other hand the next release will include things like tissue layers, which I really hadn't thought of when Toady was talking about wound handling.

I think it'll be worth the wait.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 02, 2008, 07:35:55 pm
I think it'll be worth the wait.

Definitely...I wasn't so excited about new DF versions ever, like this time. Just take a look at dev next. This version is gonna be epic.  8)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 02, 2008, 07:54:36 pm
I feel guilty but probably the most hillarious thing that will happen once the new version is release is going to be the long moans of the modding community :D
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 02, 2008, 09:59:27 pm
I am going to write an little "random" Programm that creates, Creatures, Civs materials and extracts just for fun. 
Title: Re: The NEW Future of the Fortress
Post by: JoRo on December 03, 2008, 01:45:44 am
With all the new possibilities, I'm going to have to take up modding myself.  So many crazy ideas to try out.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 03, 2008, 01:47:53 am
I am going to write an little "random" Programm that creates, Creatures, Civs materials and extracts just for fun. 

FINALLY!!! Why hasn't anyone made this yet?

Ohh wait... you said "Random" program... as in the program is random
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 03, 2008, 10:56:22 am
Well not so "Random". Setting some rules must be in so the game dont crashes everytime. As soon as toady hands out the new raws, i can look into it a bit further into the issue.

Why i dint made an programm yet? Well the possibilities for creaturegeneration werent detailed enought for my taste. The genned creatures would have been to similar.

(edit:) BTW: I have saved up some money for my Chrismas donation. Can i send them per mail or would it be better if i change the money into dollars before.

Toady you have more then my respect for DF. Its one of the best games i have seen in the last years.
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on December 03, 2008, 02:51:54 pm
So now my eyebrows can fly off in a bloody arc? Awesome!
Title: Re: The NEW Future of the Fortress
Post by: ACE91 on December 03, 2008, 03:28:09 pm
Wait... EYEBROWS? I'm simultaneously frightened and in awe at the amount of detail that Toady's putting into the new body data. Modding is going to take forever... but I suppose it'll be worth it for moments like Urist McCharred getting angry about having his left eyebrow burned off by a fire imp.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 03, 2008, 03:31:07 pm
Yeah. I'm both looking forward to and dreading the next release. So much potential, but so much work I'll have to do to get my mod working again.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 03, 2008, 03:37:47 pm
I cant wait for the "Huh. Whats that for an creatrure? ...... tastes like chicken!" Moments. Ah and transporting scalps and not entire heads as trophys.
Title: Re: The NEW Future of the Fortress
Post by: Lord Licorice on December 03, 2008, 03:41:56 pm
So now my eyebrows can fly off in a bloody arc? Awesome!

I'm totally going to start collecting the eyebrows of my fallen enemies in Adventure Mode.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 03, 2008, 03:45:18 pm
You bite the Elf in the blond left eyebrow!
It is mangled!
You latch on firmly!
You shake the Elf around by the blond left eyebrow!
The Elf loses hold of the *feather tree eyebrow stud*.
The blond left eyebrow is ripped away and remains in your grip!
The Elf gives in to pain.
...
No.  That's disgusting.
...
You eat the Covema Aterafidale's blond left eyebrow.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 03, 2008, 03:47:24 pm
Grrhm... but can you imagine WHAT demands will the nobles now be making? "I want a sock of Giant Eagle Left Wing Leather"...
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 03, 2008, 07:49:59 pm
Grrhm... but can you imagine WHAT demands will the nobles now be making? "I want a sock of Giant Eagle Left Wing Leather"...

I am not worried about that. Thankfully we can rely on the "flood the room!" method to fulfill mandates like those.  ;D
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 03, 2008, 08:47:00 pm
I can not wait for the new creature raws.  Serious building-stuff power.  Who else wants to make creatures with all their organs hanging on the outside?  Time to resurrect one of my favorite quotes-
As soon as you realize where the tags are and what they do it's a short, bloody trip from Dwarf Fortress: Slaves to Armok to Dwarf Scientist: That which Armok did not intend

Also, the devlog suggests that different states of the same creature type will now use different symbols.  I sense confusion coming.
Title: Re: The NEW Future of the Fortress
Post by: roguester on December 03, 2008, 09:02:40 pm


FINALLY!!! Why hasn't anyone made this yet?

I started doing so, but put it on hold because it was all going to be changed.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 03, 2008, 09:53:31 pm
Also, the devlog suggests that different states of the same creature type will now use different symbols.  I sense confusion coming.

This was mainly for the Antman...  Queen type stuff, where I might use a capital A or something.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 03, 2008, 09:54:30 pm
Also, the devlog suggests that different states of the same creature type will now use different symbols.  I sense confusion coming.

This was mainly for the Antman...  Queen type stuff, where I might use a capital A or something.

That was the exact clarification I was hoping to here.

Ant Fortress Is Go.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 03, 2008, 09:55:06 pm
I wonder how many different castes will be permitted for a single race...
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 03, 2008, 10:00:42 pm
I wonder how many different castes will be permitted for a single race...

As many as you want, within reason.  They are allocated as it loads them in from the raws.  You'll probably experience weird slowdowns or memory problems if you add thousands of them, but I don't think you'll blow out any variables until you get around 32000, unless the raw loader can't handle files that are long.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 03, 2008, 10:06:46 pm
So as I understand it we could make Hobbits, with hair growing from their feet?
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 03, 2008, 10:38:41 pm
Um, with polymorphism and castes, you'd be able to make your hobbits into distinct subraces which all have slightly different proportions but are still capable of interbreeding due to being of the same species, I think.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 03, 2008, 10:50:06 pm
Neat this way i can finaly make an querx, that is an Subrace of dwarf from german folklore. they are an bit smaller then dwarfes and have blue skin - they arent related to the smurfs.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 04, 2008, 02:10:54 am
Also, the devlog suggests that different states of the same creature type will now use different symbols.  I sense confusion coming.

This was mainly for the Antman...  Queen type stuff, where I might use a capital A or something.

Are the antmen going to be a major focus of the underground revisions?  Like crazy twisting burrows and stuff?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 04, 2008, 05:17:24 am
I wonder how inter-caste breeding will work.
Title: Re: The NEW Future of the Fortress
Post by: WorkerDrone on December 04, 2008, 05:53:23 am
I wonder how inter-caste breeding will work.

0_o *Twitch*
Title: Re: The NEW Future of the Fortress
Post by: Zaratustra on December 04, 2008, 06:29:08 am
Also, the devlog suggests that different states of the same creature type will now use different symbols.  I sense confusion coming.

Worse than when you didn't know whether the incoming gray 'E' was an elf or an elephant?
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 04, 2008, 07:02:06 am
Also, the devlog suggests that different states of the same creature type will now use different symbols.  I sense confusion coming.

This was mainly for the Antman...  Queen type stuff, where I might use a capital A or something.


I sense a new type of HFS right there
no use denying it
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 04, 2008, 07:02:26 am
Elfephant. Giant stomping cannibalous machine of death.

But yeah, it might create confusion. All the more incentive to expand the tilesets.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 04, 2008, 10:27:13 am
I wonder how many different castes will be permitted for a single race...

As many as you want, within reason.  They are allocated as it loads them in from the raws.  You'll probably experience weird slowdowns or memory problems if you add thousands of them, but I don't think you'll blow out any variables until you get around 32000, unless the raw loader can't handle files that are long.

Whoa this is pretty awesome. Next version: modders paradise indeed.  :D
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 04, 2008, 10:32:39 am
I suddenly smell a trope mod... like, Our Elves Are Different...
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 04, 2008, 10:36:39 am
Quote from: Devlog
Color variations and changes over time are done (for any tissue layer, from skin or muscle to the stomach to eyebrows or claws), and I've defined a new colored pattern definition for things like stripes and mottled patterns that can have more than one color at a time. So you could have your borgle's borgle fade from either their starting blue or starting red into a purple and green striped pattern gradually as they age, or something. Appearance modifier change rates are also done, so unit hair/nails can grow, or you could have your borgle's borgle grow thicker from age 10 years to age 15 years (it still can't be borgly to any degree). It only supports one start/end time at this point for growth rates, but today's changes are enough to go from having no facial hair for a human male at birth to having a beard start to grow after some years to having the beard gray slowly after a certain age is reached (with the color change being defined as a change at the root of more and more hairs rather than a fading of the color all around, as you might want for some other color changes). The length/color changes will matter for the descriptive paragraphs (which are up roughly after wounds in the countdown), and there can be all sorts of applications later on, from cultural entity rules to wrestling effects.
(http://www.clipartof.com/images/thumbnail/508.gif)
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 04, 2008, 10:41:28 am

 Damn.

 How are we supposed to mod in proper borgles? We must be able to show how borgly they are!

 But all kidding aside, wow that is amazing.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 04, 2008, 10:54:14 am
will this update also allow for methamorhposis, like a gigantic supper-magot becoming a gigantic-supper cocon, and then a super fly ?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 04, 2008, 10:59:10 am
will this update also allow for methamorhposis, like a gigantic supper-magot becoming a gigantic-supper cocon, and then a super fly ?

I guess so... :D
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 04, 2008, 11:14:17 am
Changes start at the root.  AT THE ROOT.  This is getting terrifying.
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on December 04, 2008, 11:16:55 am
My borgle is thicker than your borgle. Oh yeah ladies, I am so borgly.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 04, 2008, 11:28:53 am
I don't even know what a Borgle is :'(

Does that mean I don't got one? But I want to catch them all!
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 04, 2008, 11:41:50 am
My borgle is thicker than your borgle. Oh yeah ladies, I am so borgly.

 Ha! Your borgle is elgrob in comparison to MY borgle!

 Thats right borgles, I just accused somebodies borgle of being elgrob. That should make you swoon and borgle me.
Title: Re: The NEW Future of the Fortress
Post by: Ghost of a Flea on December 04, 2008, 12:00:44 pm
How are we supposed to mod in proper borgles? We must be able to show how borgly they are!

[PREFSTRING:borgly borgles] should do it.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 04, 2008, 12:24:51 pm
Why do I get the feeling Borgles are going to be must for all mods now?

EDIT: Had a thought and don't want to double-post.'

Will the new changes let us actually get things like horn or ivory off of creatures now? Also, can we set non-vermin creatures to actually drop [shell] when butchered? My mod currently has a the odd facet of dwarves liking Cave Crab shell but not being able to actually get any from them as they aren't vermin.
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on December 04, 2008, 03:00:34 pm
will this update also allow for methamorhposis, like a gigantic supper-magot becoming a gigantic-supper cocon, and then a super fly ?

I guess so... :D

From earlier Toady posts and the dev log, I think you can do that, so long as you don't mind having your gigantic-super cocoon and maggot have all the same parts as your Super Fly.
Title: Re: The NEW Future of the Fortress
Post by: Koji on December 04, 2008, 03:01:35 pm
Hey, do the new plant raws and reactions mean we can finally get/mod vegetable oil?

I think you can do that already via a plant extract?

Oh snap, hadn't thought of that. Soap that doesn't take forever, here I come!
Title: Re: The NEW Future of the Fortress
Post by: JoRo on December 04, 2008, 03:06:38 pm
Is there another game in existence that can list "Realistic beard growth!  Grays as you age!" as a selling point?  I can't wait to check out the beards on some legendary dwarves.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 04, 2008, 03:28:29 pm
Quote from: Toady One
...and there can be all sorts of applications later on, from cultural entity rules to wrestling effects.

I'm predicting all new, horrible sparring accidents.

bloody Urist Lokumlokum beard, Left Hand
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 04, 2008, 03:32:04 pm
You grab the fiery orange beard from behind!
You struggle for possession of the fiery orange beard.
Urist McUnlucky is having trouble breathing!
You struggle for possession of the fiery orange beard.
Urist McUnlucky has suffocated.
You are thirsty.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 04, 2008, 04:05:08 pm
Because I'm a horrible person:

Will this include winter/summer coats for animals?
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 04, 2008, 04:07:56 pm
Doesn't sound like it, no.  Toady said that there's only one period of growth, so they could not seasonally alternate between long hair and short.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 04, 2008, 04:17:00 pm
Doesn't sound like it, no.  Toady said that there's only one period of growth, so they could not seasonally alternate between long hair and short.

Yeah. However now that Granite has mentioned it....it might be cool to have something like that...yes I know that it's trivial, but still....diversity is the key word here!  :)
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 04, 2008, 04:40:49 pm
Speaking of the next version:

Quote
BUG 000638 □ [dwarf mode][environment] large ocean creatures unable to enter the play area

I know the next version is going to apparently have more robust rules for creatures entering the fortress map (such as through chasms), so will this bug end up being fixed in the near future as well?

I'm curious, because I'd like to have an oceanside fortress at some point, but never getting any ocean wildlife on it is kind of boring.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 04, 2008, 04:47:03 pm
Yeah but really how much Ocean life do you have to deal with?

Though I admit it would be interesting to see Sea monsters (who can breathe on land) come from the ocean and attack your dwarves :D
Title: Re: The NEW Future of the Fortress
Post by: Greiger on December 04, 2008, 06:02:02 pm
Odd I modded in giant saltwater crabs and they show up periodically in oceans just fine. 

It may be because they are amphibious though.  And pretty much all it did was cause all hunting to cease because they just hung out at the bottom of the ocean while my hunters stood on the beach gazing longingly at them unable to shoot them for some reason.  Probably because they couldn't path to the bottom of the sea.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 04, 2008, 07:43:44 pm
Yeah but really how much Ocean life do you have to deal with?

Though I admit it would be interesting to see Sea monsters (who can breathe on land) come from the ocean and attack your dwarves :D

I've embarked on a terrifying ocean with NO actual sea life there aside from vermin. I'd like for at least one zombie whale to show up!
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 04, 2008, 07:51:31 pm
will this update also allow for methamorhposis, like a gigantic supper-magot becoming a gigantic-supper cocon, and then a super fly ?

I guess so... :D

From earlier Toady posts and the dev log, I think you can do that, so long as you don't mind having your gigantic-super cocoon and maggot have all the same parts as your Super Fly.

I hardly think that was implied.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on December 04, 2008, 08:06:38 pm
will this update also allow for methamorhposis, like a gigantic supper-magot becoming a gigantic-supper cocon, and then a super fly ?

I guess so... :D

From earlier Toady posts and the dev log, I think you can do that, so long as you don't mind having your gigantic-super cocoon and maggot have all the same parts as your Super Fly.

I hardly think that was implied.

No, I'm pretty sure he's specifically said that. 
Title: Re: The NEW Future of the Fortress
Post by: Mu. on December 04, 2008, 08:18:15 pm
Mosul Kanotum cancels grooming: Mid-life crisis
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 04, 2008, 08:19:04 pm
From earlier in the thread:

Quote from: i are not good with compu
I'm hoping we'll be able to define phases of development (i.e. [Child] of creature has its own tokens, and at [Age] it becomes [Adolescent] and its tokens change).

Not yet -- I didn't want to deal with wound/inventory transfers yet for completely different bodies, but I'm hoping to get there in some future release.

So a total metamorphosis isn't going to happen, although maybe you could still have an immobile phase?  I don't think he's said what CAN vary between castes aside from their tile, size, and some degree of body variation.

Maybe you have to specially mark "caste hardpoints" in the body definition and then the castes can swap new body parts onto those points, which honestly DOES seem like enough for total metamorphosis even if you can't totally switch bodies.

Or maybe castes can vary arbitrarily but an individual creature can never change castes.  I can't tell.
Title: Re: The NEW Future of the Fortress
Post by: Mu. on December 04, 2008, 08:19:28 pm
On the floor is an exceptionally designed image of a dwarf and beard.  The dwarf is weeping.  The beard is graying.  The artwork refers to the graying of Mosul Kanotum's beard in 301.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 04, 2008, 08:41:20 pm
Quote
I've embarked on a terrifying ocean with NO actual sea life there aside from vermin. I'd like for at least one zombie whale to show up!

I entirely agree, but this is hardly a problem isolated in the ocean.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 04, 2008, 09:18:24 pm
Just re-read the devlog, and I'm unclear on what this means-

Quote from: Today One
Appearance modifier change rates are also done, so unit hair/nails can grow, or you could have your borgle's borgle grow thicker from age 10 years to age 15 years (it still can't be borgly to any degree).

I get the generalness of the foo-words, but what does "it still can't be borgly" mean?  Adjectives can't change?  Or some modifier other than size?
Title: Re: The NEW Future of the Fortress
Post by: ACE91 on December 04, 2008, 09:35:49 pm
The point is that you can't mod in your own adjectives; you can only use the hardcoded ones.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 04, 2008, 10:15:19 pm
Borgly had BETTER be a hardcoded adjective >:(
Title: Re: The NEW Future of the Fortress
Post by: Mad Larks on December 05, 2008, 01:54:32 am
Borgly had BETTER be a hardcoded adjective >:(

I second that.

For great justice and Borgle!
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 05, 2008, 03:10:10 am
Someone set up us the borgle?

We get borgle.

Main borgle turn on.

How are you borglemen?

All your borgle are belong to us.

You have no chance to survive make your borgle.

:P
Title: Re: The NEW Future of the Fortress
Post by: WorkerDrone on December 05, 2008, 05:08:21 am
That...was terrible.

But I suppose that was the point.
Title: Re: The NEW Future of the Fortress
Post by: IndonesiaWarMinister on December 05, 2008, 05:28:28 am
What did you borgle?
Title: Re: The NEW Future of the Fortress
Post by: WorkerDrone on December 05, 2008, 05:34:42 am
...Wait...what?!
Title: Re: The NEW Future of the Fortress
Post by: IndonesiaWarMinister on December 05, 2008, 07:06:46 am
The borgles are being taken to Borglengard!

What did you borgle?

repeat ad infinetum
Title: Re: The NEW Future of the Fortress
Post by: Krash on December 05, 2008, 08:17:15 am
Can you stop borgling up this thread?
Title: Re: The NEW Future of the Fortress
Post by: Mondark on December 05, 2008, 09:06:59 am
Borgle!
Seriously though, someone needs to mod in Borgles when the new version comes out, if Toady doesn't hide them somewhere himself.
Maybe they'll be the new Carp, or something.
I love Toady's devlogs.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 05, 2008, 09:45:36 am
I wonder, will we also be able to use more abstract adjectives for a borgle's borgle ?

like making it a very borgly borgle ? Will it be able to get borglier over time ?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 05, 2008, 09:58:29 am
I wonder, will we also be able to use more abstract adjectives for a borgle's borgle ?

like making it a very borgly borgle ? Will it be able to get borglier over time ?

 I believe that was the intent, but for the next release we won't be able to describe how borgly a borgle is. But in time, we should be able to show the world how borgly our borgles are.

 And it's just a fun word.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 05, 2008, 09:59:37 am
I wonder, will we also be able to use more abstract adjectives for a borgle's borgle ?

like making it a very borgly borgle ? Will it be able to get borglier over time ?

That's exactly what he said it can't do.
Title: Re: The NEW Future of the Fortress
Post by: flabort on December 05, 2008, 12:35:56 pm
so we will now be able to mod creatures to the max.

what about entities?

like the ethics, we should be able to set up "random" ethics ranges, and set it so when one ethic is randomly changed, another is changed to match. but the responce changes should not cause further responce changes.

exapmple:
an entity (say, a race of borgles) is set to defaults:
ASAULT:ACCEPTABLE
KILL_ENTITY_MEMBER:ACCEPTABLE
SLAVERY:UNTHINKABLE

it is set that if ASAULT changes, KILL_ENTITY_MEMBER changes also, to the same degree. if KILL_ENTITY_MEMBER changes, SLAVERY changes to the opposite degree.

so, if ASAULT changes to MISGUIDED, so will KILL_ENTITY_MEMBER. SLAVERY will NOT change, because ASUALT was randomly changed, not KILL_ENTITY_MEMBER, which was a responce change.

in the above example, the genned borgle race will think most other borgles are misguided, and will not attack willingly. neither will take slaves, though.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 05, 2008, 12:39:08 pm
So we can define the material of poisons now! [Devlog has been updated again  8)]
"some cleaning of the poisoning code and the addition of materials to the injection special attack, so the material for venoms can now be specified properly (which is required for any future poison effects)."
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 05, 2008, 12:51:08 pm
So, er... does it mean we can make fire scorpions that inject magma into you?
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 05, 2008, 12:58:41 pm
Yey, finally I can start working on more interesting creatures. Also looking forward to the enhanced versions of the existing mods.

Here's to hoping you can make creatures bleed liquid fire. Constantly. Out of their pores.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on December 05, 2008, 01:15:31 pm
Yey, finally I can start working on more interesting creatures. Also looking forward to the enhanced versions of the existing mods.

Here's to hoping you can make creatures bleed liquid fire. Constantly. Out of their pores.

A two-headed dog-thing that drools magma and has fire blazing off its back. >_>
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 05, 2008, 01:22:01 pm
Oh cool.  If milk gets full material definitions now, maybe I can mod in actual soy milk that can be extracted from soybeans and turned into tofu by a cheesemaker.  Right now, the best I can do for soy milk is a vague plant extract.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 05, 2008, 01:28:24 pm
Hmm... perhaps my plan for Angels of Armok which constantly bleed from every orifice can be done. But what about Gutdraggers, demons that are disemboweled and constantly, well, drag their guts everywhere without pain? Will these kind of unconnected creature parts be doable?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 05, 2008, 01:30:16 pm
Hm. Remembered another one.

"We are the Borgle. Lower your shields and surrender your ships. We will add your biological and technological borgleness to our own. Your borgles will adapt to service us. Resistance is futile."
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 05, 2008, 01:38:25 pm
Hay Vegeta, what does the borgle say about his borgle level?
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 05, 2008, 01:47:23 pm
"It's Ove-
-What kind of name is Vegeta? What is that, some kind of vegetable juice drink?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 05, 2008, 01:49:25 pm

 They are from a half-extinct race of demigods who can turn into giant monkeys when angered. Their name is the least strange part of them.
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 05, 2008, 01:52:22 pm
It's better than the names of the rulers of the gods. The ones named after freezing products.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 05, 2008, 03:13:19 pm
So, er... does it mean we can make fire scorpions that inject magma into you?

Hm that is a good question...I suppose that the answer is yes..theoretically at least.  :)
However that would probably kill the attacked entity instantly / the body parts in what magma has been injected into would burn...magma has nothing to do with poisons and poison effects afterall.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 05, 2008, 03:17:20 pm
Well, not "magma" but something that's really damn hot. So it stings you in the arm, and your flesh bursts into flames from within.

Hm.

"Luke, I am your borgle."
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 05, 2008, 03:25:41 pm
"You flew here in THAT? You're Borgle that I thought!"
"This is your last Borgle, Jabba!"
"Beep-beee blip plink Borgle."
"The likely hood of successfully navigating a borgle is 1,000,000,000 to one."
"That's no Borgle..."

I'm done now.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 05, 2008, 03:28:59 pm
You forgot "I sense a great disturbance in the borgle."
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 05, 2008, 03:32:27 pm

 "I felt a great disturbance in the borgle, as if a million borgles screamed out in borgle and were suddenly silenced."
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 05, 2008, 03:37:53 pm
In the year Borgle, Jreengus occured.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 05, 2008, 03:41:54 pm

 "I felt a great disturbance in the borgle, as if a million borgles screamed out in borgle and were suddenly silencedBorgled."
Fixed.

No, wait:
Quote
"I borgled a borgly borgle in the borgle, as if a billion borgles borlged out in borgle and were borgly borgled."

Now let's never speak of this again.
Title: Re: The NEW Future of the Fortress
Post by: korora on December 05, 2008, 03:51:35 pm
http://starwars.wikia.com/wiki/Borgle_bat, oddly enough.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 05, 2008, 04:07:21 pm
Off the subject of Borgles...

Toady, do the material changes mean that constructed items will now properly respond to the heat of Magma? No more wooden magma channels and whatnot? Or is that still not something the game checks for?
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 05, 2008, 04:11:15 pm
Off the subject of Borgles...

Toady, do the material changes mean that constructed items will now properly respond to the heat of Magma? No more wooden magma channels and whatnot? Or is that still not something the game checks for?
I agree! I must flood human towns with magma and have their homes be destroyed and obliterated!
At very least, if a wall would be damaged by temperature, have it collapse and drop it's construction item in it's square, which would burn or melt appropriately.
Title: Re: The NEW Future of the Fortress
Post by: Glacies on December 05, 2008, 06:59:11 pm
Dwarf lung men and borgle bats are both finding a way into my game.
Title: Re: The NEW Future of the Fortress
Post by: MMad on December 05, 2008, 08:13:32 pm
http://starwars.wikia.com/wiki/Borgle_bat, oddly enough.
[/quote

Lol! :)
Title: Re: The NEW Future of the Fortress
Post by: Jirou on December 05, 2008, 08:28:56 pm

ASAULT:ACCEPTABLE
KILL_ENTITY_MEMBER:ACCEPTABLE
SLAVERY:UNTHINKABLE


Sounds like someplace I know
Title: Re: The NEW Future of the Fortress
Post by: numerobis on December 05, 2008, 09:18:04 pm
Off the subject of Borgles...

Toady, do the material changes mean that constructed items will now properly respond to the heat of Magma? No more wooden magma channels and whatnot? Or is that still not something the game checks for?
I understand there are two problems with magma and heat: (1) how to avoid the ridiculous outcome of having the magma pipe melt through everything, since the obsidian it's encased in should melt.  (2) how to avoid having your dwarves catch on fire automatically every time they try to use a magma forge.

For both these questions, "hard-code it to not be stupid" isn't a very good, because it's difficult to maintain any kind of internal consistency when you start hard-coding.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on December 06, 2008, 04:23:57 am
I understand there are two problems with magma and heat: (1) how to avoid the ridiculous outcome of having the magma pipe melt through everything, since the obsidian it's encased in should melt.  (2) how to avoid having your dwarves catch on fire automatically every time they try to use a magma forge.

About (1), this actually shouldn't be a problem if heat flow and specific heats are handled properly. (I know specific heat at least is in the raws, but I don't know if the behavior is correct.) Near surface magma is almost always at temperatures only slightly above the temperature at which it will cool into something solid like obsidian, while most everything on the surface is significantly cooler; as a result, you can get obsidian quenching around almost anything at the surface, even highly flamable things like trees:

Spoiler (click to show/hide)

The lava/magma that next encounters what the first wave quenched against needs to melt or break that obsidian shell before it can progress any farther, resulting in lava/magma that only spreads out until the heat flow at its edges becomes too low to stop the formation of obsidian walls that the magma doesn't possess enough pressure or temperature to overcome.

(2) is a bit more difficult; my hunch is that Toady's earlier experiments involved constant (or heavily buffered) magma temperatures, or that air and rock was taking heat from the magma too quickly for the simulation to dissapate it in a realistic fashion. Or maybe dwarves and other creatures need some intermediate level of being burnt between "feeling good" and "OH GOD MY BEARD IS ON FIRE". (I wouldn't be suprised if Toady planned burn scars with this release anyways; it would be nice for magma forge workers to get burns and singed beards just through their normal working conditions. Other materials should probably burn and singe too so that their clothes don't suddenly go up in flames.)
Title: Re: The NEW Future of the Fortress
Post by: DJ on December 06, 2008, 01:49:48 pm
"It's Ove-
-What kind of name is Vegeta? What is that, some kind of vegetable juice drink?
A condiment, actually.
http://en.wikipedia.org/wiki/Vegeta_(food)
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 06, 2008, 02:11:57 pm
keep in mind that walls reacting to magma properly would also mean that all stone except for bauxite would melt when in contact with magma


imagine the bugs, when entire maps completely melt on embark
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 06, 2008, 02:15:02 pm
keep in mind that walls reacting to magma properly would also mean that all stone except for bauxite would melt when in contact with magma


imagine the bugs, when entire maps completely melt on embark

Welll the further Magma is from the source the cooler it should get...

After a certain distance ordinary stone walls SHOULD be able to contain it

Bauxite seems to function via magic

Unfortunately we arn't getting that for a while.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 06, 2008, 04:16:49 pm
"It's Ove-
-What kind of name is Vegeta? What is that, some kind of vegetable juice drink?
A condiment, actually.
http://en.wikipedia.org/wiki/Vegeta_(food)

We went OT again, but ah well.
That is an excellent condiment. It's a must have ingredient for many foods, at least here in Hungary.  :)
Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 06, 2008, 04:46:27 pm
You live in Hungry Tormy? Hmm the more you know

How the heck did this conversation go towards Vegeta?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 06, 2008, 04:47:59 pm
You live in Hungry Tormy? Hmm the more you know

How the heck did this conversation go towards Vegeta?

Argh...the good old Hungry - Hungary joke.  ;D
I am not sure that why do we talk about Vegeta either. We went OT as usual...but ah well. :P
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 06, 2008, 05:32:27 pm
Opps Sorry Tormy.
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on December 06, 2008, 05:40:01 pm
Borgle hee~ Borgle huu~ Borgle ho~ Borgle ha ha!~

*cough*
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 06, 2008, 05:53:02 pm

 "Let them eat borgle!"
 "Borgle tends to borgle and absolute borgle borgles absolutely."
 "I like a borgle with a head on her shoulders. I hate borgles."
 "A borgle for a borgle only makes the whole world borgleless."
 ...
 
 *Sneeze*
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 06, 2008, 05:56:12 pm
Well Borgyls have officially crossed the line into the territory of annoying, where Chuck Noris and Family Guy jokes live.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 06, 2008, 05:58:09 pm
This just in: A pandemic disease has swept the Bay12games Forum. On the scene is our reporter, Urist McReporter. Urist?
Yes, The confirmed symptoms of the yet-unnamed disease are coughing, sneezing, and borgle. Members are worried that they could become infected with the borgle. OH BORGLE I'M ONE OF THEMMMMMMMMMMM!!!!!!
Thank you for that report, Borgl-I mean, Urist.

I now declare that joke dead until next time Toady uses the term.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on December 06, 2008, 08:44:56 pm
Well Borgyls have officially crossed the line into the territory of annoying, where Chuck Noris and Family Guy jokes live.
What about a Chuck Norris joke that was originally used in Family Guy?
Title: Re: The NEW Future of the Fortress
Post by: Krash on December 07, 2008, 06:54:31 am
How about staying on topic?  :-\
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 07, 2008, 07:57:40 am
Well Borgyls have officially crossed the line into the territory of annoying, where Chuck Noris and Family Guy jokes live.

Indeed, the OT monster has emerged from the depths...so now there's only 1 thing left to ask:
Do Borgles like Vegeta?  ;D

Title: Re: The NEW Future of the Fortress
Post by: Greiger on December 07, 2008, 08:52:05 am
I know how to get this back on target.

Do undead fish float through the air swimming normally when they leave the water (which seems to be the RPG norm) or do they flop around menacingly like logic dictates?

Discuss.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 07, 2008, 09:33:01 am
I know how to get this back on target.

Do undead fish float through the air swimming normally when they leave the water (which seems to be the RPG norm) or do they flop around menacingly like logic dictates?

Discuss.

Neither they snake forward!
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 07, 2008, 09:39:49 am
They use their normally useless fins as limbs and crawl.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on December 07, 2008, 10:34:51 am
Sharks have skeletons composed entirely of cartilage. What does a skeletal shark look like, and how does it stay rigid with no tissue?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 07, 2008, 10:36:17 am
Sharks have skeletons composed entirely of cartilage. What does a skeletal shark look like, and how does it stay rigid with no tissue?

We had a picture a while ago
Title: Re: The NEW Future of the Fortress
Post by: I3erent on December 07, 2008, 12:20:15 pm
Now my smurf mod will include a poison attack that injects blue dye into the victims.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 07, 2008, 12:22:04 pm
Now my smurf mod will include a poison attack that injects blue dye into the victims.

Isn't that a bit harmless?

Though I do admit it would be cool if you COULD mod in liquids that change creature's colors.
Title: Re: The NEW Future of the Fortress
Post by: Jamini on December 07, 2008, 12:37:57 pm
Imagine Tribble's reaction to that.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 07, 2008, 01:00:43 pm
Imagine Tribble's reaction to that.
I CAN'T HEAR YOU OVER ME PAINTING ELEPHANTS GREEN! STEALTH ELEPHANTS!
Title: Re: The NEW Future of the Fortress
Post by: I3erent on December 07, 2008, 09:27:11 pm
Harmless? You obviously have nevr seen a swarm of a hundred smurfs descending upon a happless goblin siege, they bite hard!!!  Green gobbos turn blue then breed with smurfs to create a super race that will take over the world!
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 07, 2008, 09:31:11 pm
Harmless? You obviously have nevr seen a swarm of a hundred smurfs descending upon a happless goblin siege, they bite hard!!!  Green gobbos turn blue then breed with smurfs to create a super race that will take over the world!

Yeah but I doubt Toady implimented "Death by over-inflation"
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 08, 2008, 10:47:21 am
I guess I could just go to the post office when it opens in 45 minutes.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 08, 2008, 10:51:13 am
I guess I could just go to the post office when it opens in 45 minutes.

That was random.  Sure!  Of course, I guess it's no more random than everyone's borgly borgle comments.  Everyone!  Back OT or Toady will be distracted!
Title: Re: The NEW Future of the Fortress
Post by: Techhead on December 08, 2008, 10:51:26 am
And...
Toady wins the non-sequester contest.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 08, 2008, 11:27:02 am
Sort of. It WAS a direct reference to the dev notes, so it's not really a non-sequitur for this thread. He's talking about mailing out the crayon rewards.

Question for Toady: Will the new soldier changes let us stop a soldier from what they're doing? Or at least let us change their priorities mid-combat? I just had a champion spend an entire fight chasing a small animal around the map while enemy archers fired at her. Luckily she didn't get hurt and my other soldiers killed off the archers, but it was still aggravating. Especially since, in the current system, even switching a squad off of 'harass animals' only stops new targets and doesn't call them off any existing ones.

Although I'd be ok with dwarves that have some sort of single-minded personality attribute having that problem. Then it would just be more flavor.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 08, 2008, 11:29:42 am
now that all objects have a proper size, will throwing damage be fixed ?

one of my dwarves had a tantrum in a ammo-stockpile...again.....
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 08, 2008, 12:58:45 pm
I'll get to questions tomorrow (as it's way after my bedtime), but the post office mission was successful.  I also upped my Crayola to the 120.  If they put in the effort to expand a bit more, Bay 12 might even have something with 8 bit graphics.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 08, 2008, 01:34:26 pm
Ooooh questions? I better start thinking of some...
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 08, 2008, 01:42:12 pm
Looking forward to the answers. Thanks, Toady! :)
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 08, 2008, 01:46:23 pm
if a dwarf is killed in the forest, and no one has [HEARING] tags to hear it, does it make a sound ?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 08, 2008, 02:35:00 pm
Yes it does, however workshops in deaf fortress do not.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 08, 2008, 06:33:51 pm
Here is my question:

Now that creatures can have non-standard materials for their parts will this allow dual purpose for them?

For example will a being with a skeleton made of Iron be capable of making both rather strong Bone armor and be capable of having its bones melted down into Iron?

Or for something less "Melt it down"ish. If someone's skin was made out of Jewels, could you cut it into gems or turn it into extravegant leather?

Basically stuff along those lines I am aware that there is also a chance that certain combos could do nothing (For example a Tiger with Ruby eyes may not give material for rubies upon cutting it up just by virtue of having ruby eyes alone)
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 08, 2008, 07:23:15 pm
My question; Will just about everything become materials? Dwarfs will the made out of muscle and bone and whatnot, but will objects be able to be made out of "dwarf" material?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 08, 2008, 07:30:14 pm
My question; Will just about everything become materials? Dwarfs will the made out of muscle and bone and whatnot, but will objects be able to be made out of "dwarf" material?

Yes, the dev log mentioned that you can make things out of dwarf lung material, including other creatures like a "dwarf lung man."
Title: Re: The NEW Future of the Fortress
Post by: Topace3k on December 08, 2008, 08:03:57 pm
I don't want to sound like a cynical jerk, but considering the current rate of development and the monumental amount of progress slated for completion for the next release, it feels as though it will literally be years before we have the next version out.

Someone allay my fears.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 08, 2008, 08:13:30 pm
Someone allay my fears.

This is a bona fide slow patch, which is pretty unusual.  Toady's typical countdown rate is more like 15 items per day rather than 1.  Taking breaks into account, my best estimate for the next release is late March or early April.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 08, 2008, 08:48:13 pm
My question; Will just about everything become materials? Dwarfs will the made out of muscle and bone and whatnot, but will objects be able to be made out of "dwarf" material?

Yes, the dev log mentioned that you can make things out of dwarf lung material, including other creatures like a "dwarf lung man."

I don't think this is what patarak was saying.  I think he understands that you can make, in the raws, almost anything out of anything.  However, what's not clear is whether a bronze collosus can be smelted into bars of bronze, or if a demon with bones made of diamond can be collected after death and turned into cut clear diamonds.  Will the materials used for body parts be able to be used by the dwarves in the fortress?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 08, 2008, 09:45:54 pm

 It might depend on how butchering will be handled, and if there will be an object for each body part(Layers included). I can imagine defining borgles and getting borgles dropped upon death.

 Smelting would depend on how Toady works it. We would need to hear from him.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 08, 2008, 10:29:27 pm
It might depend on how butchering will be handled,

Yeah, it all depends on this.  Presumably he'll at least be doing basic things like making the size of the fat stack reflect the size of the creature's fat layer, and the meat stack reflect muscle tissue.  What I'm really hoping for is that any tissue can specify its own butchering returns, which would enable organ meats and stuff like a Plump Helmet Man that actually returns plump helmet when butchered.

Diamond bone => cut diamonds is harder because cutting diamond not only requires a specific material, but a specific item type (rough gemstones).  You might be able to hack in a "Smash stone bone into rough pieces" reaction for producing rough diamonds, if the new reactions are flexible enough.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 08, 2008, 10:45:00 pm
Why bother with cutting diamonds when you can have decorations and even BOLTS made of said diamond bone, and it might have the same value as diamonds.

Speaking of which. Toady, PLEEESE add value tags for ALL materials and items! If you can't bother to do all items, do it for the weapons at least! Making new weapons balanced is such a PITA without the ability to alter their prices...
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 08, 2008, 11:26:47 pm
Speaking of which. Toady, PLEEESE add value tags for ALL materials and items! If you can't bother to do all items, do it for the weapons at least! Making new weapons balanced is such a PITA without the ability to alter their prices...

I'd prefer entity-specific value modifiers for materials (http://www.bay12games.com/forum/index.php?topic=26505) and items.
Title: Re: The NEW Future of the Fortress
Post by: BurnedToast on December 08, 2008, 11:58:06 pm
It might depend on how butchering will be handled,

Yeah, it all depends on this.  Presumably he'll at least be doing basic things like making the size of the fat stack reflect the size of the creature's fat layer, and the meat stack reflect muscle tissue.  What I'm really hoping for is that any tissue can specify its own butchering returns, which would enable organ meats and stuff like a Plump Helmet Man that actually returns plump helmet when butchered.

Plump Helmet Man *NEEDS* to be in the next version, perhaps as a new form of HFS as part of the more interesting underground features thing that's going on.
Title: Re: The NEW Future of the Fortress
Post by: Appelgren on December 09, 2008, 01:24:42 am
I think it would be interesting if every plump helmet spawn had a small chance to grow into a vicious Plump Helmet Man. Or if that only happened in certain special highly magical areas. I also think it would be awesome if you could sow dragons teeth and get spartoi.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 09, 2008, 02:44:44 am
Mushroom Men would be an awesome underground counterpart to Treents.

I highly doubt Toady's working on anything like items spawning into creatures, but it would be great.  Like playing in an evil area and watching Bone Men rise from your littered battlefield, or Mud Men sprouting from ponds.  Or some kind of blob creature that spawns more of itself when killed without fires.
Title: Re: The NEW Future of the Fortress
Post by: MMad on December 09, 2008, 03:38:18 am
I think it would be interesting if every plump helmet spawn had a small chance to grow into a vicious Plump Helmet Man. Or if that only happened in certain special highly magical areas.

That's actually a really nice idea. :)
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 09, 2008, 04:17:43 am
Question for Toady: Will the new soldier changes let us stop a soldier from what they're doing? Or at least let us change their priorities mid-combat?

You'll be able to do more with them, but I don't really like the mind control stuff.  I'll have more specifics when I get there and see how it's working out.  The squad control goal for this release is to give you the ability to low-hassle defend your fortress if you are prepared and to accomplish local missions without anything really annoying happen unless it's actually your fault.  Whether that means dwarves won't chase groundhogs instead of a goblin invader is unclear, as there are more pressing concerns as it stands, with things like food breaks and huddling around wounded commanders and all that.

now that all objects have a proper size, will throwing damage be fixed ?

It'll certainly be changed, not so much because of any object changes, but because of the tissue changes, but I'm not sure if all of the projectile problems will be fixed this time around, as I'm not to that yet and some of it has to do with projectile skill problems.

Now that creatures can have non-standard materials for their parts will this allow dual purpose for them?

For example will a being with a skeleton made of Iron be capable of making both rather strong Bone armor and be capable of having its bones melted down into Iron?
...
If someone's skin was made out of Jewels, could you cut it into gems or turn it into extravegant leather?

There is still some reliance on item type in the jobs -- so a jeweler is looking for a rough "boulder" type item for gem cutting.  In the same way, the leather working could make the skin into an extravagant leather, even though tanning shouldn't really work at all.  You'll be able to melt down any "metal" class object, which would include the bones of a creature that happen to be metal.  The boneworker will be able to work them (again relying on the "bones" item type), even though that's a bit weird given that the material isn't actually bone.  It's all a work in progress as usual.  I imagine in the future (way after this release), it'll treat some of these scenarios more rationally, but in general, yeah, you'll be able to do more things than before.

My question; Will just about everything become materials? Dwarfs will the made out of muscle and bone and whatnot, but will objects be able to be made out of "dwarf" material?

In general, yeah, though an example would let me clarify.

Speaking of which. Toady, PLEEESE add value tags for ALL materials and items! If you can't bother to do all items, do it for the weapons at least! Making new weapons balanced is such a PITA without the ability to alter their prices...

I'd prefer entity-specific value modifiers for materials (http://www.bay12games.com/forum/index.php?topic=26505) and items.

There will be value tags for all of the materials this time around.  I'm probably not going to change the item raws, as the future of the value system is up in the Caravan Arc, which is finally (partially) on dev-next though that doesn't put it exactly close.  In general, the value will depending on all sorts of things like availability and usefulness and civ aesthetics (it's already been doing this last one for a while during trade, though it's still hard-coded based on some of the civ flags), and I doubt a [VALUE:#] will survive the process.  It'll probably be more like the army strength calculations for creatures (without the megabeast death part), where all of the little numbers come together to define the usefulness, and they are filtered through entity ethics-style stuff to attain aesthetic value, and then availability comes up during the world gen and in-play trade sim, though I haven't really thought too much about the specifics as it's quite a way off.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 09, 2008, 04:25:25 am
For the weapons, maybe at least make their "value" relate to the amount of material it takes to make them? And after all, armor still has a value tag.

It's just that I don't like handaxes and hatchets being worth as much as broadaxes and halberds. And I don't want my woodworker to lug a halberd around just because they are "more bang for the same buck" at embark.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 09, 2008, 06:00:15 am
And regarding Toady's comments towards the metal bones and stuff, I assume that if someone was to have skin made out of bone, it would not be selected for a bonecarving task?




As for my material example, I would say have a creature who's bones are made out of the dwarf material. Not the dwarf bones, but bones made out of dwarf.

And if this were to come into fruition, would I be able to make some monstrosity with bones and muscle and such made out of the creature's own material?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 09, 2008, 06:20:16 am
There's the question then. WHICH dwarf material? Because if I understand right, you can make a creature with bones made of dwarf BONE material (dwarf bones), or dwarf EYE material, or dwarf BRAIN material, and so forth. If by "dwarf material" you mean dwarf MEAT, then it will just as well be possible.

I really don't understand your second "monstrosity with bones and muscle of the creature's own material". If you make a creature with bones that copy dwarf bones, then another creature with the bones of that creature would still be the same dwarf-material bones. That's how referencing should work, in any case.

edit: unless of course referencing the creature materials will just copy the properties, and leave the reference alone. Then you will only be able to make a creature with bones that have the same properties as dwarf bones, and then another creature with the same properties of bones, but in every case the name of the bone material would match that of the creature.
Title: Re: The NEW Future of the Fortress
Post by: Zaratustra on December 09, 2008, 06:23:21 am
I want to make a monster with bones made of dwarf bones and meat made of dwarf meat
Title: Re: The NEW Future of the Fortress
Post by: Fourth Triad on December 09, 2008, 06:33:29 am
So does this mean a sweet pod syrup dwarf would be cooked upon death or buried or buried then exhumed and cooked?
Title: Re: The NEW Future of the Fortress
Post by: Mad Larks on December 09, 2008, 06:39:08 am
So does this mean a sweet pod syrup dwarf would be cooked upon death or buried or buried then exhumed and cooked?

...That will make way for an awesome version of "Hansel and Gretel" in DF.
Title: Re: The NEW Future of the Fortress
Post by: Fourth Triad on December 09, 2008, 06:50:47 am
Damn, after only 6 years in development df might be able to sim "Hansel and Gretel". Aren't computers amazing?
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 09, 2008, 08:22:12 am
Let me Quote the dev-log for all guys who think the Progress is to slow:

Quote
dev log form 12/03/2008

Now we are at the last 9 elements of the slow patch, which is really just a pile of small changes that were originally in 9 categories but have become something more loose than that. I'll decrease the countdown as I clear the list in ninths, rather than instituting a sub-countdown of 556 which is a larger looking number

(highlighting from heph)

If toady does one of this 9 categories a day he does around 60 things.

Anyway thanks for all the work toady and for answering the questions.

Will you go over the decoration code (Bloat2, MORE ITEM IMPROVEMENTS) while you are at the Material anyway?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 09, 2008, 08:42:33 am

There is still some reliance on item type in the jobs -- so a jeweler is looking for a rough "boulder" type item for gem cutting.  In the same way, the leather working could make the skin into an extravagant leather, even though tanning shouldn't really work at all.  You'll be able to melt down any "metal" class object, which would include the bones of a creature that happen to be metal.  The boneworker will be able to work them (again relying on the "bones" item type), even though that's a bit weird given that the material isn't actually bone.  It's all a work in progress as usual.  I imagine in the future (way after this release), it'll treat some of these scenarios more rationally, but in general, yeah, you'll be able to do more things than before.


This is pure awesomeness.  8)

So does this mean a sweet pod syrup dwarf would be cooked upon death or buried or buried then exhumed and cooked?

This is getting complicated.  ;D I guess if the creature is made out of sweet pod syrup, you should be able to cook it. Hm this is kinda nonsensical but ah well... :D
Title: Re: The NEW Future of the Fortress
Post by: Eagleon on December 09, 2008, 10:37:40 am
These changes are surprising me. It looks like I'll finally be able to make my lumani, with accurate feathering and such. I can't wait to take a look at the new raw files.

Will we be able to set the new materials as stone types to be found and dug through? I want giant tumorous worm-flesh mountains with misformed nodules of eyeballs and chitin as gems in really evil areas  ;D
Title: Re: The NEW Future of the Fortress
Post by: Glacies on December 09, 2008, 10:39:12 am
And the dwarves in candy-land mod, oh boy...
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 09, 2008, 11:13:07 am
Quote
The boneworker will be able to work them (again relying on the "bones" item type), even though that's a bit weird given that the material isn't actually bone.

Well not entirely wierd

It is in the sense that the Jewel skin should be able to be turned into leather objects to some extent... but tanning is worthless (What exactly is the tanner doing? going by threads that mention urine... I dare not think about it.)

Metalic Bones should be able to be turned into some bone objects... but some aspects of Bonecrafting simply stops making sense. (Stringing together metal bones to make armor makes sense... Tieing a Metal skull to a totem makes sense... Carving a Bunny out of a metalic thigh bone doesn't make sense)

I wonder in what sense Toady means "more logically"? hmmm
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 09, 2008, 11:17:12 am

 Mind you it would be a bone made of metal, not a hunk of solid metal in the general shape of a bone. Anything organic has lots of pockets of emptiness to decrease the weight and need for that material while keeping the strength. It is not beyond me to think of a carver shaving off bits of metal if it is like a sponge. A really fine sponge, but a sponge nonetheless.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 09, 2008, 11:36:33 am
There's the question then. WHICH dwarf material? Because if I understand right, you can make a creature with bones made of dwarf BONE material (dwarf bones), or dwarf EYE material, or dwarf BRAIN material, and so forth. If by "dwarf material" you mean dwarf MEAT, then it will just as well be possible.

I really don't understand your second "monstrosity with bones and muscle of the creature's own material". If you make a creature with bones that copy dwarf bones, then another creature with the bones of that creature would still be the same dwarf-material bones. That's how referencing should work, in any case.

edit: unless of course referencing the creature materials will just copy the properties, and leave the reference alone. Then you will only be able to make a creature with bones that have the same properties as dwarf bones, and then another creature with the same properties of bones, but in every case the name of the bone material would match that of the creature.

Uh, noooo.....

My original example specifically called for the bone material to be made out of dwarfs. THAT is the material to be used. Dwarfs.

And in my second example I was more referring to say, a Borgle, who had bones made out of the Borgle material.

Which if absolutely everything was taken into account would probably make the game crash.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 09, 2008, 11:47:12 am
wouldn't a borgles bones be made of borgle-bone material, and not just borgle material ?

just like a borgles borgle is made out of bogle borgle material, and not just borgle material
Title: Re: The NEW Future of the Fortress
Post by: Sunday on December 09, 2008, 11:48:30 am
What makes Dwarf Fortress dangerous?

Because it has something you don't, Max.  It has a philosophy.





Long live the new flesh!
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 09, 2008, 12:00:58 pm
Mind you it would be a bone made of metal, not a hunk of solid metal in the general shape of a bone. Anything organic has lots of pockets of emptiness to decrease the weight and need for that material while keeping the strength. It is not beyond me to think of a carver shaving off bits of metal if it is like a sponge. A really fine sponge, but a sponge nonetheless.

Good point. I would really expect Iron bones to provide excellent blood production. (The more you know: Bones provide most of the human bodies blood production)

I guess the carver would saw it open and make the carvings out of the bone marrow huh?
Title: Re: The NEW Future of the Fortress
Post by: Alfador on December 09, 2008, 12:23:56 pm
Here is my question:

Now that creatures can have non-standard materials for their parts will this allow dual purpose for them?

For example will a being with a skeleton made of Iron be capable of making both rather strong Bone armor and be capable of having its bones melted down into Iron?

Or for something less "Melt it down"ish. If someone's skin was made out of Jewels, could you cut it into gems or turn it into extravegant leather?

Basically stuff along those lines I am aware that there is also a chance that certain combos could do nothing (For example a Tiger with Ruby eyes may not give material for rubies upon cutting it up just by virtue of having ruby eyes alone)

The Ruby Tiger can punch all the blood out of a bear. Don't touch sandvich.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 09, 2008, 12:42:23 pm
Thanks for the answers.

Now, a new question based on today's dev notes.

Quote
It'll let you do some weird things now, like farm plants that can be processed into weavable metal thread
Does this mean that you'll put in some changes so that things like "weave metal thread" don't automatically assume adamantine? That's the main reason I haven't put in any new metal cloth into my mod, the fact that it's a pain to tell what metal it's talking about.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 09, 2008, 01:10:36 pm
Uh, noooo.....

My original example specifically called for the bone material to be made out of dwarfs. THAT is the material to be used. Dwarfs.

And in my second example I was more referring to say, a Borgle, who had bones made out of the Borgle material.

Which if absolutely everything was taken into account would probably make the game crash.

There is no one "dwarf material" -- it's meaningless to say "something made out of dwarves."  Same for "borgle material," unless you specifically design a unique material which is used for all of the borgle's tissue layers.  So if you have a single borgle material, you already have to make their bones out of borgle material by definition.  The recursive aspect you're looking for doesn't make sense.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on December 09, 2008, 01:36:00 pm
Thanks for the answers.

Now, a new question based on today's dev notes.

Quote
It'll let you do some weird things now, like farm plants that can be processed into weavable metal thread
Does this mean that you'll put in some changes so that things like "weave metal thread" don't automatically assume adamantine? That's the main reason I haven't put in any new metal cloth into my mod, the fact that it's a pain to tell what metal it's talking about.
We'll be able to have ironwood trees, and iron wood trees. ;D
Title: Re: The NEW Future of the Fortress
Post by: flabort on December 09, 2008, 02:40:11 pm
Uh, noooo.....

My original example specifically called for the bone material to be made out of dwarfs. THAT is the material to be used. Dwarfs.

And in my second example I was more referring to say, a Borgle, who had bones made out of the Borgle material.

Which if absolutely everything was taken into account would probably make the game crash.

There is no one "dwarf material" -- it's meaningless to say "something made out of dwarves."  Same for "borgle material," unless you specifically design a unique material which is used for all of the borgle's tissue layers.  So if you have a single borgle material, you already have to make their bones out of borgle material by definition.  The recursive aspect you're looking for doesn't make sense.
i think he meant live dwarfs. not any PART fo a dwarf, the whole thing.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 09, 2008, 02:42:11 pm

 Aka: Twenty dwarves working together to make a transformer-style giant dwarf.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 09, 2008, 03:05:48 pm
It seems like there's a need for a difference between 'bone' in the sense of a internal skeletal structure for a material and 'bone' in the sense of calcium based animal product used for decoration and crafting.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 09, 2008, 03:10:33 pm
It seems like there's a need for a difference between 'bone' in the sense of a internal skeletal structure for a material and 'bone' in the sense of calcium based animal product used for decoration and crafting.
Why?
 Oh, as in how we define things. Aka:
 Urist: Hey, make some bolts from these bones!
 Kogan: His bones are made of iron!
 Urist: No, these are normal cat bones...
 Kogan: No, your bones. the ones you use...
 Urist: I'm holding them, and they are not made of iron!

 Like the he's on first sketch.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 09, 2008, 03:16:54 pm
It seems like there's a need for a difference between 'bone' in the sense of a internal skeletal structure for a material and 'bone' in the sense of calcium based animal product used for decoration and crafting.

Well, the distinction is kind of already there, it's just that the names are confusing.  Bone the item is from skeletons, bone the material is the calcium based stuff.  From what Toady said, it sounds like bone carvers are only worried about the item, while they should really be looking for the item-material combination.  And of course you need different item types to reflect the fact that a skeleton isn't entirely composed of femurs, and so on.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 09, 2008, 03:21:07 pm
Uh, all metal thread can already be weaved into cloth. And later forged into clothes. Tried it with gold, it worked. Well, I tried only the cloth thing, and it worked. Never tried to make any items with it.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 09, 2008, 03:31:05 pm
Oh, it works fine. But the order in the workshop is always just several commands of "Weave metal thread into cloth" or something like that. It doesn't give any indication of WHICH metal you're asking it to weave. Which is annoying.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 09, 2008, 03:55:04 pm
Neither does it say which silk or plant thread you're weaving. It's normal.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 09, 2008, 04:02:30 pm
I'd have to look, but I think it's something like:

Weave thread into cloth
Weave thread into silk
Weave thread into metal

So that should cover everything, but if you add in more metal thread types you get

Weave thread into cloth
Weave thread into silk
Weave thread into metal
Weave thread into metal
Weave thread into metal

At least if I remember right. Someone may correct me on this. *shrug*

Either way I'd like some way to know what orders I'm giving when it comes to weaving metal thread.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 09, 2008, 05:11:46 pm
wouldn't a borgles bones be made of borgle-bone material, and not just borgle material ?

just like a borgles borgle is made out of bogle borgle material, and not just borgle material

This is exactly what I am trying to get across

WHAT IF there was a creature in the raws whos bone reference didn't call upon the bone material at all, but instead called on its own (the creature's) material?

This all depends on the question that I asked, which is if creatures get their own material simply by existing.

Jems made of wolves, people. Think about it.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 09, 2008, 05:25:52 pm
This all depends on the question that I asked, which is if creatures get their own material simply by existing.

Not in the sense you mean.  They might implicitly get their own bone material from generic bone, but the material still has to be defined somewhere.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 09, 2008, 05:37:45 pm
A... ghrm. We don't really know how that system will work, but logic dictates that every creature will start out with default materials for flesh, bones, and all applicable tissues. If your question is of the "what if I call a material belonging to the creature from another material belonging to the same creature" variety, then my answer would be that you will get a default material if the material in question has not been initialized yet, or the actual material used for the creature if that material was already defined by that point. It would be an obvious loophole to plug, and Toady would probably think of that.

I presume the actual question you were trying to ask is "what would happen if I wanted to make a borgle, with bones made of borgle's borgle". The answer is: depends on whether the borgle's borgle is initialized before or after the borgle's bones; in one case you get a default material with average properties and a default name, in the other you get the borgle's borgle.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on December 09, 2008, 05:47:11 pm
A... ghrm. We don't really know how that system will work, but logic dictates that every creature will start out with default materials for flesh, bones, and all applicable tissues. If your question is of the "what if I call a material belonging to the creature from another material belonging to the same creature" variety, then my answer would be that you will get a default material if the material in question has not been initialized yet, or the actual material used for the creature if that material was already defined by that point. It would be an obvious loophole to plug, and Toady would probably think of that.

I presume the actual question you were trying to ask is "what would happen if I wanted to make a borgle, with bones made of borgle's borgle". The answer is: depends on whether the borgle's borgle is initialized before or after the borgle's bones; in one case you get a default material with average properties and a default name, in the other you get the borgle's borgle.

Initialize: dwarf lungs, material default_dwarf_flesh. Result: Success.
Initialize: dwarf pancreas, material dwarf bone. Result: Warning, no such material. Defaulting to default_dwarf_flesh for pancreas. Success.
Initialize: dwarf skeletal structure, material default_dwarf_bone. Result: Success.
Initialize: dwarf left eyeball, material dwarf bone. Result: Success, dwarf bone defined by dwarf skeletal structure.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 09, 2008, 06:01:41 pm
I imagine all the materials are initialized first, and then the creatures. After all, if you're making creatures out of materials, obviously you want to load the materials themselves before making the creatures. Otherwise you have problems no matter what.

It's not as if "dwarf lung" material has anything actually to do with dwarves; dwarves just happen to use it. That's my guess, anyway.
Title: Re: The NEW Future of the Fortress
Post by: The Minister on December 09, 2008, 06:54:46 pm
A... ghrm. We don't really know how that system will work, but logic dictates that every creature will start out with default materials for flesh, bones, and all applicable tissues. If your question is of the "what if I call a material belonging to the creature from another material belonging to the same creature" variety, then my answer would be that you will get a default material if the material in question has not been initialized yet, or the actual material used for the creature if that material was already defined by that point. It would be an obvious loophole to plug, and Toady would probably think of that.

I presume the actual question you were trying to ask is "what would happen if I wanted to make a borgle, with bones made of borgle's borgle". The answer is: depends on whether the borgle's borgle is initialized before or after the borgle's bones; in one case you get a default material with average properties and a default name, in the other you get the borgle's borgle.

Indeed.  The problem here is that the original problem invovled an equivocation of terms.  Making a material out of "dwarf" is just fine, but the material "dwarf" and is a completely different object from a dwarf.

We can define the creature, dwarf, to be an object composed of bones, flesh, skin, and hair.  We can also design a material called "dwarf."  The material is not equivalent to the creature.  It is not even a material that is a part of the creature we designed, as dwarves are composed of the list above which does not include the material "dwarf."  Thus, would be a kind of strange abstraction, and there is no real reason to believe that the material "dwarf" actually has any connection to the creature, dwarf, unless you want to imagine it that way. It seems that material class objects and creatures could be designed with the same names, but the fundamental difference in their identity based on what they are really can makes things confusing.

And there is nothing wrong with imagining the material "dwarf" that is, actually, a bunch of dwarves holding hands, or some kind of essence of the dwarf creature, but the material "dwarf" would not have any definitional relation to the materials used to define the creature dwarf.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 09, 2008, 09:39:50 pm
Even then... how the world would the Dwarf even know the creature's bones were oddly stretched and mutated Dwarf Bones? Psychic powers boarderlining on Oblivion Guard ESP? I am sure if I replaced a Dog's bones with that equal in consistancy with that a humans you wouldn't be able to tell, and even if a scientist identified it I doubt they would attribute it to someone smashing human bones into that of a dog's.

I will say however that there is something to be said about materials being set up to be recognised as a material in the creation of Zombies and Amalgamations... but I am not sure the game benefits from it too much outside curses.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 09, 2008, 11:06:25 pm

 I think somebody mention gems made of wolves. This would lead to miners digging out the bones of some dead beast, and it coming to life!

 Or veins of friendlies. Or even layers of worms.

 I want to make a fortress out of a worm soil layer!
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on December 09, 2008, 11:15:53 pm
I'm going to laugh like hell if we can do what we can in the current version, which is put small body parts inside body parts until that something is indestructible...

I'll call it the "soul", and when the containing being is killed, I'm going to use that Soul in a smelter reaction to create something truly sinister.

Damn, as a modder I'm way too excited for this release...
Title: Re: The NEW Future of the Fortress
Post by: Willfor on December 10, 2008, 12:33:15 am
I'm not sure anything can become indestructible so long as it has a parent part. Eventually the soul will be struck. ...Which would lead to a very hilarious message.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 10, 2008, 02:10:37 am
Anything with both APERTURE and EMBEDDED cannot be destroyed other than by destroying the parent body part. There's just no way to target it.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on December 10, 2008, 02:40:13 am
Mind you it would be a bone made of metal, not a hunk of solid metal in the general shape of a bone. Anything organic has lots of pockets of emptiness to decrease the weight and need for that material while keeping the strength. It is not beyond me to think of a carver shaving off bits of metal if it is like a sponge. A really fine sponge, but a sponge nonetheless.

Good point. I would really expect Iron bones to provide excellent blood production. (The more you know: Bones provide most of the human bodies blood production)

I guess the carver would saw it open and make the carvings out of the bone marrow huh?

Having bones made of iron isn't such a great idea, really; your blood would cause them to rust. (Assuming your blood uses transports oxygen; although if you are respiring something at least as oxidizing as iron [which some microbes do 'breathe'] you're probably going to have the same problem.) Maybe if instead of blood the monster used hemolymph (like insects), since it isn't used to transport oxygen. The monster wouldn't be able to have very thick skin though (in order to get oxygen from the air to its inner tissues), and it'd still probably need to build membranes between its flesh and its iron bones in order to keep them from rusting out. Calcium and silica are really a lot easier for realistic living creatures to build rigid structures with in the first place. (Which really just means that our iron skeleton monsters had to have been built, forged, and/or cobbled together by MAD SCIENCE.)

About the bone carver: What makes you think the bone marrow of an iron bone is going to be regular bone marrow? It could be made of woven dwarf beards for all we know. Literally, if I understand Toady's material system correctly.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 10, 2008, 02:45:12 am

 Well, if the cells constructing the bones have an inner wall of iron and an outer wall of some other elements then you could avoid the whole rust problem. Then they would be more like plants than animal cells, but this is a fantasy setting. We can do whatever we want.

 I wish to construct a giant fly made of hundreds of smaller flies. Actually, can the updated system support multiple materials for one thing? Like a feathers layer made of down feathers and full feathers? Or 50 dwarves making up the dwarf golem?
Title: Re: The NEW Future of the Fortress
Post by: TettyNullus on December 10, 2008, 02:45:25 am

Having bones made of iron isn't such a great idea, really; your blood would cause them to rust. (Assuming your blood uses transports oxygen; although if you are respiring something at least as oxidizing as iron [which some microbes do 'breathe'] you're probably going to have the same problem.) Maybe if instead of blood the monster used hemolymph (like insects), since it isn't used to transport oxygen. The monster wouldn't be able to have very thick skin though (in order to get oxygen from the air to its inner tissues), and it'd still probably need to build membranes between its flesh and its iron bones in order to keep them from rusting out. Calcium and silica are really a lot easier for realistic living creatures to build rigid structures with in the first place. (Which really just means that our iron skeleton monsters had to have been built, forged, and/or cobbled together by MAD SCIENCE.)

About the bone carver: What makes you think the bone marrow of an iron bone is going to be regular bone marrow? It could be made of woven dwarf beards for all we know. Literally, if I understand Toady's material system correctly.

Well, there are multiple alloys based on Iron, like stainless steel, and I believe there're a low-carbon iron alloy that resisits rusting fairly well. And that's not even getting into the possiblity that said iron-based bone might just be wrapped with some kind of biological film that protects it from oxygen and whatnot.  ;)
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 10, 2008, 02:49:11 am
Heh. At least now we can make proper dwarves, 50% beard, 40% ale, 10% traces of various consumed vermin. :P
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 10, 2008, 04:35:14 am
I'm not believing that you can't make materials out of creatures until I hear it from the toad's mouth. :(


Another question, though; how are materials going to be defined? What kind of variables will they have that will set them apart from each other? Weight and hardness are the only things I can think of, which if you think about it only has so much potential.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 10, 2008, 05:36:45 am
Do you know HOW MANY parameters do current materials have??? Temperatures for the three state transitions, weight, value, damage/block modifiers, plus special parameters. I don't expect anything to be added there except group controls for item creation, because those were mentioned.

"Materials out of creatures" doesn't make sense. A creature is a physical object defined by several hundred parameters. A material is a collective definition of properties that make up an item. If you want to have a "dwarf" material, you can just make a "dwarf" material in any of the matglosses (wood, plant, stone, metal, plus suspected "flesh", "leather", "cloth" and various derivatives) and use that. You cannot make a dwarf into a material, you can only get a specific material from a dwarf. So that if you chop off a leg from your megamonster, there is no way for it to instantly become a dwarf unless that kind of behavior was implemented.

Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 10, 2008, 05:47:05 am
Do you know HOW MANY parameters do current materials have??? Temperatures for the three state transitions, weight, value, damage/block modifiers, plus special parameters. I don't expect anything to be added there except group controls for item creation, because those were mentioned.

Toady also mentioned that a bunch of new mechanical properties (http://en.wikipedia.org/wiki/List_of_materials_properties#Mechanical_properties) are coming in, although it's not clear how extensively they'll be used in this release.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 10, 2008, 05:53:50 am
Do you know HOW MANY parameters do current materials have??? Temperatures for the three state transitions, weight, value, damage/block modifiers, plus special parameters.

Easy there, now. Weight value and damage modifiers are pretty obvious ones, yeah, so all you've really mentioned that I had forgotten are the temperature values.

But let's think about this. What new types of parameters would the new material system imply? It's quite clear from the developement log that by dividing everything up into materials, they will become a whole lot more individual in their behaviour, and I'd like to know what parameter values would allow that to happen without incorperating certain values that (at this point in the game) would be largely irrelevant.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 10, 2008, 06:37:24 am
I don't think any new parameters are going to be added to materials, at least those pertaining to their physical properties would remain the same. There's no "new material system", there's mostly just "new materials" and probably "new material syntax". Toady mentioned new matglosses, and ways to determine groups of materials so that items can be made of specific ones. I don't think it will be possible to get any new functionality out of materials, but you will be able to get new functionality out of items because of the new material-related tags.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 10, 2008, 07:13:47 am
Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 10, 2008, 08:39:34 am
Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.

I agree, it's pointless to theorize about these upcoming features. Either wait for a proper answer from Toady, or wait for the next release.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 10, 2008, 11:03:09 am
I dunno, I'd think there'd be 'thick bone' bone, 'thin bone' bone, and dwarf bone would be thick bone bone, and would inherit properties from that.  When it gets processed, it'll be CALLED dwarf bone, but really of the thick bone material.

You don't need to define a bone for every creature....  Just some creatures have bone bones, some have steel bones (terminators) and some have chitin instead...
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 10, 2008, 12:50:21 pm
I don't think any new parameters are going to be added to materials, at least those pertaining to their physical properties would remain the same. There's no "new material system", there's mostly just "new materials" and probably "new material syntax". Toady mentioned new matglosses, and ways to determine groups of materials so that items can be made of specific ones. I don't think it will be possible to get any new functionality out of materials, but you will be able to get new functionality out of items because of the new material-related tags.

Do you think I'm making it up or something?

Quote from: Sir Nils Olav
Will we be able to determine certain body layers' hardness?

For this release, yeah, you will be able to specify material properties that have combat ramifications for each tissue layer/material of the body parts.  I don't think I posted the new material definitions...  many of the hardness-type properties don't have use yet and won't for a while, but I did go kind of nuts with it, because I wanted it to last a while.  It's a somewhat troubling list.  In particular:

Quote from: Footkerchief
(catchall for tensile, shear, compressive, etc.)

C..  catchall?  I probably should have.  I was bad again.

Going back to the order of material creation vs. body definition, there's this:

Quote from: Footkerchief
I wonder if "send in a chitin tissue to fill the skin role in the exoskeleton plan" means that you actually create the chitin in the creature material list and then send that material.  I suppose for things like iron men you would also have to be able to pass materials from outside the creature definition, i.e. iron.

Yeah.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 10, 2008, 12:52:35 pm
Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.

Goodness I just want to see how epic Megabeasts (especially modded ones) will become!

Heck even without the new bodyraws the new stats can lead to some dangerous combinations!
Title: Re: The NEW Future of the Fortress
Post by: The Minister on December 10, 2008, 01:11:45 pm
Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.

Good point!  All we have to do is wait six months and all this discussion will have been pointless!  If you think about it, we can wait a few years and know exactly how DF will come out and then, there will have been no point to have wasted any energy posting on the forums at all!  Lol.

The point of this thread is that we're excited about the new release and want to talk about what's coming up.  I certainly haven't seen anything here that I would qualify as flame war material, though, ironically, I think your comment is probably the closest thing.  I still don't think it qualifies by my standard.

Discussing what is coming up is the point of the thread, if you don't want to participate in the discussion, feel free not to.  After all, as I understand, this is the General Discussion section where we're allowed to "discuss Slaves to Armok II: Dwarf Fortress in any way [we] like," right?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 10, 2008, 01:15:32 pm

 Not to mention discussing these things is better than the -, yuri and other such threads.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 10, 2008, 03:39:20 pm
Man, I cannot wait for the new version.  Just think, we'll get to actually see how the new raws and body functions work, instead of launching intermittent flamewars over theoretical Schrodinger's Implementations.

Goodness I just want to see how epic Megabeasts (especially modded ones) will become!

Heck even without the new bodyraws the new stats can lead to some dangerous combinations!

Yep, we will be able to mod  in powerful and interesting megabeasts. Finally no more "noob speardwarf is killing the dragon with some lucky hits" moments.  ;D
Title: Re: The NEW Future of the Fortress
Post by: JoRo on December 10, 2008, 04:45:34 pm
If you have a creature made of metal, can butchering kill it even when it would be extremely tough in actual combat?  You could mod in metal animals and then breed them and melt down their corpses.  I'd mod in metal animals anyways, if only for the easy puns.  Lead slugs, brass monkeys, golden hinds, steel horses...
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 10, 2008, 05:28:26 pm
Slaughtering animals is a fairly controlled process; if an animal is tamed, and you have control over it, and it can die, then you should be able to kill it without too much trouble.
Title: Re: The NEW Future of the Fortress
Post by: Sunday on December 10, 2008, 06:34:40 pm
Yeah, I'm super psyched about non-flesh animals.  Maybe I'll try my hand at modding.  Robot world!  Terminator!  Probably could mod in the Aliens from the movies, too - acid blood, super strong carapace, etc.  It will be sweet.

Vanilla game sounds like it will be improved, too - Bronze Collossi will be intense if you can find them.  Nothing to be trifled with.

Also I'm really looking forward to the new stats, and the whole 'if you don't use it you lose it' with stats/skills and such.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 10, 2008, 07:26:51 pm
The Butchery doesn't damage animals to death it just kills them.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 10, 2008, 07:29:39 pm
The Butchery doesn't damage animals to death it just kills them.

I hope that changes.  It would be amusing to see incompetent butchers frantically hacking at random spots on an animal while it freaks out and sprays blood everywhere.  Of course, that means competent butchers need to be able to strike a good killing blow, which means they have to aim their strikes, which isn't possible yet.
Title: Re: The NEW Future of the Fortress
Post by: TettyNullus on December 10, 2008, 07:39:03 pm
The Butchery doesn't damage animals to death it just kills them.

I hope that changes.  It would be amusing to see incompetent butchers frantically hacking at random spots on an animal while it freaks out and sprays blood everywhere.  Of course, that means competent butchers need to be able to strike a good killing blow, which means they have to aim their strikes, which isn't possible yet.

Should do something like quality modification for butchery skill, ie. better skill, more chance for leather, and 'full' stacks of meat and bones ( because inexperienced butchers might botch something up ) and if they botchs up, the return is more chunks and damaged stuffs
Title: Re: The NEW Future of the Fortress
Post by: Narmio on December 10, 2008, 09:31:23 pm
This.  The skill in Butchery comes from extracting the best cuts (I guess that would be meat quality modifiers) and getting as much usable meat (even if it's only stew meat) from an animal as possible.  The actual killing isn't really something you want to see a butcher stuff up. 

Meat quality modifiers are an interesting question for another day, because there are only so many prime cuts on an animal, you really shouldn't be able to make every bit of meat off a cow into prime, succulent sirloin steaks.  But that's a question for another arc.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 10, 2008, 09:33:54 pm

 You must never have seen a legendary bucher work.
Title: Re: The NEW Future of the Fortress
Post by: Greiger on December 11, 2008, 12:25:22 am
-Legendary +5 butcher: Hold yer horses, I ain't done yet.
-Food hauler: There's nothing left though...just eyes, hooves, and the tail.   There's no more meat left.
-Butcher:Just buzz off, I can't work with you looking over my shoulder like that.
-Hauler: Fine fine. *turns around to walk away* I'll be admiring that tastefully arranged Aluminum statue in the dining room, gimme a holler when yer done.
*hauler walks two steps*
-Butcher: Done.
*hauler turns around to see 20 massive steaks stacked in a pile.*
-Hauler: How-
-Butcher: Talent. Now, hurry up and take them to the stockpile, they're masterwork.  I will blame you if they decay.*Walks away eating a hamburger*
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 11, 2008, 12:36:29 am
The actual killing isn't really something you want to see a butcher stuff up. 

Oh but I do!  It'll impress the true horror of the situation upon the player when s/he recruits Geshud the Peasant to commit kitty genocide.  Geshud, clumsy and a gormless coward to boot, flinches as he brings down the axe and only manages to lop off a paw, and then faints in horror as the cat stumbles yowling into the dining room, bleeds all over the engravings, and adopts an owner 10 seconds before it dies of blood loss.

But yes yes, mangled meat and torn hides or whatever are important too.
Title: Re: The NEW Future of the Fortress
Post by: MMad on December 11, 2008, 10:31:37 am
I think even total beginners should be able to butcher animals with reasonable reliability - they'd grab a knife and cut the the throat of whatever animal is targetted. Sure, the animal might squirm and they'd end up not quite killing it, and it'd run around bleeding and screaming, and depending on the psychological makeup of the dwarf they might freak or feel horribly guilty (especially if they like the animal type in question) and fail to sort it out - but most times the actual killing should probably go well. :) But the odds of much (perhaps all) of the meat or skin being spoiled due to improper handling should be much higher. Extracting bones should probably be easier.
Title: Re: The NEW Future of the Fortress
Post by: Inquisitor Saturn on December 11, 2008, 11:02:04 am
Yeah, I'm super psyched about non-flesh animals.  Maybe I'll try my hand at modding.  Robot world!  Terminator!  Probably could mod in the Aliens from the movies, too - acid blood, super strong carapace, etc.  It will be sweet.

Vanilla game sounds like it will be improved, too - Bronze Collossi will be intense if you can find them.  Nothing to be trifled with.

Also I'm really looking forward to the new stats, and the whole 'if you don't use it you lose it' with stats/skills and such.

You could have a fungusman who drops rare seeds when he dies,  or more realistic treants. Fill in those terrifying biomes with maddening creatures like monsters made from blood(ONLY blood).
Title: Re: The NEW Future of the Fortress
Post by: SmileyMan on December 11, 2008, 11:39:18 am
Make sure you don't take on a pitchblendeman with a hammer......

I wonder whether dragons will have a fire-breathing organ of some kind, and if so, what skeletal dragons are going to do?
Title: Re: The NEW Future of the Fortress
Post by: Mad Larks on December 11, 2008, 11:43:31 am
Make sure you don't take on a pitchblendeman with a hammer......

I wonder whether dragons will have a fire-breathing organ of some kind, and if so, what skeletal dragons are going to do?

Obviously, they'll be 'breathing confetti
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 11, 2008, 12:07:42 pm
Yeah, I'm super psyched about non-flesh animals.  Maybe I'll try my hand at modding.  Robot world!  Terminator!  Probably could mod in the Aliens from the movies, too - acid blood, super strong carapace, etc.  It will be sweet.

Vanilla game sounds like it will be improved, too - Bronze Collossi will be intense if you can find them.  Nothing to be trifled with.

Also I'm really looking forward to the new stats, and the whole 'if you don't use it you lose it' with stats/skills and such.

You could have a fungusman who drops rare seeds when he dies,  or more realistic treants. Fill in those terrifying biomes with maddening creatures like monsters made from blood(ONLY blood).

A blood-only creature would probably just melt to death, unfortunately.
Title: Re: The NEW Future of the Fortress
Post by: Teldin on December 11, 2008, 12:42:30 pm
Loving these updates so far. First thing I'm making is a full-lifecycle Purring Hornet that injects 25000-heat magma-poison into people, making them instantly explode. Mwahaha.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 11, 2008, 12:48:51 pm
How about creatures that inject blood into their victims? I mean like reverse vampires. Would that attack make you bleed? Would it make you bleed if you don't normally have blood?
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 11, 2008, 12:59:04 pm
Loving these updates so far. First thing I'm making is a full-lifecycle Purring Hornet that injects 25000-heat magma-poison into people, making them instantly explode. Mwahaha.

Full life cycle? Polymorphism isn't going to extend that far this time around. I believe Toady has said (and I've repeated a couple times) that body parts on the same creature won't be able to change that drastically during the life cycle.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 11, 2008, 01:37:47 pm
How about creatures that inject blood into their victims? I mean like reverse vampires. Would that attack make you bleed? Would it make you bleed if you don't normally have blood?
RUN FOR YOUR LIFE! IT'S THE REVERSE VAMPIRES! They'll inject blood into you until you explode!
Get inside until it's safe at night!
Title: Re: The NEW Future of the Fortress
Post by: I3erent on December 11, 2008, 06:29:17 pm
Diseases?  Will a diseased animal injecting you give you an illness?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 11, 2008, 06:31:27 pm
Loving these updates so far. First thing I'm making is a full-lifecycle Purring Hornet that injects 25000-heat magma-poison into people, making them instantly explode. Mwahaha.

Full life cycle? Polymorphism isn't going to extend that far this time around. I believe Toady has said (and I've repeated a couple times) that body parts on the same creature won't be able to change that drastically during the life cycle.

Well, yet. Though probably not anytime soon
Title: Re: The NEW Future of the Fortress
Post by: Sunday on December 11, 2008, 08:01:41 pm
Diseases?  Will a diseased animal injecting you give you an illness?

I think that may very well be a possiblity for this release, yes.  I think he's going to start working on diseases and poisons after wounds (which hopefully will be coming up in the next week or so).
Title: Re: The NEW Future of the Fortress
Post by: I3erent on December 12, 2008, 03:41:09 am
So the real question is will be be able to add a [CARRIER:HIV] tag to creatures?  [CARRIER:BLACKPLAGUE]????

Also [trANSMISSION:BITE] or [trANSMISSION:INJECT] or [trANSMISSION:SCRATCH]????????
Title: Re: The NEW Future of the Fortress
Post by: Deon on December 12, 2008, 04:34:59 am
Even better: a special itemcorpse for some kind of parasytic disease. Well, yeah, we can only make vermin via itemcorpses. But still... It could be fun, like in this episode:
http://ru.youtube.com/watch?v=ucDt7yJYCBc (warning: ATHF!).
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 12, 2008, 09:19:19 am
Diseases?  Will a diseased animal injecting you give you an illness?


Yeah, hopefully....realistically it should at least.  :)
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 12, 2008, 10:12:44 am
Loving these updates so far. First thing I'm making is a full-lifecycle Purring Hornet that injects 25000-heat magma-poison into people, making them instantly explode. Mwahaha.

Full life cycle? Polymorphism isn't going to extend that far this time around. I believe Toady has said (and I've repeated a couple times) that body parts on the same creature won't be able to change that drastically during the life cycle.
cocoon animals might be possible...  Can't you drop a living critter as a corpse?  (Purring Maggot dies and leaves behind a 'child' Hornet that grows up quickly)

I could be wrong
Title: Re: The NEW Future of the Fortress
Post by: Krash on December 12, 2008, 11:31:52 am
vermin barrel gnawing and cage escape

Bronze Collosus escaping (much carnage ensues) while player is distracted by firesnake induced explosions of booze: check

Lovin dis.

EDIT: A good reason to make metal barrels
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 12, 2008, 01:35:01 pm
vermin barrel gnawing and cage escape

Bronze Collosus escaping (much carnage ensues) while player is distracted by firesnake induced explosions of booze: check

Lovin dis.

EDIT: A good reason to make metal barrels

this was exactly the first szenario I had in mind when checkign the devblog today
Title: Re: The NEW Future of the Fortress
Post by: Random832 on December 12, 2008, 02:27:42 pm
Quote
It'll be nice to finally be able to run the game again

You jinxed it. Good luck fixing those errors.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 12, 2008, 06:51:10 pm
Or earlier than that...  the wind part of the presnowstorm windstorm is causing my power to go out...  not sure I'll be able to work today.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 12, 2008, 06:58:48 pm
Or earlier than that...  the wind part of the presnowstorm windstorm is causing my power to go out...  not sure I'll be able to work today.

My neighborhood has underground wires and thus only particularly bad lightning storms can generally knock out the power and even then temporarly. (Blackouts that last a few hours get in the news and sometimes even first page... though with the increase in gun murders... I don't know... Poor Canada... I fully support the handgun ban!)
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 12, 2008, 07:01:46 pm
Quick! Everybody E-mail Toady One some electricity!
Oh, that won't work.
The wind would take out the internet lines too...
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 12, 2008, 07:04:52 pm
Well, if he has a laptop and is willing to spend some fuel, he could run it off the 12V car outlet, or just off the car's battery without starting the engine...
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 12, 2008, 07:05:02 pm
Quick! Everybody E-mail Toady One some electricity!
Oh, that won't work.
The wind would take out the internet lines too...
We shall mail the electricity, and he can keep the envelopes for when his power goes out again!

 PERFECT PLAN!

 But yes, weather can be a bastard. Even worse when you live somewhere that seems to fear the weather like some psychopathic old world god.
 "Today in DC it has snowed an inch. Schools, workplaces and even emergency facilities have all been closed 'till this horrific amount of snow and ice has cleared away. Let us interview the salt trucks, who have been caught unprepared for this disaster..."
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 12, 2008, 07:06:42 pm
I guess it is our fault for not giving Toady a generator all these years.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 12, 2008, 07:08:05 pm
Hey, let's pool some money and buy him one of those mini nuclear reactors!
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 12, 2008, 07:08:44 pm
No laptop...  no car.

Yeah, some places aren't equipped for a snowsnorm and the drivers aren't used to it, so it's even dangerous to be walking around after the snow's on the ground.  This is one of those places (compared to the four years I lived in New Hampshire, anyway).

Here, the power is also pretty susceptible to wind, and were gusting around 40 mph right now (steady at 20, and that continues to be the forecast through the night).  Oooo  just lost the lights a second again.  At least I'm not out in the woods like my brother...  sometimes they don't get their power back for days out there.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 12, 2008, 07:10:21 pm
Hey, let's pool some money and buy him one of those mini nuclear reactors!

Lets start small like an electric or Gas generator.

Also Toady I hope you don't take risks during Lightning storms for us... did you know that before the advent of the cordless phone the phone was the #1 way in which people were struck by lightning? Though I have no idea if lightning COULD strike you through your computer (my Monitor once over-charged and I thought I saw lightning... Freeked me half to death!)
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 12, 2008, 07:15:26 pm
If the wind's that strong outside, go stick a fan out the window and plug yer comp into it! :P
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 12, 2008, 07:46:52 pm
If the wind's that strong outside, go stick a fan out the window and plug yer comp into it! :P

What is this? The Movie "The Core"?

Fans don't have the ability to transform the kenetic energy of the wind into that usable by computers.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 12, 2008, 07:48:21 pm
If the wind's that strong outside, go stick a fan out the window and plug yer comp into it! :P

What is this? The Movie "The Core"?

Fans don't have the ability to transform the kenetic energy of the wind into that usable by computers.
Unless you have some transformers.
 You know, those wall plugs that are really big in comparison to others?
Title: Re: The NEW Future of the Fortress
Post by: Krash on December 12, 2008, 07:51:19 pm
If the wind's that strong outside, go stick a fan out the window and plug yer comp into it! :P

What is this? The Movie "The Core"?

Fans don't have the ability to transform the kenetic energy of the wind into that usable by computers.

Failure to understand a joke?
Title: Re: The NEW Future of the Fortress
Post by: TettyNullus on December 12, 2008, 07:52:41 pm
If the wind's that strong outside, go stick a fan out the window and plug yer comp into it! :P

What is this? The Movie "The Core"?

Fans don't have the ability to transform the kenetic energy of the wind into that usable by computers.

err, it depends on the kind of fan, actually. Most runs on electricity, which could possibly be ran 'backswards' to generate power (that's all mechanically-powered generator does, turn movement input into energy output ), but it won't be enough to run a computer on it's own, for most kind of fan sizes ( Too little power generated  ;D )
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 12, 2008, 07:53:01 pm
Perhaps my failure to understand a joke has to deal with my lack of Iron-E in my diet.

Luckly I can just carve some out of your statement it is so thick! :D

Note: The general tone of my statement is friendly.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on December 12, 2008, 08:12:12 pm
I live out in the middle of nowhere and usually the only thing that takes out power is:
A) Car accidents
B) Branches from trees being knocked down by snow/wind onto power lines, causing fires.
C) Maintenance.
Also, freezing rain only happens a few times a year here, we still function.  So whats an inch of snow?  At least salt will melt that, gets to cold for salt here.  Man it must suck to live in mild and tropic areas, having a heart attack every time you see water-glue.

Edit: I should clarify that while freezing rain isn't that common for my area, snow melting/rain falling then re-freezing on the ground isn't.
Damn that water glue.
Title: Re: The NEW Future of the Fortress
Post by: Foa on December 12, 2008, 09:51:58 pm
I live out in the middle of nowhere and usually the only thing that takes out power is:
A) Car accidents
B) Branches from trees being knocked down by snow/wind onto power lines, causing fires.
C) Maintenance.
Also, freezing rain only happens a few times a year here, we still function.  So whats an inch of snow?  At least salt will melt that, gets to cold for salt here.  Man it must suck to live in mild and tropic areas, having a heart attack every time you see water-glue.

Edit: I should clarify that while freezing rain isn't that common for my area, snow melting/rain falling then re-freezing on the ground isn't.
Damn that water glue.
Water glue?
Meh, this mild area isn't paying off, too hot in the summer, not enough insulating clouds in the winter to keep it mild.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on December 12, 2008, 10:20:36 pm
Water glue?
Meh, this mild area isn't paying off, too hot in the summer, not enough insulating clouds in the winter to keep it mild.
Ice, it likes to hold things together when it's first applied in its liquid state.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 12, 2008, 10:46:52 pm
Freezing rain is very beautiful! I love what it does to the trees! I don't like however what it does to the roads.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on December 13, 2008, 12:24:30 am
Freezing rain is very beautiful! I love what it does to the trees! I don't like however what it does to the roads.
Well, maybe not in Ontario where they get ice storms big enough to knock down 60 year old elms and oaks.

This is a master craft yard.  All decorations are of the highest natureship.
In it is a lawn of expertly mown grass.
In it is a magnificent elm of 60 years.

An Ice storm has struck the master craft yard!
The elm is struck!
It is struck in two!

Hehe, damn elves, serves them right.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 13, 2008, 12:58:55 am
I live... In... Ontario...  :-[

And beside a forest

I just love their "Covered with a thin layer of Ice" look! I also love Wispy Snow
Title: Re: The NEW Future of the Fortress
Post by: Teldin on December 13, 2008, 01:06:30 am
Hey, another Ontarioite here (in Ottawa).

Freezing rain sucks majorly. A little bit isn't too bad, but wait until you get 3 straight days of it and all your trees and powerlines come a-tumbling down.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 13, 2008, 01:07:46 am
Hey, another Ontarioite here (in Ottawa).

Freezing rain sucks majorly. A little bit isn't too bad, but wait until you get 3 straight days of it and all your trees and powerlines come a-tumbling down.

Not to mention taking a drive through it feels like playing Russian Roulette! (though as I said, my powerlines cannot go down)
Title: Re: The NEW Future of the Fortress
Post by: Sunday on December 13, 2008, 01:21:45 am
Sometimes our power lines get knocked out by AIDS.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 13, 2008, 01:28:11 am
Sometimes our power lines get knocked out by AIDS.

Wow, I am surprised that they caught an immuno-deficiancy disease
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on December 13, 2008, 02:37:23 am
Yeah, I'm super psyched about non-flesh animals.  Maybe I'll try my hand at modding.  Robot world!  Terminator!  Probably could mod in the Aliens from the movies, too - acid blood, super strong carapace, etc.  It will be sweet.

Vanilla game sounds like it will be improved, too - Bronze Collossi will be intense if you can find them.  Nothing to be trifled with.

Also I'm really looking forward to the new stats, and the whole 'if you don't use it you lose it' with stats/skills and such.

You could have a fungusman who drops rare seeds when he dies,  or more realistic treants. Fill in those terrifying biomes with maddening creatures like monsters made from blood(ONLY blood).

A blood-only creature would probably just melt to death, unfortunately.

The obvious solution is to give it an exoskeleton made of scabs.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 13, 2008, 03:09:06 am
Sometimes our power lines get knocked out by AIDS.

Wow, I am surprised that they caught an immuno-deficiancy disease
Surprisingly common where I live. Amazing things can happen with one in 17 have the damned thing.
 But technically that would be a computer virus that targets antiviral software on the government power management computers.
 
 And ontopic: "...some of those ice/water problems should be handled."
 What does this entitle, exactly? Specifying water to be used in reactions? Ice in reactions? We can use buckets in reactions now? Can we fill specific containers with reactions? Do reactions care for things inside containers now?

 ANSWER THE DUKE-O-TRON NOW AND RECEIVE A PRIZE!
Title: Re: The NEW Future of the Fortress
Post by: Fieari on December 13, 2008, 03:09:35 am
Is Toady implementing vermin chewing through barrels and creatures escaping weak cages right now, or merely providing the groundwork so they can do so in the future?
Title: Re: The NEW Future of the Fortress
Post by: TettyNullus on December 13, 2008, 03:26:04 am
Sometimes our power lines get knocked out by AIDS.

Wow, I am surprised that they caught an immuno-deficiancy disease
Surprisingly common where I live. Amazing things can happen with one in 17 have the damned thing.
 But technically that would be a computer virus that targets antiviral software on the government power management computers.
 
 And ontopic: "...some of those ice/water problems should be handled."
 What does this entitle, exactly? Specifying water to be used in reactions? Ice in reactions? We can use buckets in reactions now? Can we fill specific containers with reactions? Do reactions care for things inside containers now?

 ANSWER THE DUKE-O-TRON NOW AND RECEIVE A PRIZE!

I thought I saw something on modding forum about ice being usable in reactions, but don't take my word for it!
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 13, 2008, 03:27:56 am

 Currently it is impossible. Which is why the development of a fix for that would be grand.
Title: Re: The NEW Future of the Fortress
Post by: TettyNullus on December 13, 2008, 03:49:48 am

 Currently it is impossible. Which is why the development of a fix for that would be grand.

http://www.bay12games.com/forum/index.php?topic=18742.msg184960#msg184960

http://www.bay12games.com/forum/index.php?topic=20389.msg217645#msg217645

begs to differ, but I have no experience, haven't ever went onto a glacier yet
Title: Re: The NEW Future of the Fortress
Post by: Krash on December 13, 2008, 05:21:23 am
Perhaps my failure to understand a joke has to deal with my lack of Iron-E in my diet.

Luckly I can just carve some out of your statement it is so thick! :D

Note: The general tone of my statement is friendly.

My joke detect-o-meter must be broken. :-[




The core is an amazing comedy though.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on December 13, 2008, 06:19:17 am
I remember some years ago when the power went out on a perfectly clear day in the early summer.  They were chopping down trees to get them away from the power lines so that they wouldn't fall in the winter storms, and guess what!
Generally no power problems now that I live in civilization, though last winter the snow was so severe the college actually had to take the day off for the first time in many years.

On topic: I can't wait for some real meaty devlog updates, but it's still cool to see all the little things getting done.  Sixty minor items a day is pretty cool, and is much more impressive than the 1 tick off the big count down.
Title: Re: The NEW Future of the Fortress
Post by: Deon on December 13, 2008, 06:55:26 am
Is it really SUCH bad problem in America? o_O
You know, we have "russian winters" and nice storms and other crap but I haven't got a single problem with an electricity for 5 or 6 years already... I was almost sure that people in America have more stable systems. Sadly that I was wrong and there're areas with such troubles (well, the nature is fierce). I hope you'll be fine, Tarn.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 13, 2008, 07:05:44 am
The Problems in the US are the Low standards for Power lines, Cables and the poor developed Network caused by the Energy-companies.

That Europe is so much better on this side is cause until 1990 the most Energy-networks were in the hand of the country's which developed and maintained this networks in an proper way. In the newer times laws from the country's and the EU help to prevent an decay of those networks thought the development and enhancing of these Networks got much slower.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 13, 2008, 08:50:26 am
Is it really SUCH bad problem in America? o_O
You know, we have "russian winters" and nice storms and other crap but I haven't got a single problem with an electricity for 5 or 6 years already... I was almost sure that people in America have more stable systems. Sadly that I was wrong and there're areas with such troubles (well, the nature is fierce). I hope you'll be fine, Tarn.

Yeah the same is true about Hungary. We tend to have crappy weather on winters [snowstorms + temperature goes down to -20 celsius sometime, that is -4 Fahrenheit..just converted it from C to F because of the US lads.. ;D] The last power outage happened years ago, and it only lasted for like 2-3 hours.
Let's hope that everything is ok in Toady's area now, so that he can continue to work.  :)
Title: Re: The NEW Future of the Fortress
Post by: Timst on December 13, 2008, 09:01:42 am
Quote from: Toady on Dev_now
8 left of what I'm doing now, 250 worth of wounds and health care concerns, 29 on descriptions and some skill/att stuff, 65 on venom, 165 for map features, 260 for entity positions, 195 for squads, and 75 for random crap and tests.

What are these "Map features" ?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 13, 2008, 09:09:24 am
Quote from: Toady on Dev_now
8 left of what I'm doing now, 250 worth of wounds and health care concerns, 29 on descriptions and some skill/att stuff, 65 on venom, 165 for map features, 260 for entity positions, 195 for squads, and 75 for random crap and tests.

What are these "Map features" ?

I guess Toady means these on "map features":

Maps and Sites
I.A: Make caves and the underground more interesting
I.B: Remove good/evil regions and add more specific associations instead, requires some of the Creature Improvements below to flesh it out
I.C: Graveyards and other burial arrangements with associated fun stuff

..and perhaps?:

Caravan Arc Preliminaries
I: Store resource counts at sites, controlled by map properties and world gen professions, and in armies
III.B.1: Addition of bandit groups which harass caravans
Title: Re: The NEW Future of the Fortress
Post by: Fieari on December 13, 2008, 09:10:14 am
*Beaten.

We don't know exactly which will make it in, but Toady added this to the list of what to work on next after the Underground Diversity thread in the suggestions forum consistently got votes for his attention.
Title: Re: The NEW Future of the Fortress
Post by: SirPenguin on December 13, 2008, 01:27:15 pm
If you don't mind me asking, Toady, where in NH did you live? I'm from the Conway area.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 13, 2008, 01:36:57 pm

 Currently it is impossible. Which is why the development of a fix for that would be grand.

http://www.bay12games.com/forum/index.php?topic=18742.msg184960#msg184960

http://www.bay12games.com/forum/index.php?topic=20389.msg217645#msg217645

begs to differ, but I have no experience, haven't ever went onto a glacier yet
Ice blocks, yes. Buckets of water, no. Buckets of ice, no.

 
Title: Re: The NEW Future of the Fortress
Post by: Sunday on December 13, 2008, 02:16:42 pm
Looks like he's done with the boring stuff!  Pre-wounds compilation indeed!

I was expecting it to be at least a couple days longer, especially with the weather.  Sweetness.
Title: Re: The NEW Future of the Fortress
Post by: Xgamer4 on December 13, 2008, 03:37:37 pm
Quote
1039. Fixed up a problem with fish stockpiles, god form selection for flying ones, creature placement in hostile environments vs. caste, caste litter sizes, some skill availability stuff, updated safe temperature stuff, placed totem flags on bodyparts so it knows which ones can make totems.

Any idea what this might be? Or is it a typo?

It was hinted at that I should post this here instead of in a new topic. ;)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 13, 2008, 03:39:18 pm
It was wondering that too... manifestations/incarnations of deities?  That's what it sounds like, but holy crap.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 13, 2008, 03:40:39 pm
oh boy, I can't wait for the new wounds
Title: Re: The NEW Future of the Fortress
Post by: sonerohi on December 13, 2008, 03:51:51 pm
It was wondering that too... manifestations/incarnations of deities?  That's what it sounds like, but holy crap.

Holy carp! fish, flying, gods.... The world-eating space carp!
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 13, 2008, 05:45:01 pm
I think that's just the description of the god. You know, how we currently get gods of mountains who are mountain goats, we'll be able to get gods of sky or wind or whatever that are birds or dragons or whatnot.
Title: Re: The NEW Future of the Fortress
Post by: Belteshazzar on December 13, 2008, 06:31:14 pm
It would be interesting if we had gods and spirits who built their own bodies to suit their particular deific style out of parts of other creatures. That way we could get some really weird Old testament angel/ chimeric/ lovecraftian gods who decided that what he really needed was 100 wings and 100 eyes to watch and go anywhere. Just wait until the more prolific ones start having kids, things man was not to know getting to know us too well?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 13, 2008, 07:23:07 pm
It would be interesting if we had gods and spirits who built their own bodies to suit their particular deific style out of parts of other creatures. That way we could get some really weird Old testament angel/ chimeric/ lovecraftian gods who decided that what he really needed was 100 wings and 100 eyes to watch and go anywhere. Just wait until the more prolific ones start having kids, things man was not to know getting to know us too well?

Look at this:

DEITY: Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.

This feature will be extremely cool, too bad that it won't be implemented only after the v1.0 dev. cycle.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 13, 2008, 08:03:28 pm
Originally the difference between a god and a force was supposed to be the level of sentience between them.

Forces were supposed to be in effect gods with the mind of an animal so to speak.

The Latest Threetoe story though kinda throws that away
Title: Re: The NEW Future of the Fortress
Post by: Lord Licorice on December 13, 2008, 08:46:27 pm
If you don't mind me asking, Toady, where in NH did you live? I'm from the Conway area.

Holy crap, Toady's in NH? That's both cool and terrible - cool, because I live in NH, and terrible, because that ice storm was fairly devastating to southern NH.  I myself am without power and won't be getting it back until mid-week or later.

On the plus side, I did get awesome photos like this:
Spoiler (click to show/hide)

I hope Toady's safe, warm and has electricity...
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 13, 2008, 09:11:39 pm
Wow, amazing picture.

To my knowledge, Toady One claims he is in a town near Seattle Washington.
I doubt this.
I suspect that he travels the globe in some kind of airship, seeking the wisdom of expert programmers the world over. This is the only thing that could explain the astounding quality and stability of the DF code.

I believe that this so-called "ice storm" is merely a cover for an attack by some kind of air-pirates.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 14, 2008, 07:25:32 am
If you don't mind me asking, Toady, where in NH did you live? I'm from the Conway area.

Holy crap, Toady's in NH? That's both cool and terrible - cool, because I live in NH, and terrible, because that ice storm was fairly devastating to southern NH.  I myself am without power and won't be getting it back until mid-week or later.

On the plus side, I did get awesome photos like this:
Spoiler (click to show/hide)

I hope Toady's safe, warm and has electricity...

Whoa what the hell?  No power for 3-4 days? How the hell is that possible?  :o
The photo is pretty awesome btw.  8)
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 14, 2008, 10:58:49 am
Rural areas in the US don't always get prompt utilities service. It's one of the drawbacks of being such a large country. Although New Hampshire is a pretty small state, so I'm kind of surprised that it'd take that long.

As for today's dev notes, I'm really looking forward to the next few days. Stories of how well the new wound system works in combat, plus a glimpse of the new raws! Should be awesome!
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on December 14, 2008, 11:10:46 am
I seem to remember something about boats in the Bloats. This would be cool if you could get flying boats + the army arc...
Title: Re: The NEW Future of the Fortress
Post by: Sunday on December 14, 2008, 11:18:36 am
Boats would be awesome, but they aren't happening this release. 
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on December 14, 2008, 11:31:18 am
Whoa what the hell?  No power for 3-4 days? How the hell is that possible?  :o
The photo is pretty awesome btw.  8)

After hurricane Ike, so many people (in the millions) were without power that I didn't get it back for 12 days.
Title: Re: The NEW Future of the Fortress
Post by: Cthulhu on December 14, 2008, 11:37:48 am

Whoa what the hell?  No power for 3-4 days? How the hell is that possible?  :o
The photo is pretty awesome btw.  8)

That's nothing.  After Hurricane Ike passed through the south, what was left of it went through Ohio, where I live.  There wasn't any rain or anything, it was basically just wind, going upwards of 50 or 60 miles per hour.  The power was out for almost a week.  I almost lost my mind.

Another fun thing that happened in Ohio:

Well, I can't find a picture.  Suffice it to say, a few years ago we had that kind of snow where there's a thick crust over dusty snow, and the wind blew so hard it took big strips of snow and rolled them up like bolts of carpet.  Weirdest thing ever.  Some of them were three feet tall.

Found a picture:

Spoiler (click to show/hide)

Anyway, on topic.

Quote
some cleaning of the poisoning code and the addition of materials to the injection special attack, so the material for venoms can now be specified properly (which is required for any future poison effects)

Will the venom injection be simulated(As in, it will just check the venom type and apply whatever affect it's been given) or will the venom actually enter the victim's body?  If I set the temperature of the venom to 10,000 degrees, will the bitten person catch on fire?

Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 14, 2008, 12:34:10 pm
As for today's dev notes, I'm really looking forward to the next few days.

Yeah same here.  8)
..and also the number is 1030! Yesterday it was 1039. It looks like that Toady is working on the easier parts now. :)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 14, 2008, 12:37:03 pm
Yep and soon Toady will have Tests that he will tell us... probably of someone punching a dwarf and having their entire body explode
Title: Re: The NEW Future of the Fortress
Post by: Karlito on December 14, 2008, 12:39:59 pm
Quote
I should be able to release the tentative raw format at some point while I'm doing this.

Modders Rejoice!
Title: Re: The NEW Future of the Fortress
Post by: Mondark on December 14, 2008, 12:48:55 pm
Oh, goody!  Here comes the wounds!  I'm looking forward to seeing what Toady says when he gets the 'wound test arena' up and running.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 14, 2008, 02:40:19 pm
Oh, goody!  Here comes the wounds!  I'm looking forward to seeing what Toady says when he gets the 'wound test arena' up and running.

Let me think of what could be swaid

Toady: "I think I made carp too hardcore, again!"
Title: Re: The NEW Future of the Fortress
Post by: DJ on December 14, 2008, 02:42:50 pm
Aw crap, carp will most likely end up as weaklings in the upcoming version. Toady, please keep the rivers deadly.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 14, 2008, 03:18:23 pm
Aw crap, carp will most likely end up as weaklings in the upcoming version. Toady, please keep the rivers deadly.

Carp could do no damage that they would still remain just as deadly... Their power comes from poor AI a bit more then their deadly attack which is only 2.5 times more powerful then an unarmed unskilled dwarf.

The Issue is that Dwarves love to try to tackle carp and end up defenseless in the river!
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on December 14, 2008, 03:28:35 pm
Nice! We'll get some of the RAW formats early so we don't have to wait for release to start modding. w00t.

Also, I'm starting to think that Toady deliberately makes one animal hardcore every release, just to keep us on our toes. With fixed elephants it's pretty obviously we COULD easily go into the raws and fix creatures so that they're standard with a quick patch, but then the game would be boring without ninja elephants or killer carp.
Title: Re: The NEW Future of the Fortress
Post by: Retro42 on December 14, 2008, 04:05:55 pm
I have a feeling colossi will be that monster real soon.

Solid metal body PLUS refined wound system. 



Ouch...
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 14, 2008, 04:09:44 pm
If arrows of SPECIFIC material become viable...  Magical 10000-degree arrows, anyone? <Twang!>+<thunk!>+<pshhhhh...>=Puddle of molten bronze.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 14, 2008, 04:13:23 pm
^^^ Specific materials seem to inherit a "default" temperature from their generic material.  I doubt there'll be a way to give materials a fixed temperature.

I'm wondering how all-out Toady will go with the wound system.  Apparently body part positions were done with realistic wound trajectories (for piercing, or planes for slashing) in mind, but where will those trajectories come from?  With projectiles, I guess they already have their own trajectory, but slashes and bashes are more ambiguous (we're coming up with some promising ideas in the Combat thread (http://www.bay12games.com/forum/index.php?topic=28156.0), but it's all a long way off at best).  Also curious if the new "blocking" system will just re-use BLOCK_PERC at the tissue level or if it'll do something more sophisticated with material properties like hardness and compressive strength.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 14, 2008, 04:16:38 pm
I suppose it renders all but the content and flavor parts of my Martial Arts mod useless. Which is a good thing. Mmm, ribs...

Heh heh. As for swings and such, I suppose it will do what I wanted to do with a fight simulator once - it takes a random vector perpendicular to the bodypart and looks at what organs might have been hit according to their sizes and positions. I don't suppose we'll get any attacks that can hit several "large" bodyparts at once this version, but still it will be a good addition.

edit: ^^^ So, do you suppose the Fire-steel from my Infusion mod literally burns through your pockets for no reason? :)
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 14, 2008, 04:18:02 pm
If arrows of SPECIFIC material become viable...  Magical 10000-degree arrows, anyone? <Twang!>+<thunk!>+<pshhhhh...>=Puddle of molten bronze.

Magical 1000-degree arrow? That sounds like the flame arrow spell!  ;D We gonna have magic sooner than we thought!  :D

*edit*

Hm now that I think about it...it should be possible to create objects with a fixed/specific temperatures. That would be pretty awesome. Flaming arrows, flaming catapult boulders etc.  8)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 14, 2008, 04:49:18 pm
Shall I write the ways in which having a flaming arrow seems unreasonable on characters with flamable bodies, objects, and souls?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 14, 2008, 04:55:29 pm
Ok then, for those you can have frost bolts. With temperatures of up to (or down to?) -10000 degrees Fahrenheit. You know, sometimes I think it is good DF doesn't model air. One shot of such an arrow would leave a trail of solid air. Nice way of building walls, btw.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 14, 2008, 04:59:37 pm
Ok then, for those you can have frost bolts. With temperatures of up to (or down to?) -10000 degrees Fahrenheit. You know, sometimes I think it is good DF doesn't model air. One shot of such an arrow would leave a trail of solid air. Nice way of building walls, btw.

I don't think Toady has implimented Air materials yet as cool and interesting as that would be (and lag inducing to some extents)
Title: Re: The NEW Future of the Fortress
Post by: Willfor on December 14, 2008, 05:04:31 pm
It's unfortunate that the wound test arena likely won't remain in the game once Toady is done using it to make sure everything is kosher. It sounds like a fun thing to play around with...
Title: Re: The NEW Future of the Fortress
Post by: Cthulhu on December 14, 2008, 05:54:38 pm
It does sound cool, maybe it'll stay in.  It'd be great for modders.  Unless there's some super-secret way to test monsters that I don't know about, you have to go out and find one to see how it fights, or make it playable.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on December 14, 2008, 06:07:33 pm
Maybe he'll release a 'battle arena' mini game after his end-of-month break.  Hopefully with some open source for some really extensive bug testing from the player base.
Title: Re: The NEW Future of the Fortress
Post by: Koji on December 14, 2008, 06:08:33 pm
I know you don't often do screenshots or movies, Toady, but it'd be neat to see how the wound testing goes if it hangs together in a viewable way, especially since it'll be a while yet before we see it in action.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 14, 2008, 06:21:20 pm
I for one would like the Arena of Armok to become an official part of the game. You could select a creature from legends or something from the raws and control it in combat against a selected enemy group. You could even create two opposing AI groups or watch a battle from history.
Or, have an arena mode with Fortress Mode controls.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 14, 2008, 06:44:06 pm
I for one would like the Arena of Armok to become an official part of the game. You could select a creature from legends or something from the raws and control it in combat against a selected enemy group. You could even create two opposing AI groups or watch a battle from history.
Or, have an arena mode with Fortress Mode controls.

If this actually was an arena... hmmm

Winner of these arenas could get the ability to become part of the real world with tons of gold and land!

Losers of course stay dead!
Title: Re: The NEW Future of the Fortress
Post by: Willfor on December 15, 2008, 12:43:41 am
I for one would like the Arena of Armok to become an official part of the game. You could select a creature from legends or something from the raws and control it in combat against a selected enemy group. You could even create two opposing AI groups or watch a battle from history.
Or, have an arena mode with Fortress Mode controls.

If this actually was an arena... hmmm

Winner of these arenas could get the ability to become part of the real world with tons of gold and land!

Losers of course stay dead!
I was just, you know, hoping for something to make sure the creatures I make can actually stand up. (When religion first came into being in DF, a couple of my custom powers couldn't... Testing was fairly problematic)

Though this sounds interesting as well. Would take a bit longer to code though... At least, I think it would. Especially given the responses to other post-world gen modifications.
Title: Re: The NEW Future of the Fortress
Post by: Strife26 on December 15, 2008, 12:53:37 am
It's funny. Fargo got 10 inches of snow today. With LOTS of wind. school is lready canceled (about 18 hours in advance) and they NEVER cancel school here. I love when life an DF cross.
Title: Re: The NEW Future of the Fortress
Post by: Wang Commander on December 15, 2008, 03:02:44 am
It's funny. Fargo got 10 inches of snow today. With LOTS of wind. school is lready canceled (about 18 hours in advance) and they NEVER cancel school here. I love when life an DF cross.

I was up there at the start of the summer, Fargo seems like a nice place to live if not for the weather so much.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 15, 2008, 04:17:03 pm
Alright one more day until we hear about how much Toady succeeded/failed with hillarious conciquences perhaps?
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 15, 2008, 04:19:10 pm
Hopefully. That assumes that he doesn't get stuck fixing lots of compiler issues and random crashes from the new changes.
Title: Re: The NEW Future of the Fortress
Post by: Salbrismind on December 15, 2008, 05:37:52 pm
Not sure if this is the place to discuss it, but.....

"Defining the arrangement of the dwarf's facial features and picking out names and positions"

From Today's update.

Are we going to be able to see subtle differences between the dwarves? How will we know what they look like?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 15, 2008, 05:42:16 pm
I believe he devoted a special section of the current development schedule specifically to descriptive paragraphs about these kinda things.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 15, 2008, 05:59:11 pm
I don't remember anything about creatures even getting distinct faces.  I'm now wondering how in the hell placement of facial features will be communicated in game.  Maybe even random ASCII like Star Zoo or something, knowing Toady.

Anyone else plan on modding in Potato Men?
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 15, 2008, 07:59:18 pm
Urist was born with a third nose on his armpit.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 15, 2008, 08:00:36 pm
Urist was born with a third nose on his armpit.

He then went on to be the inventor of Deoderant
Title: Re: The NEW Future of the Fortress
Post by: I3erent on December 15, 2008, 08:02:32 pm
Not sure if this is the place to discuss it, but.....

"Defining the arrangement of the dwarf's facial features and picking out names and positions"

From Today's update.

Are we going to be able to see subtle differences between the dwarves? How will we know what they look like?


Here is a reach but any chance you could use the generators from Armok to give us a 3d pic of the dwarves face?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 15, 2008, 08:02:59 pm
Not sure if this is the place to discuss it, but.....

"Defining the arrangement of the dwarf's facial features and picking out names and positions"

From Today's update.

Are we going to be able to see subtle differences between the dwarves? How will we know what they look like?


Text.  :P [Since graphical representation is out of question at the moment.]
Title: Re: The NEW Future of the Fortress
Post by: Kennel on December 15, 2008, 09:33:32 pm
I've actually half-seriously planned a dwarf portrait program that gives a fancy 2d-art pictures of your dwarves (and perhaps even human/elf/goblin merchants/diplomats/soldiers...) with size differences, hair/beard color/lenght, scars, clothing, weapon etc. Doesn't actually sound that hard but needs awfully lot of drawings (3d would be more flexible but is hard to make good looking). Another problem is to get the data from the game, but there's already programs that do it with map features so why not?

Might be funny to see those blood/vomit covered naked one-legged war veterans.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on December 15, 2008, 10:27:11 pm
Urist was born with a third nose on his armpit.
...where was his second nose?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 15, 2008, 10:43:48 pm
Urist was born with a third nose on his armpit.
...where was his second nose?

Watch Futurama to find out!
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on December 15, 2008, 10:54:41 pm
I'm half expecting a few bugs where we wind up with Picasso-esque dwarves.
Title: Re: The NEW Future of the Fortress
Post by: brainfire on December 16, 2008, 12:19:42 am
Anyone else plan on modding in Potato Men?

Surely you mean Bloated Tuber Men?
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on December 16, 2008, 12:22:32 am
Anyone else plan on modding in Potato Men?

Surely you mean Bloated Tuber Men?

They wear Spudded Leather Armor  ;D
Title: Re: The NEW Future of the Fortress
Post by: sneakey pete on December 16, 2008, 02:29:42 am
I've actually half-seriously planned a dwarf portrait program that gives a fancy 2d-art pictures of your dwarves (and perhaps even human/elf/goblin merchants/diplomats/soldiers...) with size differences, hair/beard color/lenght, scars, clothing, weapon etc. Doesn't actually sound that hard but needs awfully lot of drawings (3d would be more flexible but is hard to make good looking). Another problem is to get the data from the game, but there's already programs that do it with map features so why not?

Might be funny to see those blood/vomit covered naked one-legged war veterans.

i actually think that this is a very good idea and might be quite doable. go for it! :)
Title: Re: The NEW Future of the Fortress
Post by: Morberis on December 16, 2008, 09:58:20 am
I've actually half-seriously planned a dwarf portrait program that gives a fancy 2d-art pictures of your dwarves (and perhaps even human/elf/goblin merchants/diplomats/soldiers...) with size differences, hair/beard color/lenght, scars, clothing, weapon etc. Doesn't actually sound that hard but needs awfully lot of drawings (3d would be more flexible but is hard to make good looking). Another problem is to get the data from the game, but there's already programs that do it with map features so why not?

Might be funny to see those blood/vomit covered naked one-legged war veterans.

YES!
Title: Re: The NEW Future of the Fortress
Post by: Willfor on December 16, 2008, 11:10:57 am
I'm pretty sure clouds of boiling bronze can't be a healthy thing to be around...
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 16, 2008, 11:21:23 am
These are dwarves in the middle of a dev cycle. Is anything really going to be healthy for them to be around?
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 16, 2008, 12:02:36 pm
Ah, the amazing bugs of an incomplete DF rev.
I can see it now- dwarves engulfed in clouds of boiling +Dwarf Beard Leather+, Animate carts that act like elephants, goblins that appear at the edge of your fortress and melt into pools of goo...

Actually, is there any way to mod molten goblins in to the current version?
Title: Re: The NEW Future of the Fortress
Post by: Kardos on December 16, 2008, 12:12:49 pm
Actually, is there any way to mod molten goblins in to the current version?
Ya, we have this grate over the dining room to let in sunlight.
...
Oh dear God the Goblins!
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 16, 2008, 12:38:20 pm
and that goes straaaaight into my signature
Title: Re: The NEW Future of the Fortress
Post by: Silleh Boy on December 17, 2008, 01:04:48 am
That dev entry had me burst out laughing, though i do feel bad about finding it so funny, as i know that it means there's more work ahead fixing things like this.

On a note that's somewhat related to previous updates and the like, i'm curious as to what creature is going to join Carp, alongside the ever feared Elephants and Giant Cave Spiders as a beast feared by the community thanks to the new body definitions having unforseen consequences.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 17, 2008, 01:36:11 am
Iron men and colossi. Solid metal tissue doesn't bode well for both adventurers and dwarves.
Title: Re: The NEW Future of the Fortress
Post by: Silleh Boy on December 17, 2008, 01:44:08 am
Oh, i should clarify on what i meant, and take this as a lesson not to post on no sleep.
(Not that i'll remember said lesson once i've slept.)

Iron men and Colossi, yes, i'd expect them to make my life miserable next release, but what i was wondering is what unassuming regular creature may become the next Carp.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 17, 2008, 01:58:21 am
Skeletal anything. Solid bone. :)

My bet is on turtles. Giant turtles. :P
Title: Re: The NEW Future of the Fortress
Post by: SmileyMan on December 17, 2008, 05:12:35 am
Nah, it'll be the 10,000-degree 'evaporating roaches' that scatter the adventurer's landscape like landmines.
Title: Re: The NEW Future of the Fortress
Post by: Zaratustra on December 17, 2008, 08:36:27 am
Toady really should include some form of verification for invalid temperature data instead of just having the object instantly explode.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 17, 2008, 08:44:59 am
How would it know it is invalid? Maybe you MADE it to instantly explode? These things shouldn't be just limited, or you get Oblivion.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on December 17, 2008, 12:01:27 pm
The boiling bronze equipment is the exact same problem that causes incompletely modded creatures to have boiling leather: default phase change points set to zero, which is far, far below any atmospheric temperature.

One might think Toady could fix this problem for malformed raws or incomplete loading by setting the default ignition/boiling/melting points to something that won't cause such immediate problems. This is true... but will probably only make it into a very late version. Why, you ask, would such a simple fix be delayed for so long?

Answer: Because having items instantly boil when they don't load properly is a good indicator of when things aren't loading properly. It will help Toady to find out where bugs exist.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on December 17, 2008, 12:59:02 pm
The boiling bronze equipment is the exact same problem that causes incompletely modded creatures to have boiling leather: default phase change points set to zero, which is far, far below any atmospheric temperature.

Fix'd. There simply is no temperature in the physical world that comes anywhere close to DF's zero point (I actually don't get why he used a shift of 10000 instead of 1000 considering that absolute zero is only 428 degrees below water's freezing point)
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 17, 2008, 01:36:24 pm
Toady really should include some form of verification for invalid temperature data instead of just having the object instantly explode.

That is a verification.

*Boom*

"Oh, the temperature must be off."
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 17, 2008, 05:22:40 pm
Toady really should include some form of verification for invalid temperature data instead of just having the object instantly explode.

That is a verification.

*Boom*

"Oh, the temperature must be off."
Would be good entertainment to have adult cats explode immediately. Embark with 150 kittens, leave them to adopt an owner and try to make a fortress that survives before armageddon.

Time trial mode.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 17, 2008, 05:59:07 pm
Would be good entertainment to have adult cats explode immediately. Embark with 150 kittens, leave them to adopt an owner and try to make a fortress that survives before armageddon.

Time trial mode.
This is the new challenge, people!
Title: Re: The NEW Future of the Fortress
Post by: Kardos on December 18, 2008, 12:16:51 am
Try to isolate a dwarf before one of those kittens manages to adopt him.  If you succeed, rename him Urist and build a tomb to his reclusive, life preserving grandeur.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 18, 2008, 12:31:47 am
I think your somewhat assuming that Dwarf Fortress temperatures are as linear as real life temperatures
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 18, 2008, 01:45:42 am
With the new tissue system, you can edit adult cats to be made entirely out of wood and alcohol. Maybe magma too, who knows.

It'll be almost like pokemon!

Stray Kitten (Tame) has evolved into Stray Cat (Tame)
-Stray Cat (Tame) used EXPLOSION-
Stray Cat (Tame) has been struck down!
Title: Re: The NEW Future of the Fortress
Post by: Walliard on December 18, 2008, 02:24:14 am
I think your somewhat assuming that Dwarf Fortress temperatures are as linear as real life temperatures

They are. 1 degree Urist = 1 degree Farenheit.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 18, 2008, 03:53:48 am
If you cant work with fahrenheit ,like almost everyone outside the USA*, 0 °C are 32 Fahrenheit. You go 1.8 °F up or down for every celsius up or down.

Quote
With the new tissue system, you can edit adult cats to be made entirely out of wood and alcohol. Maybe magma too, who knows.

We have an caste system now not an "Methamorphosis" system. Toady mentioned some problems with transfer of wounds to higher forms iirc.

You can make kittens "hot" right now without bif problems. With temperatures around 150 °C (302°F) every walk to the local booze dealer becomes an explosiv experience.

 *even the germans discarted that system althought Fahrenheit was an german scientist
Title: Re: The NEW Future of the Fortress
Post by: Cthulhu on December 18, 2008, 08:06:05 am
Not related to exploding cats(Which totally rule), but I had an idea.  Quoted from the thread about how Gods don't answer you.

Quote
I'm sure we will eventually.  Maybe the new evil biomes will be evil due to some big monster, or an artifact, and you'll have to kill the monster or take the artifact to a volcano and destroy it to cleanse the area.  Your deity would assign quests like this for areas with opposing nature(A god of life and health would send you to cleanse an area based on pestilence, for example).

Actually, that's pretty cool.  I should quote this to the Future of the Fortress.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 18, 2008, 08:15:47 am
I don't really like that quoted idea to be honest. Evil areas should stay evil forever.

*edit*

We are under 1000 now! 12/17/2008: 983.  8)
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 18, 2008, 09:44:37 am
Not related to exploding cats(Which totally rule), but I had an idea.  Quoted from the thread about how Gods don't answer you.

Quote
I'm sure we will eventually.  Maybe the new evil biomes will be evil due to some big monster, or an artifact, and you'll have to kill the monster or take the artifact to a volcano and destroy it to cleanse the area.  Your deity would assign quests like this for areas with opposing nature(A god of life and health would send you to cleanse an area based on pestilence, for example).

Actually, that's pretty cool.  I should quote this to the Future of the Fortress.

Only if reverse alignment gods give you quests to a: stop someone else from doing that and/or b: do the reverse by corrupting a good/neutral biome somehow. Maybe by specially contructing a corrupting artifact and installing it somehow, killing a particularly influential good creature or getting 'cursed' into becoming some hideous monster bound to that place and making it evil. And then you can mess with all that with your next adventurer. Would make for interesting legends, especially if it happens in worldgen too.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 18, 2008, 10:19:09 am
>>> What are these "Map features" ?

Yeah, the underground diversity style stuff.  I'll just do it for a while and see what ends up there.

>>> If you don't mind me asking, Toady, where in NH did you live? I'm from the Conway area.

I used to live in Stratham, roughly during my high school years.  Now I live in Washington state.

>>> god form selection for flying ones

Yeah, it's the most boring thing possible.  Just their form in the description.  The changes broke the flying ones.

>>> Will the venom injection be simulated(As in, it will just check the venom type and apply whatever affect it's been given) or will the venom actually enter the victim's body?  If I set the temperature of the venom to 10,000 degrees, will the bitten person catch on fire?

The venom in the current version are already added to the creature and remain there for whatever the duration is, but it doesn't check temps on them.  I'm hoping to do that this time around so that fire snakes can be proper and the "liquid fire" extract can be more wholesomely amusing when dwarves are bitten.

>>> Apparently body part positions were done with realistic wound trajectories (for piercing, or planes for slashing) in mind, but where will those trajectories come from?

It's not all that interesting.  I just wanted to stop some of the strangest ones.  I didn't get into actually 3D coords or anything like you might find in a 3D game, as I didn't want to get bogged down again.  Just some basic adjectives.

>>> Also curious if the new "blocking" system will just re-use BLOCK_PERC at the tissue level or if it'll do something more sophisticated with material properties like hardness and compressive strength.

The latter, yeah, though sophisticated might be a stretch.  Block perc is gone anyway.

>>> I know you don't often do screenshots or movies, Toady, but it'd be neat to see how the wound testing goes if it hangs together in a viewable way, especially since it'll be a while yet before we see it in action.

There won't be a point until I get the text up, which'll come afterward, but I'll see what I can do when I get there.

>>> Alright one more day until we hear about how much Toady succeeded/failed with hillarious conciquences perhaps?

It's still a slow process, but more fun for me than what I was doing before.  I have to redo bleeding and nerve damage and all that, so it'll probably start with bloodless severs that'll eventually become more and more trying and diverse.

>>> Are we going to be able to see subtle differences between the dwarves? How will we know what they look like?

Yeah, paragraphs and distinct faces.  I haven't thrown in many descriptors yet as I haven't gotten to the paragraphs.  Right now it just specifies how widely and deeply set their eyes are and also their hair color for testing purposes.  When I get to the paragraphs, there will be many, many more.

>>> Actually, is there any way to mod molten goblins in to the current version?

In what sense?  Goblins that immediately melt into a pool and die, or goblins that remain molten and walk around?  In any case, temperature-related wounds are coming up at some point here, so it'll sort itself out.  I'd prefer if both cases are possible, but the latter is the more important one (for magma men).

>>> I actually don't get why he used a shift of 10000 instead of 1000 considering that absolute zero is only 428 degrees below water's freezing point

For later magical-type purposes, I wanted to be able to simulate heat gradients far beyond what's actually possible without special cases.  Otherwise I would have put 0K at 0DF, yeah.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 18, 2008, 10:47:45 am
Quote
The venom in the current version are already added to the creature and remain there for whatever the duration is, but it doesn't check temps on them.  I'm hoping to do that this time around so that fire snakes can be proper and the "liquid fire" extract can be more wholesomely amusing when dwarves are bitten.

...

In what sense?  Goblins that immediately melt into a pool and die, or goblins that remain molten and walk around?  In any case, temperature-related wounds are coming up at some point here, so it'll sort itself out.  I'd prefer if both cases are possible, but the latter is the more important one (for magma men).

Well, first off, my money's on fire snakes as the new unexpectedly-deadly creatures in the next version.  We'll have dwarfs that suddenly feel a sharp pain, and will run ten steps before bursting into a messy flame, screaming as they melt.

I had forgotten about magma men and just sort of assumed that when a creature had a fluid for its tissues then it would die due to being pulled apart by gravity.  The possible presence of such creatures really opens the door to the walking blood-men or dragons made of liquid fire and such.  I like!

Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 18, 2008, 11:11:55 am
Or Balrogs with a skeleton and horns and a fire layer with hotrockbony plates on top of that.

Imagine that... a critter that's largely invincible because your sword just isn't long enough to get to the vulnerable bits...

Will there be support for gaseous or ethereal parts (glowing eyes that aren't really real)
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 18, 2008, 11:15:06 am
It's the adventures of DWARF LUNGMANmanmanmanman...

No, but really, there will be whole new universes of fun to be had. I'll be greatly enthused to create my cactus-people with the body characteristics of a hollow gourd.

Derailing from body designations a bit, who's excited about entity pets? If this is the controlling code for goblins with trolls and/or selective pack animals, some interesting combinations could occur. Spider-riders, anyone?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 18, 2008, 11:24:59 am
Derailing from body designations a bit, who's excited about entity pets? If this is the controlling code for goblins with trolls and/or selective pack animals, some interesting combinations could occur. Spider-riders, anyone?

Erm...Where did you read this? You mean that we will be able to specify various entities and "give those" to specific races? Like you mod in a war troll for the goblins, and the gobbos will use those in their armies? This is what you meant? It would be awesome to have something like that, but I don't see this information anywhere..
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 18, 2008, 11:38:56 am
Erm...Where did you read this? You mean that we will be able to specify various entities and "give those" to specific races? Like you mod in a war troll for the goblins, and the gobbos will use those in their armies? This is what you meant? It would be awesome to have something like that, but I don't see this information anywhere..

Quote
12/08/2008: 1043. Entity pets, embark pets, dye flags, mill jobs, extract/farmer's workshop jobs, and some other things with plants. It'll let you do some weird things now, like farm plants that can be processed into weavable metal thread, though the categories of items for the jobs are still the same (thread/powder/liquid/seeds). For those watching the sub-countdown on these last 9 to the 1039 milestone, it's 243/556, so everything is still on schedule in that sense (about 60 a day).

That's where he's getting it, I think.  I'm not entirely sure what this means, but it was mentioned.  I think it's just setting different pet creatures for different entity definitions, not setting entity creatures as pets.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 18, 2008, 11:50:36 am
Oh...yeah I am afraid that it doesn't means, that we will be able to set entity creatures as pets.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on December 18, 2008, 12:56:28 pm
No, but really, there will be whole new universes of fun to be had. I'll be greatly enthused to create my cactus-people with the body characteristics of a hollow gourd.

Will their attacks do 1 damage and hit 1000 times a turn? ;D
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 18, 2008, 01:11:02 pm
Derailing from body designations a bit, who's excited about entity pets? If this is the controlling code for goblins with trolls and/or selective pack animals, some interesting combinations could occur. Spider-riders, anyone?

Erm...Where did you read this? You mean that we will be able to specify various entities and "give those" to specific races? Like you mod in a war troll for the goblins, and the gobbos will use those in their armies? This is what you meant? It would be awesome to have something like that, but I don't see this information anywhere..

I think the misunderstanding is what exactly what an "entity" is. An entity is a civ. This is different from a unit, which is a creature. You can't set a member of an entity as a pet, but you can say that a specific entity will have specific pets.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 18, 2008, 02:12:47 pm
Derailing from body designations a bit, who's excited about entity pets? If this is the controlling code for goblins with trolls and/or selective pack animals, some interesting combinations could occur. Spider-riders, anyone?

Erm...Where did you read this? You mean that we will be able to specify various entities and "give those" to specific races? Like you mod in a war troll for the goblins, and the gobbos will use those in their armies? This is what you meant? It would be awesome to have something like that, but I don't see this information anywhere..

I think the misunderstanding is what exactly what an "entity" is. An entity is a civ. This is different from a unit, which is a creature. You can't set a member of an entity as a pet, but you can say that a specific entity will have specific pets.

Yes, this is what I inferred from Toady's notes; hence my enthusiasm to see its implementation. And if it DOES control the use of war animals, there's worlds of hurt to be explored... goblins with dragons, anyone?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 18, 2008, 02:23:15 pm
I'd rather see (war) abstracted out into the caste system for animals.

Oh, and domesticable animals picking their own civs.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 18, 2008, 02:27:51 pm
I think your somewhat assuming that Dwarf Fortress temperatures are as linear as real life temperatures

They are. 1 degree Urist = 1 degree Farenheit.

Apperantly they use Joules

Also I think an entity is something the game recognises as an actor.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 18, 2008, 02:58:58 pm
Also I think an entity is something the game recognises as an actor.

In the context of DF it inevitably means "groups of creatures."  Also, note that it has "embark pets" next to it.  Embark pets needing to be updated to take entity pet permissions into account, just maybe?

Also, joules are a unit of energy, not temperature -- DF takes specific heat into account so they aren't the same.

I'd rather see (war) abstracted out into the caste system for animals.

That's presumably what caste-specific permitted professions are for. (actually I can't find a quote for this at the moment, I might have made it up)
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 18, 2008, 03:02:48 pm
Oh, and domesticable animals picking their own civs.

What exactly do you mean by that? Do you want civs to have a list of possible domestic animals but only use some of them, they way clothing is now? Or are you thinking of something else?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 18, 2008, 03:25:17 pm
Oh, and domesticable animals picking their own civs.

What exactly do you mean by that? Do you want civs to have a list of possible domestic animals but only use some of them, they way clothing is now? Or are you thinking of something else?

I'm reading Guns, Germs and Steel right now and, like any good DF player, applying it's lessons to world gen in DF.

Specifically:  We've already got situations where races will only use wild animal products and minerals that it has access to (although this matters less in world gen atm).  Why not do the same for domesticated animals?  Spawn 'wild' versions of the animals in their biomes, and any race living in an area with 'wild' (but domesticable) animals and the 'skill' to do so will domesticate the animal.

(Kind of like the dev_future biome appropriate clothing from the list rather than completely random)
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on December 18, 2008, 03:32:43 pm
The 15th:
Quote
...next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes...

The very next day:
Quote
I fixed all the bugs I mentioned from last time.

Toady either has nothing else to do or else he is a coding god.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 18, 2008, 03:42:56 pm
Quote
Also, joules are a unit of energy, not temperature -- DF takes specific heat into account so they aren't the same

Joules can be used as a measurement of temperature... but I guess I mixed up and meant Kevlin where 0 is absolute 0

Ugh where did my spelling go... Kalvin? hmm I guess I don't know the spelling... but you know what I mean
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 18, 2008, 03:52:10 pm
Derailing from body designations a bit, who's excited about entity pets? If this is the controlling code for goblins with trolls and/or selective pack animals, some interesting combinations could occur. Spider-riders, anyone?

Erm...Where did you read this? You mean that we will be able to specify various entities and "give those" to specific races? Like you mod in a war troll for the goblins, and the gobbos will use those in their armies? This is what you meant? It would be awesome to have something like that, but I don't see this information anywhere..

I think the misunderstanding is what exactly what an "entity" is. An entity is a civ. This is different from a unit, which is a creature. You can't set a member of an entity as a pet, but you can say that a specific entity will have specific pets.

Ah....haha, I always thought that entities = creatures.   :-X

Derailing from body designations a bit, who's excited about entity pets? If this is the controlling code for goblins with trolls and/or selective pack animals, some interesting combinations could occur. Spider-riders, anyone?

Erm...Where did you read this? You mean that we will be able to specify various entities and "give those" to specific races? Like you mod in a war troll for the goblins, and the gobbos will use those in their armies? This is what you meant? It would be awesome to have something like that, but I don't see this information anywhere..

I think the misunderstanding is what exactly what an "entity" is. An entity is a civ. This is different from a unit, which is a creature. You can't set a member of an entity as a pet, but you can say that a specific entity will have specific pets.

Yes, this is what I inferred from Toady's notes; hence my enthusiasm to see its implementation. And if it DOES control the use of war animals, there's worlds of hurt to be explored... goblins with dragons, anyone?

I agree, this would be awesome.   8)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 18, 2008, 03:55:04 pm
The 15th:
Quote
...next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes...

The very next day:
Quote
I fixed all the bugs I mentioned from last time.

Toady either has nothing else to do or else he is a coding god.

He does in a fairly literal sense have nothing else to do, as in, it's his job.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 18, 2008, 03:57:36 pm
He also has a very fickle fanbase who actually gives him less money if his updates are not all that exciting... Of a difference of hundreds of dollars!!!

Toady is surprisingly honest compared that lying his butt off would ensure he gets more money each month... I hope I didn't give him any ideas.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 18, 2008, 04:02:29 pm
Quote
Also, joules are a unit of energy, not temperature -- DF takes specific heat into account so they aren't the same

Joules can be used as a measurement of temperature... but I guess I mixed up and meant Kevlin where 0 is absolute 0

Ugh where did my spelling go... Kalvin? hmm I guess I don't know the spelling... but you know what I mean

Kelvin...  Oh, and for the non-physicist minded:  Absolute Zero (http://en.wikipedia.org/wiki/Absolute_zero)
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 18, 2008, 04:46:31 pm
A question about descriptions: Will clothing prevent adventurers from seeing information about appearances? Say, if a goblin is wearing a mask, will it say, "the goblin has brown, bloodshot eyes, and pointed teeth." Instead of "the goblin has brown, bloodshot eyes, a long, hooked nose, a scar on the left cheek, and pointed teeth."

This would be important, for instance, if someone had a cultist's tattoo hidden under robes.
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 18, 2008, 05:09:30 pm
The problem with lying your butt off is that unless you fulfill those lies, you're going to be worse off than when you began.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 18, 2008, 05:19:48 pm
A question about descriptions: Will clothing prevent adventurers from seeing information about appearances? Say, if a goblin is wearing a mask, will it say, "the goblin has brown, bloodshot eyes, and pointed teeth." Instead of "the goblin has brown, bloodshot eyes, a long, hooked nose, a scar on the left cheek, and pointed teeth."

This would be important, for instance, if someone had a cultist's tattoo hidden under robes.

That's a really good point.  The game already seems to know precisely which areas of the body are covered by given items of clothing, at least for the current body system, so it might not be too hard. 
Title: Re: The NEW Future of the Fortress
Post by: Topace3k on December 18, 2008, 05:46:50 pm
He also has a very fickle fanbase who actually gives him less money if his updates are not all that exciting... Of a difference of hundreds of dollars!!!

Toady is surprisingly honest compared that lying his butt off would ensure he gets more money each month... I hope I didn't give him any ideas.

Dwarf Fortress means more to him than any amount of cash, so I don't think you need to worry.

Question for Toady:  I imagine the modifications being made are going to affect megabeast properties quite a bit, probably making them much more terrifying.  Are you going to fine-tune the megabeasts' fortress attacks at all this patch?  Dragons that swoop in over defenses and bronze colossi that shrug off traps and smash cages would be the ultimate finale to improved military matters, and would go far in making losing fun again.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 18, 2008, 07:27:05 pm
Another question to toady

Will size take into account the relative size of the opponent.

For example it is unlikely that a Hamster will be able to hit the back of a dragon from the ground... but something even larger (or rather taller) then the dragon would find it harder to hit lets say its belly
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 18, 2008, 07:44:41 pm
Another question to toady

Will size take into account the relative size of the opponent.

For example it is unlikely that a Hamster will be able to hit the back of a dragon from the ground... but something even larger (or rather taller) then the dragon would find it harder to hit lets say its belly

Let's hope so. It would be realistic like that. We've talked about this in the combat topic [suggestions]...perhaps this feature will have to wait 'til the combat arc.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 18, 2008, 09:07:47 pm
Hrm, I just typed up a response and firefox loaded for a second and the whole thing disappeared.  That sort of sucks.

To quickly recap, if magmamen then gaseous should be possible to.  Not enough independent visual information for true no-material ethereal parts but materialless tissues suffice for the purpose for now.  Entity pets not interesting -- for all slow countdown stuff, the most boring reading tends to be correct as I was just updating broken stuff after mat/caste changes to raws.  Full coverage clothing might restrict descriptions, but not enough info on item right now to do specific blockages on a given bp and I'm not sure which way I want to take items so probably no additions that way for now.  I'm not adding new properties for megabeasts aside from materials, so that will likely be the only impact.  The original reaction to "cage escapes" was a misreading of an ambiguity that left "vermin" off, as vermin can already escape and bore in to barrels in the current version (it just needed to be updated, per above), but I might do cage escapes so that misreaders don't feel too disappointed and it's not that difficult.  No swooping.  Not doing anything with relative sizes vs. location, as the game doesn't have any relevant information (positions refers to bps within bps to combat weird organ strikes, not overall location...  that is sort of nebulous in any case, as creatures move their bps around, but I'll do something with it during the combat arc).
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 19, 2008, 08:48:32 am
Quote
Also, joules are a unit of energy, not temperature -- DF takes specific heat into account so they aren't the same

Joules can be used as a measurement of temperature... but I guess I mixed up and meant Kevlin where 0 is absolute 0

Ugh where did my spelling go... Kalvin? hmm I guess I don't know the spelling... but you know what I mean

No, joules cannot be a measurement of temperature. They're a measurement of heat/energy/work, which is RELATED to temperature. The units and scales are completely different. You could measure temperature in some compound unit which has joules in it, but that's about it.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 19, 2008, 09:01:39 am
Alright you are obviously using very specific terminology there...
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 19, 2008, 09:34:01 am
He gave us sample raws!  What a holiday gift!  Time to inspect them...

Edit: Holy crap, the materials definitions are HUGE now.

The [STRUCTURAL] tag found in the tissue templates, is this a critical one to have on every creature?  Does it just mean that these tissues can be broken with damage?

With regards to the [BODY_APPEARANCE_MODIFIER:...] tags, the list of numbers at the end partitions the possible values into equally-probable ranges?  So, if I make 80:90:91, then the total domain of possibility is 80-91, but it's more likely to get a value between 90-91 than between 80-81?

Will a dwarf's preference for colors as already exists affect how much they like other dwarfs if those dwarfs have eye/hair/skin colors that match?

...was the [MAX_EDGE] tag in metals definitions before?

Also, since material strengths are so much more detailed now, it might make sense to make smelting alloys dependent somewhat on skill.  Since the qualities of steel are based on the ratio of iron to carbon in the metal, mostly, it could vary.  Poorly-made steel is actually cast iron, which is more brittle than iron or steel, and these differences are now possible to model due to the individualized forms of strength.
Title: Re: The NEW Future of the Fortress
Post by: flabort on December 19, 2008, 09:48:52 am
hmmm... a [CONCAT:<cattegory>] would be nice, now. it would shorten the 7neckheads part by 30 tags, or 6 lines. and i see no other reason for the cattegory tag yet.

but, toady has his reasons, so i won't stop him.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 19, 2008, 09:53:32 am
Yeah, it was kind of a brainless paste job in the body file.  The categories are used by the body detail plans and the dwarf to grab body parts without referring to their specific tokens.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 19, 2008, 10:02:35 am
if a dwarf likes dwarves with a specific eye color more, wouldn't a dwarv that likes the color of livers like, well...everything that has a liver ?
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 19, 2008, 10:05:41 am
If they are a butcher, maybe.  I haven't coded anything like that, but it would be an interesting thought to phrase.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 19, 2008, 10:11:42 am
"Gee, Urist, how come you like kittens so much ?"

"You know, Urist, their livers are so pretty."
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 19, 2008, 10:14:06 am
Nil Butcherblades has been ecstatic lately.  She has delighted in the color of entrails lately.  She has taken pleasure in slaughter recently.

Also, I see the token to define how quickly a dwarf grows, but not one that defines how quickly individual bodyparts grow.  Am I just missing something?

Oh, and what's the plan for determining to which caste a child belongs when it's born?
Title: Re: The NEW Future of the Fortress
Post by: B0013 on December 19, 2008, 10:14:46 am
So right now dwarves have the same probability to have brown eyes or some strange colours like orange?
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 19, 2008, 10:27:28 am
I wonder if we can have ages of maturity be caste-specific.  Also, is it possible to specify a caste without the capacity to procreate?  It would be vital for a bee-like drone/queen/male structure.

I know these aren't the final raws, but when those final raws exist, we'll need a definitive list of which tokens are caste-specific and which ones are not.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 19, 2008, 10:33:37 am
Also, I see the token to define how quickly a dwarf grows, but not one that defines how quickly individual bodyparts grow.  Am I just missing something?

Oh, and what's the plan for determining to which caste a child belongs when it's born?

I haven't done anything with the dwarves' proportions, but you can tack an APP_MOD_RATE on any modifier, including a LENGTH modifier on a bp.

So right now dwarves have the same probability to have brown eyes or some strange colours like orange?

Yeah, I haven't done anything with it, but the numbers are changeable.  I just chose the earthy/gem/metal ones for fun.  Not sure what the end state will be.

I wonder if we can have ages of maturity be caste-specific.  Also, is it possible to specify a caste without the capacity to procreate?  It would be vital for a bee-like drone/queen/male structure.

I know these aren't the final raws, but when those final raws exist, we'll need a definitive list of which tokens are caste-specific and which ones are not.

Ages of maturity are one of the caste-specific tags.  If you move them down below the caste declarations, you can make them vary between castes.  Most of the tags are caste-specific, but a few of them aren't.  I can clarify the specifics later.

For a worker/soldier antperson right now, you could just use [NO_GENDER] or leave off the [MALE] or [FEMALE].  All the [FEMALE] tag means in the game is that they give birth after mating with a [MALE], and additionally they get the female symbol in some places I guess.  I don't suppose adding an extra tag for it would be a lot of work, but it's not crucial either.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 19, 2008, 10:58:01 am
Toady, all of the creature informations will be displayed? I am just inspecting the dwarf template:
http://www.bay12games.com/dwarves/spoilers/raws-12-18-08/creature_standard.txt

So -for example-: Actual body size, hair length, eye color, age, beard etc. will be displayed?
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 19, 2008, 11:13:32 am
It'll probably depend.  For regular descriptive paragraphs, it should probably pick out the greatest outliers and some important ones like hair color, with some extra hint tags to help it give a good presentation (keeping in mind that's it not just for dwarves, but for anything).  People might also want a more comprehensive view, and that's possible.  The important thing at this point is to distinguish each of your dwarves for immersive and attachment purposes.  If something is practical, you'll likely be able to get at that as well, but the main one I'm thinking of (overall size for soldiering) would be in the paragraphs in any case.
Title: Re: The NEW Future of the Fortress
Post by: Zaratustra on December 19, 2008, 11:20:59 am
if a dwarf likes dwarves with a specific eye color more, wouldn't a dwarv that likes the color of livers like, well...everything that has a liver ?

"hey Mr. butcher, if you're not gonna use those livers, could you, erm, put them in a doggie bag? I need to decorate."

Also, can a specific caste be a [POWER]?
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 19, 2008, 11:24:11 am
Hmmm...on the subject of how detailed to get the descriptions, maybe have a general overview one on screen, and have another screen you can go to from that one with full descriptive details?
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 19, 2008, 11:28:37 am
Yeah, it's a caste flag, though I haven't tested that out so it might behave oddly.  Theoretically the gob civ for instance will pick out an appropriate critter, and it'll also react correctly with the legends and age names and so on.

Oh, and I missed one of LP's questions
Quote
Oh, and what's the plan for determining to which caste a child belongs when it's born?

There's a POP_RATIO tag you can stick in the caste.  Dwarves are 50/50, so it doesn't occur.  There isn't currently a way to make two different separated breeding groups within a creature, mostly because of the world gen headaches, but I'll do it later (likely not for this release).  You can have multiple male/female castes, but they'll all breed with any other caste that has the complementary token.

Quote
Hmmm...on the subject of how detailed to get the descriptions, maybe have a general overview one on screen, and have another screen you can go to from that one with full descriptive details?

Yeah, I could do an additional screen.  I think I giant list would be sterile, but a giant set of paragraphs might not be friendly.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 19, 2008, 11:35:29 am
Two more questions I just thought of, both regarding reactions (since they aren't done yet).

1) Are you going to expand out the maximum number of reactions we can mod in?
2) Are you going to modify the alloy reactions to make them more in line with real life in some way? For example, bronze is actually 10% tin and 90% copper.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 19, 2008, 11:40:51 am
1) Are you going to expand out the maximum number of reactions we can mod in?

What's limiting it now?  Something about screen real estate?  I'm not sure what you are referring to.

Quote
2) Are you going to modify the alloy reactions to make them more in line with real life in some way? For example, bronze is actually 10% tin and 90% copper.

It's planned, but only when the bars can handle it.  I don't want to introduce further stacking problems until stacking is handled.  There are various ways to deal with this special case (using workshop storage or however), but ideally the game would be able to handle general stacks of little metal bars so that your dwarves and adventurer can pitch them at people and make little treasure stores in their houses and dominos and stuff.  But coins are already enough trouble.
Title: Re: The NEW Future of the Fortress
Post by: B0013 on December 19, 2008, 11:52:47 am
How will the scars modify the combat text?
Will it be more detailed or the scars will only be visible in the descriptions?
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 19, 2008, 11:55:10 am
I'm not really sure how to phrase this question except using graph terminology.

If we represent each body part as a vertex of a graph and each indication of proximity as an edge, can we have bodies with this that are not trees?  If wanted to make an upper body that was composed of four parts, a front, a back, and two sides, but all those parts were connected like the complete graph on four vertices, is there some way to do that using the AROUND:BY parts of the body detail raw?

Or, are bodies still represented as trees in structure, but there's now a second sort of ephemeral connection between them using that AROUND:BY stuff?  Kind of like "fuzzy" edges that don't supply any connection with the center?

Also, is AROUND:BY symmetric?  If the index finger has a strong degree of proximity to the thumb, does the thumb have a strong degree of proximity to the index finger?  Or, do we have to specify it in each case (which could lead to some strange effects if we start mixing up numbers)
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 19, 2008, 12:03:11 pm
Quote
The uncertain holiday plans I mentioned last time have been cancelled due to snow-related unsafe driving conditions. I'll probably be working straight through the 23rd.
Too bad, man. I'm getting the same storm system and not one flake of snow.

CRANK A CARNIE'S CRACKPIPE! Female dwarves have no (official) beards!!

Code: [Select]
[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[MULTIPLE_LITTER_RARE]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

On a side note, one could make a third gender that is [FEMALE] but has a littersize tag, so that some dwarven women have few children, while others produce hordes. And that there are twice as many as there are males.

Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 19, 2008, 12:17:02 pm
1) Are you going to expand out the maximum number of reactions we can mod in?

What's limiting it now?  Something about screen real estate?  I'm not sure what you are referring to.


Well, right now you can only add in 15 new reactions before it starts ignoring stuff at the top of the list. So if you add in a 16th, you can no longer make coke from bituminous coal.

Quote
2) Are you going to modify the alloy reactions to make them more in line with real life in some way? For example, bronze is actually 10% tin and 90% copper.

It's planned, but only when the bars can handle it.  I don't want to introduce further stacking problems until stacking is handled.  There are various ways to deal with this special case (using workshop storage or however), but ideally the game would be able to handle general stacks of little metal bars so that your dwarves and adventurer can pitch them at people and make little treasure stores in their houses and dominos and stuff.  But coins are already enough trouble.
[/quote]

Ok. Not a big deal right now, of course. And the idea of making metal dominos just makes me laugh. :)

Since I'm still thinking about metals, is there any plan to expand out the METAL_PREF tag in entities a bit more? By that I mean allowing us to change around the games assumptions on who gets to use what in the raws. Right now, if we don't have METAL_PREF the game says "Ah, we should use average materials for everything!" and if we have METAL_PREF it says "Use the best!". But a lot of my modded metals are in between iron and steel, and I'd like to have races that use them instead of either iron or steel, while keeping races that use iron, and others that use steel.

That might be too difficult right now, but it's on my wish list. :)

And that you so much for all these replies! We're getting a kick out of all the new stuff!
Title: Re: The NEW Future of the Fortress
Post by: Vucar Fikodastesh on December 19, 2008, 12:24:05 pm
Quote
This is the new format for making specific unit names for a creature.  Any unit token can be used.

:D Does this mean we can rename any of the professions?

Code: [Select]
[PROFESSION_NAME:MINER:Digger:Diggers]
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on December 19, 2008, 12:27:17 pm
Hmm.... What will the new version be called i wonder?

Also can some one just post a summary of what will be coming out next release.
Title: Re: The NEW Future of the Fortress
Post by: Sunday on December 19, 2008, 12:35:09 pm
On the dev log on the fourth he said:

250 worth of wounds and health care concerns, 29 on descriptions and some skill/att stuff, 65 on venom, 165 for map features, 260 for entity positions, 195 for squads, and 75 for random crap and tests. The squad and entity changes run together a bit as they both involve the military.

Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 19, 2008, 12:39:15 pm
Dev_Next (http://www.bay12games.com/dwarves/dev_next.html) is probably the best summary we can give right now. Along with the dev notes themselves.

A lot of the specifics haven't been hammered out yet, so I'm not sure even Toady knows everything that's going to actually make it into the next release.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 19, 2008, 12:47:07 pm
which reminds me

elves eat everything they kill

what happens when they wage war against a civ of magma-men ?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 19, 2008, 12:52:24 pm
On a side note, one could make a third gender that is [FEMALE] but has a littersize tag, so that some dwarven women have few children, while others produce hordes.
Catholic Dwarves....

Things I noticed:

Fillies vs Foals and correctly named.  Awesome.
Possibility for a race of critters that is either really really tall or really really short and very very few in between.
Job tags by gender.  AKA no more valkeries with babe in arms.  (See the above, and you could have 'butch' or 'liberated' women that don't breed (by choice) and still serve in the military. 

Questions:
Gender ratios:  What's the gradation on these?  for creatures with 2 sexes, a difference of as much as 1% can cause huge effects on the population balance

Thicknesses:  How much does this (skin thickness) actually matter in terms of combat?  Will there be things that daggers can't cut through?

Surrounds.  Right now, the cheeks 100 surround the teeth, but ribs 5 surround the heart.  What kind of scale do we have, and is it additive?  Does bludgeoning damage transfer?  (AKA is unlikely to do damage to skin or fat but will bruise muscle and break bone)  A knife is likely to cut the cheek but only scrape the teeth.  A hammer will bust a lip but shatter teeth.  Conversly a hammer will break ribs but not likely damage the heart but a knife will either bounce of ribs OR cut the heart.  Mostly how to just the 'surrounds' protection.

Looks like it's easy to make creatures grow as they get older.  Can we shrink them back down? (use negative values?)  Will it be possible to make dragons that get bigger and bigger for all time?

Job tags by caste:  How will the fort handle this?  A different jobs list depending on the dwarf? 

Caste Changes: I think you said this was impossible?  (So a dwarfette couldn't decide she was done fighting and settle down as above?)  Would it be possible to age change them?   (Dwarf chicks spend years 12-30 as breeders and won't fight but then stop breeding and go fight, or less sexist, Older dwarves decide they aren't going to carry stuff anymore but retire to work in the forge)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 19, 2008, 01:06:04 pm
Whoa, the generic material templates ("wood," "stone") are in the raws now?  Does that mean we can add new material categories, like a "gloop" from which we can then create a specific "green gloop" or whatever?  The answer is pretty obviously yes, but damn that rules.

In the tissue raws, is MUSCULAR just to indicate a rippled texture?

I really like how you can load a material template and then override only specific aspects of it.  It's like CSS or something.

How close were you to giving plants actual body definitions?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 19, 2008, 01:30:16 pm
oooh,  and baby heads could get better proportioned.

And attractiveness should be the aggregate of how close your features are to average!

Edit: And it could explain how some critters are considered (by humans) to be 'prettier' than the average human.  Just have a lower variation centered at just north of human normal.
Title: Re: The NEW Future of the Fortress
Post by: Appelgren on December 19, 2008, 01:38:00 pm
Damn. I disagree with Granite26 on a lot. I think what is considered attractive should vary from culture to culture (which has some support in Power Goals as well - see "magical idiot peeper"). And I love the dwarven warriors carrying their babies into battle. I think male dwarves should do it too.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 19, 2008, 02:02:55 pm
Yeah, attractiveness is a funny thing. I remember reading about some experiments, where in humans males are best if they are about average in 'maleness' characteristics (jawline, muscle mass, etc) after which it starts getting more brutish and less attractive. But female characteristics, especially facial ones, make women more attractive the farther along that spectrum they get. And then you have the cultural aspects, where in one culture fat is attractive and in another it's considered gross, and so on.

I guess for game purposes, it'd be useful to have it follow Granite's suggestion in general, but then have it pick some random set of characteristics which are considered specifically attractive for that civ. Things like long hair, wide-set eyes, height, or whatever. And let those specific characteristics be allowed to other then average. I'd probably have it pick different things for males and females, as well.

Which could have some interesting effects. For example, a human culture that really likes shorter women might find dwarves more attractive then other human civs do, which could in turn aid in diplomatic relations between the two.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 19, 2008, 02:04:12 pm
Damn. I disagree with Granite26 on a lot. I think what is considered attractive should vary from culture to culture (which has some support in Power Goals as well - see "magical idiot peeper"). And I love the dwarven warriors carrying their babies into battle. I think male dwarves should do it too.

I'll take science and evolution any day

1 (http://www.beautyanalysis.com/index2_mba.htm)
2 (http://serendip.brynmawr.edu/exchange/node/2041)
3 (http://www.world-science.net/exclusives/071222_beauty.htm)

While a specific culture may value a specific feature highly, on the whole, the average is more appreciated, and besides, specific cultures look different, so they'll have different averages.  (A human and an elf will have different ideas what the prettiest elf is).

Finally, personal preferences interact with absolute measurements all the time.  People are perfectly capable of saying 'beautiful but not my type'

(I'll refain on trying to prove that carrying children into battle is at best an outrageous abuse of the rule of cool, and at worst a guaranteed method of genicide if implimented in world gen)
Title: Re: The NEW Future of the Fortress
Post by: Appelgren on December 19, 2008, 02:15:29 pm
Well, of course there is a biological component to what we find beautiful - and the "average" of many faces tend to produce symmetry which is one of the traits that is commonly considered beautiful. But ask any ethnologist or historian (which are also fields of science) and you'll find that what has been considered beautiful has varied greatly between different cultures and ages. And more importantly different ideals in different civilizations would make for a more interesting game than an universal standard.

And yes, the children carrying is not realistic. But, for me the coolness factor outweighs such concerns.
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 19, 2008, 02:23:49 pm
Technically speaking, all our principles of beauty aren't defined by logic but by hormones and biological impulses; just like our ability to think and reason. To the best of our scientific knowledge, beauty isn't something we understand but is something we know. Funny isn't it?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 19, 2008, 02:39:09 pm
and you'll find that what has been considered beautiful has varied greatly between different cultures and ages.

... It's not actual text(so I can't copy it here), but the first link I posted (cause I tend to do my research before talking) shows that against common misperception, previous eras' conceptions of beauty do conform remarkably well to our own.  (This is especially true if when you accept that most people don't consider stick figures to be the height of beauty, but that IS my own opinion).

Sorry if I'm getting cranky and argumentative...
Title: Re: The NEW Future of the Fortress
Post by: Random832 on December 19, 2008, 02:50:23 pm
and you'll find that what has been considered beautiful has varied greatly between different cultures and ages.

... It's not actual text(so I can't copy it here), but the first link I posted (cause I tend to do my research before talking) shows that against common misperception, previous eras' conceptions of beauty do conform remarkably well to our own.  (This is especially true if when you accept that most people don't consider stick figures to be the height of beauty, but that IS my own opinion).

Sorry if I'm getting cranky and argumentative...

I suspect what varies between cultures is what's seen as problematic - i.e. the same absolute qualities are preferred, but since modern western culture has an obesity problem, unattractive people are overweight in greater quantities than underweight, so the same baseline (healthy, not stick-thin) is "thin" in comparison to a large number of e.g. Americans - which doesn't mean that we consider thinner people attractive than did past cultures.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 19, 2008, 02:58:33 pm
Granite -- keep in mind that we're talking about a system for defining standards of beauty that could be applied to any creature, and the preference of extremes over averages certainly does occur in nature (peacock feathers, bright plumage, etc.).

Cultures vs. biology is important too.  Perhaps each species could have its own sweet spot for each appearance "slider" (i.e. an optimal value somewhere between the min and max), maybe on a per-caste basis, while each culture could bias those standards to an arbitrary degree.  So you'd have your average-loving humans if you wanted them, but you could also have all goblins having a thing for really pointy noses, except for one perverse goblin civ that likes pointy ears instead.
Title: Re: The NEW Future of the Fortress
Post by: Appelgren on December 19, 2008, 03:05:37 pm
and you'll find that what has been considered beautiful has varied greatly between different cultures and ages.

... It's not actual text(so I can't copy it here), but the first link I posted (cause I tend to do my research before talking) shows that against common misperception, previous eras' conceptions of beauty do conform remarkably well to our own.  (This is especially true if when you accept that most people don't consider stick figures to be the height of beauty, but that IS my own opinion).

Sorry if I'm getting cranky and argumentative...

It's ok, though I don't want to turn this into some sort of elongated debate about nature v.s. nurture (I've had my fair share of those and they never lead anywhere). While some features are considered beautiful in most cultures and times it is also very easy to point out ideals of beauty specific to certain cultures and times - also often (but not always) highlighting features that would be advantageous from an evolutionary perspective (fat in times and places where food is a rarity, small breasts in times in times when having lots of kids is as a sign of poverty et.c.). But, as someone pointed out, such cultural diversity could very well coexist with the system you are describing. So maybe this is a pointless debate. But if I had to choose, I'd rather have the game simulate the undeniable differences in ideals of beauty between cultures than the likewise undeniable similarities.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 19, 2008, 03:06:46 pm
Granite -- keep in mind that we're talking about a system for defining standards of beauty that could be applied to any creature, and the preference of extremes over averages certainly does occur in nature (peacock feathers, bright plumage, etc.).

Cultures vs. biology is important too.  Perhaps each species could have its own sweet spot for each appearance "slider" (i.e. an optimal value somewhere between the min and max), maybe on a per-caste basis, while each culture could bias those standards to an arbitrary degree.  So you'd have your average-loving humans if you wanted them, but you could also have all goblins having a thing for really pointy noses, except for one perverse goblin civ that likes pointy ears instead.

Good points... I especially like the peacock example....
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on December 19, 2008, 03:35:54 pm
Speaking of which, from a quick read through the new raws...

Should eye and nerve damage hurt more? It's at stock 5 pain now.

I understand if internal organs get damaged it'll cause internal bleeding so that's why those aren't so high.

*Goes off to make humans inside mech exoskeletons*
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on December 19, 2008, 03:37:22 pm
Hmm. But will bp descriptions be visible in adv. mode?
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on December 19, 2008, 03:53:35 pm
I forgot to mention: Toady, how hard would it be to add variable stat advantages/disadvantages to creatures much like DAMBLOCK or SPEED?

I'm talking a natural agility/strength/toughness/endurance boost or reduction.

Because right now what we have to differentiate animals is SIZE that affects most of those or by completely turning it off completely through NOPAIN type tags.
Title: Re: The NEW Future of the Fortress
Post by: Appelgren on December 19, 2008, 04:05:24 pm
Just to take another example to show you how I think - food. We humans are biologically wired to prefer certain tastes - for good reason. For example, many bitter plants are poisonous and thus we have adapted to avoid bitter foods. But many cultures still learned to appreciate food like coffee, beer and olives. And the Aztecs were very fond of their xocolatl, literally meaning bitter water. What some consider mild food others find to be so spicy it is almost inedible (though many people can learn to appreciate it). All my Russian friends hate Swedish salt liquorice, and I detest their honey flavoured caramels. And while there are a lot of common denominators - I would rather have a game simulate the differences between cultures than go with something like "sweet tasting things are scrumptious - bitter tasting things are unpleasant" for everyone - though that has been a constant theme through all times and cultures.

But anyway a system for determining what people generally find delicious and further specification for different cultures are not mutually exclusive - just as is the case with beauty. So - perhaps this post is pointless. I have just spent too much time typing it not to post it.

EDIT: OK. This was admittedly a pointless post. Sorry.
Title: Re: The NEW Future of the Fortress
Post by: Mr.Person on December 19, 2008, 05:07:58 pm
Blarg, if we want to draw pixel art for all the possible dwarf, elf, human, goblin, and kobold combinations of height, weight, hair color, length, and shape, complexion, scaring, and whatever else, we better start now ;D

Only a system like IVAN's would work here.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 19, 2008, 07:44:26 pm
Erm, will those variables in the material raws that Toady says are unused be used further down the update? I do hope so.Not that I understand what most of them mean. They sound based on engineering principles.

Also, how come there is a basic metal material and then a whole metal raws which have considerably more metals in the first place, each using different variables? I don't really see the point.

Unless instead of having bones of "Platinum" you would be forced to have bones of "Metal", as Platinum isn't really defined in the material raws as such.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 19, 2008, 07:53:19 pm
Way to much pointless argument about the nature of beauty.  Another time and place people.

Raws!  Things I've thought of-
1) Surely Eyebrows and Eyelashes could be incorporated into the standard face definition?  Or does it have to do with them being hair, and therefor effected by the color definitions?

2) I was going to have a 2, except I kind of blow away by the scale of it.  There's some bugfixing to do, but these aren't the final raws anyway.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 19, 2008, 08:26:14 pm
I have a question: What EXACTLY do tags like [ITEMS_HARD] and [ITEMS_BARRED] mean? I assumed based on the raws and the little note in them that, say, [ITEMS_HARD] lets you make out of it things like chairs or tables or doors or what-have-you.

However, [ITEMS_HARD] is in the Bone, Hair, Nail, and Tooth template. So now I'm just confused... especially with hair.


Some phase change temperatures are also set to "NONE". Is this intentional? Seems weird for soap to never boil or certain things to boil but never melt (except for things which only sublimate under normal conditions, I suppose). Then again, some densities (including liquid soap) are also set to "NONE", so I assume those are just placeholders for the most part.

Okay, sorry, one more curiosity: All the layer stones seem to be [INORGANIC], but aren't some of them organic, like limestone and a lot of soils? Then again, I'm not sure how that token is really used.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 19, 2008, 08:50:42 pm
ITEMS_HARD tag on Hair was one of the bugfixing things I mentioned.  Horse Hair Platemail anyone?

Hair also implies an animal kill - I know it has to be that way since the engine can't handle the more logical answer, but I prefer to think that dwarves just can't figure out how to fleece a sheep without cutting it to ribbons.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 19, 2008, 09:58:39 pm
So, now we have layered skins on body parts.  Does this mean that the [INTERNAL] token does a lot more now?  I mean, the upperbody is the master of both the lowerbody and the heart.  However, one should have to penetrate the layers of upperbody to reach the layers of the heart and one should not have to do this for the lowerbody, since it is quite exposed on its own.  Or, is there another tag that's used to indicate that?

What does the :STP] part of a body part token mean?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 19, 2008, 10:06:25 pm
What is the difference in function between STANDARD_TISSUE and STANDARD_MATERIAL? Looking at the raws it looks like they perform the exact same function.


And shouldn't layering be automatic? What is the point of having muscle over skin? Although I like that Toady is trying to keep this game as loose as possible.
Title: Re: The NEW Future of the Fortress
Post by: Captain Mayday on December 19, 2008, 10:42:40 pm
Query about the [CATEGORY:WHATEVER] tags in the body file. Is the list of categories hardcoded or will it adapt to whatever I put in there, so long as I adapt the other files to cover it?

Um, also, for the newly released raws, some notes.
For the HUMANOID body, the head has       [DEFAULT_RELSIZE:500]
For all other defined bodies, the head is       [DEFAULT_RELSIZE:300]

For the Dwarf,
   [GENERAL_BABY_NAME:dwarven baby:dwarven babies]
   [BABYNAME:dwarven baby:dwarven babies]
   [CHILD:12]
   [GENERAL_CHILD_NAME:dwarven child:dwarven children]
   [CHILDNAME:dwarven baby:dwarven babies]

would seem to need the CHILDNAME to be altered.
Title: Re: The NEW Future of the Fortress
Post by: ivegotgoodabs on December 19, 2008, 11:02:38 pm
welp, modding's gonna be pretty difficult from now on...
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 19, 2008, 11:04:48 pm
Reading about all the individual teeth makes me want to mod in a 'tooth fairy' to play in adventure mode that goes around punching people's teeth out and collecting them in a sack.  :D
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 19, 2008, 11:11:24 pm
What is the difference in function between STANDARD_TISSUE and STANDARD_MATERIAL? Looking at the raws it looks like they perform the exact same function.


And shouldn't layering be automatic? What is the point of having muscle over skin? Although I like that Toady is trying to keep this game as loose as possible.

Layering probably matters more for creatures with things like exoskeletons. And keep in mind this game has stuff like magma men.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 19, 2008, 11:17:16 pm
I'm reading through the material templates and came across a tag that's really funny out of context:

[CHEESE_CREATURE]

Expect cheese golems to be modded in when the next version comes out.  ;)
Title: Re: The NEW Future of the Fortress
Post by: Random832 on December 19, 2008, 11:57:49 pm
Inspired by these raws, I wrote a program to translate from the old style plant matgloss files to the new plant raws (hoping to eventually extend it to translate everything - though creatures may be a bit much to ask for)

In testing, I noticed the following differences not attributable to flaws in my program:

dwarven sugar and dwarven syrup will be edible raw
some seeds have changed colors. prickle berry seeds are dark green and sun berry seeds are bright red (both were formerly dark grey)
some powders have a color that is a color token. redroot dye is BROWN, others match their dye color. dwarven sugar and flour and longland flour are WHITE. whip vine flour is AZURE.
whip vine flour's ordinary color has changed from white to cyan.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 20, 2008, 12:20:43 am
I have noticed that while there is some vague positioning in the head area (further resolution of detail would be nice, but it's not necessary for this particular update), but what is lacking is positioning of organs that we had so looked forward to. On the other hand, it would be pretty easy to mod in.

Oh, actually, because there's no "Upper left" and only Left, Right, Front, and Back, it would actually be pretty hard to accurately position organs that pretty much stack on top of each other.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 20, 2008, 08:42:25 am
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How will the scars modify the combat text?
Will it be more detailed or the scars will only be visible in the descriptions?

The combat text should end up reflecting the nature of the wound.  Scars themselves will only form after healing, so will be for the descriptions.

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Or, are bodies still represented as trees in structure, but there's now a second sort of ephemeral connection between them using that AROUND:BY stuff?  Kind of like "fuzzy" edges that don't supply any connection with the center?

Fuzzy edges, yeah.  I didn't want to rewrite all the tree stuff, so ring-shaped creature thingies are still likely not feasible.

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Also, is AROUND:BY symmetric?
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I have noticed that while there is some vague positioning in the head area (further resolution of detail would be nice, but it's not necessary for this particular update), but what is lacking is positioning of organs that we had so looked forward to.

AROUND here is the opposite of SURROUNDED_BY.  I probably should have used SURROUNDS, as AROUND is vague.  Any relationship with a complementary word gets that relationship respected as well.  I haven't done anything with the fingers, but it could be done.  I'm going to wait for the engine to be more testable before I add all the tags I need.

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Well, right now you can only add in 15 new reactions before it starts ignoring stuff at the top of the list.

Ah, I wasn't aware of that.  I'll note it down.

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Since I'm still thinking about metals, is there any plan to expand out the METAL_PREF tag in entities a bit more?

Ideally they'd use the metals available from their local ores and then trade them out, but there would be availability problems that way until the caravan arc, so I just abstracted it out.  I'm not sure if we'll see movement on METAL_PREF until the caravan arc.

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Dev_Next is probably the best summary we can give right now.

Keeping in mind that I'm only doing the yellow ones, he he he.

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what happens when they wage war against a civ of magma-men ?

I hope it checks the edible and undead flags...  I think it does...  but I could be very wrong.

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Does this mean we can rename any of the professions?
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Job tags by gender.  AKA no more valkeries with babe in arms.
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Job tags by caste:  How will the fort handle this?  A different jobs list depending on the dwarf? 

It's just a naming thing.  I haven't done anything special or interesting in the caste vs. job direction yet.  When I get to antmen for this release, that might very well change, but I'm not 100% sure what the outcome will be yet.

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Gender ratios:  What's the gradation on these?  for creatures with 2 sexes, a difference of as much as 1% can cause huge effects on the population balance

It accepts any number from 1 to 100000 for each caste.  They don't have to sum to anything in particular.

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How much does this (skin thickness) actually matter in terms of combat?  Will there be things that daggers can't cut through?

That's coming up very soon, so I can't say exactly how much.  The idea is that a thicker tissue would matter a lot, so a bulbous creature with a large layer of lardy rolls would have a great deal of protection.  It'll take some balancing, and I'm not to the point where I've tested it out.  In terms of daggers being able to cut in general, it currently uses the shear properties for this, and if the dagger is a harder material it will form some sort of cut (assuming the strike is forceful enough to get beyond the shear fracture point for, say, skin), but on a titan, that should be neglible unless you make a hobby out of it.

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Surrounds.  Right now, the cheeks 100 surround the teeth, but ribs 5 surround the heart.  What kind of scale do we have, and is it additive?

I haven't gotten here yet.  Without relationships, it would probably check each against the chance separately, but it's not really a chance as there are different-sized attack objects being used.  It might get messy, with some size vs. proportion comparisons or something, or remain cludged for now.  I can update later.

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Does bludgeoning damage transfer?  (AKA is unlikely to do damage to skin or fat but will bruise muscle and break bone)

Yeah, though it's sort of cludged since there's a lot going on and I wasn't quite wrapping my head around everything.  Right now it'll check the impact elasticity (which I guess is actually impact yield strain or something) of the outer layer, and that'll let it bypass impact fracture after a certain point (while still allowing bruises and ruptures without the layer eg skin actually breaking) even if the force is high enough (as the layer is assumed to have made way for the moving object in a sense).  So if you make a michelin man style creature that's just a purely elastic material, a mace will be unable to harm it unless it has blood flow and can bruise and so on, while relatively inelastic materials like bone will fracture, even through skin.  Skin has a lesser shear fracture than bone on the other hand, so a knife will cut through skin more easily than bone.

This can all use a bit of work, but I'm hoping to get something that seems sensible during play out of it this time around.

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Looks like it's easy to make creatures grow as they get older.  Can we shrink them back down?

Yeah, each of those body size values is just a point on a size vs. time graph, and they can be whatever positive values you like.

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Will it be possible to make dragons that get bigger and bigger for all time?

I don't think it accepts NO_END for size times right now, but if you put the last point far enough out in time it'll work for most intents (unless you want a larger slope than that method can provide, but in that case, you'd likely hit the maximum size value which is currently 1000000).

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Caste Changes: I think you said this was impossible?

Yeah.  It doesn't know how to tie the BPs together, so it would need to be given sufficient hints (which could also work for maintaining wounds during polymorph-style effects to different creatures).  I'll probably get to this later, but not this time around.

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In the tissue raws, is MUSCULAR just to indicate a rippled texture?

It indicates that the tissue is involved in the movement of the limb, so its damage will effect the ability of the creature to use that limb to stand or grasp objects.  It probably isn't going to be much different from STRUCTURAL as far as that goes, though non-break level damage will likely effect muscles, whereas break level damage impacts structure (I guess, not sure...).

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How close were you to giving plants actual body definitions?

Not that close -- I'm planning to do multi-tile trees later on, and those would probably go hand-in-hand to avoid a rewrite.

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Should eye and nerve damage hurt more? It's at stock 5 pain now.

I dunno.  I've scratched my eye once, but I don't remember it being particularly worse, and I have no idea about various nerve damages.  Right now the nervous tissue pain is set at zero, and I was going by the while-awake brain surgery videos I've seen.  I dunno if getting your spine cut hurts or if it's like the brain, or if I'm wrong about the brain.

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But will bp descriptions be visible in adv. mode?

Should be, yeah.

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Toady, how hard would it be to add variable stat advantages/disadvantages to creatures much like DAMBLOCK or SPEED?
I'm talking a natural agility/strength/toughness/endurance boost or reduction.

That part is already in, I just haven't done dwarf mods yet (like their previous DAMBLOCK boost).  You can feed in caste-level attribute ranges, change rates (each of the different kinds mentioned before like increase/rust/demotion) and capping percentages (how much the att can increase beyond the original value for a given creature).

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Erm, will those variables in the material raws that Toady says are unused be used further down the update?

Not liquid densities or molar mass.  I'm not sure about the other mechanical properties.  Maybe not.  It's sort of like the 30 personality facets.  I slowly find uses for them.

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Also, how come there is a basic metal material and then a whole metal raws which have considerably more metals in the first place, each using different variables?

The metal template is the most extreme example now, I think.  Take the stone template -- all of the stones currently use it.  They could afford to have specific values, but for now, the placeholders in the template will do.  Templates pick up the slack, and especially in the case of creature and plant materials, stop you from having to type in a lot of redundant information about stockpiles and so on.

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Surely Eyebrows and Eyelashes could be incorporated into the standard face definition?  Or does it have to do with them being hair, and therefor effected by the color definitions?

Yeah, probably.  I wasn't sure if I was going to use it for creatures that don't have such well-defined eyebrows.  I might move things around once I get more creatures going.

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I have a question: What EXACTLY do tags like [ITEMS_HARD] and [ITEMS_BARRED] mean? ... However, [ITEMS_HARD] is in the Bone, Hair, Nail, and Tooth template.
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ITEMS_HARD tag on Hair was one of the bugfixing things I mentioned.  Horse Hair Platemail anyone?

Some of those are superfluous as it stands -- jobs still use the same basic item types, and since you can't have a tooth boulder or tooth skin in vanilla DF, they don't come up.  If you did have a creature that had skin based on the tooth template or something weird, the flag is there.

For hair, I think I was thinking of the previous keratin material I had before I separated hair and nails.  It should probably be more like silk with ITEMS_SOFT.  I wasn't thinking about it carefully since you can't get hair normally.

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Some phase change temperatures are also set to "NONE". Is this intentional?

Some of them are intentional (since they just catch on fire or a liquid state doesn't make sense), but a few like soap that are erroneous have crept in, yeah.

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All the layer stones seem to be [INORGANIC], but aren't some of them organic, like limestone and a lot of soils?

Inorganic is an imprecise word here that's used to denote materials that are used in building up the ground rather than living plants or creatures.  For reactions, REACTION_CLASS and so on would govern behavior, so it's not going to matter.

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So, now we have layered skins on body parts.  Does this mean that the [INTERNAL] token does a lot more now?

Yeah.  I haven't gotten to internal organ damage yet, so it's possible that flag could be altered to attach parts to certain layers in some way (rather than the current EMBEDDED and INTERNAL setup), but if I leave it, INTERNAL parts will be behind all of the layers.

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What does the :STP] part of a body part token mean?

This means "standard plural".  To save some typing, the game will just add an 's' to the singular word if it sees STP.

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What is the difference in function between STANDARD_TISSUE and STANDARD_MATERIAL? Looking at the raws it looks like they perform the exact same function.

Many of the tissues match up with the material, but a tissue also has some additional information regarding pain and so on.  In the course of modding, you might want some shortcuts that this can provide (as with the facial hair, to avoid typing the names repeatedly).  Tissue templates are only used in creatures, while material templates can be used by plants and inorganics as well.

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And shouldn't layering be automatic?  What is the point of having muscle over skin?

It doesn't even know what skin is, I think (there is no SKIN tag), so the layers need to be defined somewhere, and it's good to leave as much up to the user as possible.  Even in vanilla DF, insects, for instance, have the STRUCTURAL layer on the outside, so it can't use STRUCTURAL to place things on the inside (as with bones).

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Query about the [CATEGORY:WHATEVER] tags in the body file. Is the list of categories hardcoded or will it adapt to whatever I put in there, so long as I adapt the other files to cover it?

Yeah, you can do whatever here.  The strings aren't hard-coded.

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For the HUMANOID body, the head has       [DEFAULT_RELSIZE:500]
For all other defined bodies, the head is       [DEFAULT_RELSIZE:300]

For the Dwarf,
   [GENERAL_BABY_NAME:dwarven baby:dwarven babies]
   [BABYNAME:dwarven baby:dwarven babies]
   [CHILD:12]
   [GENERAL_CHILD_NAME:dwarven child:dwarven children]
   [CHILDNAME:dwarven baby:dwarven babies]

would seem to need the CHILDNAME to be altered.

Yeah, errors.  Though who knows what I'll end up with for relsizes...  if somebody accurately drew up the human taking those as, say, relative volume, it would probably look pretty scary.
Title: Re: The NEW Future of the Fortress
Post by: Dakk on December 20, 2008, 09:36:59 am
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I dunno.  I've scratched my eye once, but I don't remember it being particularly worse, and I have no idea about various nerve damages.  Right now the nervous tissue pain is set at zero, and I was going by the while-awake brain surgery videos I've seen.  I dunno if getting your spine cut hurts or if it's like the brain, or if I'm wrong about the brain.

Superficial eye damage causes only minor pain, but it can get to very painful or extremely painful if the eye is pierced, and the blood rushing through the wound will cause considerable pain aswell. Nerve damage pain is quite low, which is why nerve wounds are very dangerous, you can't tell if its wounded since there's only a minor pain, if any at all. A broken spine will only hurt well someone tries to get up and moves the bone away from its initial position, but otherwise he/she/it wound't feel it.
A good example is car crash victims: They think they're alright were they currently stand, they'll only feel pain if they move around or try to get up.

In short:
Eye pain: Low if only scratched, or otehrwise lightly damage, high/extreme if pierced/mangled or severely wounded.

Nerve pain: Low, if any at all, regarding spines, brain and related.


Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Krash on December 20, 2008, 09:47:56 am
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I dunno.  I've scratched my eye once, but I don't remember it being particularly worse, and I have no idea about various nerve damages.  Right now the nervous tissue pain is set at zero, and I was going by the while-awake brain surgery videos I've seen.  I dunno if getting your spine cut hurts or if it's like the brain, or if I'm wrong about the brain.

Superficial eye damage causes only minor pain, but it can get to very painful or extremely painful if the eye is pierced, and the blood rushing through the wound will cause considerable pain aswell. Nerve damage pain is quite low, which is why nerve wounds are very dangerous, you can't tell if its wounded since there's only a minor pain, if any at all. A broken spine will only hurt well someone tries to get up and moves the bone away from its initial position, but otherwise he/she/it wound't feel it.
A good example is car crash victims: They think they're alright were they currently stand, they'll only feel pain if they move around or try to get up.

In short:
Eye pain: Low if only scratched, or otehrwise lightly damage, high/extreme if pierced/mangled or severely wounded.

Nerve pain: Low, if any at all, regarding spines, brain and related.


Spoiler (click to show/hide)

It might be good to note that the brain is the only organ/part of the body that has no pain receptors at all.
Title: Re: The NEW Future of the Fortress
Post by: Dakk on December 20, 2008, 09:52:48 am
Thanks for remembering  ;D

Also, is DF's nerve regenaration like real life atm (nerves don't regenerate fully, if it does at all)? I'm not sure if dwarves can recover from nerve damage.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 20, 2008, 10:09:26 am
Wow, Toady.  Thanks for answering our questions!  I was thinking you'd be daunted into silence by the sheer number of them.  Now, we'll stop bothering you so you can work on everything  ;)
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 20, 2008, 10:24:25 am
welp, modding's gonna be pretty difficult from now on...

No doubt, but the new modding possibilities are incredible. Well, we must update the wiki also hehe.  ;)

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How much does this (skin thickness) actually matter in terms of combat?  Will there be things that daggers can't cut through?

That's coming up very soon, so I can't say exactly how much.  The idea is that a thicker tissue would matter a lot, so a bulbous creature with a large layer of lardy rolls would have a great deal of protection.  It'll take some balancing, and I'm not to the point where I've tested it out.  In terms of daggers being able to cut in general, it currently uses the shear properties for this, and if the dagger is a harder material it will form some sort of cut (assuming the strike is forceful enough to get beyond the shear fracture point for, say, skin), but on a titan, that should be neglible unless you make a hobby out of it.

Pure awesomeness! More realistic combat! Yay! This + the combat arc = I cannot find the right words to describe my feelings.. ;D
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on December 20, 2008, 01:34:43 pm
Yeah, serious thanks on the answers.  :) It'll be interesting to see how a legendary with an iron sword fares against a steel golem.

Will the sword do nothing, or will it act as a bludgeoning weapon since iron cannot cut steel? Swords eventually shattering... awesome.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 20, 2008, 01:43:23 pm
Yeah, serious thanks on the answers. 

Echoing this.  That was a LOT of answers.
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 20, 2008, 01:51:08 pm
It'll be interesting to see how anything can kill a steel golem actually.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 20, 2008, 02:18:31 pm
It'll be interesting to see how anything can kill a steel golem actually.

[SEVERONBREAKS]?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 20, 2008, 02:20:27 pm
 Foundries.

 That is a good question. Being magma immune, they won't melt when being flooded. Rust doesn't effect steel(Not like it WOULD matter on an iron golem anyway), and most metals are not as good as it.

 Mayhaps just something really hard smashing into it? Like a ceramic warhammer wielded by some large being?
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 20, 2008, 02:21:04 pm
That's now.

But in the upcoming versions where creature strength is determined by the strength of what they are made by...

Maybe a very, very big hammer.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 20, 2008, 02:27:39 pm
That is a wall of answers.

Speaking of eye damage, there's a very fine line between scratched and destroyed.  Any penetration greater than 1/8 inch is guaranteed to cause blindness from the scarring.

Steelmen solution - carefully positioned cave ins, and hope you bury it deep enough that it can't dig itself out.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 20, 2008, 02:33:32 pm

 Another solution:
 Drop it into a magma room it cannot get out of. It needs to melt eventually, right?
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 20, 2008, 02:36:41 pm
There's always cage traps. Hopefully those won't be changed.  :P
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 20, 2008, 02:47:29 pm
Or, you know, the omnipotent cage trap + chasm.

e: beaten
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 20, 2008, 02:48:04 pm
HAX
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 20, 2008, 03:04:36 pm
You could maybe atomsmash it under a drawbridge.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on December 20, 2008, 03:14:05 pm
Will eligibility for becoming a noble be able to be restricted on a caste-specific basis? This is very relevant to my interests. (Whether in this version, or in any other.)
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on December 20, 2008, 05:16:24 pm
So I was going to run in here and talk about how we can have plants made of meat now, but I realized from reading Toady's post that fingernails are a material now, meaning we can have fingernail golems.

I can't wait to create hideous abominations that defy biology, like something with blood made of bones.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 20, 2008, 05:52:08 pm
...I can't wait to create hideous abominations that defy biology, like something with blood made of bones.

Or Vice Versa! Herm...
Actually, your Meat Tree idea is worth a shot, there.

And, of course, Blood Golems. Beings made entirely from blood, congealed blood, and bloody blood.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 20, 2008, 06:04:30 pm
This might be too much, but separating central and peripheral nervous tissue might make sense, especially for things like pain and regeneration. I believe peripheral nervous system tissue can regenerate much, much more than something like the brain or spine, and certainly would have more pain reception.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 20, 2008, 07:02:03 pm
Thanks toady for all the answers and the new raw system looks great

Can the tag [BIOME:SUBTERRANEAN_WATER] be used for civs too?

Other thinks i found:

Nickel silver has an meltpoint beginning from 900° C and then upward depending on the alloy says the wiki (German)

Sterlingsilver (925) has an meltpoint of arround 890°C (found here)

I am not sure but if you look  here in the wiki  (http://en.wikipedia.org/wiki/Eutectic_(Chemistry)) you can math out the smeltpoints and maybe the boilpoints of your alloys.

edit: deleted
edit2: i had an mayor failure somewhere.

For the "steel man" - Problem the us military has tested "spears" from cooper on highspeed against plates of 1 Meter steelplates. Well we have not this things (that get really hot) but we can use an ballista bolts from steel.
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 20, 2008, 07:09:53 pm
That's now.

But in the upcoming versions where creature strength is determined by the strength of what they are made by...

Maybe a very, very big hammer.
So we get men made of things. We get Guts-Man, Ice-Man, Fire-Man, Axe-Man, Alcohol-Man...

We obviously need to create a man made of Mega and send him after them!

On topic, if there is any... Steel men should be no problem with weaker weapons as long as they are blunt force, and even sharp weapons may produce cracks//cuts if they are swung with enough force (and don't break)

Worse come to worse, <<Steel Cage>> Traps, siege their asses or atom-smash them.

Granted you're fucked if you come into contact with the legendary *<<Steel Man>>* (If I did the quality thing right >.>)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 20, 2008, 07:15:14 pm
I can't wait to create hideous abominations that defy biology, like something with blood made of bones.

Creatures with slime blood for me.  Or maybe a Sweet Pod Man that bleeds dwarven syrup.

Huh, I just noticed blood is only present in the new raws as a material template... are the "blood types" still hardcoded?
Title: Re: The NEW Future of the Fortress
Post by: Fishersalwaysdie on December 20, 2008, 07:39:41 pm
Hmmm... Gaseous blood...
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 20, 2008, 08:15:19 pm
I can't wait to create hideous abominations that defy biology, like something with blood made of bones.

Creatures with slime blood for me.  Or maybe a Sweet Pod Man that bleeds dwarven syrup.

Huh, I just noticed blood is only present in the new raws as a material template... are the "blood types" still hardcoded?
Slime blooded creatures?
Will these creatures have actual creatures for blood? So when you make them bleed// kill them and they bleed out, you have a mass of slimes attack the dwarves?
Maybe you could make creatures that have slime for hair, or skin, that attack the dwarves along with the original creature design.

Of course that would eventually detail to the horrible siege of a fortress from a Slime Titan, built entirely out of slimes. Instead of coding it to spawn slimes when damaged, it is made entirely out of slime entities, adding extra damage and produces smaller slimes when bleeding//cut up.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 20, 2008, 08:30:51 pm
I can't wait to create hideous abominations that defy biology, like something with blood made of bones.

Creatures with slime blood for me.  Or maybe a Sweet Pod Man that bleeds dwarven syrup.

Huh, I just noticed blood is only present in the new raws as a material template... are the "blood types" still hardcoded?

Will these creatures have actual creatures for blood? So when you make them bleed// kill them and they bleed out, you have a mass of slimes attack the dwarves?

I don't think that anything like that will be possible to mod in..at least not in the next version.  ;)
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 20, 2008, 08:44:55 pm
Quote
Huh, I just noticed blood is only present in the new raws as a material template... are the "blood types" still hardcoded?                     

I think Toady did forget it on the dwarves - it happens. The slime is there as well  ;) . And well "blood" is an "template" so changing it for your creatures so they bleed "slime" would be done by only altering the Color and the nametags iirc. Its the same thing as between the "metaltemplate" and the metals.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 21, 2008, 12:18:34 am
^^^ If you're right that the blood-related stuff was simply omitted, then yeah, it would be that easy.

Unrelated: when you're overriding parts of a material template, is there any way to remove tags entirely?  Like if you wanted a special milk that's not [EDIBLE_RAW].  I know this isn't really a problem since you can always just suck it up and do a custom material definition from scratch.
Title: Re: The NEW Future of the Fortress
Post by: Silleh Boy on December 21, 2008, 03:32:02 am
I've not looked at the new raws yet, but surely, this brings me a step closer to my goal of one day being able to milk and skin the philosopher.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 21, 2008, 03:38:23 am
I've not looked at the new raws yet, but surely, this brings me a step closer to my goal of one day being able to milk and skin the philosopher.
Or, as this issue will crop up, milking skin from the philosopher.
Title: Re: The NEW Future of the Fortress
Post by: Captain Mayday on December 21, 2008, 05:29:51 am
I could really use some sort of explanation about this:

   [IMPACT_YIELD:5000000]
   [IMPACT_FRACTURE:5000000]
   [IMPACT_ELASTICITY:0]
   [COMPRESSIVE_YIELD:5000000]
   [COMPRESSIVE_FRACTURE:5000000]
   [COMPRESSIVE_ELASTICITY:0]
   [TENSILE_YIELD:5000000]
   [TENSILE_FRACTURE:5000000]
   [TENSILE_ELASTICITY:0]
   [TORSION_YIELD:5000000]
   [TORSION_FRACTURE:5000000]
   [TORSION_ELASTICITY:0]
   [SHEAR_YIELD:5000000]
   [SHEAR_FRACTURE:5000000]
   [SHEAR_ELASTICITY:0]
   [BENDING_YIELD:5000000]
   [BENDING_FRACTURE:5000000]
   [BENDING_ELASTICITY:0]
   [MAX_EDGE:100000]

That's the adamantine example there, but I don't know what affects what. I have some idea of what each /means/ in the real world, but applying it to DF is another matter.
Title: Re: The NEW Future of the Fortress
Post by: I3erent on December 21, 2008, 05:42:53 am
Quote
I dunno.  I've scratched my eye once, but I don't remember it being particularly worse, and I have no idea about various nerve damages.  Right now the nervous tissue pain is set at zero, and I was going by the while-awake brain surgery videos I've seen.  I dunno if getting your spine cut hurts or if it's like the brain, or if I'm wrong about the brain.

Superficial eye damage causes only minor pain, but it can get to very painful or extremely painful if the eye is pierced, and the blood rushing through the wound will cause considerable pain aswell. Nerve damage pain is quite low, which is why nerve wounds are very dangerous, you can't tell if its wounded since there's only a minor pain, if any at all. A broken spine will only hurt well someone tries to get up and moves the bone away from its initial position, but otherwise he/she/it wound't feel it.
A good example is car crash victims: They think they're alright were they currently stand, they'll only feel pain if they move around or try to get up.

In short:
Eye pain: Low if only scratched, or otehrwise lightly damage, high/extreme if pierced/mangled or severely wounded.

Nerve pain: Low, if any at all, regarding spines, brain and related.


Spoiler (click to show/hide)

Ask some0ne with sciatica how bad their nerve pain is................
Title: Re: The NEW Future of the Fortress
Post by: Plank of Wood on December 21, 2008, 06:08:46 am
Quote
I dunno.  I've scratched my eye once, but I don't remember it being particularly worse, and I have no idea about various nerve damages.  Right now the nervous tissue pain is set at zero, and I was going by the while-awake brain surgery videos I've seen.  I dunno if getting your spine cut hurts or if it's like the brain, or if I'm wrong about the brain.

Superficial eye damage causes only minor pain, but it can get to very painful or extremely painful if the eye is pierced, and the blood rushing through the wound will cause considerable pain aswell. Nerve damage pain is quite low, which is why nerve wounds are very dangerous, you can't tell if its wounded since there's only a minor pain, if any at all. A broken spine will only hurt well someone tries to get up and moves the bone away from its initial position, but otherwise he/she/it wound't feel it.
A good example is car crash victims: They think they're alright were they currently stand, they'll only feel pain if they move around or try to get up.

In short:
Eye pain: Low if only scratched, or otehrwise lightly damage, high/extreme if pierced/mangled or severely wounded.

Nerve pain: Low, if any at all, regarding spines, brain and related.


Spoiler (click to show/hide)

Ask some0ne with sciatica how bad their nerve pain is................

Protip: Don't.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 21, 2008, 08:12:04 am
Quote
Will the sword do nothing, or will it act as a bludgeoning weapon since iron cannot cut steel?

Yeah, right now it would end up being a bludgeoning weapon, and though I'm just starting on the character of wounds, it should probably make dents if it manages to strike hard enough to get up to the yield point.  I'm not sure if I'll get to damaging items, though it should be possible and it currently has a place on the list.  In that case, the sword would become dull (it tracks the edge's sharpness now) and possibly break if you get beyond the fracture point.  Items don't yet have anything like specific wounds, so having things like the sword becoming tragically bent are out of reach for this release.

Quote
Will eligibility for becoming a noble be able to be restricted on a caste-specific basis?

Yeah, this release.

Quote
This might be too much, but separating central and peripheral nervous tissue might make sense, especially for things like pain and regeneration. I believe peripheral nervous system tissue can regenerate much, much more than something like the brain or spine, and certainly would have more pain reception.

Currently all of the nervous tissue away from the spine and brain are abstracted away (as the pain receptor value for example), as are ligaments and tendons, so the nerve tissue template currently refers to the spine only.  I guess the sinew making up tendons is a common useful material, so that'll probably be added in later on, but likely not this time around.  I'm not sure if peripheral nervous tissue will ever be in as a material in vanilla DF, though I can see it happening if I start added specific nerves (and arteries/veins).  The arteries are also currently abstracted as a single tag.

Quote
Can the tag [BIOME:SUBTERRANEAN_WATER] be used for civs too?

Nah, I haven't done anything with underwater civs at this time.  I'm not sure when that will happen.  I'm going to be doing more with the underground this time around, but there are so many irritating pathing and other issues with underwater/flying stuff that it'll probably take a more concerted push to get through it than I'll be able to muster for this release.

Thanks for the melting points.  I imagine correcting the various fudges and errors in the metal and other defs will be an ongoing saga.

Quote
Huh, I just noticed blood is only present in the new raws as a material template... are the "blood types" still hardcoded?

I just haven't gotten to bleeding wounds yet, so I haven't defined blood in the raws yet, as I'm not sure what I'll end up with.  I was thinking of tracking blood events on the ground with a bit more precision, as there generally aren't a zillion of them and it's currently eating up a ton of map bits, so I'm not sure if the current blood type notion will survive.  It'll take some looking at though.  Everything about blood should make it out to the raws, though that isn't something I can promise.

Quote
Hmmm... Gaseous blood...

I hope so.  I already have the boiling material flow it uses for the molten metals and alcohols, so it shouldn't be too hard.  It would be cool to mix it with the poison effects when I get there.  I suppose powder blood should also be allowed now that I have a separate powder state.  Then you can be attacked by Time Men that have glass on the outside and sand on the inside, and I can be fired.  That might work better with a whole sand tissue layer though.

Quote
That's the adamantine example there, but I don't know what affects what.

As it mentions in the stone material template raw (I think that's the one), 4 of those categories don't matter yet.  The high impact and shear numbers will make it resistant to all attacks and also cutting attacks specifically.  In game terms, the yield=fracture means that if you manage to hit the adamantine hard enough, it won't dent but will fracture immediately.  I don't think the low elasticity (which is probably actually something like yield strain, but I found inverting the moduli convenient -- I think it's strain with scale 1000 times the percent deformation at yield) will matter for items at this point, as it only is used so far in determining some skin/soft tissue like behaviors for attacks on creatures.  It also makes the current notion of adamantine thread something that needs some explaining.  Since I threw the numbers in haphazardly without considering that, one can now start to come up with some sort of weird hooking together sewing thingy that the dwarves do -- either that or some miracle chemistry they do that lets them get around the raw mechanics.  Since the elasticity number doesn't matter for adamantine items, perhaps it could also be changed, but I currently like the starkness of it.  In terms of adamantine weapons, the edge and shear properties mean it will be able to slice through steel for example quite easily, even though the low density means that it won't be effective in bludeoning weapons.  Normal cutting weapons won't be able to slice through your adamantine armor, but you can still get knocked around.
Title: Re: The NEW Future of the Fortress
Post by: Deon on December 21, 2008, 08:54:04 am
Quote
I hope so.  I already have the boiling material flow it uses for the molten metals and alcohols, so it shouldn't be too hard.  It would be cool to mix it with the poison effects when I get there.
Oh yeah, steam-machinery creatures are coming!!

A question to Toady: Mr. Tarn, will a dissolution be implemented in any way? I.e. if I want to make an arid material which turns to slime/dissolutes totally on contact with water, will it be possible? I want to be able to make sand golems etc. :)

Another question is about "keeping form". In another thread ghosts were mentioned. The ghosts should be made of some ethereal/gaseous material which keeps form even when something sharp goes through it (i.e. a steel shortsword). It can be solved through different means, i.e. density, form memory or just a simple extreme regeneration. What are your thoughts, master? :)
Title: Re: The NEW Future of the Fortress
Post by: Appelgren on December 21, 2008, 09:07:14 am

Yay! Time men! Just think of all cheesy things you could say before smashing them, like "Your time is up!"

(or "You know how I've always been jealous of your attractive hourglass shape?")
Title: Re: The NEW Future of the Fortress
Post by: Dakk on December 21, 2008, 11:46:04 am
Quote
I dunno.  I've scratched my eye once, but I don't remember it being particularly worse, and I have no idea about various nerve damages.  Right now the nervous tissue pain is set at zero, and I was going by the while-awake brain surgery videos I've seen.  I dunno if getting your spine cut hurts or if it's like the brain, or if I'm wrong about the brain.
Superficial eye damage causes only minor pain, but it can get to very painful or extremely painful if the eye is pierced, and the blood rushing through the wound will cause considerable pain aswell. Nerve damage pain is quite low, which is why nerve wounds are very dangerous, you can't tell if its wounded since there's only a minor pain, if any at all. A broken spine will only hurt well someone tries to get up and moves the bone away from its initial position, but otherwise he/she/it wound't feel it.
A good example is car crash victims: They think they're alright were they currently stand, they'll only feel pain if they move around or try to get up.

In short:
Eye pain: Low if only scratched, or otehrwise lightly damage, high/extreme if pierced/mangled or severely wounded.

Nerve pain: Low, if any at all, regarding spines, brain and related.


Spoiler (click to show/hide)

Ask some0ne with sciatica how bad their nerve pain is................

Protip: Don't.


Hey, i was speaking about pain caused by wounds, not crazy ass nerve disfunctions :P
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 21, 2008, 11:56:28 am
In terms of adamantine weapons, the edge and shear properties mean it will be able to slice through steel for example quite easily, even though the low density means that it won't be effective in bludeoning weapons.  Normal cutting weapons won't be able to slice through your adamantine armor, but you can still get knocked around.

Wow, that rules.  So we'll also have armor acting like a pseudo tissue layer for purposes of transmitting bludgeoning damage and so forth?
Title: Re: The NEW Future of the Fortress
Post by: Dakk on December 21, 2008, 12:00:16 pm
So no more one-shoting dragons with wooden spears.  ;D
Title: Re: The NEW Future of the Fortress
Post by: Orkel on December 21, 2008, 01:40:23 pm
Sorry if this has been asked before, but how will all the layers of tissue for each bodypart be presented? Will there be a gigantic/massive list of "2th outer tissue layer for right finger #2", "Flesh layer #1 for right knee" and so on listed like the parts are currently done, or will there be some kind of damage indicator next to the body parts? For example, next to a broken leg, does it say how deeply damaged the tissue for the part is?
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 21, 2008, 01:43:12 pm
oh, I wouldn't ccount on no more one-shots on dragons

a lucky roll can always happen
Title: Re: The NEW Future of the Fortress
Post by: Dwarfaholic on December 21, 2008, 01:49:27 pm
By the way, can objects be supercooled this version, and such?

Because having blood that is of a temperature higher than it's boiling point but kept liquid by the pressure in the veins would be cool- ish.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 21, 2008, 01:51:32 pm
Hmmm... Gaseous blood...

I'm looking for the acid blood, but also sand and smoke (miasma blood!)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 21, 2008, 01:54:27 pm
Toady added in currosives?
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 21, 2008, 02:24:07 pm
Hrm, quick question regarding armor/weapon material types:

Obviously, from what you've said, it will be difficult to cut through, say, steel with iron. But HOW difficult? I mean, someone with a bronze dagger should probably penetrate steel every now and then, and how hard will it be for someone with, say, an iron axe to penetrate steel chain or plate? I'm kind of wondering how this'll impact gameplay, and whether or not it'll make non-<best material available> equipment non-viable for use.
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 21, 2008, 02:38:02 pm
So no more one-shoting dragons with wooden spears.  ;D

You forget about the soft underbelly

Hrm, quick question regarding armor/weapon material types:

Obviously, from what you've said, it will be difficult to cut through, say, steel with iron. But HOW difficult? I mean, someone with a bronze dagger should probably penetrate steel every now and then, and how hard will it be for someone with, say, an iron axe to penetrate steel chain or plate? I'm kind of wondering how this'll impact gameplay, and whether or not it'll make non-<best material available> equipment non-viable for use.
Depending on the material, most likely physically impossible.
If the force needed to produce a cut in a material is larger than any of the forces needed to bread/bend/dull the weapon that is being used, the weapon will be unable cut.
However we can probably assume with lucky rolls that it could at the very most damage the armor decently, even if the weapon does break in the process.

However I may be wrong, who knows.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 21, 2008, 02:40:56 pm
That's rather oversimplified, though. You can certainly cut a "stronger" material with a "weaker" one. It depends on a lot of things, like sharpness, thickness, how the force is applied, and whatever else.

For instance, here's a rather extreme example to illustrate the point: A 50-pound copper axe blade, sharpened extremely fine, should be able to penetrate a millimeter of good steel. I know that's ridiculous to use as an example, but it's just to show that there are more factors involved than a direct comparison of the materials, and saying "that's impossible!" just because one material is less inherently "strong" than the other.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on December 21, 2008, 03:07:07 pm
I think if you hit something with enough bludgeoning force, it will break or fracture.  So for piercing weapons, maybe it will just 'fracture' that point in the armor, or something.  Whereas for cutting weapons like a sword edge or axe you would get a 'fracture' in the shape of a long gouge.  This would be fairly realistic imo, since 'cutting' is really just bludgeoning on a much finer point/line if you think about it.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 21, 2008, 03:08:26 pm
That's rather oversimplified, though. You can certainly cut a "stronger" material with a "weaker" one. It depends on a lot of things, like sharpness, thickness, how the force is applied, and whatever else.

For instance, here's a rather extreme example to illustrate the point: A 50-pound copper axe blade, sharpened extremely fine, should be able to penetrate a millimeter of good steel. I know that's ridiculous to use as an example, but it's just to show that there are more factors involved than a direct comparison of the materials, and saying "that's impossible!" just because one material is less inherently "strong" than the other.

It sounds like thickness itself probably will play a role in the calculations, certainly for tissue layers at least (Toady mentioned "a large layer of lardy rolls") and probably for armor as well.  But yeah, the particulars will be interesting.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 21, 2008, 04:09:24 pm
Toady when items finally have wounds (or if rather) and other types of damage, will that mean that armor will start to act like a layer of metal around your character that needs to be breached and torn to do damage to the soft creature inside instead of being mostly like a magnetic field? (or heck will it be that way THIS release?)

Though I could interpret what you said differently... Afterall the sword didn't break... It just warped and altered its statistics until the point of worthlessness. So when it applies to other objects the Armor may not actually break or take "Wounds" so to speak, it could just lose structural integrity and cover until it is worthless, and unwearable, as armor.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 21, 2008, 04:11:35 pm
this post reminds me, are you ever going to include magnetism in DF ? Probably something for the magic arc. Imagine it, A whole new kind of trap, glueing the puny goblins to the ground by their iron boots, while the marksdwarves let loose some bolts
Title: Re: The NEW Future of the Fortress
Post by: Serg on December 21, 2008, 04:26:43 pm
Or, checking the distance (head) from the magnet (ground) and multiplying it by the force/power of the magnet to instantly gib goblins in their own armor?
Title: Re: The NEW Future of the Fortress
Post by: Puller of the lever on December 21, 2008, 04:30:13 pm
Hi everybody, I'm a new user.
I'm Italian and my english comprension isn't very good (euphemism!  :P), so maybe I misunderstood this point.

In the incoming version, will the dispatching of army out of the embark tiles and the other features of the army arc be implemented, or will be only the improvements in squad control (and wounds, and all the other things of which you are talking by many pages) ?

More generally, the next version will have all the things that are wrote in the dev_next page, or only the yellow ones?

Ps: sorry for my language, I don't dare to think how this post appear to a english speaker.  :-X
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 21, 2008, 04:34:43 pm
The yellow ones are the ones he's currently working on. The others will come later.

So we'll get better squad control, and so forth, but we won't be sending troops out on the world map just yet, as far as I know.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on December 21, 2008, 04:37:08 pm
Only the yellow bits, squad control and wounds. This is only one of the first releases focused on the Army Arc.

And your english isn't the best, but far better than many I've seen out in the internet. :)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 21, 2008, 04:37:18 pm
Please, please, for Armok's sake please, say the "release the Berzerker!" debug-button is going to stay in for the final release.  And that hopefully what generates can be edited.  It would so damn useful for everyone else who likes to mess with the raws.


Quote from: Toady One
I hope so.  I already have the boiling material flow it uses for the molten metals and alcohols, so it shouldn't be too hard.  It would be cool to mix it with the poison effects when I get there.  I suppose powder blood should also be allowed now that I have a separate powder state.  Then you can be attacked by Time Men that have glass on the outside and sand on the inside, and I can be fired.  That might work better with a whole sand tissue layer though.

Righteous.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 21, 2008, 04:47:37 pm
Dear Toady, you have created a monster dwarf!

(http://www.bay12games.com/dwarves/imgs/hammer.png)

This dwarf > Captain Ironblood  ;D
Title: Re: The NEW Future of the Fortress
Post by: Puller of the lever on December 21, 2008, 04:50:21 pm
The yellow ones are the ones he's currently working on. The others will come later.

So we'll get better squad control, and so forth, but we won't be sending troops out on the world map just yet, as far as I know.
Only the yellow bits, squad control and wounds. This is only one of the first releases focused on the Army Arc.

And your english isn't the best, but far better than many I've seen out in the internet. :)
Oh, ok.
It's a pity, I hoped to send under-equipped recruits towards a glorious death around the world, but I think that I'll have to wait.  ;D

Thanks Sean.  :)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 21, 2008, 04:53:22 pm
Well right now Puller Toady is working almost exclusively on additions that will break save compatability, as updates that will make your save useless, so that after the next release you will be able to keep your saves for a very long time.

Also second question if I can ask it...

Do Siege weapons actually damage enemies or do they simply die if struck? Will this mean your going to change Siege weapons to go from "Instantly murder Megabeasts" to "Be effective against them"?
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 22, 2008, 12:17:13 am
Quote
Huh, I just noticed blood is only present in the new raws as a material template... are the "blood types" still hardcoded?

I just haven't gotten to bleeding wounds yet, so I haven't defined blood in the raws yet, as I'm not sure what I'll end up with.  I was thinking of tracking blood events on the ground with a bit more precision, as there generally aren't a zillion of them and it's currently eating up a ton of map bits, so I'm not sure if the current blood type notion will survive.  It'll take some looking at though.  Everything about blood should make it out to the raws, though that isn't something I can promise.

Quote
Hmmm... Gaseous blood...

I hope so.  I already have the boiling material flow it uses for the molten metals and alcohols, so it shouldn't be too hard.  It would be cool to mix it with the poison effects when I get there.  I suppose powder blood should also be allowed now that I have a separate powder state.  Then you can be attacked by Time Men that have glass on the outside and sand on the inside, and I can be fired.  That might work better with a whole sand tissue layer though.

Wouldn't it be as simple as having a [BLOOD] token to be placed on some layer?  Or even [BLOOD:_material_] to simplify if we're going to have many layers of blood.  The total amount of blood would be derived from the size of bodyparts and thickness of those layers, and the loss of enough of it would impair the creature.  The blood material would likely have to be a fluid or pseudo-fluid.  Also, if at any point the blood freezes so that it cannot flow any more, the creature will die.

Oh, and if we have fluid layers that do not fill the requirements of blood, can those be sprayed around when the creature is wounded enough to pierce that layer also, despite that it will do very little to adversely affect the creatures health?  Then, we can have some interesting defense mechanisms on creatures that, when wounded, release magma to discourage attack.
Title: Re: The NEW Future of the Fortress
Post by: Narmio on December 22, 2008, 01:26:02 am
I have a question regarding tissue/armour layers and damage dealing. 

If an iron sword strikes some steel plate armour and fails to penetrate it, and the damage is converted to bludgeoning (AKA the force of the blow is spread out over the plate), will bludgeoning damage be inflicted to the creature beneath the armour? 

That is, as my inexpert understanding of it goes, what tended to happen to sword strikes on chain and plate - unless the sword hit a weak point in the armour caused by poor forging, the wound inflicted would be a very serious bruise, regardless of how hard the armour material is, the force goes somewhere.  Better forged armour would, I presume, better spread the force around.

Additionally, if we're talking about a steel-skinned creature (Giant Magma Ants?) instead of a steel-armoured creature, is the force transfer handled differently?

Also, extra question I thought of while writing!  Armour quality and material strength:  Will they work as they currently do, as a multiplier of x1 to x2 (or whatever) to the strength?  Maybe there could be something more interesting, with some kind of check to see if the blow has hit a poorly-forged weak spot where the material is thinner or poorly joined or whatever, and the standard material effect happening if the check is passed?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 22, 2008, 01:35:39 am

 Well mind you with a layer of leather armor or some thick clothes such damage can be avoided. And if Toady programed the whole force transference thing in, such materials would work well to reduce such problems.

 Still, I want to see enemies with skin made of the hardest substance known to man but bones made of toothpicks. Blunt weapons just got more fun when you can cave stuff in and break bones better.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 22, 2008, 01:45:48 am
I have a question regarding tissue/armour layers and damage dealing. 

If an iron sword strikes some steel plate armour and fails to penetrate it, and the damage is converted to bludgeoning (AKA the force of the blow is spread out over the plate), will bludgeoning damage be inflicted to the creature beneath the armour? 

That is, as my inexpert understanding of it goes, what tended to happen to sword strikes on chain and plate - unless the sword hit a weak point in the armour caused by poor forging, the wound inflicted would be a very serious bruise, regardless of how hard the armour material is, the force goes somewhere.  Better forged armour would, I presume, better spread the force around.

Yeah; you also have a more modern example that's equivalent in concept: Getting shot while you have a bulletproof vest on still imparts a huge amount of force to your body, and you can easily get a broken rib and/or other damage.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 22, 2008, 03:21:56 am
Gentlemen; OBSERVE

From the plant raw:

Quote
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]

Now, given the implied nature of this statement, it should be entirely possible to create a similar concoction:

Quote
USE_MATERIAL_TEMPLATE:DRINK:BLOOD_TEMPLATE

DISCUSS
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 22, 2008, 03:29:45 am
Gentlemen; OBSERVE

From the plant raw:

Quote
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]

Now, given the implied nature of this statement, it should be entirely possible to create a similar concoction:

Quote
USE_MATERIAL_TEMPLATE:DRINK:BLOOD_TEMPLATE

DISCUSS

Rather have
[BLOOD:PLANT_ALCOHOL_TEMPLATE]

Aint no true dwarf until when you bleed on magma men, you explode from your alcohol content.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 22, 2008, 03:45:54 am
Gentlemen; OBSERVE

From the plant raw:

Quote
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]

Now, given the implied nature of this statement, it should be entirely possible to create a similar concoction:

Quote
USE_MATERIAL_TEMPLATE:DRINK:BLOOD_TEMPLATE

DISCUSS


...

...*jaw drops*

GENTLEMEN.
Dibs.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 22, 2008, 03:47:10 am
Aint no true dwarf until when you bleed on magma men, you explode from your alcohol content.

This is a good point and it implies that the ALCOHOL_PLANT tag should have a percent parameter, like [ALCOHOL_PLANT:15] for dwarven wine or whatever.

Unrelated -- in the tissue layer plans, there's stuff like this:

[BP_LAYERS:BY_CATEGORY:ARM:ARG1:2:ARG2:1:ARG3:1:ARG4:4]

Where presumably the numbers following the ARGs are the relative thicknesses.  How does this interact with RELATIVE_THICKNESS in the tissue definitions?
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 22, 2008, 03:49:54 am
Ahem. Sorry to post again so soon, but;

I have a question regarding tissue/armour layers and damage dealing. 

If an iron sword strikes some steel plate armour and fails to penetrate it, and the damage is converted to bludgeoning (AKA the force of the blow is spread out over the plate), will bludgeoning damage be inflicted to the creature beneath the armour? 

That is, as my inexpert understanding of it goes, what tended to happen to sword strikes on chain and plate - unless the sword hit a weak point in the armour caused by poor forging, the wound inflicted would be a very serious bruise, regardless of how hard the armour material is, the force goes somewhere.  Better forged armour would, I presume, better spread the force around.

Additionally, if we're talking about a steel-skinned creature (Giant Magma Ants?) instead of a steel-armoured creature, is the force transfer handled differently?

Also, extra question I thought of while writing!  Armour quality and material strength:  Will they work as they currently do, as a multiplier of x1 to x2 (or whatever) to the strength?  Maybe there could be something more interesting, with some kind of check to see if the blow has hit a poorly-forged weak spot where the material is thinner or poorly joined or whatever, and the standard material effect happening if the check is passed?

Presumably, if layering works as it should, armor and clothing might literally be interpreted as "second skins". Cutting/piercing damage has to bypass it to damage the lower layers and bypass those in turn, while bludgeoning transfers through layers easier but at a loss of damage to each individual layer as the layers warrant.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 22, 2008, 04:05:34 am
Well, if you want to get RIDICULOUSLY technical, armor shouldn't be treated as a "second skin" in the sense that it isn't actually attached to the stuff underneath it, so forces and such won't transfer in exactly the same way. Also, something could penetrate armor but not touch your skin.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 22, 2008, 04:31:21 am
So is anyone else going to mod in BLOOD ROOT that makes a drink of actual blood? I checked, the alcohol template doesn't have a [DRINK] tag or anything, so it seems that what is edible (or at least drinkable), is defined by the plant raws.

So, I could mod a plant that would give drink of steel, and it would be drinkable with no side-effects as far as I can deduce, although you would have to keep it very, very, very hot to keep it in a drinkable state.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 22, 2008, 04:34:39 am
Toady- Does any of this work regarding bodies effect vermin?  What do you have planned for them?
Title: Re: The NEW Future of the Fortress
Post by: GaGrin on December 22, 2008, 08:55:44 am
Just a note on the armour thing:

Real suits of metal armour were always worn with some form of padding underneath (most commonly a garment call a Gambeson which is a quilted vest or shirt).  While a sheet of metal may not give as easily as skin or bone and will spread the force of a blow it does nothing to cushion it.

Infact maille armour (chain, chainmail - whatever you want to call it) is next to useless without some form of padding, because while it is very good at spreading the damage from piercing (because it flexes) and next to impossible to cut, it provides minimal protection against the actual impact (again, because its flexible).

Unlike plates however, its next to impossible to ruin a section of mail because at most you'll put holes in it, while a steel or iron plate can be dented and smashed (which can cause its own complications particularly in close fitting pieces like cuirasses or helms - or in articulated pieces like knee and elbow joints).
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 22, 2008, 09:50:58 am
So no more one-shoting dragons with wooden spears.  ;D

You forget about the soft underbelly
hmmm not sure how this would be done... layers that only cover the back.  Is this possible?

Also, more obsessing on blood:  Sand is better bleeding out of mummies than time men... ;)
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 22, 2008, 09:54:10 am
So no more one-shoting dragons with wooden spears.  ;D

You forget about the soft underbelly
hmmm not sure how this would be done... layers that only cover the back.  Is this possible?

Also, more obsessing on blood:  Sand is better bleeding out of mummies than time men... ;)

Make the back a separate body part and give it a much thicker layer?  Then use the AROUND argument with a number of about 50 to indicate that half the body is surrounded by that back bodypart.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 22, 2008, 09:56:13 am
So no more one-shoting dragons with wooden spears.  ;D

You forget about the soft underbelly
hmmm not sure how this would be done... layers that only cover the back.  Is this possible?

Also, more obsessing on blood:  Sand is better bleeding out of mummies than time men... ;)

Make the back a separate body part and give it a much thicker layer?  Then use the AROUND argument with a number of about 50 to indicate that half the body is surrounded by that back bodypart.
Could work.

Oh, and the Modders would be forever greatful for a 'spawn critter here' cheat for testing creations  (Maybe turn off saving after you activate cheat mode, I don't know..)
Title: Re: The NEW Future of the Fortress
Post by: Random832 on December 22, 2008, 10:50:33 am
How do the strength values for metals interact with their effectiveness as weapons and armor? I'm working on a raw converter and want to at least be able to give usable results for an input BLOCK_PERC and DAMAGE_PERC
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 22, 2008, 11:03:48 am
Toady, I have a question about castes. Some questions popped up in this (http://www.bay12games.com/forum/index.php?topic=27109.0) topic. So, we are just wondering about the possible differences between the castes.  Is it possible that a caste has totally different creature tokes than other castes? Example: Caste X has NOFEAR, DAMBLOCK:10, NO_EAT, NOBONES for example, while Caste Y has DAMBLOCK:5 and nothing else?
Title: Re: The NEW Future of the Fortress
Post by: Pure_W on December 22, 2008, 11:26:57 am
Toady, I have a question about castes. Some questions popped up in this (http://www.bay12games.com/forum/index.php?topic=27109.0) topic. So, we are just wondering about the possible differences between the castes.  Is it possible that a caste has totally different creature tokes than other castes? Example: Caste X has NOFEAR, DAMBLOCK:10, NO_EAT, NOBONES for example, while Caste Y has DAMBLOCK:5 and nothing else?
Probably!
Code: [Select]
[CREATURE:MULTIRACIAL]
[CASTE:RACE1]
...
[CASTE:RACE2]
...
:D
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 22, 2008, 11:30:19 am
wouldn't that end in elves giving birth to dwarves ?
Title: Re: The NEW Future of the Fortress
Post by: Pure_W on December 22, 2008, 11:43:58 am
Here You Go:

Code: [Select]
[CREATURE:HYBRID]
[CASTE:DWARF]
[NAME:dwarf:dwarves:dwarven]
[TILE:1][COLOR:3:0:0]
[GENPOWER:3]
[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:beards]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[STOUT]
[MAXAGE:150:170]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[DAMBLOCK:1]
[FAT:3]
[SIZE:6]
[EQUIPS]
[CAVE_ADAPT]
[DIURNAL]
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
[FISHERMAN_NAME:fisherdwarf:fisherdwarves]
[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]
[SPEARMAN_NAME:speardwarf:speardwarves]
[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]
[AXEMAN_NAME:axedwarf:axedwarves]
[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]
[MACEMAN_NAME:macedwarf:macedwarves]
[PIKEMAN_NAME:pikedwarf:pikedwarves]
[BOWMAN_NAME:bowdwarf:bowdwarves]
[SPEECH:dwarf.txt]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:50]
[ALCOHOL_DEPENDENT]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]

[CASTE:HUMAN]
[NAME:human:humans:human]
[TILE:'U'][COLOR:3:0:0]
[GENPOWER:3]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[PREFSTRING:stature]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[SIZE:7]
[MAXAGE:60:120]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[FAT:3]
[EQUIPS]
[DIURNAL]
[SPEECH_MALE:human_male.txt]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:10]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MUNDANE]

[CASTE:ELF]
[NAME:elf:elves:elven]
[TILE:'E'][COLOR:3:0:0]
[SPEED:700][GRASSTRAMPLE:0]
[GENPOWER:3]
[INTELLIGENT]
[CANOPENDOORS]
[PREFSTRING:grace]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[NARROW]
[DAMBLOCK:-1]
[SIZE:7]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[FAT:1]
[EQUIPS]
[DIURNAL]
[SPEECH:elf.txt]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMAGINATION:0:55:100]
[PERSONALITY:ARTISTIC_INTEREST:0:60:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
[PERSONALITY:SELF_DISCIPLINE:0:45:100]
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]

[CASTE:GOBLIN]
[NAME:goblin:goblins:goblin]
[TILE:'g'][COLOR:7:0:0]
[GLOWTILE:'"'][GLOWCOLOR:4:0:1]
[GENPOWER:2]
[EVIL]
[INTELLIGENT][LIKES_FIGHTING]
[BONECARN]
[CANOPENDOORS]
[PREFSTRING:terrifying features]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[SIZE:6]
[FAT:2]
[EQUIPS]
[NOCTURNAL]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:10]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:ANGER:25:75:100]
[PERSONALITY:IMMODERATION:50:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
[PERSONALITY:CHEERFULNESS:0:40:90]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:MODESTY:0:40:90]
[PERSONALITY:SYMPATHY:0:25:50]
Title: Re: The NEW Future of the Fortress
Post by: Rooster on December 22, 2008, 11:48:45 am
Are you sure it will work?
The new version isn't out yet, so I guess you can't know for sure whether it works, but if it will
I'm going to do ant fortress
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 22, 2008, 12:32:19 pm
Ps: sorry for my language, I don't dare to think how this post appear to a english speaker.  :-X
Actually you write English much better than many natives I know.

I think that keeping the BERSERKER BUTTON has now become the #1 requested feature.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on December 22, 2008, 01:17:51 pm
Here You Go:

Have we figured out yet what determines the caste of a child? Could the child of two Human-caste Hybrids be a goblin? If a Human-caste mates with an Elf-caste, is the child the caste of the mother? Is it randomly decided? I don't think Toady has shown us the raws for caste succession, if he has even gotten around to actually coding it yet.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 22, 2008, 01:24:29 pm
Here You Go:

Have we figured out yet what determines the caste of a child? Could the child of two Human-caste Hybrids be a goblin? If a Human-caste mates with an Elf-caste, is the child the caste of the mother? Is it randomly decided? I don't think Toady has shown us the raws for caste succession, if he has even gotten around to actually coding it yet.

He already mentioned that there's a population ratio tag you can throw under each caste.  For other caste stuff -- check the new dwarf raws:

"Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 22, 2008, 02:17:44 pm
What exactly is all this caste stuff? Dynamic amalgamation of separate races//species?

So Dwarfson and Elfsdaughter get to together and make DwarfsElf and gets shunned by society for having perfectly silver blonde hair and ocean green eyes?
That and lack of a dwarvenly beard is something any father would be ashamed of.

Granted now I just see a bug where one of the parents is disgusted at the creation and goes insane from this one last push.
Or going insane for the son he hated so much died.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 22, 2008, 02:23:20 pm
^^^ No, nothing dynamic about it.  It's simply distinct "forms" of a single species -- think of ant polymorphism (http://en.wikipedia.org/wiki/Ant#Polymorphism), which seems to be the target for this release's implementation of castes.
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 22, 2008, 04:24:43 pm
^^^ No, nothing dynamic about it.  It's simply distinct "forms" of a single species -- think of ant polymorphism (http://en.wikipedia.org/wiki/Ant#Polymorphism), which seems to be the target for this release's implementation of castes.
So basically... makes them all in the Humonoid species, and thus able to mate and create hybrids?
Still lost, probably my horrible understanding of what you mean by castes.
Title: Re: The NEW Future of the Fortress
Post by: Exponent on December 22, 2008, 04:32:30 pm
Castes only exist within a species.  So for antmen, for example, there can be queens and workers and males, each with different features, but all belong to the race Antmen.  But all breeding still only occurs within a species, and it apparently completely ignores castes, except to make sure that the breeding couple are of opposite gender and can breed in general.  Which means that if you have a noble caste of dwarves, they'll gladly breed willy-nilly with the peasant caste, assuming both they can breed at all.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 22, 2008, 04:39:14 pm
As in that link, castes mean a particular form that a species is born into, like humans being either male or female, or ants being soldiers or workers.  There's no hybridization -- mating occurs between any two castes that have appropriate tags, such as [MALE] and [FEMALE], and the caste of the offspring is determined according to caste population ratios for the entire species, rather than by the castes of the parents.
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 22, 2008, 04:56:01 pm
Ok then, the hybrid thing from earlier must've confused me
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 22, 2008, 05:02:47 pm
So to make sure from people who thought about it more-

We can make an antman species with four castes: Queens who are all female, born rarely, live a long time, and are fatter than normal; Males who are male (natch), are tiny, and die quickly; and Workers and Soldiers who are no_gender.

If this is true, awesome.  If not, why not?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 22, 2008, 05:05:02 pm
The Workers and Soldiers are actually female... and in some ant (and Bee) colonies they can actually lay eggs themselves which can hatch.

Though I understand... No Gender to represent their inability to reproduce.

DANG will the Queen need an obscene breeding ability.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 22, 2008, 05:40:26 pm
That's true. We'll need some way to specify litter size beyond the current system of MULTIPLE_RARE and the implied MULTIPLE_COMMON.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 22, 2008, 06:06:05 pm
I just had a crazy thought.

Toady mentioned that adamantine's low weight will make for poor bludgeoning weapons.

Does this mean that simple iron will be better for hammers than steel (assuming it's an iron of higher density than whatever value for steel he uses), and that silver will be even better? I mean, silver is pretty heavy!

I'm starting to wonder if it's even all that unrealistic. I suppose it is, in the sense that a ridiculously heavy hammer would be too difficult to hold upright and swing properly, resulting in poorer damage despite being more massive. After all, there's a reason you don't make bludgeoning weapons the size of your torso.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 22, 2008, 06:26:28 pm
It means Iron does more Blunt damage then Steel in most cases.

However it should be noted that Iron is softer then steel... so that could lead to other problems.

Of course there is something to be said about hardness... Its ability to keep the shock of the impact in the target is important.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 22, 2008, 06:45:57 pm
Hmmm, how does all of this translate as far as weapon and armor quality goes? Will they still have the same effects as before?

Also, how is this going to effect things like training bolts? How is the game going to decide what is good for training with and what isn't?
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 22, 2008, 07:07:42 pm
So no more one-shoting dragons with wooden spears.  ;D

You forget about the soft underbelly
hmmm not sure how this would be done... layers that only cover the back.  Is this possible?

Also, more obsessing on blood:  Sand is better bleeding out of mummies than time men... ;)

Not sure sand for blood is possible. However, if a form of [ITEMCORPSE] returns for Bronze Colossi, it may become open-ended enough that a bronze statue could be replaced with sand.
Title: Re: The NEW Future of the Fortress
Post by: ACE91 on December 22, 2008, 07:08:14 pm
With all of the new material properties, will it be possible for the bones and leather of different creatures to have different properties when used as items? Would dragon hide armor be better than steel? Would certain creatures' bones make better bolts?
Title: Re: The NEW Future of the Fortress
Post by: Random832 on December 22, 2008, 07:35:09 pm
With all of the new material properties, will it be possible for the bones and leather of different creatures to have different properties when used as items? Would dragon hide armor be better than steel? Would certain creatures' bones make better bolts?

All this is almost certainly possible.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on December 22, 2008, 09:46:06 pm
So to make sure from people who thought about it more-

We can make an antman species with four castes: Queens who are all female, born rarely, live a long time, and are fatter than normal; Males who are male (natch), are tiny, and die quickly; and Workers and Soldiers who are no_gender.

If this is true, awesome.  If not, why not?

Oh no!  I just remembered that this won't really be possible unless something is done about the assumed monogamy of species.  In the ant colony, the queen would mate with one ant male, then the male would die and that's how it'd be until a new queen was born.  This must be changed!
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 22, 2008, 09:59:36 pm
Some Queeens can live a VERY long time... even without food!
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 22, 2008, 10:07:32 pm
So to make sure from people who thought about it more-

We can make an antman species with four castes: Queens who are all female, born rarely, live a long time, and are fatter than normal; Males who are male (natch), are tiny, and die quickly; and Workers and Soldiers who are no_gender.

If this is true, awesome.  If not, why not?

Oh no!  I just remembered that this won't really be possible unless something is done about the assumed monogamy of species.  In the ant colony, the queen would mate with one ant male, then the male would die and that's how it'd be until a new queen was born.  This must be changed!

Oh yeah, ironclad, universal monogamy.  Well then, instead of the RL appropriate boytoy drones, their function will be replaced with a more... survivable caste.  Ant King - they're gonna rock.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 22, 2008, 10:13:57 pm
So to make sure from people who thought about it more-

We can make an antman species with four castes: Queens who are all female, born rarely, live a long time, and are fatter than normal; Males who are male (natch), are tiny, and die quickly; and Workers and Soldiers who are no_gender.

If this is true, awesome.  If not, why not?

Oh no!  I just remembered that this won't really be possible unless something is done about the assumed monogamy of species.  In the ant colony, the queen would mate with one ant male, then the male would die and that's how it'd be until a new queen was born.  This must be changed!

Oh yeah, ironclad, universal monogamy.  Well then, instead of the RL appropriate boytoy drones, their function will be replaced with a more... survivable caste.  Ant King - they're gonna rock.

This sounds imminently terrific.

I also like the idea of being able to assign different strengths to different leathers/bones/etc. If it works we could even see them being allowed for different uses. Dragon fang/walrus tusk spears, anyone?
Title: Re: The NEW Future of the Fortress
Post by: Greiger on December 23, 2008, 01:35:12 am
I just had a thought.  Would it be possible if struck hard enough for a hard inner layer to pass through a soft outer layer?

I just saw an episode of mythbusters where they fired chickens out of an air cannon at a solid steel plate and they instantly de-boned the chicken.  Clearly it would be necessary for the satisfying splatsplotions we have all come to know and love.
Title: Re: The NEW Future of the Fortress
Post by: Osmosis Jones on December 23, 2008, 01:41:29 am
I loved that episode  :D
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on December 23, 2008, 03:20:55 am
New dev_now is epic shit.

Much thanks to Baughn, Toady, and Bernard for optimizing this thing for us with slow ass computers.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 23, 2008, 03:55:11 am
Oh no!  I just remembered that this won't really be possible unless something is done about the assumed monogamy of species.  In the ant colony, the queen would mate with one ant male, then the male would die and that's how it'd be until a new queen was born.  This must be changed!

Wait, does this apply for non-sentient creatures too?  I didn't think animals formed relationships or even selected their mates per se.
Title: Re: The NEW Future of the Fortress
Post by: LordNagash on December 23, 2008, 04:16:47 am
The other problem with an ant queen is that people seem to be limited to having 10 children, max. At least from what I have seen.

That's true. We'll need some way to specify litter size beyond the current system of MULTIPLE_RARE and the implied MULTIPLE_COMMON.

There's already a tag that does this - LITTERSIZE
Title: Re: The NEW Future of the Fortress
Post by: Toady One on December 23, 2008, 04:43:23 am
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will a dissolution be implemented in any way?

Nothing this time around.  Any creature where something like that would either require some kind of reaction, or it would be a walking liquid/powder, in which case who's to say if water would actually dissolves it, once you have some sort of magic going on?  It's a raws thing for later I suppose.  Same for various behaviors for liquid/gas creatures vs. weapons -- this time around, I'm just going to do whatever works for magmamen.

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So we'll also have armor acting like a pseudo tissue layer for purposes of transmitting bludgeoning damage and so forth?
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If an iron sword strikes some steel plate armour and fails to penetrate it, and the damage is converted to bludgeoning (AKA the force of the blow is spread out over the plate), will bludgeoning damage be inflicted to the creature beneath the armour?
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Additionally, if we're talking about a steel-skinned creature (Giant Magma Ants?) instead of a steel-armoured creature, is the force transfer handled differently?

Yeah, that's basically how it works.  The armor is all checked in order from outer to inner, then it gets at the tissue layers, altering the character of the attack as it goes.  There's a little left to do there, so it's not completely clear to me which way it'll go as far as how much force is transferred (or if it matters if it's skin or armor -- it doesn't currently, though yeah, there is a difference in real life).  It has to be enough that skin doesn't stop bones from being broken, but not so much that armor is useless against impacts, depending on the mats and nature of the armor/clothing.

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but how will all the layers of tissue for each bodypart be presented? Will there be a gigantic/massive list of "2th outer tissue layer for right finger #2", "Flesh layer #1 for right knee" and so on listed like the parts are currently done, or will there be some kind of damage indicator next to the body parts?

Not there yet, but I could keep the current system pretty much, with parts colored by severity of the wound...  you can't select on the wound list if I remember, so maybe you could get further details by pressing enter on a selected part.

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Because having blood that is of a temperature higher than it's boiling point but kept liquid by the pressure in the veins would be cool- ish.

I'm not sure what the effect would be here.  It could be abstract blood until it's released, and when it's released, it wouldn't be under pressure, he he he.

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Obviously, from what you've said, it will be difficult to cut through, say, steel with iron. But HOW difficult?

I've only whacked the poor dwarf with the hammer.  Haven't tested armor yet, and all of this is very number dependent.  Ideally, there would be a point to upgrading equipment without making the prior equipment worthless.  A softer material can break a harder one with impact force currently if it's swung hard enough, but it would suffer itself in the process (though not so much if it is against something that just isn't as massive as it is).  There's a sort of mid-range spot I'm missing right now with wedge effects (like a dull axe), but I'll get at that at some point -- I have a contact area variable in the attack definitions that should make the pressure increase, but there are many things to balance.  There's a sweet spot we'll find eventually as long as everything is placed correctly.  Skill is probably still going to be the most important thing, unless you've got really really tragic atts or something (you can't be strength 0 unless you wait for your atts to rust for a long, long time, but if you theoretically did get down there, you wouldn't be able to cause any damage at all).

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will that mean that armor will start to act like a layer of metal around your character that needs to be breached and torn to do damage to the soft creature inside

armor damage won't be specified this time around, so there will still be some weirdness to it.  It should be better than before anyway.

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this post reminds me, are you ever going to include magnetism in DF ?

Admittedly it hasn't been on the top of the list, but I imagine there's some amusement to be had there.

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More generally, the next version will have all the things that are wrote in the dev_next page, or only the yellow ones?

Yeah, it's just the yellow ones, but when I do new yellow ones after this release, there shouldn't be as much other stuff as I'm doing this time.  I've had this save compatibility problem building up for some time that got totally valved this time around.

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"release the Berzerker!" debug-button is going to stay in for the final release.  And that hopefully what generates can be edited.

Yeah, I guess I can make, what, some kind of param option to enable debug commands for the universe at the time it is generated?

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Do Siege weapons actually damage enemies or do they simply die if struck?

If I remember correctly it's just a very vicious attack, so yeah, it should change a bit for megabeasts.  Like the giant crossbow in that sinbad movie or something.  I'm not 100% sure though.

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Wouldn't it be as simple as having a [BLOOD] token to be placed on some layer?  Or even [BLOOD:_material_] to simplify if we're going to have many layers of blood.

Yeah, it's going to be something like the latter, with VASCULAR meaning that the part bleeds when struck, and ARTERIES meaning it has a chance to really cause trouble.  The only part that causes any irritation, and not that much, is deciding what you get when it spurts out and controlling that so that it is reasonable.  It might suck to drop a ton of powder objects for example and start stacking them all over the place.  It's not that bad to handle though.  I think I might have mentioned blood events somewhere.  It'll sort itself out in any case, though in the case where you want the blood to be a useful powder, you kind of have to pick one or the other, and there aren't as many good solutions until stacking is sorted, which I don't have time to handle for this release.

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Oh, and if we have fluid layers that do not fill the requirements of blood, can those be sprayed around when the creature is wounded enough to pierce that layer also, despite that it will do very little to adversely affect the creatures health?

Yeah, exploding gas-ball creature thingies are quite popular.  There's a small bit of trickiness to handling connectivity there or what an inner and outer layer with a fluid middle layer would imply for severs.  It could be thoroughly whiffed this time around.

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Armour quality and material strength:  Will they work as they currently do, as a multiplier of x1 to x2 (or whatever) to the strength?  Maybe there could be something more interesting

Right now, armor skill gives an increase to a deflection roll, and armor quality boosts the deflection roll, and a good deflection roll lowers the effective force of the strike.  Until armor damage goes in, there probably won't be anything more complicated.  The toughness attribute, which used to decrease damage directly, now does a similar deflection roll for strikes to tissues.

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Where presumably the numbers following the ARGs are the relative thicknesses.  How does this interact with RELATIVE_THICKNESS in the tissue definitions?

It overrides.  It's sort of clumsy.  The tissue is the last ditch defense for the default value (I think 1), but the body detail plans override that, and explicit values you give to the creature with RELATIVE_THICKNESS override that.

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Does any of this work regarding bodies effect vermin?  What do you have planned for them?

There are a few countdown things here and there that touch on that, but it's mostly an undecided issue.  They'll need materials for things like milking and so on, as well as probably at least one 'structural' material at the minimum like plants to give them properties, but ideally they'd have full bodies (that don't get added to individual vermin, but just something to refer to as needed).

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How do the strength values for metals interact with their effectiveness as weapons and armor?

Currently shear yield/fracture is used to determine edge effectiveness and the effectiveness of a material against a cut.  Impact yield/fracture is used to determine resistance against impacts.  Solid density will increase weight and therefore the impact of attacks.

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So, we are just wondering about the possible differences between the castes.  Is it possible that a caste has totally different creature tokes than other castes?

Yeah, most of the tokens work that way.  A few that interact with populations (like biome tokens and frequency) are still creature tokens.

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Ok then, the hybrid thing from earlier must've confused me

Yeah, nothing like that yet.  We're slowly opening up possibilities of course, but as usual they are all just sort of sitting out there in need of a little code.

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Hmmm, how does all of this translate as far as weapon and armor quality goes? Will they still have the same effects as before?

I think I did armor quality somewhere in this post.  For weapons, it currently increases the chance to score a hit at all as usual, and it'll also make edged weapons start sharper.

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Also, how is this going to effect things like training bolts? How is the game going to decide what is good for training with and what isn't?

Many things were kept the same as I updated flags to save time.  If it says wood or bone, it'll likely just use the [WOOD] or [BONE] flag on the material.  A lot of things are like that.  Those flags in part sort of represent a transition state in the game as I add things, and also in some cases an actual thing that will be kept.

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With all of the new material properties, will it be possible for the bones and leather of different creatures to have different properties when used as items?

Yeah, each of the materials can be assigned whatever properties, and those will generally be reflected in the game.  There are going to be many outlandish cases that the game can't handle, and we'll slowly handle some of them, especially those that come up in expanding the vanilla game or have some particular applicability to mods or whatever.

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In the ant colony, the queen would mate with one ant male, then the male would die and that's how it'd be until a new queen was born.

For long-term colony health, monogamy isn't the problem so much as sperm storage.  After the "nuptial flight", queens can store the initial contribution for a long time (can be years) and I'm not sure any species ever mate after founding a colony, though there are all sorts of ants.  I'm very very not likely to have nuptial flights at this stage in ant-person society (just going for castes as a starting point and having some tunnels and stuff, maybe a bit more -- lots to do in the underground).  Termites on the other hand...  they have kings and queens, yeah?  Maybe they mate more continuously in general.

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If it works we could even see them being allowed for different uses. Dragon fang/walrus tusk spears, anyone?

I guess this is an ideal time to strike a cautious note -- depending on what I have time for, workshops possibilities might not be expanded in certain ways initially.  For instance, bone is generally the realm of the craftsdwarf, but the craftshop doesn't do weapons aside from the sharpenable stone ones.  There are lots of different things to handle, so I could miss quite a bit (or not even attempt lots of them as I'm pressed for time for this release).  We can patch things up after that, but it's something to be aware of.  This goes for knocking out some gigantic tooth or horn and making floodgate out of it or whatever as well.  The new corpse piece would make it one step away from being the floodgate through an appropriate job, but those need to be added to the interface for you to get at them.  It probably is best done with some sort of complete reworking of how shops function and which jobs are available, which sticks me between instant and delayed gratification yet again.

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Would it be possible if struck hard enough for a hard inner layer to pass through a soft outer layer?

Without getting to the point of the chicken example, even the stalwart buddy of violence, the humble Compound Fracture, comes up here.  These sorts of things are in the countdown, though it's under the heading "sick wounds" and offers me some discretion, so I'm not sure what's going in this time, as usual.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 23, 2008, 08:47:33 am
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Does any of this work regarding bodies effect vermin?  What do you have planned for them?

There are a few countdown things here and there that touch on that, but it's mostly an undecided issue.  They'll need materials for things like milking and so on, as well as probably at least one 'structural' material at the minimum like plants to give them properties, but ideally they'd have full bodies (that don't get added to individual vermin, but just something to refer to as needed).

Right, like if a roach is magically increased in size it will have an appropriate body. Not sure what that would mean for the current 'large rat' and 'giant rat' though. It could mean large and giant becoming templates not unlike zombie and skeleton, or they could be handled like different creatures with the same name. Or call magically enlarged rats 'enlarged rats' instead. Which does kinda imply only one size of enlargement...

Thanks for all the answers Toady, your game just keeps getting more awesome.  :D
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 23, 2008, 09:19:02 am
Yeah indeed, thanks for the answers Toady!  8)

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So, we are just wondering about the possible differences between the castes.  Is it possible that a caste has totally different creature tokes than other castes?

Yeah, most of the tokens work that way.  A few that interact with populations (like biome tokens and frequency) are still creature tokens.

Pure awesomeness!  8)
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 23, 2008, 11:04:32 am
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Armour quality and material strength:  Will they work as they currently do, as a multiplier of x1 to x2 (or whatever) to the strength?  Maybe there could be something more interesting

Right now, armor skill gives an increase to a deflection roll, and armor quality boosts the deflection roll, and a good deflection roll lowers the effective force of the strike.  Until armor damage goes in, there probably won't be anything more complicated.  The toughness attribute, which used to decrease damage directly, now does a similar deflection roll for strikes to tissues.

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Hmmm, how does all of this translate as far as weapon and armor quality goes? Will they still have the same effects as before?

I think I did armor quality somewhere in this post.  For weapons, it currently increases the chance to score a hit at all as usual, and it'll also make edged weapons start sharper.


Ok, cool. Any idea at this point how much of an effect this is going to have on combat? For example, will Masterwork armor suddenly become more important then the metal? Obviously Masterwork Steel will be better then Masterwork Copper,  but would Masterwork Copper suddenly be deflecting so much of the blows that it's actually better then base steel armor? Or are you going to try to keep things more or less how they currently are, balance-wise?

For weapons, does this mean that a Masterwork sword gets a bigger boost then a Masterwork Hammer? I guess that makes sense, really, since the most of the hammer's damage is it's weight, whereas a sword needs to penetrate to really do damage.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on December 23, 2008, 11:24:27 am
Will we see more preview creature raws as you get creatures other than dwarves implemented?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 23, 2008, 11:34:55 am
Thanks for the response Toady... I feel kinda guilty for asking so many questions after you answered so many
Title: Re: The NEW Future of the Fortress
Post by: Pure_W on December 23, 2008, 12:07:15 pm
Quick Question!

Willl there be castes in Entities?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 23, 2008, 12:30:13 pm
Quick Question!

Willl there be castes in Entities?

Erm...entities = races, right? So the answer is yes in that case.  :)
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 23, 2008, 12:33:22 pm
A few questions about item quality.

If items become damaged and less effective, would there be:

Settings to make military squads prefer a certain quality? (To make sure some squads have the best, and if you want to make a grunt squad//punishment squad, having them equip the damage and worst)

A new profession//metalworking option for Item Repair? (To make damaged weapons back to original quality, and for poorly skilled workers, maybe a chance to make the weapon's quality go down as well *making people think twice who they have repair enabled.*)

A refuse option to include broken metal items, along with an auto-melt tag on broken metal items?
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on December 23, 2008, 12:42:59 pm
Quick Question!

Willl there be castes in Entities?

Erm...entities = races, right? So the answer is yes in that case.  :)

I think he's talking about the Civilization entries, not the creature entries. I may have missed something from Toady, but has there been any information on how Castes are going to work with Civs? Do all castes for a species automatically show up for that civ? Are there ways to restrict jobs to a particular caste?
Title: Re: The NEW Future of the Fortress
Post by: Pure_W on December 23, 2008, 01:17:57 pm
Quick Question!

Willl there be castes in Entities?

Erm...entities = races, right? So the answer is yes in that case.  :)

I think he's talking about the Civilization entries, not the creature entries. I may have missed something from Toady, but has there been any information on how Castes are going to work with Civs? Do all castes for a species automatically show up for that civ? Are there ways to restrict jobs to a particular caste?

Yup!
Say one civ of dwarfs has a human born into it, there would be lots of prejudice or the like.  It could be brought up as a dwarf, albeit a rather large one.  Or it could be taken to another civ.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 23, 2008, 01:24:45 pm
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If it works we could even see them being allowed for different uses. Dragon fang/walrus tusk spears, anyone?

I guess this is an ideal time to strike a cautious note -- depending on what I have time for, workshops possibilities might not be expanded in certain ways initially.  For instance, bone is generally the realm of the craftsdwarf, but the craftshop doesn't do weapons aside from the sharpenable stone ones.  There are lots of different things to handle, so I could miss quite a bit (or not even attempt lots of them as I'm pressed for time for this release).  We can patch things up after that, but it's something to be aware of.  This goes for knocking out some gigantic tooth or horn and making floodgate out of it or whatever as well.  The new corpse piece would make it one step away from being the floodgate through an appropriate job, but those need to be added to the interface for you to get at them.  It probably is best done with some sort of complete reworking of how shops function and which jobs are available, which sticks me between instant and delayed gratification yet again.

Ah, bummer. Oh well. With what I've heard so far (alchemy shop, milling, farmer's workshop, other basics) opened up for smelter-style reactions, and the expansion of the material systyem, there's still tons of fun to be had. If absolutely nothing else, opening the alchemy shop means that certain more "outlandish" smelter reactions can be made sensible. I'll take what I can get. :D

If I can officially ask another question, Mr. T: What's the word on blood drinks?
Title: Re: The NEW Future of the Fortress
Post by: Silverionmox on December 23, 2008, 02:14:15 pm
Toady, a question for the longer term: what are the plans concerning distances, weight, etc. Now a square holds anything from a butterfly to a tree or colossus - how far do you intend to go in sticking to a specific size for squares, with all the implications for large creatures, mass conservation etc. ?
Title: Re: The NEW Future of the Fortress
Post by: jarathor on December 23, 2008, 04:22:40 pm
I've searched around, and this has been referred to a few times in other topics, but I'll ask it here: Will clothing help protect creatures from cold and/or heat? If it acts kind of like a tissue layer like you said armor would, would that do it? But then there's the whole deal of having poorly-dressed dwarves on embark and making more coats, jackets, and so on... And then there would have to be a way to assign clothes...
Also, will extra clothing help a dwarf cope with inclement weather? Maybe even say, a good oiled leather raincoat can make a dwarf not mind being caught in the rain as much... But then we get to umbrellas, and everything gets complicated from there. So we can't take this too far.
Title: Re: The NEW Future of the Fortress
Post by: Mad Larks on December 23, 2008, 04:40:06 pm
On the castes dealy: How can I be the only one thinking of creating a Tyranid race?
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 23, 2008, 05:11:18 pm
On the castes dealy: How can I be the only one thinking of creating a Tyranid race?

We'll need to see how smoothly Antmen are handled first.
Title: Re: The NEW Future of the Fortress
Post by: Belteshazzar on December 23, 2008, 07:49:33 pm
Squat Fortress! Prep da melta cannons an let da swarm come, we'll be ready fur dem!
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 23, 2008, 08:29:05 pm
I'm fairly confident Tyranids would work well.

What kind of damage would the Shootygaunts weapons do?
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 23, 2008, 08:30:27 pm
I'd laugh like mad if we had a world with say... 150 different races from all kinds of genres, films, games, etc. and after 9000 years, the only thing left alive were kobolds.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 23, 2008, 08:59:45 pm
I'd laugh like mad if we had a world with say... 150 different races from all kinds of genres, films, games, etc. and after 9000 years, the only thing left alive were kobolds.

Since nothing starts wars with kobolds, it would probably happen.

Great idea too.  The Ultimate Showdown Supermod!
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 23, 2008, 10:08:27 pm
Oh damn now i can see discussion in my minds eye that evolve around "Chuck Norris" as Megabeast and head of the civilations of "texas rangers". The next points in this discusion will be how to mod bowman with education from the "imperial marksmanship Acadamy", if the 150 Pokemons from the first game are enought and if an pokemon race can support more then 600 castes. Oh and who said terrans didnt get Nukes and Phyrexians are to overpowered. Not to mention short sidediscussions like if McGyver schould serve as God for dwarfs or the elves.

[sarcasm]Thank you.[/Sarcasm]




 :D Dont take me serious ok? I am joking naturally.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on December 23, 2008, 10:20:43 pm
Pokemon as a creature with a multitude of castes...

...

This sort of has to be done now.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on December 23, 2008, 11:23:34 pm
Inspired by these raws, I wrote a program to translate from the old style plant matgloss files to the new plant raws (hoping to eventually extend it to translate everything - though creatures may be a bit much to ask for)

In testing, I noticed the following differences not attributable to flaws in my program:

dwarven sugar and dwarven syrup will be edible raw
some seeds have changed colors. prickle berry seeds are dark green and sun berry seeds are bright red (both were formerly dark grey)
some powders have a color that is a color token. redroot dye is BROWN, others match their dye color. dwarven sugar and flour and longland flour are WHITE. whip vine flour is AZURE.
whip vine flour's ordinary color has changed from white to cyan.

Now working for wood as well as plants, and some preliminary work on creatures. Stone will be trivial to add, metal I still need a way to interpret DAMAGE_PERC/BLOCK_PERC.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 24, 2008, 07:09:38 am
So what will you be working on now Toady? As I see it only things need working on are filling up the creature raws and finalizing the wound system and I could see a nice Wound release by the beginning of next month or a bit later.

Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 24, 2008, 07:21:10 am
Oh damn now i can see discussion in my minds eye that evolve around "Chuck Norris" as Megabeast and head of the civilations of "texas rangers". The next points in this discusion will be how to mod bowman with education from the "imperial marksmanship Acadamy", if the 150 Pokemons from the first game are enought and if an pokemon race can support more then 600 castes. Oh and who said terrans didnt get Nukes and Phyrexians are to overpowered. Not to mention short sidediscussions like if McGyver schould serve as God for dwarfs or the elves.

[sarcasm]Thank you.[/Sarcasm]

 :D Dont take me serious ok? I am joking naturally.

Oh noes! This Chuck Norris stuff gets pretty old to be honest.  :P

Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 24, 2008, 02:14:53 pm
So what will you be working on now Toady? As I see it only things need working on are filling up the creature raws and finalizing the wound system and I could see a nice Wound release by the beginning of next month or a bit later.

Dev log's your friend: "250 worth of wounds and health care concerns, 29 on descriptions and some skill/att stuff, 65 on venom, 165 for map features, 260 for entity positions, 195 for squads, and 75 for random crap and tests."

The 40d re-release should be out soon, but the real next version probably won't come out until after February.  Maybe not til April.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on December 25, 2008, 11:26:24 pm
Squat Fortress! Prep da melta cannons an let da swarm come, we'll be ready fur dem!
Stop likening squats to real dwarves. If they had been dwarfy enough, they would have survived and would now be sitting as supreme rulers of the damn galaxy. For Armok's sake, even the bloody elves outlived them.

Disgraceful.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on December 25, 2008, 11:36:23 pm
I'd laugh like mad if we had a world with say... 150 different races from all kinds of genres, films, games, etc. and after 9000 years, the only thing left alive were kobolds.
If they were Tucker's Kobolds (D&D reference, for the uninitiated), yeah... I could see that. A billion traps, corridors like an endless shooting gallery, flaming rolling logs and lines of pitch that suck the very oxygen out of the air when ignited, narrow passages larger creatures can't get through, five billion types of poison coating everything...

Truly, a worthy enemy of dwarfkind.
Great idea too.  The Ultimate Showdown Supermod!
So... will Mister Rodgers with a machete be the last non-kobold standing?
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 25, 2008, 11:47:39 pm
I'm really looking forward to the next release though. I'm planning on using the new body tags to create a massive, 200 creature catalogue of new demons to fight when you breach HFS.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 25, 2008, 11:51:19 pm
Squat Fortress! Prep da melta cannons an let da swarm come, we'll be ready fur dem!
Stop likening squats to real dwarves. If they had been dwarfy enough, they would have survived and would now be sitting as supreme rulers of the damn galaxy. For Armok's sake, even the bloody elves outlived them.

Disgraceful.

Actually, the squats are effectively hobbits, whilest the dwarves of 40k got eaten by godzilla.
Title: Re: The NEW Future of the Fortress
Post by: MagicJuggler on December 26, 2008, 02:13:36 pm
Um...yer thinking of the Ratlings. The only reason the bugs killed the Squats was due to GDubya realizing the sales weren't cutting it. And even then they still are technically about in the Imperium, albeit mainly as techies-for-hire rather than having any worlds of their own. Additionally, there are the Demiurg, whom gave the Tau Ion Cannon technology.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 26, 2008, 03:19:06 pm
Great idea too.  The Ultimate Showdown Supermod!
So... will Mister Rodgers with a machete be the last non-kobold standing?

Funny thing about that, Lemon Demon (the guy who did Ultimate Showdown) didn't do the research. He has Mr. Roger's as the unlikely winner and sole survivor of The Ultimate Showdown (of Ultimate Destiny  :P).

Turns out, before he started his children's show Mr. Rogers was a U.S. Navy Seal who fought in Vietnam with over 25 confirmed kills to his name. He was trained in small arms and hand to hand combat. The reason he wore the long-sleeved sweater on his show was to hide all the tattoos on his forearms and biceps.

After the war he vowed to never harm another human being, became an ordained Presbyterian minister and dedicated himself to trying to help lead children in the right direction in life.

Funny old world, ain't it?
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 26, 2008, 03:35:39 pm
http://urbanlegends.about.com/od/fredrogers/a/mr_rogers.htm
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 26, 2008, 03:36:33 pm
http://www.snopes.com/radiotv/tv/mrrogers.asp
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 26, 2008, 05:34:08 pm
I was going to call out the bullshit, but it looks like the work has been done for me.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 26, 2008, 06:37:43 pm
Well thanks for that, someone i know got that email hoax and that's where i pulled it from. I feel kinda silly, but the better for the knowledge.

Should have checked wikipedia before i posted that, eh?
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 26, 2008, 06:42:33 pm
Don't worry. I went through 14 years thinking a duck's quack doesn't echo.
Title: Re: The NEW Future of the Fortress
Post by: Thndr on December 26, 2008, 08:02:53 pm
Don't worry. I went through 14 years thinking a duck's quack doesn't echo.
Thats because the ducks quack IS the echo.
Ducks are mute dude.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on December 26, 2008, 08:14:36 pm
Damn... and I would have been bloody thrilled if Mister Rodgers actually was a badass.
*cue the theme music from 'Highlander'*
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 27, 2008, 02:39:09 am
Damn... and I would have been bloody thrilled if Mister Rodgers actually was a badass.
*cue the theme music from 'Highlander'*

You and me both. Oh well, there's always Wojtek the Soldier Bear.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 27, 2008, 03:04:06 am
Damn... and I would have been bloody thrilled if Mister Rodgers actually was a badass.
*cue the theme music from 'Highlander'*

You and me both. Oh well, there's always Wojtek the Soldier Bear.

 Or Simo Häyhä.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 27, 2008, 03:11:35 am
Um...yer thinking of the Ratlings. The only reason the bugs killed the Squats was due to GDubya realizing the sales weren't cutting it. And even then they still are technically about in the Imperium, albeit mainly as techies-for-hire rather than having any worlds of their own. Additionally, there are the Demiurg, whom gave the Tau Ion Cannon technology.

Tsk, I get them a bit confused.

Regardless, being eaten by a race of godzillas is about the dwarfiest way to go, barring the whole planet being flooded by its own magma.

Heeey...
Title: Re: The NEW Future of the Fortress
Post by: LordNagash on December 27, 2008, 03:51:46 am
Actually I think the official Games Workshop view on Squats nowadays is 'Squats? What are those? Stop talking crazy talk!'
Title: Re: The NEW Future of the Fortress
Post by: Poltifar on December 27, 2008, 07:00:13 am
I have a question that probably will have already been answered earlier in this Future of the Fortress or in previous posts, but i dont have time to read all the posts and i searched and found nothing, so here it is anyways:

Will we be able to smelt creatures in the smelter (or any other workshop) in this release? And I know its already possible, but we get vermin-AI creatures, I'm asking if fully-functional creatures would be smeltable.
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on December 27, 2008, 02:03:51 pm
I have a few questions about certain pieces of armor in the next release.

1. What is protected with an iron cap vs. an iron helm?
In my mind, a cap will protect the skull while a helm would protect the entire head. (i.e. a copper bolt hits the iron helm, head is bruised, an eye possibly blackened. But the same bolt hits an iron cap wielder and pokes an eye out)

2. What do gauntlets protect?
I've never really known this one. I figured the gauntlets would protect hands, possibly the lower arm. I'm not sure what protects the upper arms.

3. I take it chainmail won't be effective against piercing attacks like bolts?
This is a simple one, and I think it might have already been answered.

4. Can armor break and become less useful?

Sorry if these have already been answered.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 27, 2008, 02:57:01 pm
Quote
1. What is protected with an iron cap vs. an iron helm?
In my mind, a cap will protect the skull while a helm would protect the entire head. (i.e. a copper bolt hits the iron helm, head is bruised, an eye possibly blackened. But the same bolt hits an iron cap wielder and pokes an eye out)

2. What do gauntlets protect?
I've never really known this one. I figured the gauntlets would protect hands, possibly the lower arm. I'm not sure what protects the upper arms.

3. I take it chainmail won't be effective against piercing attacks like bolts?
This is a simple one, and I think it might have already been answered.

4. Can armor break and become less useful?

1. Helm provides more defense and is also heavier. Helms also cannot layer so you can wear a cap and helmet.

2. Hands

3. NOTHING is good against piercing attacks! They will go through platemail like butter! Ignoring that, Chainmail is just a lighter, less defensive, version of platemail that can layer. Even if Peircing attacks were balanced it has peircing defense no greater or less then any other armor of the same defense.
-Also Chainmail... Proper chainmail... Is good against Peircing attacks historically speaking. Though this is apperantly up for debate.
--Also this is subject to change. Currently piercing weapons are very elite weapons... The reason Spears arn't downright destroyers of all is due to their tendency to get stuck very easily. (Crossbows, which are rapid fire in Dwarf Fortress, don't have to worry about that)... That AND ranged weapons, if I can remember correctly, cannot be dodged and can barely be defended against.
---Note: Reading the Wiki I see that its block is segregated between two values... One COULD be for range... OR another area of the body. Hardly matters since even Artifact armor can have trouble blocking crossbows/Arrows/darts/tacks/pointysticks

4. currently no. This is as I said... subject to change.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 27, 2008, 04:19:42 pm
Ok to number 3 from the German wikipedia so i have an source. The german wikipedia itself has as source The "german Museum of History in berlin" that should be relieable enought on this. What did i want to say? Ah yes!:

"Qualitativ hochwertige Plattenpanzer wurden im 15. Jahrhundert gegen Armbrustbolzen, im 16. und 17. Jahrhundert gegen Arkebusen (http://de.wikipedia.org/wiki/Arkebuse)- und Pistolenschüsse (http://de.wikipedia.org/wiki/Pistole) getestet. Wenn der Bolzen bzw. die Kugel vom Brustpanzer abprallte, wurde dieser mit dem Beschaustempel der entsprechenden Plattnerzunft versehen [...] Nur wenige Rüstungen konnten erfolgreich gegen Musketenschüsse (http://de.wikipedia.org/wiki/Muskete) getestet werden"

Translation (a bit rought thought):

"High Quality Platemail was tested in the 15 Century against Crossbowbolts, in the 16th and 17 Century against Arkebuse and Pistol shots. If the the Platemail deflected the Bullit/Bolt it got the quality seal from the producing Plating guild [...] Only a few Armors were teted succesfully against Muskets."

You see Platemail was efective aigainst crossbows and if you still dont believe me here an Picture of an platemeil wich got tested against an crossbow:

(http://upload.wikimedia.org/wikipedia/de/8/83/K%C3%BCrass.jpg)

As sidenote: Your weapon needs an certain force and crossection if you want to break throught thick plating. An Platebreaker ("Panzerbrecher"/"Panzerstecher"/"Miséricorde") the ancestor of the latter Stillet had an triangular or sometime rectangular crossection and to get through think plates you had to use both hands.

This weapons were wonderfull against normal Chainmail to cause they were pionty as an needle and could by this lodge into one ring and break it from the inside while being pressed deeper in the flesh of an victim. They were poor cutting weapons on the other hand which was an mayor problemm against unarmored troops like light infantary.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on December 27, 2008, 04:22:34 pm
Quote
1. What is protected with an iron cap vs. an iron helm?
In my mind, a cap will protect the skull while a helm would protect the entire head. (i.e. a copper bolt hits the iron helm, head is bruised, an eye possibly blackened. But the same bolt hits an iron cap wielder and pokes an eye out)

2. What do gauntlets protect?
I've never really known this one. I figured the gauntlets would protect hands, possibly the lower arm. I'm not sure what protects the upper arms.

3. I take it chainmail won't be effective against piercing attacks like bolts?
This is a simple one, and I think it might have already been answered.

4. Can armor break and become less useful?

1. Helm provides more defense and is also heavier. Helms also cannot layer so you can wear a cap and helmet.

2. Hands

3. NOTHING is good against piercing attacks! They will go through platemail like butter! Ignoring that, Chainmail is just a lighter, less defensive, version of platemail that can layer. Even if Peircing attacks were balanced it has peircing defense no greater or less then any other armor of the same defense.
-Also Chainmail... Proper chainmail... Is good against Peircing attacks historically speaking. Though this is apperantly up for debate.
--Also this is subject to change. Currently piercing weapons are very elite weapons... The reason Spears arn't downright destroyers of all is due to their tendency to get stuck very easily. (Crossbows, which are rapid fire in Dwarf Fortress, don't have to worry about that)... That AND ranged weapons, if I can remember correctly, cannot be dodged and can barely be defended against.
---Note: Reading the Wiki I see that its block is segregated between two values... One COULD be for range... OR another area of the body. Hardly matters since even Artifact armor can have trouble blocking crossbows/Arrows/darts/tacks/pointysticks

4. currently no. This is as I said... subject to change.

What makes you think chainmail will or won't be good against piercing attacks? You seem awfully confident about that, especially considering how different the next version will actually be. Just because piercing attacks are/might be too strong now doesn't necessarily mean they will be in the next version.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on December 27, 2008, 04:36:41 pm
To quote myself:

Quote
: Your weapon needs an certain force and crossection if you want to break throught thick plating. An Platebreaker ("Panzerbrecher"/"Panzerstecher"/"Miséricorde") the ancestor of the latter Stillet had an triangular or sometime rectangular crossection and to get through think plates you had to use both hands.

This weapons were wonderfull against normal Chainmail to cause they were pionty as an needle and could by this lodge into one ring and break it from the inside while being pressed deeper in the flesh of an victim. They were poor cutting weapons on the other hand which was an mayor problemm against unarmored troops like light infantary.

This Sting/pierce weapons looked like this:

(http://upload.wikimedia.org/wikipedia/commons/9/99/Bohrschwert_by_Wendelin_Boeheim.jpg)
Title: Re: The NEW Future of the Fortress
Post by: Greiger on December 27, 2008, 05:33:12 pm
Just like to note that ranged attacks CAN be dodged, I've done it before with high skill wrestlers in adventure mode against crossbows, and my sig proves it can be done with thrown objects.

And although this I have less experience with (I prefer multigrasp weapons so my shield is often thrown at the first thing I encounter) I hear that shields are also very effective against crossbows.

The only thing is that even average crossbow users fire so rapidly, that yer usually trying to evade 3 or 4 bolts per move, when it already requires a large amount of skill to avoid. Chances are one of those will hit, and it seems that injuries adversely effect yer ability to avoid them even more.

Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 27, 2008, 05:36:46 pm
Just like to note that ranged attacks CAN be dodged, I've done it before with high skill wrestlers in adventure mode against crossbows, and my sig proves it can be done with thrown objects.

They can also be batted out of the air, which makes you feel like a tremendous badass the first time you do it.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 27, 2008, 08:27:12 pm
Quote
"What makes you think chainmail will or won't be good against piercing attacks? You seem awfully confident about that, especially considering how different the next version will actually be. Just because piercing attacks are/might be too strong now doesn't necessarily mean they will be in the next version"

I know that the next version will make Peircing weapons a bit weaker and very possibly make armor much more effective against ranged attacks.

I havn't heard word from Toady on any changes in armor so I have no idea what dirrection armor will be taken.

As for will... I know it will... Crossbow bolts may be effective straight up against chainmail... but Arrows (specifically Broadhead) can block arrow rain confidently. I have no idea exactly HOW effective Chainmail is against arrows is other then a 100 unit Calvalry equipped with Chainmail (not plate) was able to defeat over a thousand units who rained so many arrows on them that they all had at least 20 arrows on their back... or something like that... Happened during the Crusades. (Early Crusades... around the time of the People's Army)

So I have no idea how Toady is going to simulate fine peircing being effective against Chainmail but Broad Peircing being much less so.

On a side note just in case of misunderstanding: I hope everyone knows that proper Chainmail is layered and can get quite thick (Then again... most Heavy Armor is as well)... a single layer of chain armor is a form of light armor. You would think more people would know... but you would be surprised.

Quote
The only thing is that even average crossbow users fire so rapidly

I guess I just have a lot of bad luck... Crossbow/bow men tend to either miss entirely or hit me (sometimes with a lucky block here and there at insane block levels) yet Melee units, no matter how numberous or surrounded I am, are easy peasy. Though it doesn't surprise me, I have freek luck (not good or bad... Freek) and usually get a criticle hit on myself first strike (or rather... Disable a limb or strike an organ first hit... Oddly I get murdered even as characters without organs... hense "Freek luck")

Quote
I hear that shields are also very effective against crossbows

Not quite... You heard equipping 20 shields in one hand and getting to "Legendary" shield user is effective against crossbows... Or something along those lines. They arn't reliable enough to be what Id consider to be "Effective"
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on December 28, 2008, 12:39:37 am
Not quite... You heard equipping 20 shields in one hand and getting to "Legendary" shield user is effective against crossbows... Or something along those lines. They arn't reliable enough to be what Id consider to be "Effective"

Getting to legendary in Shields, even without 20 of them, is enough to block most incoming missiles.  On the other hand, I once had a legendary shield user get his eye shot out in fortress mode, so it isn't a sure thing.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 28, 2008, 12:41:50 am
Not quite... You heard equipping 20 shields in one hand and getting to "Legendary" shield user is effective against crossbows... Or something along those lines. They arn't reliable enough to be what Id consider to be "Effective"

Getting to legendary in Shields, even without 20 of them, is enough to block most incoming missiles.  On the other hand, I once had a legendary shield user get his eye shot out in fortress mode, so it isn't a sure thing.

I once had two legendary sheild using dwarves (With Wrestling skillz!) shot to death... so... It isn't a sure thing... they didn't really survive past the second volly.
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 28, 2008, 04:07:20 am
The randomness of the current battle system really can't be said about the next version, which is practically completely and totally different in every way save the text. So says the devlogs.

I've had crazy superdwarf dwarves dodge 200 arrows with nothing but the clothes on their backs while some HFS armoured beserker dwarves get struck and killed by one kobold arrow. It all depends on your luck, as it is that is.
Title: Re: The NEW Future of the Fortress
Post by: Captain Mayday on December 28, 2008, 06:03:10 am
Not quite... You heard equipping 20 shields in one hand and getting to "Legendary" shield user is effective against crossbows... Or something along those lines. They arn't reliable enough to be what Id consider to be "Effective"

Getting to legendary in Shields, even without 20 of them, is enough to block most incoming missiles.  On the other hand, I once had a legendary shield user get his eye shot out in fortress mode, so it isn't a sure thing.

I once had two legendary sheild using dwarves (With Wrestling skillz!) shot to death... so... It isn't a sure thing... they didn't really survive past the second volly.

Just the other day I was watching my Nist Akathian warriors stand cool under a hail of goblin bolts. Calmly loading their crossbows and shooting the goblins with horrific accuracy.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 28, 2008, 07:10:47 am
the soldiers of nist akath don't count, they are way beyond dwarven
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 28, 2008, 07:17:47 am


You see Platemail was efective aigainst crossbows and if you still dont believe me here an Picture of an platemeil wich got tested against an crossbow:


I thought that everyone knows this already... :)
So yeah ranged units should be quite useless vs. heavily armored units...of course there must be a chance [this should be based on the skill with the given weapon perhaps] that they hit an unarmored part of the body with the arrow/bolt.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 28, 2008, 02:48:38 pm
"I thought that everyone knows this already"

Well there are several reasons why people do not (Note: These probably arn't accurate...)
1) The difference between modern variations and past: One person thought Arrow would peirce through chainmail (or platemail) when he used a modern bow and arrow... which was leaps and bounds better then anything in the past
2) The Difference between a dirrect lucky shot and arc shots: One person though Platemail was useless against crossbows because of platemail that had got peirced. An angle of difference or a meter of extra range and it wouldn't have happened.
3) The misunderstanding of the function and purpose of chainmail: Enough said...

Quote
"of course there must be a chance [this should be based on the skill with the given weapon perhaps] that they hit an unarmored part of the body with the arrow/bolt"

Perhaps, though Heavy Armors other then chain and plate start to wear away quickly after being struck (It is why Chain is so good). They also have chances to peirce through the armor itself at a close range with proper equipment.

Also the spaces between armor weren't armorless most of the time... just less armored (For example Chainmail or thinner plate)... though there were some genuin gaps in armor since there weren't a whole lot of standards back them.

Well I better get working on the peircing and bashing suggestions for Toady
Title: Re: The NEW Future of the Fortress
Post by: Alfador on December 29, 2008, 07:23:45 pm
That's rather oversimplified, though. You can certainly cut a "stronger" material with a "weaker" one. It depends on a lot of things, like sharpness, thickness, how the force is applied, and whatever else.

For instance, here's a rather extreme example to illustrate the point: A 50-pound copper axe blade, sharpened extremely fine, should be able to penetrate a millimeter of good steel. I know that's ridiculous to use as an example, but it's just to show that there are more factors involved than a direct comparison of the materials, and saying "that's impossible!" just because one material is less inherently "strong" than the other.

And a thick, fleshy finger can poke through thin aluminum foil.
Title: Re: The NEW Future of the Fortress
Post by: ikkonoishi on December 29, 2008, 10:12:22 pm

Quote
If it works we could even see them being allowed for different uses. Dragon fang/walrus tusk spears, anyone?

I guess this is an ideal time to strike a cautious note -- depending on what I have time for, workshops possibilities might not be expanded in certain ways initially.  For instance, bone is generally the realm of the craftsdwarf, but the craftshop doesn't do weapons aside from the sharpenable stone ones.  There are lots of different things to handle, so I could miss quite a bit (or not even attempt lots of them as I'm pressed for time for this release).  We can patch things up after that, but it's something to be aware of.  This goes for knocking out some gigantic tooth or horn and making floodgate out of it or whatever as well.  The new corpse piece would make it one step away from being the floodgate through an appropriate job, but those need to be added to the interface for you to get at them.  It probably is best done with some sort of complete reworking of how shops function and which jobs are available, which sticks me between instant and delayed gratification yet again.

You could handle it in the item interaction rather than a workshop option. Basically you could have a dragon corpse and interact with it through the k menu. In that menu you choose the corpse and open its item page. On its item page you get a list of what parts are still attached to the corpse. You can choose each part and have options to sever it or perform some gruesome task otherwise.

The corpse would generate a dissection task and a butchery enabled dwarf would take it to a butcher's shop and remove the limb. Then you could interact with the limb and have options like "Mount on Plaque" or if one of the creature's attacks was linked to it "Turn into weapon". The type of weapon could depend on the damage that the creature's attack did. Currently the only weapon from a dragon this would allow would be the mouth though so you would just end up mounting the head on a stick and biting enemies with it, which would be weird.

All that would require in the craftsdwarf shop is a "Weaponize Corpse Piece" task like the melting task at the Smelter.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on December 30, 2008, 01:04:36 am
...a "Weaponize Corpse Piece" task...
Which is probably amoungst the best combination of words ever.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on December 30, 2008, 02:38:33 am
...a "Weaponize Corpse Piece" task...
Which is probably amoungst the best combination of words ever.

I need more room in my signature.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 30, 2008, 04:24:32 am
...a "Weaponize Corpse Piece" task...
Which is probably amoungst the best combination of words ever.

I need more room in my signature.

I don't know... when your posts are shorter then your signature... you know there are problems.

Come to think of it... I should erase my signature... I doubt I am going to be playing Spore that much in the future (Dang constant glitches)... and if I do I can always put it back.
Title: Re: The NEW Future of the Fortress
Post by: Walliard on December 30, 2008, 05:26:34 am
Quote from: Toady
Yeah, exploding gas-ball creature thingies are quite popular.

Pokemon as a creature with a multitude of castes...

(http://i14.photobucket.com/albums/a318/OffTheWall45/koffing.gif)
Title: Re: The NEW Future of the Fortress
Post by: umiman on December 30, 2008, 05:33:30 am
Do koffing ever explode?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on December 30, 2008, 05:38:21 am

 In the games they do. In the cartoon...

 Mind you I have not seen them all, but I would imagine it would be a very emotional episode where the damn thing explodes. Then again, it seems death is only for drama and not for, you know, death.
Title: Re: The NEW Future of the Fortress
Post by: Shadowgandor on December 30, 2008, 09:03:57 am
I uhhh, never watched the cartoon but heard from a reliable source that if a pokemon in the cartoon uses explode, it glows and goes boom. The pokemon doesn't actually self-destruct, but just damages itself to knock itself out.
I uhh, overheard something like that (A)
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on December 30, 2008, 09:11:37 am
Only Voltorbs and the other ones can do that.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on December 30, 2008, 09:16:52 am
Come to think of it... I should erase my signature... I doubt I am going to be playing Spore that much in the future (Dang constant glitches)... and if I do I can always put it back.

I am suprised that you kept playing with it for so long... ;D
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on December 30, 2008, 09:48:46 am

 In the games they do. In the cartoon...

 Mind you I have not seen them all, but I would imagine it would be a very emotional episode where the damn thing explodes. Then again, it seems death is only for drama and not for, you know, death.

Only Voltorbs and the other ones can do that.

Nope, i've played the games (up to gold/silver, they started to suck after that) and recently rewatched a lot of the episodes (hey, it was part of my childhood). Both the voltorb and koffing lines can use selfdestruct and explosion. In fact, they were both tms so a whole bunch of pokemon could learn them. The move just knocks out the pokemon using it and makes a big bang around it which does lots of damage.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 30, 2008, 01:34:39 pm
Koffing also uses Self-destruct (or explosion) in the episode where Ash is taking the Exams to bypass the badge system (He fails badly).

Though it was a different Koffing and it was used by Ash
Title: Re: The NEW Future of the Fortress
Post by: Patarak on December 31, 2008, 02:05:13 am
Can we not do this?
Title: Re: The NEW Future of the Fortress
Post by: Kardos on December 31, 2008, 09:27:33 am
You do realize that complaining about a discussion about Pokemon because its childish is in and of itself childish, right?
Title: Re: The NEW Future of the Fortress
Post by: Mondark on December 31, 2008, 10:05:24 am
In an attempt to get this thread back on topic:

Toady, with the new tissue layers, will it be possible to 'flay' creatures?  Like, removing all of one layer or another, more or less whole?  It'd be really cool to flay captured prisoners, or to collect specific layers from creatures, especially if they're still alive while you do so.

Shearing sheep, anyone?
Title: Re: The NEW Future of the Fortress
Post by: Akroma on December 31, 2008, 10:21:34 am
when I read "removing a tissue layer while still alive" shearing sheep was the least thing that came into my mind
Title: Re: The NEW Future of the Fortress
Post by: Mondark on December 31, 2008, 10:35:10 am
when I read "removing a tissue layer while still alive" shearing sheep was the least thing that came into my mind
Admittedly, that holds true for me as well.
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on December 31, 2008, 10:36:07 am
Furriers vs leatherworkers?
furs vs tanned hides?
Fur coats vs leather cloaks?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 31, 2008, 10:55:19 am
With the 'feels pain' tags now in, it should be possible (in theory) to harvest hair and horn and other growing animal parts without hurting the animal in question (and having them grow back).

The AI necessary OTOH...
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on December 31, 2008, 11:08:35 am
Correct. The body system may well be to the point where you can do this, but the jobs for doing so aren't there yet.

Can severed parts be regenerated under the new system?
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on December 31, 2008, 11:21:08 am
oooooh good point... Hair should grow out of the skin and grow back even if it's all cut off, but only if the skin is still there.  Removed skin should disallow hair growth.  (Scars as well!)

Edit :Oops
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on December 31, 2008, 01:27:42 pm
oooooh good point... Hair should grow out of the skin and grow back even if it's all cut off, but only if the skin is still there.  Removed skin should allow hair growth.  (Scars as well!)

I think this is already handled:

"11/13/2008: 1063. I decided to go with hair as a tissue layer like skin, since that ended up making the most sense. You can set how sparse it is and the general shape (strands) so that it won't be treated like a sheet whenever that matters, and the hair is set to be subordinate to the skin so that it will come away with any flaying that comes up. I'm sure there will be some edge cases later on, but things like spines or scales or whatever should work out fine this way."

I assume the subordinate-ness is just implied by the tissue layering order.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on December 31, 2008, 02:07:06 pm
There is also a tag called "Implied_kill" or something like that... which should help for even harmful extractions that don't downright kill things.
Title: Re: The NEW Future of the Fortress
Post by: perilisk on January 01, 2009, 12:11:29 pm
Shearing sheep, anyone?

We'll need a spinning wheel. Although we should really have one anyway, the Farmer's Workshop should just produce plant fiber.
Title: Re: The NEW Future of the Fortress
Post by: BishopX on January 01, 2009, 04:56:45 pm
I would rather add this as a job at the loom.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 01, 2009, 05:03:08 pm
I would rather add this as a job at the loom.

Wow, you need to stop watching so much Loony Toons
Title: Re: The NEW Future of the Fortress
Post by: Foa on January 01, 2009, 07:33:58 pm
Furriers vs leatherworkers?
furs vs tanned hides?
Fur coats vs leather cloaks?
If you get a pelt, you either make fur, or leather, not both.

Fur is comfy, so padding?
Leather is durable, so plate connectors?

Fur cots are for comfort or for cold climate patrolling.
Leather cloaks, slight armor bonus, and resistance to the sad thoughts of patrolling in rain.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 01, 2009, 10:20:58 pm
Fur is also thick and has been known to be hard.

Of course there is a third class of Skin armors... but that only comes from creatures with I guess is better called "Plate Leather" but I have no idea how effective it could be. (Rhinos and some Crocs)

In fact there is one Croc/Ali that is fabled to be able to deflect bullets with its hide. I believe it is also the color white.
Title: Re: The NEW Future of the Fortress
Post by: Narmio on January 01, 2009, 11:09:08 pm
Fur is also thick and has been known to be hard.

Of course there is a third class of Skin armors... but that only comes from creatures with I guess is better called "Plate Leather" but I have no idea how effective it could be. (Rhinos and some Crocs)

Skin/leather plates on things like rhinos should be treated the same was as hard scales and bony plates and whatnot, as a kind of "partial exoskeleton" layer made of a material with suitable properties that is separate to the skin.
Title: Re: The NEW Future of the Fortress
Post by: Spey on January 02, 2009, 02:25:28 pm
Fur is also thick and has been known to be hard.

Of course there is a third class of Skin armors... but that only comes from creatures with I guess is better called "Plate Leather" but I have no idea how effective it could be. (Rhinos and some Crocs)

Mostly the kind of leather/hide/fur product you end up with is more to do with the process you use on it, not what kind of animal it came from.

when you skin an animal, you have to treat the hide properly in order for it to be wearable otherwise it will probably just rot.

for leather armour, you would probably boil it to create something like cuir bouilli (http://en.wikipedia.org/wiki/Boiled_leather) wheras for leather designed to be more flexible and comfortable, you would just tan (http://en.wikipedia.org/wiki/Tanning) it

the difference with fur is just that the hair is not removed from the leather, but it still has to be treated in order to be soft and wearable, otherwise it will dry out and turn hard and brittle

as for rhinos and crocodiles, again it depends how the skin is treated to what you end up with.

(toad: fixed quote)
Title: Re: The NEW Future of the Fortress
Post by: Sunday on January 02, 2009, 07:22:53 pm
If I try my hand at modding (and this new version is looking pretty tempting), I think I'll make a Giant Sloth.  They had a layer of bony pebbles under their skin that acted as quite effective armor.  Especially in combination with thick skin.


And they ate trees!
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on January 03, 2009, 01:40:08 am
I really want giant sloths to be in the vanilla game. There's an ASCII art reward that talks about a kobold tribe leader riding a giant sloth. They'd be rare, of course.

And kobolds should be more in-touch with nature since they're less civilized. Not in an elven way like being peaceful with animals, but in a tribal, primitive way, like knowing how to identify animal tracks and stuff. Knowledge that only civilized hunters would know would be a lot more common in kobold society.

Kobold hunters would be awesome. Imagine a kobold, crawling around on all fours in a wolf pelt, imitating a wolf with incredible skill. He has a knife hidden up the "sleeve" of his wolf pelt. He walks into a wolf pack, acting just like a normal wolf and showing submission to the alpha wolf and all that, waiting for hours until they trust him. They fall asleep in their den or wherever wolves sleep and the kobold hunter slits the throats of every wolf in the pack. He then runs off to get the rest of his tribe and they feast.

I like kobolds.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 03, 2009, 01:42:53 am

 Would be interesting if one of their skills is to look like some other race. Imagine a Kobold sneaking into the fortress looking like a Dwarf, only to collapse when pressured to drink some fine dwarven ale.

 
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on January 03, 2009, 01:59:33 am
A Costumes skill would work for that, especially if we ever get dwarven theatre.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on January 03, 2009, 02:12:59 am
A Costumes skill would work for that, especially if we ever get dwarven theatre.

Ooh, the adventure mode applications of that are most intriguing.
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on January 03, 2009, 05:21:37 am
So apparently soon you'll be able to jump into the eye sockets of Titans and rip out their nerve endings with your bare hands while yelling, "FOR THE MOUNTAINHOOOOOOOOOOOOOOMES!"

Not really - but being able to have wounds within wounds is pretty awesome, rather than the old "heart has been pierced 6782346876x times by arrows".
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 03, 2009, 05:33:33 am
More like you poke a titan in the eye and 413 pokes later, your finger pops out the back of its skull. (again, not really)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 03, 2009, 05:35:14 am
I can't wait to slice open a guy's back with a sword, then jam my fist into his torso like a mad puppeteer.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 03, 2009, 07:47:01 am
A Costumes skill would work for that, especially if we ever get dwarven theatre.

Theatre? That would be a bit too much imo, this isn't Dwarf "The Sims" Fortress you know.  :D
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 03, 2009, 07:53:49 am
Theatre? That would be a bit too much imo, this isn't Dwarf "The Sims" Fortress you know.  :D

Masked murderers.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 03, 2009, 08:34:04 am
I don't know, the thought of dwarves doing reenactions of historic events for entertainment, and accidentally killing the protagonist is highly amusing. :)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 03, 2009, 08:39:16 am
I don't know, the thought of dwarves doing reenactions of historic events for entertainment, and accidentally killing the protagonist is highly amusing. :)

There's a brilliant level in Hitman: Blood Money where you have to assassinate an opera tenor who's rehearsing the execution scene of Tosca.  Costumes and disguises in general are more Hitman than The Sims.
Title: Re: The NEW Future of the Fortress
Post by: Belteshazzar on January 03, 2009, 10:59:29 pm
All it takes is a construction worker's outfit, a working German pistol and a half brick of plastic explosives. No one saw it coming or going. Even got to retrieve my suit and walked out in clean and proper style.

Seriously, I need to go back and play that game.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 04, 2009, 12:25:46 am
Hey guys... when the next version comes out (as in when the count reaches 0)... Lets have another Future of the Fortress

Do you think this room will last that long? this is rather bloated
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 04, 2009, 03:15:47 am
Why? I miss the ridiculously long threads that broke the old forum. 
Title: Re: The NEW Future of the Fortress
Post by: LordNagash on January 04, 2009, 03:27:02 am
There's really no need to start a new thread, the argument that it's 'bloated' doesn't really make much sense. It's easy enough to just go to the last couple of pages
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 04, 2009, 04:05:17 am
I think I've played dice-driven forum games too much. I saw "40d7" in the last dev_now and tried to figure out what that meant...
Title: Re: The NEW Future of the Fortress
Post by: IndonesiaWarMinister on January 04, 2009, 04:06:49 am
Yeah, me too.

when I heard of 40d4 I thought there is a dice game going on there.
Title: Re: The NEW Future of the Fortress
Post by: Fishersalwaysdie on January 04, 2009, 05:22:11 am
I'm highly disappointed there isn't more hypothetical mods at the modding forum concerning the new version.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 04, 2009, 05:41:59 am
^^^ Why?  It's going to take people a good while to wrap their heads around the real possibilities of the new raws stuff, especially since we haven't even seen all of it yet.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 04, 2009, 06:10:46 am
Why the spleen? That doesn't make a lick o' sense.

Also, I've noticed Toady's been updating the log a good 5 hours earlier, which is good.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 04, 2009, 10:04:54 am
Hey guys... when the next version comes out (as in when the count reaches 0)... Lets have another Future of the Fortress

Do you think this room will last that long? this is rather bloated

I agree, we should start a new FotF topic by then. This is getting way too big.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on January 04, 2009, 11:31:03 am
Why the spleen? That doesn't make a lick o' sense.

Also, I've noticed Toady's been updating the log a good 5 hours earlier, which is good.

Must have gotten linked up to the game's spleen somehow. So every time he stabs a spleen in game he's actually stabbing the game's spleen and it goes "Arg! My spleen!" and goes unconscious.
Title: Re: The NEW Future of the Fortress
Post by: MMad on January 04, 2009, 12:07:33 pm
There's really no need to start a new thread, the argument that it's 'bloated' doesn't really make much sense. It's easy enough to just go to the last couple of pages

Agreed. What does it hurt that the thread grows long? I doubt these updated forums break as easily as the old ones.

Better to have all the old comments, discussions and Q&A with Toady in one thread, imo.
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on January 04, 2009, 01:33:53 pm
Why the spleen? That doesn't make a lick o' sense.

Because it wouldn't be half as funny if the error were associated with a different organ.
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on January 04, 2009, 04:33:41 pm
I'm highly disappointed there isn't more hypothetical mods at the modding forum concerning the new version.
Probably because they can't test their mods.

Also, I agree that there's no reason to start a new thread unless this one ends up getting glitchy.

Question for Toady: If I make a creature with steel skin and kill it, then make some high boots out of its leather, will they be just as good as regular steel high boots?
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 04, 2009, 06:15:13 pm
Toady also stated that it is very likely that the templates will change untill the release so its a bit of wasted time to make Hypthtical mods now if the Templatecode changes anyway to 50%.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on January 04, 2009, 06:38:36 pm
Question for Toady: If I make a creature with steel skin and kill it, then make some high boots out of its leather, will they be just as good as regular steel high boots?

If you make a creature with steel skin, its skin will probably go to the smelter instead of the tanners workshop when you butcher it (assuming you can kill it)
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 04, 2009, 06:49:12 pm
Why would it do that? It would have the properties of steel, but it would still be leather. The game doesn't allocate which materials should be sent to where based on its inherent properties, only by the tags you allocate it by. Thus, if you tagged the steel-skin material in the raws to be skin, it would be tanned in a tanner's workshop.

Unless it's been drastically changed the last few days.
Title: Re: The NEW Future of the Fortress
Post by: Fishersalwaysdie on January 04, 2009, 06:56:33 pm
Toady also stated that it is very likely that the templates will change untill the release so its a bit of wasted time to make Hypthtical mods now if the Templatecode changes anyway to 50%.
Hypothetical mods are hypothetical.
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on January 04, 2009, 09:48:31 pm
Question for Toady: If I make a creature with steel skin and kill it, then make some high boots out of its leather, will they be just as good as regular steel high boots?

If you make a creature with steel skin, its skin will probably go to the smelter instead of the tanners workshop when you butcher it (assuming you can kill it)

According to Toady(a few days back) steel skin is still a skin, so it goes to tanners then leather workers.  The example he was using was actually jewel skin.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 04, 2009, 10:43:35 pm
I think he also said that if you desired, you could order it to be melted.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on January 05, 2009, 06:54:42 am
Why would it do that? It would have the properties of steel, but it would still be leather. The game doesn't allocate which materials should be sent to where based on its inherent properties, only by the tags you allocate it by. Thus, if you tagged the steel-skin material in the raws to be skin, it would be tanned in a tanner's workshop.

You didn't say "made of 'steel-skin material'", you said made of steel.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 05, 2009, 02:41:15 pm
Unless you think me and penguinofhonor is the same person.... my answer to your statement is: ???
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 05, 2009, 03:21:52 pm
Unless you think me and penguinofhonor is the same person.... my answer to your statement is: ???

Also I umiman who cannot tell a lie state that Neonivek is the greatest person I ever known.

You are? somehow I guess it was obvious.

Also thanks for the compliment
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 05, 2009, 03:44:19 pm
Latest dev notes highlight: a dwarf with boiling gold blood. I really can't wait to see how THAT turns out!
Title: Re: The NEW Future of the Fortress
Post by: Willfor on January 05, 2009, 04:41:01 pm
Note to Toady: Though I know you are used to snow, please remember to not use your back too much while shoveling the snow. It can lead to painful conditions if done improperly. And while it might help you understand how to apply long term stress injuries to DF, we don't need you to model them with first hand accuracy. :(
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 05, 2009, 04:46:21 pm
I think Toady putting Repetative Stress Injuries into Dwarf Fortress may be a above and beyond what I think he should be doing.
Title: Re: The NEW Future of the Fortress
Post by: Xgamer4 on January 05, 2009, 05:14:32 pm
Huh, well, at least now I know where the massive snowstorm that hit Idaho came from.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 05, 2009, 05:15:07 pm
Huh, well, at least now I know where the massive snowstorm that hit Idaho came from.

From my icy black hole of a heart?
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on January 05, 2009, 05:16:28 pm
Happy Birthday Toady's mom!  :D
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 05, 2009, 05:41:32 pm
I have a question that's been bothering me for a while.

Will chain mail use the same strength value that plate mail does?
i.e. Shear strength for piercing and slashing, impact strength for blunt.

I imagine that the rings that make up a mail sheet would behave differently than a steel plate. Piercing attacks on mail would likely exert tensile strain as it pries the rings open. A slashing attack would likely be converted into an impact. Blunt attacks probably wouldn't damage the mail at all, but it wouldn't absorb much of the attack, either.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 05, 2009, 05:45:32 pm
I have a question that's been bothering me for a while.

Will chain mail use the same strength value that plate mail does?
i.e. Shear strength for piercing and slashing, impact strength for blunt.

I imagine that the rings that make up a mail sheet would behave differently than a steel plate. Piercing attacks on mail would likely exert tensile strain as it pries the rings open. A slashing attack would likely be converted into an impact. Blunt attacks probably wouldn't damage the mail at all, but it wouldn't absorb much of the attack, either.

Well Blunt and Peircing effect on Chainmail is a bit odd in the sense that Chainmail can deal with both of them (Not as effectively as Platemail... but what can?).

A Chainshirt however (which is effectively one layer of chain) does however have those weaknesses you described perfectly.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 05, 2009, 05:52:28 pm
Chainmail isn't rigid, and so isn't good at stopping the sheer force of the blow. It lowers pierce damage somewhat, and converts a slash to a blunt hit if it manages to hold together, but it's hardly good for stopping a heavy axe or hammer hit, as that will easily crush your bones even if the mail itself is not harmed. I don't know about the usual ways of wearing or constructing chainmail, but I usually see it as a sort of a robe made of tiny metal rings.

I suspect the armor itself will govern these things. As will eventually be the case with other items. For example, when hitting someone with a "normal" weapon like a sword, the material's resistance to compression will define whether or not the weapon gets damaged, while a scythe or sickle will use tensile strength for those purposes because the manner of attack is different.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 05, 2009, 06:12:21 pm
Latest dev notes highlight: a dwarf with boiling gold blood. I really can't wait to see how THAT turns out!

That experiment won't end well [I am thinking about the poor dwarf's lifespan to be more specific] I guess... ;D
Title: Re: The NEW Future of the Fortress
Post by: Kardos on January 05, 2009, 06:45:04 pm
Latest dev notes highlight: a dwarf with boiling gold blood. I really can't wait to see how THAT turns out!

That experiment won't end well [I am thinking about the poor dwarf's lifespan to be more specific] I guess... ;D
Any experiment designed to kill a dwarf that successfully kills a dwarf is a successful experiment, that ended well, regardless of any other unfortunate side effects.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 05, 2009, 06:46:17 pm
Perhaps later... what blood (And other organs while we are at it) is made out of will actually impact the creature far more significantly then it currently does.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 05, 2009, 07:16:15 pm
Question for Toady: Will any of these body changes (other then poisons) have any effect on Vermin? Or are they going to stay pretty much unchanged?

Another way of phrasing that is: Will vermin get more specific body definitions with this release, or are they going to stay very simplistic? Right now the difference between a bluejay and a fire snake is pretty minimal.
Title: Re: The NEW Future of the Fortress
Post by: Erom on January 05, 2009, 08:06:55 pm
Question for Toady: Will any of these body changes (other then poisons) have any effect on Vermin? Or are they going to stay pretty much unchanged?

Another way of phrasing that is: Will vermin get more specific body definitions with this release, or are they going to stay very simplistic? Right now the difference between a bluejay and a fire snake is pretty minimal.
It's been mentioned that he wants to allow for more complex vermin bodies, but doesn't want to get to the point of having to track wounds for individual vermin (IE, vermin remain simple things without individual parts that can be wounded, but they do get different properties depending on their construction - so an Iron Rat might be immune to the weak attacks from a kitten, for example, but it would still insta-gib from an attack that could hurt it).

Standard "If I understood it correctly" disclaimer.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 06, 2009, 01:16:10 am
Once the molten or gaseous golden blood leaves the bloodstream, will it revert into solid gold? Gold tends to revert to a solid state in room temperature, if I remember my chemistry right.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 06, 2009, 02:58:06 am
Gaseous gold is more likely to become a fine golden powder than solid gold - but yeah, since a "powder" is just a large amount of tiny solid gold specks, you can count it as a solid.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 06, 2009, 04:01:13 am
Gaseous gold is more likely to become a fine golden powder than solid gold - but yeah, since a "powder" is just a large amount of tiny solid gold specks, you can count it as a solid.

Interestingly powders are treated as a special case of solids in the new material raws.  Check out the entry for bone.
Title: Re: The NEW Future of the Fortress
Post by: shadow_archmagi on January 06, 2009, 06:22:53 am
Wow. So the next version will contain a luxury creature that, during certain expensive parties, will be detonated to shower the room with gold?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 06, 2009, 07:34:12 am
Pinata?

Actually, if the dwarves could be made to vomit gold...
Title: Re: The NEW Future of the Fortress
Post by: Soralin on January 06, 2009, 09:18:12 am
Wow. So the next version will contain a luxury creature that, during certain expensive parties, will be detonated to shower the room with gold?

Sounds like a way to get a bunch of golden dwarven statues.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 06, 2009, 09:26:53 am
Dammit Toady you silly man! It's ridiculous enough that beings have gold in a constant liquid state that functions as their circulatory system! Now once that liquid gold is violently released, instead of returning to its solid state as nature intended (which you insist is an error that needs to be rectified), it further heats into gas?

WHAT IS WRONG WITH YOU :P
Title: Re: The NEW Future of the Fortress
Post by: Kardos on January 06, 2009, 09:47:09 am
Dammit Toady you silly man! It's ridiculous enough that beings have gold in a constant liquid state that functions as their circulatory system! Now once that liquid gold is violently released, instead of returning to its solid state as nature intended (which you insist is an error that needs to be rectified), it further heats into gas?

WHAT IS WRONG WITH YOU :P
One would assume the transfer to a solid state isn't instantaneous.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 06, 2009, 09:50:10 am
Dammit Toady you silly man! It's ridiculous enough that beings have gold in a constant liquid state that functions as their circulatory system! Now once that liquid gold is violently released, instead of returning to its solid state as nature intended (which you insist is an error that needs to be rectified), it further heats into gas?

WHAT IS WRONG WITH YOU :P

I might be misreading you, but the gold blood isn't boiling into gas, it's already a gas -- blood doesn't even have to be a liquid anymore.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 06, 2009, 11:27:45 am
Well In the bloodstream there is an certain preasure from the surrounding Material and the pumping pressure of the heart (That must be really storng and damn huge). If i remeber my Physics classes some years ago correct it is fact that with higher preasure the boilingpoint of an Material is also higher. The normal bodytemp of our dwarf would be then 2856 °C! I think this dwarf was half Magmamen!

Another idea is that the gold in the blood of the dwarf replaces the normal Haemoglobin but does this as molecule with very instable Bonds. Now exposed to an nonbenefital milieu it comes to Explosiv and exothermal reactions.

I know that dont makes much sense but heck we have Magmamen and Spirits of fire!
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 06, 2009, 11:49:18 am
I think todays dev_now sheds some light on that.
Quote from: Dev_now
The boiling gold blood came out as gold dust first, because I forgot to transfer the states between creature morphs properly, but after that it came out as a cloud of gold gas properly. I'll have to do it again once I've updated temperature damage.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 06, 2009, 12:35:47 pm
^^^ I couldn't tell if he meant "I'll have to redo the code" or "I'll have to redo the test so that when I slash open the gold-blooded dwarf, I get toasted by the gold vapor."
Title: Re: The NEW Future of the Fortress
Post by: Dr. Melon on January 06, 2009, 02:21:37 pm
I can't wait to mod in all sorts of blood types for new and exciting creatures. How about magma blood? Then there'd be a problem in the fort if you shot the "lava blob" or something.

Ooh! How about a "Booze Golem"? Kill it, it bleeds delicious booze!
Title: Re: The NEW Future of the Fortress
Post by: Toady One on January 06, 2009, 02:36:50 pm
(standard failure to proofread carefully warning)

Quote from: Mephansteras
Any idea at this point how much of an effect this is going to have on combat? For example, will Masterwork armor suddenly become more important then the metal?

I still don't know.  It's just down to the numbers, and I haven't yet had an opportunity to do fully-armored combat with the completed changes.

Quote from: Mephansteras
does this mean that a Masterwork sword gets a bigger boost then a Masterwork Hammer?

Yeah, the edge gives it an additional boost, though once damage is in it'll likely be a transient bonus unless you can also get a reliable dwarf to repair the item.

Quote from: Random832
Will we see more preview creature raws as you get creatures other than dwarves implemented?

Yeah, I'll be putting things up as they become more solidified and as I am reminded or remember.

Quote from: Thndr
If items become damaged and less effective, would there be:
Settings to make military squads prefer a certain quality?
A new profession//metalworking option for Item Repair?
A refuse option to include broken metal items, along with an auto-melt tag on broken metal items?

I'm reworking military equipment handling for ease of use for this release, and I'm trying to respect most things, but I'm not sure what we'll end up yet.  If I do item damage, I'll probably add some helpful options, but right now I'm completely unsure of whether or not I'm doing item damage, precisely because it opens up a lot of issues and I'm feeling a bit of self-inflicted time pressure.

Quote
Quote from: Pure_W
Willl there be castes in Entities?
Quote from: Meph
has there been any information on how Castes are going to work with Civs? Do all castes for a species automatically show up for that civ? Are there ways to restrict jobs to a particular caste?

The new entity position raws can specify castes.  This would allow you to set up a matriarchy, for instance.  Regular jobs can't at this point (they can have caste specific names).  The caste occurrence is currently determined by the population ratios and isn't restricted other than that.  As I work with the new underground features, this could be expanded as needed.

Quote from: Warlord255
What's the word on blood drinks?

Items distilled from plants are still the drinkable item.  You could make the plants squirt out dwarf blood, of course, at which point it'll either let you drink them or look at edibility variables (don't remember).  It's possible that the dwarves will cook blood that has dropped as items if you make it cookable, as both misc. liquids and powders are checked by the cooking jobs, but I'm not sure if they only check containers for those...

Quote from: Silverionmox
what are the plans concerning distances, weight, etc. Now a square holds anything from a butterfly to a tree or colossus - how far do you intend to go in sticking to a specific size for squares, with all the implications for large creatures, mass conservation etc. ?

I'm pretty comfortable with not specifying square sizes.  It's a ginormous mess to get into that.  At the same time, some of the plans will require steps in that direction, such as large item piles (so you could have a giant skull mound to slide down in adv mode for instance) and multi-tile trees to hop around on.

Quote from: jarathor
Will clothing help protect creatures from cold and/or heat? If it acts kind of like a tissue layer like you said armor would, would that do it? But then there's the whole deal of having poorly-dressed dwarves on embark and making more coats, jackets, and so on..

This already happens in the current version.  You might notice your dwarves and invaders and adv mode civilians wearing more or less clothing based on where you are at.  It's governed by the layering variable and how many layers you have, although you don't get enough feedback to make very informed decisions at this point, and dwarves are pretty stupid.

Quote from: Poltifar
Will we be able to smelt creatures in the smelter (or any other workshop) in this release?

Nope.  That'll take a significant job handling rewrite.

Quote
Quote from: yougiedeggs
What is protected with an iron cap vs. an iron helm?
What do gauntlets protect?
I take it chainmail won't be effective against piercing attacks like bolts?
Can armor break and become less useful?
Quote from: Techhead
Will chain mail use the same strength value that plate mail does?
i.e. Shear strength for piercing and slashing, impact strength for blunt.

I imagine that the rings that make up a mail sheet would behave differently than a steel plate. Piercing attacks on mail would likely exert tensile strain as it pries the rings open. A slashing attack would likely be converted into an impact. Blunt attacks probably wouldn't damage the mail at all, but it wouldn't absorb much of the attack, either.

Yeah, I haven't done much with this yet, but I imagine the armor item will actually need to guide these processes somewhat, as it doesn't currently know the difference between a chain mesh and a plate right now (eg, it doesn't currently add non-material-based elasticity to armor interactions).

Quote from: Mondark
Toady, with the new tissue layers, will it be possible to 'flay' creatures?

Yeah, sheep shearing was actually one of the many driving forces behind this update.  However, I think flayed corpses in HFS might beat sheap shearing into the game.  Wounds with high angle variables can also lead to flayed parts, but that's almost strictly descriptive at this point.

Quote from: Warlord255
Can severed parts be regenerated under the new system?

I haven't done healing yet, but this probably won't make it this time around.  New parts can grow in by having their appearance modifiers shift from 0 into positive territory, but inventory doesn't respect it going either way at this time.

Quote from: Footkerchief
I assume the subordinate-ness is just implied by the tissue layering order.

I hadn't gotten to the token yet -- there's a [SUBORDINATE_TO_TISSUE:<token>] thingy in hair.

Quote from: pengionofhonor
I really want giant sloths to be in the vanilla game.

I've been a megatherium fan forever.  I think I learned about them from my fossil books in elementary school.  They are quite likely to make it in at some point.

Quote from: Aqizzar
I can't wait to slice open a guy's back with a sword, then jam my fist into his torso like a mad puppeteer.

He he he, wrestling improvements and aimed shots will be needed for this sort of thing.  I think the most you'd be able to now is box a guy's various guts with (lucky?) strikes once there's an initial hack large enough to fit your hand.

Quote from: Neoskel
Must have gotten linked up to the game's spleen somehow. So every time he stabs a spleen in game he's actually stabbing the game's spleen and it goes "Arg! My spleen!" and goes unconscious.

Yeah, more or less, actually...  it was going out of bounds, and once it starts running free in memory, it can pretty much do whatever it wants.  It crashed on some organs other than the spleen in further tests but made it through others without an immediate problem.

Quote from: Erom
Quote from: Mephansteras
Question for Toady: Will any of these body changes (other then poisons) have any effect on Vermin? Or are they going to stay pretty much unchanged?

Another way of phrasing that is: Will vermin get more specific body definitions with this release, or are they going to stay very simplistic? Right now the difference between a bluejay and a fire snake is pretty minimal.
It's been mentioned that he wants to allow for more complex vermin bodies, but doesn't want to get to the point of having to track wounds for individual vermin (IE, vermin remain simple things without individual parts that can be wounded, but they do get different properties depending on their construction - so an Iron Rat might be immune to the weak attacks from a kitten, for example, but it would still insta-gib from an attack that could hurt it).

Standard "If I understood it correctly" disclaimer.

Yeah, that's right.  I'd actually like to track certain vermin wounds eventually, as there'd be a lot to do with that, but it shouldn't have the sort of standing info it has for a healthy large creature (or large vermin swarms would be impossible).  Things will slowly be moving over to vermin, but for this time I'm not able to promise anything other than the new venom system.

Quote
^^^ I couldn't tell if he meant "I'll have to redo the code" or "I'll have to redo the test so that when I slash open the gold-blooded dwarf, I get toasted by the gold vapor."

Yeah, it did what I expected, but since it only ended with one dead dwarf instead of two, there's obviously another experiment waiting to be run once temperature damage is back in.
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on January 06, 2009, 03:00:41 pm
This new update will be epic

*shudders*
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 06, 2009, 03:03:42 pm
I love these giant answer posts. Thanks Toady!

New question (I think I always have new questions).

With the new changes to squad equipment orders, will this also effect hunters? I really don't need my hunter running around with my one stack of masterwork adamantine bolts to go kill groundhogs. I'd much prefer that he grab the lame base quality iron ones we have lying around.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on January 06, 2009, 03:06:24 pm
With the new changes to squad equipment orders, will this also effect hunters? I really don't need my hunter running around with my one stack of masterwork adamantine bolts to go kill groundhogs. I'd much prefer that he grab the lame base quality iron ones we have lying around.

Really, spent metal bolts should be able to be reused (reforged if they broke) at minimal loss. Metal's metal, and if you have masterwork bolts that means you have a master weaponsmith.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 06, 2009, 03:15:31 pm
True, but these are slightly different issues. Restacking will be required before bolt reuse is really practical.

However, even once that's in place I still don't want my hunter grabbing my good bolts. That would mean that they aren't available for my champion marksdwarf when he needs them.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 06, 2009, 03:25:03 pm
Another Wall of Answers.  And at two in the afternoon no less.  Shouldn't you be asleep Toady?

The whole "boiling gold" thing does raise a lot of questions, which other people have mentioned.
Will gold gas condense into molten gold?  Or scatter into gold powder?
Can gold powder be melted into gold bars
Will molten gold cool into usable gold?  (Bar?  Ore?  Lump?)

I've never heard of a game that had a practical physics engine anywhere near this advanced.  Imagine there's problems getting the engine to smoothly recognize changing from one state to the other, since they're all tracked as different kinds of objects.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 06, 2009, 03:33:39 pm
Will gold gas condense into molten gold?  Or scatter into gold powder?

Maybe the liquid state needs a "mist" sub-state (analogous to solids and powders) -- we already have this for water and magma, so why not other liquids too?  It could definitely make condensation act more sensibly.

Can gold powder be melted into gold bars

Ooh, sintering!  I'm not sure dwarves would have any use for it, though.
Title: Re: The NEW Future of the Fortress
Post by: Koji on January 06, 2009, 04:39:11 pm
Metal boils at extremely high temperatures, and when it does, it goes away almost instantly. Does this work properly in the game, or does gold vapor hang around like steam? That would be weird--shouldn't the dwarf have just exploded and left behind slag and some very burnt bones?
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on January 06, 2009, 07:39:52 pm
I definitely like the chance to create Shambling Steamers, giant iron, wood, stone, and magma titans with steam blood.
The problem is that these should cool when dead, and start leaking simple water instead of steaming.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 06, 2009, 08:08:40 pm
What about poisonous aerosols? Sarin as Blood for example? Can an dwarf poisoned by inhaling it?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 06, 2009, 08:16:50 pm
I definitely like the chance to create Shambling Steamers, giant iron, wood, stone, and magma titans with steam blood.

Yeah that's gonna be fun.  :D

Toady, I have a question regarding this. I suppose blood will act like an object in the next version, or in the future. What if magma blood will hit a dwarf for example? "Realistically" [even tho it's weird to say that in this situation] it should damage the dwarf or it's armors/weapons [That should depend on the material of the armor/weapon of course].
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 06, 2009, 09:23:02 pm
Any word on poisoned weapons this time around? I'm guessing it would involve a job that would merge a weapon with a stack of poison. The result would be a sword with a hypothetical "apply poison" modifier switched to positive and referencing the properties of the poison used, using the same mechanic to do so as stingers.
Title: Re: The NEW Future of the Fortress
Post by: Sunday on January 07, 2009, 01:03:23 am
GIANT SLOTH!!!!!!!
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 07, 2009, 02:13:49 am
Yeah that's gonna be fun.  :D

Toady, I have a question regarding this. I suppose blood will act like an object in the next version, or in the future. What if magma blood will hit a dwarf for example? "Realistically" [even tho it's weird to say that in this situation] it should damage the dwarf or it's armors/weapons [That should depend on the material of the armor/weapon of course].

# Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.

Hopefully that one makes it in.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 07, 2009, 08:49:27 am
Quote
Will gold gas condense into molten gold?  Or scatter into gold powder?

That is an interesting question.

I know that if the Gold cools rapidly it should turn into powder... but that if it slowly cools it should turn into molten gold.

Though what compounds the problems is that because a gas is much more resistant to temperatures then liquids that it could need to have a temperature difference to condensate that would otherwise freeze it. (Rain for example starts off frozen)

Then there is the question of if the Gold will turn into a lump of molten gold or coat the walls and floor with gold.

Though Temperature is more complicated then most people think... Did you know that Ice, H2O, can and often does turn into a gas without going into a liquid state?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 07, 2009, 09:00:47 am
Anything that can evaporate does it. CO2 also bypasses the liquid state. And boiling water instantly freezes if flung out into a very cold air, becoming ice vapor.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 07, 2009, 09:02:46 am
Quote
Anything that can evaporate does it

Yeah but too many people deny it does. You say that in a room of 50 people... Suddenly you have 50 people who think your moronic
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 07, 2009, 09:05:10 am
Just point out wood.  Carbon doesn't have a liquid state, so you can burn the crap out of a log all you want, you'll never get molten wood.  Just vaporized carbon.  Of course, there's a ridiculous number of people who believe that all glass is liquid, so whatever.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 07, 2009, 09:09:28 am
I wonder if the Giant Sloth also hints upon other Prehistoric creatures... hmmm...
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 07, 2009, 09:21:06 am
Just point out wood.  Carbon doesn't have a liquid state, so you can burn the crap out of a log all you want, you'll never get molten wood.  Just vaporized carbon.  Of course, there's a ridiculous number of people who believe that all glass is liquid, so whatever.

Wood doesn't contain carbon dioxide or even elemental carbon.  The gas product is carbon dioxide.  Also, carbon dioxide does have a liquid phase at higher-than-atmospheric pressures.

e: in retrospect you were probably joking
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 07, 2009, 09:29:42 am
e: in retrospect you were probably joking

Yeah, I'll go with joking...  Showoff.
Title: Re: The NEW Future of the Fortress
Post by: Fieari on January 07, 2009, 09:35:40 am
In defense of the "glass is liquid" people... it's a confusing subject. (http://www.nytimes.com/2008/07/29/science/29glass.html?pagewanted=2&ei=5124&en=048ade4011756b24&ex=1375070400&partner=permalink&exprod=permalink)
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 07, 2009, 09:43:43 am
Carbon does have a liquid state... under sufficient pressure.
Also, many substances combust when heated in the presence of oxygen, and many compounds break down. THAT is the reason you will never get molten wood.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 07, 2009, 09:47:09 am
Quote from: dev log
01/06/2008: 904. I went through and did the first pass on the projectile revision. I think the new agility is being counted too much, as the skill-free test dwarf didn't have trouble hitting me ten times in a row, but I'll have that sorted out when I run the numbers. I also did wounds from falling and the transfer of wound and appearance data to corpses and severed parts. The wound transfer should be key to sorting out issues like exactly where a hydra's heads are and whether or not the skulls have been removed and so on.

Nice.  Will there be a way to actually view corpse wounds?  Will corpses be able to receive more wounds (http://www.bay12games.com/forum/index.php?topic=28937.msg371003#msg371003)?  (yes, shameless pimping of my thread)
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 07, 2009, 10:57:24 am
One day Dwarf Fortress will be detailed enough so as to allow scientists to extrapolate the future.

Of course, the simulation would involve the DF simulation, ad infinitum, causing the computer to explode.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on January 07, 2009, 12:21:48 pm
Carbon does have a liquid state... under sufficient pressure.
Also, many substances combust when heated in the presence of oxygen, and many compounds break down. THAT is the reason you will never get molten wood.

Yeah, really anything can become any of the three main phases of matter as long as it doesn't chemically react/decompose first. Carbon has an interesting phase diagram ( http://www.mathewpeet.org/images/carbon_phase_diagram.jpg ): sometimes higher pressure helps it become a liquid and sometimes it doesn't?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 07, 2009, 12:27:32 pm
Yeah that's gonna be fun.  :D

Toady, I have a question regarding this. I suppose blood will act like an object in the next version, or in the future. What if magma blood will hit a dwarf for example? "Realistically" [even tho it's weird to say that in this situation] it should damage the dwarf or it's armors/weapons [That should depend on the material of the armor/weapon of course].

# Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.

Hopefully that one makes it in.

Oh...yeah let's hope so.  :)
Title: Re: The NEW Future of the Fortress
Post by: Thndr on January 07, 2009, 02:02:42 pm
If it is possible to have metal creatures spew molten metal and cover dwarves. Then I think there should be a way to store molten metal, or at least channel it. This way you can make metalfalls and have pools of metal, in which with a pully system, you can dip items into the pool to coat them (or goblins. then melt the goblins >.> 4th ore baby).

Could also be a way to create cheaper metal furniture too. Make a bleh Calcite Throne, dip it in aluminum (assumingly taking 1 bar, or 1 water/magma/molten level)

Only problems I see is the metal cooling down into giant metal blocks that need to be mined out. But hey, could always take the easier way and just make it a workshop :<
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 07, 2009, 02:19:11 pm
If it is possible to have metal creatures spew molten metal and cover dwarves. Then I think there should be a way to store molten metal, or at least channel it. This way you can make metalfalls and have pools of metal, in which with a pully system, you can dip items into the pool to coat them (or goblins. then melt the goblins >.> 4th ore baby).

Flowing liquids other than water and magma aren't likely to be in the game any time soon, due to technical constraints.  Storing molten metal in a barrel or something might work, though.
Title: Re: The NEW Future of the Fortress
Post by: corvvs on January 07, 2009, 09:37:46 pm
If it is possible to have metal creatures spew molten metal and cover dwarves. Then I think there should be a way to store molten metal, or at least channel it. This way you can make metalfalls and have pools of metal, in which with a pully system, you can dip items into the pool to coat them (or goblins. then melt the goblins >.> 4th ore baby).

Could also be a way to create cheaper metal furniture too. Make a bleh Calcite Throne, dip it in aluminum (assumingly taking 1 bar, or 1 water/magma/molten level)

Only problems I see is the metal cooling down into giant metal blocks that need to be mined out. But hey, could always take the easier way and just make it a workshop :<

I see a problem: you need pretty high temperatures to liquefy metals - especially if you want them to the point where they'll flow at any kind of reasonable rate. And they'll cool very quickly once away from the source of heat. And heat doesn't transfer very well through intervening rock. So to make your river of molten gold you'll have to heat A LOT of it very very quickly so that it has enough mass to maintain its internal temperature. And the top of it would still crust over as it flowed.

Actually this should be happening with magma too. IIRC, Hawaii has places near Pele where there is "ground" but signs are posted saying it's not safe to walk on because it could crumble under your weight and dump you into the lake of fire beneath.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 07, 2009, 11:26:02 pm
Oddly... Id think throwing liquid metal on someone would burn right through them.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 08, 2009, 12:20:43 am
Does this mean that hydras won't die if you chop off one of their heads?
Title: Re: The NEW Future of the Fortress
Post by: Doomduckie on January 08, 2009, 02:10:55 am
Does this mean that hydras won't die if you chop off one of their heads?

Possibly, but they'd still probably bleed to death due to the high blood loss rate unless Toady goes out of his way to make Hydra resistant to bleeding. Which is somewhat realistic for a multiheaded animal, if unsatisfying.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 08, 2009, 02:43:25 am
Would it be possible to make hydras bleed heads then?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 08, 2009, 02:51:48 am
Would it be possible to make hydras bleed heads then?

Much to my misfortune, body parts will not be counted as materials, so no.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 08, 2009, 03:22:20 am
Neither do they regrow the heads to match the Mythical Hydra ... well not yet. We can still hope for another day and update.

Toady how will poisons work? I mean the kind of poison that for example that attacks nerves. Will it damage and destroy them leading to Paralysis? And do we get airborne Poisons?

I ask cause in certain Storys and Myths the Blood of some creatures like dragons is highly poisonous, so if you maybe get soaked in it during an fight it leads to harmfull Results. It is said too that the "stench" of an Cockatrice/Basilisk is as deadly as his direct stare.

What about the raws for poisons anyways? IIRC there was an template but how does that get extended? How get for example materials handlet that are for Dwarfs poisonous but for elves not?

And next time i have another theme i promise!
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 08, 2009, 04:34:18 am
Neither do they regrow the heads to match the Mythical Hydra ... well not yet. We can still hope for another day and update.

Course, were it to match a mythical hydra we would need cauterization implemented, or it would survive a great deal longer.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on January 08, 2009, 05:28:40 am
Neither do they regrow the heads to match the Mythical Hydra ... well not yet. We can still hope for another day and update.

Course, were it to match a mythical hydra we would need cauterization implemented, or it would survive a great deal longer.

The obvious solution is to recruit a bunch of wrestler meat-shields and have each of them latch onto a throat.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 08, 2009, 09:43:07 am
Neither do they regrow the heads to match the Mythical Hydra ... well not yet. We can still hope for another day and update.

IIRC Toady has mentioned something about regrowing body parts a while ago, so yeah, we gonna have this feature in the future hopefully.  :)
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 08, 2009, 09:59:20 am
Ok then the question is how fast this heads regrow, i hope instantly.

"Bored to HFS? Nothing to do? No goblins anywhere near your position? Get Instant Hydra! Just mix our intant hydra powder with hot water and it grows not 1, not 2, not 3, it grows 7 heads in under 5 Minutes! Thats atleast 3 faster as compareable Megabeast products! Buy now an get an wool-sasquatsch for free. Just call TOADY-ONE 555 Washington and get your instant Hydra set and an wool sasquatsch for 49,95* (*Water and Hot not included, Additional heads and Claws not covered by waranty)"
Title: Re: The NEW Future of the Fortress
Post by: Alfador on January 08, 2009, 12:19:19 pm
Beat a hydra to death with its own skull. "This doesn't seem physically possible!!"
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on January 08, 2009, 03:31:20 pm
Adventurer/Paragon Class:

Create a seperate caste with beefed up stats compared to the rest of the populace and make their incidence extremely low (possibly 0)

Make sure all the verbalizations use the same text as a normal member of the race.

Then, when you select your adventurer, make sure to select a member of the adventurer class.

Profit!
Title: Re: The NEW Future of the Fortress
Post by: Ghost of a Flea on January 08, 2009, 05:16:56 pm
Beat a hydra to death with its own skull. "This doesn't seem physically possible!!"

Yeah, that's what he said.

I can't remember the next line, though.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 08, 2009, 06:05:17 pm
Quote
I've got the Mac up and running, so I should be able to put up the updated Mac version along with the others next time.
Yes! I can finally have an FPS counter again!
*fist pump*
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 08, 2009, 06:16:00 pm
Yay! Tantrum spiral resistance!
Title: Re: The NEW Future of the Fortress
Post by: Alfador on January 08, 2009, 07:24:58 pm
Beat a hydra to death with its own skull. "This doesn't seem physically possible!!"

Yeah, that's what he said.

I can't remember the next line, though.

What I said WAS the next line. It went something like this.

"And then she beat him to death with his own skull."
"What? That doesn't seem physically possible."
"Yeah, that's what he said." *cut to flashback*
"This doesn't seem physically possible!! Bleargh."

...And then I can't remember the next line after that. :P
Title: Re: The NEW Future of the Fortress
Post by: Soralin on January 08, 2009, 07:38:46 pm
Neither do they regrow the heads to match the Mythical Hydra ... well not yet. We can still hope for another day and update.

Course, were it to match a mythical hydra we would need cauterization implemented, or it would survive a great deal longer.

The obvious solution is to recruit a bunch of wrestler meat-shields and have each of them latch onto a throat.

The less obvious, but more profitable solution:

Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 08, 2009, 09:31:20 pm

 No image is showing, but I'm willing to bet it's that OOTS strip.
Title: Re: The NEW Future of the Fortress
Post by: Soralin on January 09, 2009, 03:43:33 am
Aww, it isn't showing to me now too, but yeah :)

http://www.giantitp.com/comics/oots0325.html
http://www.giantitp.com/comics/oots0326.html
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 09, 2009, 06:43:57 am
Wow! The development speed is @ epic level!  8)

01/07/2009: 895.
01/08/2009: 863.


Also, Toady....what does this means exactly?

"01/07/2009. Some more unit information for corpses"
Title: Re: The NEW Future of the Fortress
Post by: Doomduckie on January 09, 2009, 07:52:46 am
Probably nothing exciting, just updating the way corpses are noted down in the game's 'inventory' of objects.

If there's something exciting usually Toady tells us about it so we can go nuts in this thread without him having to point it out.  :D
Title: Re: The NEW Future of the Fortress
Post by: Morberis on January 09, 2009, 08:13:27 am
Is Toady still in line for a Feb release date?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 09, 2009, 08:34:58 am
Is Toady still in line for a Feb release date?

I doubt it. He's still got like 500 dev items to go before he's even finished the new body and wound systems.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on January 09, 2009, 11:04:10 am
Is Toady still in line for a Feb release date?

I doubt it. He's still got like 500 dev items to go before he's even finished the new body and wound systems.

Was a Feb release date ever the plan? I thought I'd always heard April.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 09, 2009, 11:18:35 am
Is Toady still in line for a Feb release date?

I doubt it. He's still got like 500 dev items to go before he's even finished the new body and wound systems.

Was a Feb release date ever the plan? I thought I'd always heard April.

There wasn't ever a release date plan per se, but late March / early April still looks like a good estimate.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 09, 2009, 11:37:09 am
Someone, I think PTTG?, was having fun charting the progress a little while ago. Maybe someone should make another prediction chart based on the more recent numbers.
Title: Re: The NEW Future of the Fortress
Post by: James Sunderland on January 09, 2009, 11:45:56 am
One day Dwarf Fortress will be detailed enough so as to allow scientists to extrapolate the future.

Of course, the simulation would involve the DF simulation, ad infinitum, causing the computer to explode.



Laplace's HFS.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on January 09, 2009, 02:00:52 pm
Aww, it isn't showing to me now too, but yeah :)

http://www.giantitp.com/comics/oots0325.html
http://www.giantitp.com/comics/oots0326.html

A finite blood supply is even already implemented... but implementing a loss of blood pressure without a corresponding loss of blood isn't.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 09, 2009, 02:05:11 pm
Blood is also one of the only two methods of actually dying that I am aware of.

Dying methods:
1) Bleeding to death
2) The Destruction of the Brain, Neck, Spine (I think), Body, or Head

I wonder if Toady will add more... Also what other methods of dying there are.

Note: The above lists immediate causes of death. I am aware that anyone whos heart is torn out will most likely die. However it is caused by extreme blood loss.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 09, 2009, 02:28:51 pm
^^^ Suffocation/drowning too.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on January 09, 2009, 02:31:01 pm
chasmification would do the trick
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 09, 2009, 02:32:48 pm
Alright so we got 4

1) Blood loss
2) Destruction of the Head, Neck, Spine, Brain, or body
3) Suffication/Drowning
4) Falling into a Chasm
5) Starvation/Thirst

There the five known immediate causes of death.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 09, 2009, 02:35:41 pm
I assume burning is counted in the destruction one?

What about poison and illness? Since I think Toady is adding sickness in to the next release, we may need to consider that one. Although depending on how it's done those should probably just cause major organ failures, which would then lead to death.
Title: Re: The NEW Future of the Fortress
Post by: Soralin on January 09, 2009, 02:37:07 pm
Aww, it isn't showing to me now too, but yeah :)

http://www.giantitp.com/comics/oots0325.html
http://www.giantitp.com/comics/oots0326.html

A finite blood supply is even already implemented... but implementing a loss of blood pressure without a corresponding loss of blood isn't.

I was thinking of the last panel too as something you might expect to see in a DF fortress. :)  Regenerative heads would allow it, but there currently wouldn't seem to be much of a way to do it while it's incapacitated, or by means other then chance, without a way to specifically target areas.
Title: Re: The NEW Future of the Fortress
Post by: Soralin on January 09, 2009, 02:41:53 pm
Alright so we got 4

1) Blood loss
2) Destruction of the Head, Neck, Spine, Brain, or body
3) Suffication/Drowning
4) Falling into a Chasm
5) Starvation/Thirst

There the five known immediate causes of death.

What about being frozen in a block of ice, or entombed in a chunk of obsidian?  Or being crushed by a drawbridge?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 09, 2009, 02:48:19 pm
I assume burning is counted in the destruction one?

What about poison and illness? Since I think Toady is adding sickness in to the next release, we may need to consider that one. Although depending on how it's done those should probably just cause major organ failures, which would then lead to death.

I'm really curious how the sickness stuff will be handled.  I'm sure gangrene will appear "spontaneously," but other diseases might have air/water vectors instead -- drinking from murky pools, wells full of rotting corpses, etc. could give dwarves digestive issues.  The effects of disease are so diverse -- vomiting would be easy to implement (although it won't be a serious problem until it prevents digestion).  Necrosis is going in for sure -- Toady mentioned rotting is necessary for both gangrene and zombification stuff.  Mental effects like insanity shouldn't be too hard.  Lungs filling with fluid (as in pneumonia) might be straightforward too, since they can just use the drowning/suffocation system.
Title: Re: The NEW Future of the Fortress
Post by: Doomduckie on January 09, 2009, 02:52:37 pm
Has it been indicated in this version whether reactions will be able to both use and create things that are inside barrels or vials or the like, such as alcohol or other extracts/powders/seeds?

I forget if that was an "Implement it later" or "Coming soon" that Toady said when someone mentioned it a long time back.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 09, 2009, 03:23:49 pm
I wonder if non-native inhabitants of your fort still no longer need to eat, drink or sleep. If that were so, we could poison them slowly by providing tainted... everything.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 09, 2009, 03:24:23 pm
Alright we got a few more

1) Blood loss
2) Destruction of the Head, Neck, Spine, Brain, or body
3) Suffication/Drowning
4) Falling into a Chasm
5) Starvation/Thirst
6) Displaced (Refers to bridge drops)
7) Encased (Refers to being in liquids when they transform into solids)
8} Age (To my knowledge... you just die... you don't get complications to death)
9) Giving into Hunger (I THINK!)

Alright the 9 immediate causes of death

Question for Toady:
Will Poisons or diseases be able to transmit curses in the future?
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 09, 2009, 03:26:02 pm
That's a good question. In 40d tame -men that come in from the Elves don't last. They apparently need to drink but don't have code to let them, so they die of thirst after a bit.

Hopefully that'll change one way or another with the next release. I'm ok with them actually eating and drinking personally.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 09, 2009, 04:55:07 pm
I suspect that another DF cause-of-death is when heat makes your material undergo a phase change...  Dunno.  I know dwarves can be on fire, and that's probably classed as blood loss, but surely dunked in magma is a different thing?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 09, 2009, 04:58:44 pm
I suspect that another DF cause-of-death is when heat makes your material undergo a phase change...  Dunno.  I know dwarves can be on fire, and that's probably classed as blood loss, but surely dunked in magma is a different thing?

I don't know... I think that counts under having your body destroyed.

the reason Displacement doesn't count as body destruction is because your body (or rather whole person) ceases to exist rather then destroyed... Same with Encasement for the most part. Though they are still up for debate. My theory is that they both simply cause a "Death Status"

The Question really is... what came first:
-Did your Body get destroyed in the magma via vapourisation and thus you died.
OR
-Did you get vapourised and die.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 09, 2009, 05:07:07 pm
I wonder if non-native inhabitants of your fort still no longer need to eat, drink or sleep.


Yeah, sadly this part of the game won't be upgraded in the next version IIRC.
Title: Re: The NEW Future of the Fortress
Post by: Thndr on January 09, 2009, 05:08:48 pm
Was edited because I didn't bother reading 2-3 posts before me until after posting >.>

Drawbridge displacement is a tricky thing. You could count it as destruction because it causes un-existence of a dwarf in whole (Thus destroying the dwarf), but it doesn't actually cause damage of any kind either.

Giving into hunger sounds more like starvation to me.

But butchering is also a technically non-injuring but death causing event.

Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 09, 2009, 05:12:33 pm
Giving into Hunger is just what it is called in adventure mode (the list is more mechanical then contextual)... Your character doesn't actually starve to death he just flat out dies. (I don't know if he dies or if you could in theory find him in the middle of the wilderness where he eventually starves). The think aspect is that I don't know if it causes immediate death.

Head, Neck, Spine, Brain, and Body seem to be the only "Dirrect" Cause death organs. The rest usually just cause so much bleeding that you are bound to die.

Your right Butchering is another dirrect cause of death. It dishes out a "Death status"

1) Blood loss
2) Destruction of the Head, Neck, Spine, Brain, or body
3) Suffication/Drowning
4) Falling into a Chasm
5) Starvation/Thirst
6) Encased
7) Age
8} Giving into Hunger
9) Butchered

The Iffy Causes: These are causes of death that most likely are caused by one of the above but without a method of finding out
1) Displaced/Atomised
2) State Change
3) Splattered

You seemed to take out Atomizing as a seperate cause of death... hmmm
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 09, 2009, 05:16:46 pm
Well i think an boozeplosion is instant death too and maybe steam if it ever comes back as deadly variant. Frozzen to death is possible too i think on very cold environments.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 09, 2009, 05:20:29 pm
Well i think an boozeplosion is instant death too and maybe steam if it ever comes back as deadly variant. Frozzen to death is possible too i think on very cold environments.

I think Boozeplosion is State change. (then again I don't know it very well)

As for Frozen to death... Do you just freeze or do you take freezing damage until you die? (excluding being in water that freezes... Which counts as being encased)

If anyone tells me you can find an Adventurer who is "Giving into Hunger" alive... Then Ill take it off the list

Also I have little experience with it but I heard you can poison dwarves by modding rocks and stuff and turning it into vapour. What exactly does that do to them?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 09, 2009, 05:42:43 pm
You can also get splattered by colliding with an obstacle. It works for both dropping and overpowered throwing, as proven by me throwing a still living harpy against a tree and having it "blow apart" without generating individual organ damage messages.

You can get crushed by falling rock. You can stateshift if the temperature is high enough - you don't burn, you just transform into a puddle of blood. Aannd I think that's all. I can't remember any other nonspecific causes of death. I don't remember if stepping into the HFS yields a different death message.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 09, 2009, 05:46:39 pm
"as proven by me throwing a still living harpy against a tree and having it "blow apart" without generating individual organ damage messages"

Well you in theory COULD have simply destroyed its body and got a different message. So Ill put it in the iffy pile

Quote
You can get crushed by falling rock. You can stateshift if the temperature is high enough


Both in. Displacement and State change
Title: Re: The NEW Future of the Fortress
Post by: Astus Ater on January 09, 2009, 05:51:30 pm
If anyone tells me you can find an Adventurer who is "Giving into Hunger" alive... Then Ill take it off the list.

Checked, in legends it states that they died of starvation.
Title: Re: The NEW Future of the Fortress
Post by: Grek on January 09, 2009, 06:01:14 pm
I'm 99.9% sure that creatures cannot undergo state changes. They just take wounds from the heat untill they die of loosing too much blood or a cause death organ and then their dead body undergoes a state change.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 09, 2009, 06:03:32 pm
At this point I think my list has a strong potential to take over the thread...

We should leave it alone for now. (or I guess I could remake it at another thread)

Perhaps Toady will Enlighten us at a later time anyhow.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 09, 2009, 06:05:26 pm
I think being crushed by rock (especially being hit by a falling natural floor) tends to keep your corpse intact. State shifting can occur instantaneously, but usually only in unnatural situations, like after modding.

And the splattering is definetly a separate cause of death. "slams into an obstacle and blows apart" is the only damage message in that case, though it does require the target to be "in ragdoll state" at the time. I mean that it does happen to dead bodies, when a hit kills the victim and has its already-dead-but-not-quite-dead-yet body explode against a surface. To splatter a living creature, you have to throw it while it's unconscious - a feat I've been able to pull off only with harpies. If one passes out from pain while flying overhead, the time it takes it to enter prone state can be enough to throw it, which results in a splattery death. It literally transforms into a projectile and gets disintegrated upon impact.
Title: Re: The NEW Future of the Fortress
Post by: aaaabaaccaadfda on January 10, 2009, 06:22:00 am
This is hugely complicated guys just to warn you outright.

Why dont we introduce a ammount of force everything exibits. By this i mean how much force in that thrust, how much force did that titan use to squash that poor kity etc....

and then have biological damage effected by that force, damn this is complicated only with 3 sentances!

If this gets worked in dwarfs, elfs, humans if not all creatures will have realistic blood flows throught thier body and heck, we wont get weird hit locations for your spearman atacking that dragon, i mean this is one hell of a complicated system, but the realisim it brings with it is HUGE

i mean you'll have blood BURSTING from wounds, adventuers deing a painful, slow death from that GCS bite, you'll have a zombies head imploding from your hammerlords mace, i mean the list goes on and on.

I know what kind of coding is needed to do this, and the lag...... But wouldn't be cool to see that body's that you've fired out of your cannon have its arms and legs going flying in realistic directons, you'll have realistic battle sences were that deamon actually cracks the adventuers bones, with bits of bone sticking out of his hidiously ruined corpse, i mean that would be the ultimate fighting system.

I also know its out of game bounds etc, but as people are suggesting throughout the fourms you should be able to chose what or what you don't want in your fort.

Hopefully some people will be supportive of my idea, it adds a true touch of reallism to arbitary 'moves'.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 10, 2009, 06:29:47 am
^^^ Giving strikes a notion of "force" is relatively simple.  The complex parts are a) making the body model more explicit about the shapes and positions of things (and remember, body parts move around) and b) letting the user control those bodies abstractly enough that movement isn't a chore, but also precisely enough to allow for aimed hits, etc.  These are both extremely difficult, especially for a game like DF, in which sizes and positions are inherently bizarre (due to it being tile-based, i.e. a dragon and a dwarf both take up 1 tile) and body parts are, at best, ambiguously shaped blobs rather than precisely modeled 3D objects.

There was a recent thread (http://www.bay12games.com/forum/index.php?topic=28156.0) attempting to tackle these issues.  Be warned, LOTS of words.  (oh, and bjlong, sorry about abandoning that thread, I'll necro it sometime with a gigantic wall of text)
Title: Re: The NEW Future of the Fortress
Post by: bjlong on January 10, 2009, 09:16:09 pm
Really, damage is a function of effective force, and how the damage is inflicted. If someone hits you with blunt damage, it will be absorbed by the jigglier layers, but smash the harder layers, and though the weapon does not travel into the body, the energy does. Which is somewhat complex. If someone hits you with something sharp, then the weapon itself travels through the body, and generally can't do as much damage to bones or such.

But, really, the effective force calculations we were talking about shouldn't be hard to code in if we get good measurements of length, weight distribution, and strength.

Don't worry about it, Footkercheif, I'm sure you'll come back to it when inspiration strikes.

Here's a question for Toady: I think I saw that the raws have the density of the layers making up creatures. (I could be wrong.) If this is the case, will the weight of creatures depend on how big each layer is? Also, do body parts have layers and layer thicknesses defined individually? (They probably do, just checking.)
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 10, 2009, 09:50:31 pm
I think we need someone knowledgable in such calculations of force and pressure to help Toady get these calcs down.

Title: Re: The NEW Future of the Fortress
Post by: GoreTaco on January 10, 2009, 10:42:48 pm
I look forward to chopping down a tree right in front of an elf in adventure mode.

Then I'll build a phallicly-suggestive statue to make them cry.
Title: Re: The NEW Future of the Fortress
Post by: Lear on January 10, 2009, 11:36:33 pm
I look forward to chopping down a tree right in front of an elf in adventure mode.

Then I'll build a phallicly-suggestive statue to make them cry.
Are you sure that would make them cry?

Anyways I can't to be have more skills in adv mode, looking forward to mining most of all.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on January 10, 2009, 11:38:32 pm
I look forward to chopping down a tree right in front of an elf in adventure mode.

Then I'll build a phallicly-suggestive statue to make them cry.
Are you sure that would make them cry?

Anyways I can't to be have more skills in adv mode, looking forward to mining most of all.
It would if it's carved out of wood.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on January 10, 2009, 11:57:01 pm
I look forward to chopping down a tree right in front of an elf in adventure mode.

Then I'll build a phallicly-suggestive statue to make them cry.
Are you sure that would make them cry?

Anyways I can't to be have more skills in adv mode, looking forward to mining most of all.
It would if it's carved out of wood.
They would probably cry harder if it were carved into something abstract. The phallus is a shape found often in nature. A masterwork bed in the shape of a hexagon is not generally found in nature.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 10, 2009, 11:59:47 pm

 More likely the elf would fake a cry and take the wood home...

 I'm not going to complete this joke.
Title: Re: The NEW Future of the Fortress
Post by: Mr.Person on January 11, 2009, 04:23:40 am
Hasn't Toady said suffocation was just lung bleeding that causes unconsciousness?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 11, 2009, 07:29:14 am
Yay!! at the latest dev notes!  8)
It looks like that Req359 will be implemented in the next version? ->
"01/10/2009: Individual tissue layers on body parts can sluff off or boil now, after suffering melting/boiling effects while remaining intact for a short time."

..and also:
"The more relevant applications might be mods involving water creatures that could freeze or boil during regular game conditions. So, not sure if I'll get to that this time around."

wow, just wow! Toady please code this in for the next version, it's worth of it really, even if it pushes back the release date by a few days.  :)

Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 11, 2009, 08:13:52 am
Yes please do that. That stuff is just plain awesome decorated with cool.
Title: Re: The NEW Future of the Fortress
Post by: Soralin on January 11, 2009, 08:41:36 am
Quote
"The more relevant applications might be mods involving water creatures that could freeze or boil during regular game conditions. So, not sure if I'll get to that this time around."

Ice creatures, that only show up and attack in the winter in cold areas (or most of the time in freezing areas), or they melt.  Or is it possible for an ice creature to melt into a water creature, and still be alive(or animated or whatever)?  Survive a phase transition? :)
Title: Re: The NEW Future of the Fortress
Post by: Styrre on January 11, 2009, 09:07:00 am
Quote
Individual tissue layers on body parts can sluff off or boil now,

I move that we nickname the next version "Noblepain the boiler of skin". Because we all know that's the first thing we're going to experiment with.
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on January 11, 2009, 11:18:44 am
What I really want to know is if we can not only have a creature that's a water blob and turns into a living ice boulder when freezing, but having it turn into a living cloud of steam if the temperature is high. They would have to dissipate after a little while because they'd be practically invincible, but it'd be cool if they hung around and strangled anything that got caught in them.
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on January 11, 2009, 11:50:26 am
100 Pages w00t
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 11, 2009, 12:38:48 pm
I don't think an ice creature would melt currently. They'd probably burst into flames.
Title: Re: The NEW Future of the Fortress
Post by: Kogan Loloklam on January 11, 2009, 01:46:22 pm
How about a creature of water that becomes a ice statue in the cold, but turns back into a water creature if it gets too warm. Can you imagine a tundra fortress?

Logbook returned from Rimtar Ushil, from a babbling survivor of the Dwarf Caravan sent there.
Granite 7:
We found a bunch of ice statues in a cave.

Granite 10:
We are melting the statues for water.

Granite 11:
The horror! The horror. Urist is dead, the rest of us are freezing to death on the surface. In the warmer climates we worried about flooding our fortress, but this is worse. Flooding water doesn't chase you... The only safe place is up on the surface, where the creatures cannot survive. Unfortunatly, anything we do to ensure our own survival will allow them to follow us. You who are reading this turn back, for only death awaits you here.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 11, 2009, 02:26:27 pm
Why would you bother to melt ice statues into water when you're surrounded by other, perfectly usable pieces of ice that weren't crafted into something?
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on January 11, 2009, 02:30:46 pm
Better yet: Export the statues as trade goods and then the caravans get massacred when they reach warmer climates.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on January 11, 2009, 05:13:10 pm
Vampires that burst into flames when exposed to non-cave temperature?
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on January 11, 2009, 05:40:35 pm
Or creatures whose outermost layer bursts into flame at room temperature, but everything beyond that is completely fireproof, and the creature feels no pain and can't suffocate. The result would be a walking torch.
Title: Re: The NEW Future of the Fortress
Post by: Thndr on January 11, 2009, 07:01:38 pm
Or creatures whose outermost layer bursts into flame at room temperature, but everything beyond that is completely fireproof, and the creature feels no pain and can't suffocate. The result would be a walking torch.
Or a creature with FIRE//MAGMA skin.

:D

Although this just makes me wonder how materials are going to interact with each other if they in a body entity. Having Dwarven Ale Blood with Magma Skin should produce a violent reaction as soon as the creature is made, but could also only produce it once the creature starts bleeding. Walking bombs anyone?
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 11, 2009, 07:09:27 pm
Oh yes, creatures with explosive blood are going to be the first thing on my list.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 11, 2009, 07:11:55 pm
Or creatures whose outermost layer bursts into flame at room temperature, but everything beyond that is completely fireproof, and the creature feels no pain and can't suffocate. The result would be a walking torch.

Johnny Storm? I like it!  ;D
Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 11, 2009, 08:03:08 pm
Can't you make those already? Plenty of people, including me, already have.

The results are quite disastrous...
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 11, 2009, 08:59:24 pm
"Or creatures whose outermost layer bursts into flame at room temperature, but everything beyond that is completely fireproof, and the creature feels no pain and can't suffocate. The result would be a walking torch."

I guess that could be done by having a outer layer that bursts into flame and having a secondary layer that is highly resistant to the flames. Afterall there are plenty of creatures who have isolated bodyparts that can get to temperatures high enough to scold or even kill them.

Though mind you... it could simply burst into a cool flame... but I hardly know the science of cool flame (and it also I believe, doesn't count as actual fire)
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on January 11, 2009, 09:16:57 pm
Your skin can melt off now.

...

 8)
Title: Re: The NEW Future of the Fortress
Post by: Kardos on January 11, 2009, 09:34:02 pm
If something is combusting at a sustainable rate, its fire.  Some substances can burn at a temperature that's safe to touch, is all.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on January 12, 2009, 01:54:13 am
If something is combusting at a sustainable rate, its fire.  Some substances can burn at a temperature that's safe to touch, is all.

Yes, but the gases emitted would not have the characteristic yellow-orange glow because that's a result of the blackbody radiation of that gas due to having a high temperature.  The fire might still be visible as a pattern of wisps of gas bending light around the burning object.

Similarly, there are things that burn hotter, and as such they have glows that are both brighter and more towards the blue/white, since they're more energetic.

OT, though, I wonder most about surviving phase changes.  I think the idea of zombies freezing in winter only to thaw with the coming spring is awesome.  Clearly it would kill an ordinary creature, like a sloth or something, but undead or magical beings, who knows?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 12, 2009, 06:35:27 am
The gods died of old age??  :D
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 12, 2009, 07:40:56 am
Damn ok now Gods are creatures so will they produce offspring, given that giving birth gets fixed? Imagine this:

Quote
Zeus made Urist MCurist pregnant.
Urist MCurist did give Birth to a boy.
Hercules MCurist strangles the snake.

Nah seriously now Gods, in rare cases, giving birth to some sort of Pantheon, Megabeasts (Echidnas and Lokis children come into mind) Halfgods, Demons, Elementals, Djins, Ghost or whatever would be very interresting atleast in History and storys.

This way there could even be megabeasts after the last were murdered. With the inheritens code they could even inherit spheres from theyr parents.

Could look like this:

Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: shadow_archmagi on January 12, 2009, 08:23:27 am
So, these mad creatures of flammable ice and melted skin; will toady be making them for us, or the community have to do it? Or will contests be held to determine which community monsters make it into the official releases?
Title: Re: The NEW Future of the Fortress
Post by: Heavy Flak on January 12, 2009, 09:55:08 am
The gods died of old age??  :D

"God is dead" -  Nietzsche
"Nietzsche is dead" - Toady One
Title: Re: The NEW Future of the Fortress
Post by: Kardos on January 12, 2009, 12:07:33 pm
The gods died of old age??  :D

"God is dead" -  Nietzsche
"Nietzsche is dead" - Toady One
"Toady One has arisen as creator of the Universe" - Bay12
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 12, 2009, 12:36:30 pm
"God is dead" -  Nietzsche
"I am not." - Toady One


 ;D Thats what really happened.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 12, 2009, 01:55:47 pm
While gods aging to death is interesting... I think Toady should leave that until he can deal with gods dirrectly giving them family lines, reincarnations, and all that.

It is rare but some gods can age to death such as the Norse gods.

He shouldn't think too far ahead. (Joke)
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 12, 2009, 02:07:49 pm
The Asen never aged to death cause they were immortal like the Albs and Darkalbs iirc. All dead among them was done violently. Mostly by loki and his family.

Anyway its nce to know that they can indeed die.
Title: Re: The NEW Future of the Fortress
Post by: Kogan Loloklam on January 12, 2009, 02:58:29 pm
I still like the idea of creatures that are objects until the weather turns just right...
Title: Re: The NEW Future of the Fortress
Post by: Alfador on January 12, 2009, 03:40:55 pm
Quote
"The more relevant applications might be mods involving water creatures that could freeze or boil during regular game conditions. So, not sure if I'll get to that this time around."

Ice creatures, that only show up and attack in the winter in cold areas (or most of the time in freezing areas), or they melt.  Or is it possible for an ice creature to melt into a water creature, and still be alive(or animated or whatever)?  Survive a phase transition? :)

Frosty the snowman, was a very scary soul, with icicle claws and chilling breath and two eyes made out of bituminous coal.
Title: Re: The NEW Future of the Fortress
Post by: Decimator on January 12, 2009, 07:21:14 pm
http://www.vgcats.com/comics/images/090107.jpg
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 12, 2009, 11:26:51 pm
So!  Genetics!

How customizable will this stuff be?  Can we specify that a certain trait is, say, recessive... or linked to another certain trait...or make a trait that skips generations...or that is tied to non-appearance features, like personality, or physical ability?

Every few generations, a dwarf is born with a beard like pure gold--and these dwarves are said to have legendary strength and a fierce temper to match?

I'm guessing these are all "very no" for now, but I have hope for the future!
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on January 12, 2009, 11:30:18 pm
Every few generations, a dwarf is born with a beard like pure gold--and these dwarves are said to have legendary strength and a fierce temper to match?

That sounds like a caste issue.  I will be sure to mod in 2 extra castes of dwarves.  If I can make sure that only golden bearded dwarves can be king/queen, then I will be extremely happy.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 12, 2009, 11:59:05 pm
I will be sure to mod in 2 extra castes of dwarves.  If I can make sure that only golden bearded dwarves can be king/queen, then I will be extremely happy.

All this should be doable in the next release.
Title: Re: The NEW Future of the Fortress
Post by: Demonic Gophers on January 13, 2009, 01:24:48 am
Here's a question: what would happen if a cast were given both the MALE and FEMALE tags?  Would it randomly assign gender to creatures on an individual basis?  Select one and apply it consistently?  Function as both?  Cause an error, and fail to show up at all?
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 13, 2009, 02:51:04 am
Seems reasonable it would act as both, but couldn't impregnate itself.  But I wonder if marriages would wind up with one or both partners having kids.  Hmm.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 13, 2009, 03:05:32 am

 Of course, I expect an old bug to crop up again. I remember some quote from Toady when he was testing the pregnancy code, and encountered errors whenever the dwarf selected was made to have a baby thanks to his magic. The dwarf would not seek the infant, care for it or grow any emotional attachments. Toady later discovered that he selected a male dwarf.

 So yes, expect weird crap.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 13, 2009, 04:24:22 am
Quote
Toady from the devlog

Right now it'll do dominant-recessive stuff with the color variables, and it can also do that with the appearance variables or do averaging. It's pretty simple at this point, but what's there now could be used to, say, breed your dogs toward certain colors and body dimensions, as well as whatever facial features there end up being (though the colors and patterns would be limited to whatever is in the raws). Of course, the process might involve a lot of culls as there aren't a lot of controls on which animals breed.


By all Ghost this is awesome. Now if you could track the genetical mix in populations and subpopulations during worldgen we could get some diverse animal familys. Not only Caucasian dwarves, Asiatic dwarves, European dwarfs and Africanic dwarves we could get some awesome Animals as well! The natural diversity of cats is big also the differnt kinds of wolves and other canids, Bovinae. Heck we could get Darwins Finches.

Please flesh this system out it would make me and many others very happy i asume. And maybe far in the future it could be extended to plants as well. For example while all other dwarves have still purple plumphelmets one civ could have breeded blue Plumphelmets.

It doesnt add much gameplaywise (at plants) It highers the immersion and the detailing. Its little things like this that makes games like DF so awesome.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on January 13, 2009, 05:18:34 am
I am pretty sure fungus doesn't take well to crossbreeding. Though I may be entirely wrong on this point.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 13, 2009, 05:30:50 am
Well its not only crossbreeding, its too unnatural selection by the dwarves. Selection is as important maybe even more important then crossbreeding, atleast at cultivated Plants.

An wild kind of wheat has different form and size then a breeded one cause the Human has sellected the for him best plants to be seeded in the next year.

This way (and with a little bit crossbreeding) wheat has shortened in 300 years by 1 and half meter but at the same times you can get out the trippled amount of flour from an given amount of plants.
Title: Re: The NEW Future of the Fortress
Post by: Gauphastus on January 13, 2009, 05:34:42 am
It'd be cool if it happened that certain traits were rare (after world gen let's say) that different civilizations would find them desirable.
Or other reactions.


Green-eyed red-bearded dwarves make for the best sacrifices in Elven rituals.
Title: Re: The NEW Future of the Fortress
Post by: Hangatyr on January 13, 2009, 06:16:13 am
The Asen never aged to death cause they were immortal like the Albs and Darkalbs iirc. All dead among them was done violently. Mostly by loki and his family.

They could die of old age if they didn't eat the magic apples the godess Idun supplied them with.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 13, 2009, 06:31:37 am
Well the absence of idun itself could have caused the aging of the Asen (look up Thjodolf von Hwin for the entire story) cause she was the goddes of immortality. And it is said that the Asen did age not that one did die on Oldage. She is also almost only present in the kontinental Germanic/Keltic Mythologie and we can asume that she has some Greek roots.

 Not to forget the Wanen which were immortal but not unkillable.

Anyway its "DF" and not "The Worlds mythologie 2.0" even thought i tend to see it like this at times.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 13, 2009, 07:57:15 am
Quote
Not to forget the Wanen which were immortal but not unkillable

oddly... when people say immortal people immediately think "unkillable" despite the fact that most immortals are killable... just not by age.

There are generally three types of immortality
1) Cannot die of age: most common
2) Cannot be slain by Mortal Hands (Neigh Invulnerable): common
3) Cannot die period: Rare

The Aesir are possibly one of the most fragile gods that I know of (Well, except for maybe some Native American Gods)... More then capable of being slain by even human hands. Mind you they had super and magical powers, so I wouldn't gamble on it. Interestingly when I think about it... Id personally think that Odin's Horse (I forget its name) should technically be a god itself... or at least related to whatever Loki is.

Anyhow back on topic.

I am glad that Toady also included variables we can set ourselves and all that... since frankly... DNA seemed a lot more interesting before Biology class: "Hello Class, as you can see genetics is a series of 50-50 chances"
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 13, 2009, 09:20:38 am
Sleipnir? Hes the son of Loki and the Horse of Svadilfari. Since Loki is a son of the Giants, the first Family of Gods in northern Mythology, Sleipnir is from Halfgiant nature. Sleipnir would be as powerfull as an Wane or atleast as powerfull as an Ase. He is by inheritans immortal and partwise intelligent.

*There are 3 familys of Gods in northern Mythologie.
- Giants and Monsters the mightiest and most chaotic.
- Wanen the second mightiest to restrain the Giants influence in the world and
- Asen who were born as fighters for the Wanen and third mightiest but not immortal in some Legends.

Loki is an Born Giant but an adopted Ase. The asen more fierce in battle did overthrow iirc the reighn of the Wanen in an war but after that had peace with them.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 13, 2009, 09:24:35 am
What I find odd... is all the Aesir who were in fact Vanir... but whome are always shown as mildly shrimpy characters such as Loki and Freiya.
Title: Re: The NEW Future of the Fortress
Post by: Exasperation on January 13, 2009, 09:32:21 am
I think there's a typo in the latest devlog entry.  Shouldn't it read:

...but what's there now could be used to, say, breed your dwarves toward certain colors and body dimensions, as well as whatever facial features there end up being (though the colors and patterns would be limited to whatever is in the raws). Of course, the process might involve a lot of culls...

 ;D
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 13, 2009, 09:48:40 am
Freya is an Vanir (for simplizisity i switch to your naming system) and "Hostage" of the Aesir. Not to mention that Odin/Wotan did made sex with members of all three families.

The Aesdir acted like many Keltic/Germanic Cultures back then which ensured peace by trading hostages. This hostages were often then treated like Familiy members.

Loki and Freiya had surely strong bonds to theyr families and lokis wife was an Giant herself. Not to mention that lokis son Fenrir was restrained by the dwarfs cause of an order of the Aesir. By the way Loki did give birth to Sleipnir in the time in which he was a steed.

I would be very pissed or atleast very crumpy if one part of my family trys to kill the other part of my family.

Freiya as said before has lost family members in the war between Aesir an Vanir and then gets traded with her mother and her brother Frey as tribut for peace. She was surly disappointed at this point.
Freya even as goddes of love had an strong temper and was the wife of odin who did whore around like an stray cat. I think she has some good rights to be shrimpy.


discl: All i tell here is from my memory i cant countercheck every bit right now.

Also many words in germanic languages are rootet in the mythology the german word for woman "Frau" f.E. is based on Freya and iirc also the Friday. Thus would mean that Friday is literally the day of the woman or the day of love.

I hope we see lingual evolution like this and stories between Gods as some kind of mythology some day in DF to come back on topic.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 13, 2009, 10:22:03 am
Well... SORTA Hostage...

It is a complex form of diplomacy where members of each tribe are sent to eachother so that neither sides fight eachother. This practice can be traced back as far as even Neolithic times.

The same thing technically happens when two kingdoms arrange marriages between royalty (and possibly one of the few good reasons for Royalty to only marry Royalty)

It is TECHNICALLY being a hostage... but... it is often willingly done and the person sent basically just lives their lives. Judging that Freiya basically took half the Valkyrie in Odin's Vision of Ragnerok... she had a lot of power.

It wouldn't be a bad Diplomatic Ploy for Dwarf Fortress either.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 13, 2009, 10:36:49 am
Freyja would be pretty popular with the dwarves, methinks. Especially when they've just created fifty  ☼Gold Amulets☼ , if you get what I mean.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 13, 2009, 10:39:02 am
Freyja would be pretty popular with the dwarves, methinks. if you get what I mean.

Freyja/Freiya/Freja can be pretty mean!

Besides if there was anyone who would be popular it would be Buldur whome I wonder if he is alive or not.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 13, 2009, 10:43:49 am
Toady, the poison system in DF will be similar to the Armok I. system?
I've found a very old post of yours [Armok I.]:
http://www.bay12games.com/forum/index.php?topic=122.msg1015#msg1015

That poison system what you've described in that old post is pretty awesome.  :)

Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 13, 2009, 10:54:54 am
It would be a long time until it gets to Armok 1 strength :D given that there is some hint that the poisons will affect you on a chemical level by effectively draining or destroying specific nutriance in specific locations in your body.

For example draining Zinc or Iron lowers your energy and regeneration.

Though there is something to be said about removing things your body produces itself: Removing insulin would make the body unable to handle sugars

Though I can see poisons attacking Organ materials dirrectly :D
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 13, 2009, 11:15:52 am
Wow. This is more then I expected from this release. Awesome, truly awesome. I wonder if Toady will take the next step and add in some type of speciation into some later release. Then we could get randomly named variations on creatures that can't breed with one another.

In any case, I'm REALLY looking forward to the next release!
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 13, 2009, 12:28:47 pm
Since dwarven civs seem likely to have different genetics, it might be nice, no, it might be awesome to see text describing some 'average' dwarf from each civ when you're choosing who to play as.  Also awesome to get a description of hist figs from the legends screen.  (Though it makes me wonder, should a human who was a hero in his 20s, then got old and lost all his hair, be remembered in legend with or without it?  I guess that would depend on the circumstances...)

Hmm.  How long until someone builds a program that scrapes memory for the currently selected dwarf, and then draws a picture?  I'm imagining the horrible, awful, wonderful SOUL appearance-generator from "Afterlife"...
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 13, 2009, 12:42:24 pm
Well since his genetics and wounds are tracked we toady could make the programm recalculate the appereance of this partial person at any time of his/her life. Maybe we need some additional info on the Food situation but it would be possible and fairly easy me thinks.

edit:

And given that i can imagine an group of (3D)visualisation programms that take an creature as baby and age them in "speeded up time" to death.

With enought appereance factors (and we get alot) It could even be that we never get the same appereance twice as long we dont have twins.

edit2: I can also immagine an breeding calculator that gives you the results of mating one creature with another by mathing out all possible results and weighting them by possibility. This way bloodline games get an new meaning :P
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 13, 2009, 01:04:19 pm
Ooh, hey!  Yeah!  If you build a dwarf out of graphical parts and hues based on their genetics, you might as well stick wounds onto that picture, too.  I mean it's going to be a little weird because DF doesn't REALLY know how critters exist in 3d space, but surely this 3rd party program can figure out "It's a cut that hit his left eye, nose, and mouth, so it needs to be a line or arc through these points".
Title: Re: The NEW Future of the Fortress
Post by: Inquisitor Saturn on January 13, 2009, 03:04:04 pm
Woah hey, breeding. This will inevitably lead to players allowing only the largest, fittest dwarfs to breed.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on January 13, 2009, 03:27:03 pm
Woah hey, breeding. This will inevitably lead to players allowing only the largest, fittest dwarfs to breed.

Are you seriously suggesting that allowing DF players the capability to do something that could be used for evil is, in and of itself, bad?
Title: Re: The NEW Future of the Fortress
Post by: Appelgren on January 13, 2009, 04:14:44 pm
I don't know that. If only the "fittest" dwarves were allowed to breed (which could probably include more than size and strength), wouldn't the player have to go through a lot of job to separate men and women and only have "fit" dwarves live together - for the small gain of having a few individuals be slightly better (most of the population increase in a fort is immigrants anyway and it takes some time for children to become useful). And it wouldn't surprise me if unhappy thoughts about such sex segregation is implemented sometime in the future - or some way to represent the concept of genetic diversity.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on January 13, 2009, 04:20:46 pm
I think it'd be more in the nature of letting aggressive creatures run loose through areas where dwarven children play, so only the strongest, fittest of them ever reach breeding age.
Title: Re: The NEW Future of the Fortress
Post by: Fishersalwaysdie on January 13, 2009, 04:36:06 pm
Oh, an eugenics simulator? Codex will love this one!
Title: Re: The NEW Future of the Fortress
Post by: Kardos on January 13, 2009, 04:53:23 pm
DF, the only game to ever make possible the 'Final Solution'
Clearly a testament to societal advancement.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on January 13, 2009, 05:18:17 pm
Quote from: Meph
With the new changes to squad equipment orders, will this also effect hunters?

They are sort of unusual, along with miners and woodcutters, as users of objects not linked to squads, but I can put something in, yeah.

Quote from: Aqizzar
Shouldn't you be asleep Toady?

I don't even know anymore.  The holiday break ended with me having my hours shifted over to 10am-2am, where I'm sort of tentatively set now.  Nocturnal drift is almost inevitable though.

Quote
Quote from: Aqizzar
Will gold gas condense into molten gold?  Or scatter into gold powder?
Can gold powder be melted into gold bars
Will molten gold cool into usable gold?  (Bar?  Ore?  Lump?)
Quote from: Neonivek
Then there is the question of if the Gold will turn into a lump of molten gold or coat the walls and floor with gold.

Gold gas, like the other game gases, currently disappears after a time.  It'd be possible after I get through with the blood stuff I'm working on today to have it coat a map square with a thin layer of gold dust, but I'm not going to be able to commit to anything.  There are also temperature tracking issues here, which I'm mostly going to avoid for now, probably, by omitting temperature for map spatter and just calling it material spatter without much reference to state.

I believe any metal powder item would be able to be melted down, but I could be wrong about that.  They pass the "meltable" test, but there might be further restrictions elsewhere I'm not seeing.

Molten gold liquid items will cool down into a solid "glob" item, which could then be melted down, yeah.  However, you'd need to make sure the creature with golden blood (say) bled out in roughly one place, or you'll just end up with an unusable tile coating that fails to achieve item status.

Quote from: Footkerchief
Maybe the liquid state needs a "mist" sub-state

Yeah, I haven't yet taken the water-specific clouds and merged those with the boiling material clouds, but when that happens there will need to be an additional material mist cloud (and probably also a material dust cloud for solids too).  It should be a pretty easy change, though I'm not sure if it'll happen this time around.  It might, since it's a save compat hassle to put it off.

Quote from: Koji
Metal boils at extremely high temperatures, and when it does, it goes away almost instantly. Does this work properly in the game, or does gold vapor hang around like steam?

It hangs around right now.  That could be changed.  I wonder if it's enough to look at the temperature and the molar mass to get the speed, for the most part?  I've forgotten almost everything I ever learned about gases, and I don't remember if that was even in the list to begin with.

Quote
Quote from: Heph
What about poisonous aerosols? Sarin as Blood for example? Can an dwarf poisoned by inhaling it? Toady how will poisons work? I mean the kind of poison that for example that attacks nerves. Will it damage and destroy them leading to Paralysis? And do we get airborne Poisons? What about the raws for poisons anyways? IIRC there was an template but how does that get extended? How get for example materials handlet that are for Dwarfs poisonous but for elves not?
Quote from: Footkerchief
I'm really curious how the sickness stuff will be handled. <list of stuff>
Quote from: Tormy
Toady, the poison system in DF will be similar to the Armok I. system? (links post from 2001!  with smilies!)

I'm not there yet, but I've got a fairly diverse list of effects that I'd like to model, so I think I might actually hit most of what has been mentioned, though I'm not going to promise any particular thing yet.  The effects will be in the material raws, and I'm not sure, but the effects might be given something like poison class strings that could then occur in creatures to make them susceptible, or it might be better to give creatures groupings and then have the poison classes linked to the grouping (ie mammal, ape, canine, etc.).  Injection is clearly going in.  Inhalation wouldn't take much either as creatures already interact with flows and it already knows if their respiratory systems are working or not and if they have one.  Contact poisons shouldn't be so hard, though there are a few hassles.  Ingested poisons are a bit odd, as ingestion is entirely abstracted right now, so any effects would either be immediately or involve an onset variable which is destined to be written out and therefore a bit of a waste (by abstracted, I mean, it's going to be 'important' later to be able to do something like swallow a key and have it track the key, and that would also more naturally facilitate all sorts of digestion/absorption-onset poison effects, as it could just stuff the food item in the stomach and have it digest...  this would also make vomit work better in a sense).

Quote
Quote from: Tormy
I suppose blood will act like an object in the next version, or in the future. What if magma blood will hit a dwarf for example?
Quote from: Footkerchief
# Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.

Hopefully that one makes it in.

Yeah, the currently-released version has spatter of blood on to creatures, and it also doesn't do much.  And this version might not either.  I'd like to do it, and with the new blood it's more practical now (since I have access to a full material raw), but I'm not sure what I'll get to this direction for now.

Quote from: Patarak
Any word on poisoned weapons this time around?

They used to be in the game (in the form of batmen with GSC-poison-coated blowdarts), and all the code for adding blood contaminants from item contaminants is still there, so they could very well make it in, especially as I add new underground features and the vectors of torment within.  As for adding a job that allows dwarves to poison their weapons, I've always had an internal resistance slowing that down as it didn't seem particularly dwarf-like, but I'm sure it'll go in at some point, quite possibly with some new ethics and potential backlash, or something.

Quote from: Footkerchief
Will there be a way to actually view corpse wounds?  Will corpses be able to receive more wounds?

Hrm, I don't really know.  Maybe not, as item viewing has often gotten the short end of the stick, though the appearance paragraph generator could very well be applied direcly to the corpse items, and they have all the info, so maybe it will go in.  Right now, corpses don't receive additional abuse, but given that Armok 1 had that whole corpse processing thing well underway, there will eventually be lots of things in this direction.  Adventure mode could very well become creepy, and the adv skills arc is probably when we'll be going there.

Quote from: Patarak
Does this mean that hydras won't die if you chop off one of their heads?

Looking at the code it seems like they should survive, but I haven't tested it.  The final part of the countdown includes a hydra test, as the hydra was one of the motives behind some of the changes.  But yeah, as people said, bleeding will probably need to be controlled.

Quote from: Tormy
IIRC Toady has mentioned something about regrowing body parts a while ago, so yeah, we gonna have this feature in the future hopefully.

You can have them grow in over time from, say, length=0, but there's nothing like regeneration at this point.

Quote from: Tormy
Also, Toady....what does this means exactly?

"01/07/2009. Some more unit information for corpses"

Various appearance/wound data is transferred to corpse/pieces now, enough to kind of give a snapshot of the creature at the time.  So you could cut off one of the hydra's heads, and if you manage to keep it from rotting somehow, you could come back in ten years and be like, "you looked younger back then!"  But the main utility is just tracking colors and so on, so that leather makes sense and all that.

Quote from: Morberis
Is Toady still in line for a Feb release date?

I don't think I ever mentioned that, but if I did, it's certainly not going to happen now.  I had been hopeful about the late March/early April thing, but in general things tend to be a bit later than I hope for.  I think I'd need to do around 10 a day to hit April properly, and I've been going somewhat slower than that, even after that really slow patch was completed.

Quote from: Doomduckie
Has it been indicated in this version whether reactions will be able to both use and create things that are inside barrels or vials or the like, such as alcohol or other extracts/powders/seeds?

I think but can't promise without some further work on countdown things that aren't done yet that you'll be able to use stuff in containers.  I'd have to check if they grab containers for the new liquid products, but I wouldn't count on it.  There were a few things left to do in the reaction countdowns so I can't really be specific yet.

Quote from: bljong
I think I saw that the raws have the density of the layers making up creatures. (I could be wrong.) If this is the case, will the weight of creatures depend on how big each layer is? Also, do body parts have layers and layer thicknesses defined individually? (They probably do, just checking.)

Right now, because weights are used so little for creatures (only for the corpses right now, really), I think the weight part has been completely put off.  The body parts all have layers and individual thicknesses, yeah, and eventually, yeah, the weights will be correct and layer dependent, but it was easy to gloss over this time.

Quote from: penguinofhonor
What I really want to know is if we can not only have a creature that's a water blob and turns into a living ice boulder when freezing, but having it turn into a living cloud of steam if the temperature is high.

He he, nah, that's definitely some extra work.  Right now, tissues like to be in a single state (or they will be when I handle some of those "magma man" issues), and deviations from that are considered damage.

Quote
Quote from: Sowelu
So!  Genetics!

How customizable will this stuff be?  Can we specify that a certain trait is, say, recessive... or linked to another certain trait...or make a trait that skips generations...or that is tied to non-appearance features, like personality, or physical ability?

Every few generations, a dwarf is born with a beard like pure gold--and these dwarves are said to have legendary strength and a fierce temper to match?

I'm guessing these are all "very no" for now, but I have hope for the future!
Quote from: Neonivek
I am glad that Toady also included variables we can set ourselves and all that...
Quote from: Mephansteras
I wonder if Toady will take the next step and add in some type of speciation into some later release.
Quote from: Heph
Now if you could track the genetical mix in populations and subpopulations during worldgen we could get some diverse animal familys.

Yeah, definitely need to stick with the whatever-is-the-least-possible-change-is-what-I-meant thing here.  It's really not that earth shattering, though it allows the things that I said.  That said, the idea was to set up a framework for these kinds of changes.  The code that handled colors in a dom/rec manner right now for instance is very easily adapted to handling abstract genes, so the challenge is more to decide on a raw format and how/which effects will be linked and so on.

As far as speciation goes, yeah, it doesn't track the wilderness population genetics at all, but it would be one of the things that would be interesting to try out.  In the nearer term, it wouldn't be so so hard for somebody like a caravan trader to notice that all of your dogs have a very narrow genetic profile compared to the abilities, and for the trader to comment on that and ask for a breeding pair, or for you to define specs for a breed, or to have the game add that information to the legends and have the breed appear later on as its own subspecies through the dwarven and other empires.

But yeah, it's mostly about setting up potential right now, rather than doing anything super duper.

Quote from: Karlito
(Re: golden-bearded monarchs) All this should be doable in the next release.

I think maybe some confusion arose when I mentioned that entity positions can be linked to castes/gender.  I don't have any appearance variable links at this time, but it's certainly the sort of thing that can be explored now, and it wouldn't be all that difficult to add, really.

Quote from: Demonic Gophers
what would happen if a cast were given both the MALE and FEMALE tags?

In this case, as it's stored as a variable instead of a flag, last tag wins, and there's no further trouble.

Quote
eugenics stuff

Yeah, I'm quite mindful that when I mentioned people can breed dogs now, of course the enterprising player is going to be doing all sorts of whatever who knows.  The timeframe is probably a bit grueling to get anything like that started with dwarves though, as you'd need something like a 12 year fortress to even get started, but the only restrictions I think I'm planning to put in place (in a future release) are having creatures notice when they are being selected against -- it's sort of a tricky problem, but if the last ten dwarves to die all had red beards, I think the other red-bearded dwarves might start to notice and either flee or take action against their leaders, and that's certainly easy enough to code, though applying it outside of a controlled environment like the player's fortress is more difficult.  I'm vaguely worried about how much untoward player experiments will crap up the forum with flamewars and racism, but I don't think it'll be so much that it can't be handled properly.

From a more "gamey" perspective, and looking back at pets again, say, breeding things to be larger doesn't really have a downside at this point.  What are the downsides to explore?  More food (assuming pets need to be fed later) and genetic disorders, especially when you are at the edges of the allowed parameters for a given creature?  It would be cool to have little dog breeds that do little dog breed jobs like ferreting out pests and so on.  They are also easier to carry and knit sweaters for, though that involves creature weights and item sizes, neither of which are really handled well.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 13, 2009, 05:50:32 pm
Hey, just hearing that the 'genetics' are handled with real genes instead of some vague average-number-plus-random-factor makes me SO happy.
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on January 13, 2009, 05:56:41 pm
Re:  The Golden Bearded Monarchs:

I wanted to have my dwarven kings have beards made of ACTUAL gold.  Like the metal.  It just sounded like I wanted to have my kings have blonde beards because I was responding to other comments about genetics.

One question though:  What happens if the Civ leader position does not have any possible candidates?  So, taking my mad scheme, what happens if there aren't any Dwarves with Beards of Gold when the last king dies?
Title: Re: The NEW Future of the Fortress
Post by: bjlong on January 13, 2009, 06:00:25 pm
Quote from: Aqizzar
Shouldn't you be asleep Toady?

I don't even know anymore. 

Then the answer is probably yes. Don't kill yourself!

Great to hear that all the weight stuff will be accounted for. This could have pretty big repercussions when it comes to actual combat, which means breeding war dogs would be pretty cool. Also affected: striking with a borgle's dense borgle rather than its lightweight borgle.

Also, don't forget a greater chance of heart failure and things being too ponderous to run or strike quickly, in the bigger has drawbacks section.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on January 13, 2009, 06:51:42 pm
Re:  The Golden Bearded Monarchs:

I wanted to have my dwarven kings have beards made of ACTUAL gold.  Like the metal.  It just sounded like I wanted to have my kings have blonde beards because I was responding to other comments about genetics.

One question though:  What happens if the Civ leader position does not have any possible candidates?  So, taking my mad scheme, what happens if there aren't any Dwarves with Beards of Gold when the last king dies?

Revolution.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 13, 2009, 07:14:07 pm
Thanks for your detailed reply again Toady!  8)
Well, wow! The poison system will be absolutely epic as I see. Pure awesomeness. I think that we will find some very funny bugs related to the poison system. I cannot wait to mess around with it.  :D
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 13, 2009, 07:27:39 pm
As for genetics and breeding:

You already track who are the parents of an creature over this you can calculate the Inbreeding Coefficient (http://en.wikipedia.org/w/index.php?title=Inbreeding_Coefficient&redirect=no) of an individual.

Depending on this indicator you can determine Birth and genetical defects.
 
Give in some random Mutation modificator now and then for a treat and you can incredible powerfull yet even almost new animals by breeding. The Downside would be that you need for an an healthy outmaxed race an very big breedingbase or very clever technics of breeding like rotation breeding. More information on this you find under the names "Genetic bottleneck (http://en.wikipedia.org/w/index.php?title=Genetic_bottleneck&redirect=no)", "Founder effect" (http://en.wikipedia.org/wiki/Founder_effect), and the artickles related to them. hmmm best you would start at Population Genetics. (http://en.wikipedia.org/w/index.php?title=Population_Genetics&redirect=no)

You can also take in account failurebreeds by bad decissions. An creature only trimed on strenght would have problems with longtime work, stress on the skelleton, highered aggresivity, more food usage etc.

Eugenetic i think would be on the long run deadly for any DF race as the sittuation is now cause the breeding stock is from beggin with a bit small.


And can you make the worldgen an bit more stable by moving some parts of its Data on the HDD as long they arent needed? I got some crashes on longtime gens (2000 years+) and i think thats cause of the number of creatures and events. I dont know how it is done internal but i asume you hold all creatures and events in the ram at any given time. While its very logical for the lifing many of the dead arent needed i think and also long gone wars wouldnt be needed either. 
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 13, 2009, 08:10:58 pm
Well I hope he doesn't go ENTIRELY realistic with genetics.

Fantastic breeding programs I hope would be more then possible for creatures.

Anyhow once again, thank you Toady for your responses to our concerns, comments, and questions.
Title: Re: The NEW Future of the Fortress
Post by: Fishersalwaysdie on January 13, 2009, 08:21:42 pm
Yeah, I'm quite mindful that when I mentioned people can breed dogs now, of course the enterprising player is going to be doing all sorts of whatever who knows.  The timeframe is probably a bit grueling to get anything like that started with dwarves though, as you'd need something like a 12 year fortress to even get started, but the only restrictions I think I'm planning to put in place (in a future release) are having creatures notice when they are being selected against -- it's sort of a tricky problem, but if the last ten dwarves to die all had red beards, I think the other red-bearded dwarves might start to notice and either flee or take action against their leaders, and that's certainly easy enough to code, though applying it outside of a controlled environment like the player's fortress is more difficult.  I'm vaguely worried about how much untoward player experiments will crap up the forum with flamewars and racism, but I don't think it'll be so much that it can't be handled properly.
Sounds great, I just hope random aquamarine eyebrow rebellions won't pop all over the place.


Maybe animals could start eating only after reaching a certain size? It would be a bit unrealistic though.
Title: Re: The NEW Future of the Fortress
Post by: Osmosis Jones on January 13, 2009, 09:32:10 pm
Toady, will these new genetics changes mean that the dwarves/elves/etc. will select among the populations without any player interaction? I.e. will a dwarf who likes brown be more likely to marry/friend/etc dwarves with brown hair and eyes, without the need for the player to lock the two in a tower together?
If so, how far would this selection go (just friendships, or anything up to potential wars)?
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 13, 2009, 11:24:57 pm
I just realized an implication of creatures that can explode if wounded.
Draco Vulgaris "Swamp Dragons" Small dragons (~2ft long) that can fly, breathe fire, and have a tendency to explode. Especially if they feel threatened, wounded, excited, or come down with a case of hiccups.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 14, 2009, 04:54:24 am
There was a time when I thought that the number of dev items was referring to everything on the "What's Next?" page, and not just the yellow ones.

Title: Re: The NEW Future of the Fortress
Post by: Mondark on January 14, 2009, 09:03:28 am
I just realized an implication of creatures that can explode if wounded.
Draco Vulgaris "Swamp Dragons" Small dragons (~2ft long) that can fly, breathe fire, and have a tendency to explode. Especially if they feel threatened, wounded, excited, or come down with a case of hiccups.

Woohoo!  Another Pratchett fan!

More seriously though, I am curious about how the game tracks 'fear'.  I know small critters like groundhogs, etc. will flee from an adventurer, but just about anything larger will attack you.  Is there an actual mechanism for determining when even a weak creature will attack you?  So, if you're lying down bleeding to death, creatures that normally would avoid you will come out and finish you off?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 14, 2009, 10:38:26 am
Will people reproduce after world-gen this release?

EDIT: 'Course not, that's an unhighlighted dev item. How long would it take to implement once you're up to it?
Title: Re: The NEW Future of the Fortress
Post by: Drakale on January 14, 2009, 11:14:36 am
Will the poisons include some addictive substance, like tobbaco or, say, a special breed of mushrooms? A kind of black market would go a long way to make the justice system more fun and guards would actually have some work to do  ;D.

Urists McMayor has edicted a mandate! Tobbacco is now illegal!
hehehe
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on January 14, 2009, 11:59:38 am
Quote from: Toady One
...so it can track the precise amounts up to a point, at which an item is created. This could also allow snow/mud depth effects later on, although that might be merged with items/flows depending on how it works out. It's not a question for the next version in any case...

Noice! I presume this means that if you let some goblins bleed into one tile, the blood will collect into "blood" blobs that you can pick up to throw at other goblins. What we see here is a unique thing, folks; a thing that is actually becoming more like itself every day.

Who else wants to make kittens have molten gold blood, then drop them down into pits where it will collect into smeltable blobs?
Title: Re: The NEW Future of the Fortress
Post by: Kogan Loloklam on January 14, 2009, 02:17:05 pm
...
Who else wants to make kittens have molten gold blood, then drop them down into pits where it will collect into smeltable blobs?
And then breed the kittens for greater reservoirs of gold blood.

I wonder if Toady realized the kind of psycos that would play his games when he set about developing them...
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 14, 2009, 02:20:12 pm
...
Who else wants to make kittens have molten gold blood, then drop them down into pits where it will collect into smeltable blobs?
And then breed the kittens for greater reservoirs of gold blood.
I see we're all on the same page here.

I wonder if Toady realized the kind of psycos that would play his games when he set about developing them...
Considering he made Slaves to Armok, I'm going to say yes.  Remember, all that depraved stuff in the Pits was Toady's doing.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 14, 2009, 02:23:57 pm
Every good thing got abuse throught History, not creating this good things on the other hand doesnt prevents bad things to happen.

Scientists have used Wow for researching the ways of how deseases spread with the Genetic Setup and all the other things i can immagine that we hear someday of some scientifical Stuff rsearched on the Model "DF".
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 14, 2009, 03:15:59 pm
...
Who else wants to make kittens have molten gold blood, then drop them down into pits where it will collect into smeltable blobs?
And then breed the kittens for greater reservoirs of gold blood.
I see we're all on the same page here.
No, I'm doing platinum blood.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 14, 2009, 03:17:16 pm

 I'm going to have kittens bleed dwarves.

 No, not dwarf blood. Dwarves.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 14, 2009, 03:29:27 pm
They get acid blood and and are droped on Goblins. Hehehe. Theyr skin and fat will be Gold.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on January 14, 2009, 03:43:12 pm
with this, to bastardize Forest Gump, DF-mods will be like a box of chocolate. You never know what you get.

I can't wait to hack my way through adventure mode only to see something that bleeds winning lottery tickits
Title: Re: The NEW Future of the Fortress
Post by: Thndr on January 14, 2009, 03:45:47 pm
I just wondered a very specific thought.

Is Toady actually just coding details and then having them pass on, or is he making a DNA substitute for Dwarf Fortress? I know the RAWS apparently don't seem to have anything apparently confusing in them, but the way the game interprets them...
Code: [Select]
DF=DF  ; Dwarf -=- Dwarf  - Species
BR=GD  ; Brown -=- Gold  - Hair
BL=BL  ; Blue -=- Blue  - Eyes
...etc...

It could pose some very... interesting offspring when modded//hacked, like Half Dwarf/Half Magmaman.

Of course any result from having such a complicated system for values would only be way way way further down the line of development
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 14, 2009, 03:49:46 pm
Could be even more interresting then breeds are released into the wild after wars, cultural breakdowns, Abadons of fortresses or just natural by stray creatures.

Outbreeding Dragons in one fort could be very dangerous for the folowing forts.

edit: Elves and magmamen would be a bit strange since i think they see fire as more dangerous then any other race but maybe Half-Elf/Blizard-man or crossbreeds with Animalmen .... if animal-men arent crossbreeds themselfs as disturbing as it sounds.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 14, 2009, 04:06:17 pm
I'm fairly certain we're not able to cross breed different species, yet.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 14, 2009, 04:24:27 pm
Maybe not yet but DF is an Fantasy world generator and simulator and we know all the Halfelves etc. I dont think toady would leave out this feature. I asume it will come by breeding or magic some day thought it would need an worldgen parameter that would prevent an amalganisation of all races into one.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 14, 2009, 04:35:59 pm
I just realized an implication of creatures that can explode if wounded.
Draco Vulgaris "Swamp Dragons" Small dragons (~2ft long) that can fly, breathe fire, and have a tendency to explode. Especially if they feel threatened, wounded, excited, or come down with a case of hiccups.

Woohoo!  Another Pratchett fan!
A newly found obsession in me. I've read eight of his books in the last month or so. Out of any serious order though, mainly due to availibility at the local public library. Half-way through my ninth read, Men at Arms.

I think genetics currently works mainly by a random selection between the parents' traits with a wild-card mixed in for mutation, at least on qualitative traits (Eye-color, e.g.).

I wonder if varying heights and weights between creatures will lead to the necessity for Toady to invent a dwarven system of weights and measures.
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on January 14, 2009, 04:42:21 pm
My plan for this release:
1. Create two new materials: spaghetti and meatball
2. Create a megabeast with new materials and [CAN_FLY]
3. ?????
4. Profit!
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 14, 2009, 04:43:58 pm
Dwarven weight system:

Base unit: 1 mug
10 mugs to a bucket
10 buckets to a barrel
100 barrels to a pond

All measurements assume that the item is full of beer.

Dwarf healer: "Ah, she's a fine little baby. Weighs in about a bucket and a mug. Nice and healthy!"

Dwarf hauler: "By my beard, I must've hauled about a pond's worth of rocks today!"
Title: Re: The NEW Future of the Fortress
Post by: J on January 14, 2009, 04:50:50 pm
I wonder if varying heights and weights between creatures will lead to the necessity for Toady to invent a dwarven system of weights and measures.

He has.  Just as of now it isn't associated in any way shape or form with the metric or english systems of measure.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 14, 2009, 04:53:29 pm
Dont we have an weightsystem already? And if not we have already an density in the raws over which we can realise it. As long the weights are standartisized for the player maybe by being set in breakets after the local weight measurment.

Example:"This Oakthrone weights 1 barrel (150 Kilogramms)"
Title: Re: The NEW Future of the Fortress
Post by: Vicomt on January 14, 2009, 04:58:07 pm
My plan for this release:
1. Create two new materials: spaghetti and meatball
2. Create a megabeast with new materials and [CAN_FLY]
3. ?????
4. Profit!

Ramen.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 14, 2009, 04:59:51 pm
We have a weight system, but it is only in the form of a number followed by a symbol. The unit does not have a name. There is no volume measure, aside from the number of drinks in a barrel or bucket and matsize (which is used to determine weight along with density). There is no length measure, aside from the height and width of tiles.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 14, 2009, 07:41:30 pm
I'm fairly certain we're not able to cross breed different species, yet.

Yep, that is correct, but this will be changed in the future thankfully. I just can't wait for the crossbreeding feature, especially because of the modding possibilities of it.  :D
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 14, 2009, 07:56:43 pm
I can see already threads in the "Gamplay questions" forum that go like this: "How do i crossbreed an elve with an dragon?Do i need an wizard for this? Is the "beast to men" spell or the "chimaericon" spell the best for that? And are there sideeffects if i already have blizzardmen in the 2. Ancestor Geneartion with 3. Dominant Genes and Tigermen on the 5 Ancestor Generation with 1 Dominant and 2 rezessiv Genes?"

And pages on the wiki that describe the way to crossbreed incompatible creatures like Magmamen and Waterelementals with stable offspring.

^^ Funny times will come i am sure and Biological warfare gets an new dimension. B and C weapons will be not that uncommon thought they get an very nice fantasytouch.


edit: Toady, i know i am a bit nitpicky about that but please dont forget that some genes for traits can only be found on X or the Y chromosom rendering some at an woman rezessiv genes at an male as dominant. If such an Gene is on the Y Chromosom it only affects male breedinglines. Also there are intermediate and kodominant effects on genes that affect the traits of an individual.
Title: Re: The NEW Future of the Fortress
Post by: Zeful on January 15, 2009, 02:10:34 am
I just wondered a very specific thought.

Is Toady actually just coding details and then having them pass on, or is he making a DNA substitute for Dwarf Fortress? I know the RAWS apparently don't seem to have anything apparently confusing in them, but the way the game interprets them...
Code: [Select]
DF=DF  ; Dwarf -=- Dwarf  - Species
BR=GD  ; Brown -=- Gold  - Hair
BL=BL  ; Blue -=- Blue  - Eyes
...etc...

It could pose some very... interesting offspring when modded//hacked, like Half Dwarf/Half Magmaman.

Of course any result from having such a complicated system for values would only be way way way further down the line of development
This seems like a 50/50 thing. Hard to initialize but easy to code. You could take the system we have now for creatures and change it.

For example the parts of a dwarven body now are
Code: [Select]
HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTHA simple genetic code setup could be
Code: [Select]
X:X;DF:DF;BLU:Grn;LRG:sml;HK:but;CLN:CLN;STR:STR;low:HIGH;stf:stf;DMB:smt;AGL:clm With caps as dominate, lower case as recessive and split is shared dominate. Of course you would have to code the genetic order into the creature so that the line would have the proper context and everything, but once the framework is created it shouldn't be to hard.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on January 15, 2009, 11:49:04 am
I have a feeling that the raws will be simplified into this:
ATCGTAGTAACACATGTGCATGGATVAVATCAGTCAGCTATTAGGCGATAATCGCGCGCGCTAATCGATCTTAACTGTTTAGGGCTATATATCTATATTGATTACA
That being the raw code for pointed ears.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 15, 2009, 11:53:21 am
I have a feeling that the raws will be simplified into this:
ATCGTAGTAACACATGTGCATGGATVAVATCAGTCAGCTATTAGGCGATAATCGCGCGCGCTAATCGATCTTAACTGTTTAGGGCTATATATCTATATTGATTACA
That being the raw code for pointed ears.

The joke here being that you can spell the movie "Gataka" (or however it is spelled). Which was a movie of unnatural selection! (Basically those born without altered genes were ostracized and forced to be janitors).

What do you do if there are 4 genes for eyes at once?
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 15, 2009, 01:40:50 pm
The movie 'GATTACA' was named after sequences like these, with these four letters being the standard way of representing genetic sequences.

And if you really want to mess with genes, try crossbreeding plants in A Tale in the Desert.  It's a huge headache to map out genomes, and to figure out what compounds will move what parts to where.  But it's also very satisfying to add like five copies of an "increase flax production" sequence to a flax plant's genome.  I love that part of it.
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on January 15, 2009, 10:41:11 pm
XX as female and XY as male is ours, but there're other sex-determination chromosome patterns on Earth. (http://en.wikipedia.org/wiki/Sex-determination_system)

ex: Chickens: ZZ male, ZW female
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 15, 2009, 10:45:26 pm

 Also note, some frogs have three sex-determining genes known as X, Y and Z.

 I think Toady wants to keep them a bit more abstracted this time around. If there is a genome, it would likely be hidden. Genes are very efficient at storing data, but not so easy to modify. The RAW's would be much better as they are.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 15, 2009, 10:49:41 pm
What about mutations?

That is mostly the reason I don't think the game should EXACTLY follow genetics.

It allows for much more interesting offspring and greater changes over time.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 16, 2009, 06:15:40 am
Weighty stuff in the devlog.

Mud and blood splatters have definite volumes now, so they can only spread so far, and now when to form pools and blobs based on amounts.  Very cool.  I think blood fountains might actually be a reality soon.

Also, nerve damage.  I guess so you can roleplay that one Bond villain who couldn't feel pain.

Gonna be lots of new fun things to deal with as an Adventurer.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 16, 2009, 07:28:09 am
What about mutations?

That is mostly the reason I don't think the game should EXACTLY follow genetics.

It allows for much more interesting offspring and greater changes over time.

Greater changes over time? I guess the worldgen must run for thousands of years if we would like to see "greater changes". It's not impossible of course, even with the current worldgen it shouldn't be problematic.


Also, nerve damage.  I guess so you can roleplay that one Bond villain who couldn't feel pain.

Yeah, and let's don't forget about Fortress mode also. We can mod in a "robocop" race even, if you know what I mean.  :D
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on January 16, 2009, 08:08:58 am
There's already a modded race of superbots, if thet's what you're looking for.
Title: Re: The NEW Future of the Fortress
Post by: mendonca on January 16, 2009, 09:08:49 am


And if you really want to mess with genes, try crossbreeding ants in It Came From The Desert

This is what I read first time round ...
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on January 16, 2009, 09:47:16 am
Greater changes over time? I guess the worldgen must run for thousands of years if we would like to see "greater changes". It's not impossible of course, even with the current worldgen it shouldn't be problematic.

Why?  Mutation rate is variable.  Right now, Earth  (http://en.wikipedia.org/wiki/Mutation_rate) has something like 10^-4 to 10^-6 mutations per base pair per generation (people have 23 pairs)


There's not reason not to up it to 1% chance of mutation per 'gene' per generation, although you'd have to define mutation...  Color would be easy (RG or B value * .75-1.25 on mutation)
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on January 16, 2009, 10:17:00 am
Also, nerve damage.  I guess so you can roleplay that one Bond villain who couldn't feel pain.
Or Thomas Covenant.

Hmm. ¤White Gold Ring¤.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 16, 2009, 10:22:49 am
As long i suffocate to death cause i am covered with golddust. Hehehe.

Well toady can you give us an example how the tags for the genetics look?
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 16, 2009, 11:05:59 am
And if you really want to mess with genes, try crossbreeding ants in It Came From The Desert
This is what I read first time round ...
Now that is a movie I expect to see on the Scifi Channel.
Also, I now have an urge to hybridize dwarves and pea plants just to see what happens.
Title: Re: The NEW Future of the Fortress
Post by: Taritus on January 16, 2009, 11:30:09 am
Greater changes over time? I guess the worldgen must run for thousands of years if we would like to see "greater changes". It's not impossible of course, even with the current worldgen it shouldn't be problematic.

Why?  Mutation rate is variable.  Right now, Earth  (http://en.wikipedia.org/wiki/Mutation_rate) has something like 10^-4 to 10^-6 mutations per base pair per generation (people have 23 pairs)


There's not reason not to up it to 1% chance of mutation per 'gene' per generation, although you'd have to define mutation...  Color would be easy (RG or B value * .75-1.25 on mutation)


People have a hell of a lot more than 23 base pairs...  There are 3 billion base pairs.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 16, 2009, 11:33:36 am
Yeah, you got base pairs and chromosomes mixed up there.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on January 16, 2009, 12:29:55 pm
Meh, aren't chromosomes in pairs too?

Anyway, it doesn't really matter, the point is, that the amount and probability of mutation per generation can be changed from Earth-norm
Title: Re: The NEW Future of the Fortress
Post by: Kalimar on January 16, 2009, 01:42:51 pm
I would love a biological evolution simulator.  ::)
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on January 16, 2009, 02:23:35 pm
I would love a biological evolution simulator.  ::)

Have you heard of Spore?
...
HA HA HA HA HA HA HA HA HA!
I kill me.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 16, 2009, 02:26:58 pm
There are games like Evolution: A Game of Intelligent Life (I think that's the full title).
Title: Re: The NEW Future of the Fortress
Post by: Kalimar on January 16, 2009, 02:54:54 pm
Spore

I am ashamed to have bought that game. What I meant in my criticism was to question the necessity of coding actual genes, instead of just, say, 50/50 parental inheritance? Simple Mendelian models. Nothing to the degree of third limbs or body beards coming from 1000+ years of history.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 16, 2009, 03:08:54 pm
The old SimLife game was actually pretty good about this.
Title: Re: The NEW Future of the Fortress
Post by: Zeful on January 16, 2009, 04:03:28 pm
I am ashamed to have bought that game. What I meant in my criticism was to question the necessity of coding actual genes, instead of just, say, 50/50 parental inheritance? Simple Mendelian models. Nothing to the degree of third limbs or body beards coming from 1000+ years of history.

My suggestion at the first post is something like that. You'd have to code out a races possible genetic variations and relate them to body parts, but then it's just the computer randomly selecting one of four variables the child gets for each body part. It's simple and would work without eating to much of the processor (as long as you don't have eight or more births at once, which could lead to thousands of random selections on the part of the computer. Remember Bob Barker "Recommends" you Spay and neuter your pets to control the animal population).
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on January 16, 2009, 04:35:59 pm
Is it just my browser acting funny or is there a new icon next to the site URL?
Title: Re: The NEW Future of the Fortress
Post by: Zeful on January 16, 2009, 04:48:03 pm
the 12 in a brown box? That's normal.
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on January 16, 2009, 04:53:56 pm
(http://i21.photobucket.com/albums/b257/Kishmond/untitled.png)

oh well
Title: Re: The NEW Future of the Fortress
Post by: ACE91 on January 16, 2009, 06:46:05 pm
(http://i21.photobucket.com/albums/b257/Kishmond/untitled.png)

oh well
That's DeviantArt's icon... might be a glitch in your browser.
Title: Re: The NEW Future of the Fortress
Post by: Chandrasekhar on January 16, 2009, 06:47:54 pm
(http://i21.photobucket.com/albums/b257/Kishmond/untitled.png)

oh well
It means you've been looking at too much porn.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 16, 2009, 06:57:24 pm
That happens sometimes if you have an different skin for your Browser or OS. Try to reload if it bothers you.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 16, 2009, 07:02:59 pm
There are games like Evolution: A Game of Intelligent Life (I think that's the full title).

If that Evolution is the same Evolution game I own in a box somewhere, it's just a very slow-paced RTS of competing clades where your critters slowly turn into more critters, can research their way to new species, and can eat the other guys'.  It had a cool hex-based world map though, with realistically handled poles...
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 16, 2009, 10:34:34 pm
It means you've been looking at too much porn.
Can such a thing actually exist?
  ~IT CANNOT~ 

*This message has been brought to you by the Coalition of Unusually Naughty Tentacles.
Title: Re: The NEW Future of the Fortress
Post by: Chandrasekhar on January 17, 2009, 12:29:58 am
Just how naughty must a tentacle be to count as unusually naughty?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 17, 2009, 01:18:51 am
Just how naughty must a tentacle be to count as unusually naughty?

It doesn't have to be unnaturally very naughty... it could just be naughty in a way that is unusual.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 17, 2009, 01:23:16 am
Like Purple Tentacle? That one was naughty in the other sense, and pretty unusual too.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 17, 2009, 01:26:53 am
Just how naughty must a tentacle be to count as unusually naughty?

I imagine somewhere between trampling the azaleas and intentionally breaking windows.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 17, 2009, 01:47:29 am
Plus the occassional enslaving of the human race and taking over the world. :)
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 17, 2009, 02:08:33 am
Isnt that a Mice work?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 17, 2009, 02:33:17 am
You obviously didn't play classic LucasArts quests.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 17, 2009, 02:48:35 am
Nope but i have seen many cartoons :P .

With all the genstuff it would be interresting to code anrace of "Labrats" and the kings position gets renamed as "Brain".
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 17, 2009, 07:23:21 am
01/16/2009: 837. Added nails (this will be most apparent once I get the raws back in for things like the big cats, as it'll need to get at the claw material to do damage properly)

Toady, I am wondering...will it be possible to define tooth material also?

Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 17, 2009, 08:29:35 am

 I thought Toady mentioned he had teeth set up earlier when me made sure there were teeth in the mouth. We have never had any real claw before, though.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 17, 2009, 09:41:04 am
01/16/2009: 837. Added nails (this will be most apparent once I get the raws back in for things like the big cats, as it'll need to get at the claw material to do damage properly)

Toady, I am wondering...will it be possible to define tooth material also?

The raw files posted last month have a tooth material that's used for the entire tooth BP.  So yes.  The tissue system would also let you precisely layer enamel and dentin and pulp, if you wanted.

e: does "redefined natural attacks to allow multiple parts (mainly for claws and biting) though it's limited in some ways" mean that attacks can have multiple damage types now too?
Title: Re: The NEW Future of the Fortress
Post by: bjlong on January 17, 2009, 03:10:35 pm
^^^ speaking of, does that mean that there are multiple attacks, or one simultaneous attack with two parts, or are there two separate attacks that can come simultaneously? Or am I just over thinking things?
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on January 17, 2009, 03:39:53 pm
I think blood fountains might actually be a reality soon.

OH PLEASE GOD YES
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 17, 2009, 03:42:02 pm

 Real blood splatters.

 So now when things fall from a great height, blood will appear on tiles around the creature as opposed to tiles a body part has been on.

 Great. Now we shall have great bloody areas like the 2D version with that bug.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 17, 2009, 04:02:41 pm
^^^ speaking of, does that mean that there are multiple attacks, or one simultaneous attack with two parts, or are there two separate attacks that can come simultaneously? Or am I just over thinking things?

I wish he programmed in multi-attacks... but Alas I doubt it. well... maybe he did.

It may be there to simulate attacks like raking.
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on January 17, 2009, 05:11:02 pm
Urist McDwarf cancels party: Trim toenails
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 17, 2009, 06:45:38 pm
Does this mean my craftsdwarf will be busy crafting +platinum toenail trimmers+ with wild abandon?
Some things just worry me.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 17, 2009, 06:56:21 pm
Does this mean my craftsdwarf will be busy crafting +platinum toenail trimmers+ with wild abandon?
Some things just worry me.

 Nay.

 Toetail toetail clippers. We do it because we can.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 17, 2009, 07:02:51 pm
I am sure you dont need to trim nails this would be a bit much micromanagement and i am sure Dwarfs and animals will do it themselfs to some extend. Imagine your pettigers scharpening theyr claws on an birch support that holds the entire fort in place.

I think toady has only made an Nailtemplate and 2 or 3 expansions for different kinds of nails like hoofs, Claws etc.

What realy would be nice would be an standart "ranged" attack parameter apart from firebreath maybe even with an adjustable projectile symbol (or even with an "Natural projectile" rawfile). Stuff like Bombardbugs come into mind, spiting cobras or stings shooting creatures etc.
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on January 17, 2009, 10:28:00 pm
I am sure you dont need to trim nails this would be a bit much micromanagement and i am sure Dwarfs and animals will do it themselfs to some extend. Imagine your pettigers scharpening theyr claws on an birch support that holds the entire fort in place.
spelling aside, the way tissue growth has been said to not include regrowth- if a dwarf is shorn of beard once grown fully, it's not coming back.

I think.
Title: Re: The NEW Future of the Fortress
Post by: Doomduckie on January 17, 2009, 10:29:11 pm
Ranged attacks:

As far as fantasy creatures, both porcupines and manticores are widely stated to be able to shoot spikes, and Pliny (who wrote about any crazy shit anyone told him, like giant ants who dig for gold in iran) mentions a rhinocerous that can shoot fireballs with a range of a mile.

Out of its ass.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on January 17, 2009, 11:14:04 pm
Ranged attacks:

As far as fantasy creatures, both porcupines and manticores are widely stated to be able to shoot spikes, and Pliny (who wrote about any crazy shit anyone told him, like giant ants who dig for gold in iran) mentions a rhinocerous that can shoot fireballs with a range of a mile.

Out of its ass.

Needle attacks would be good to combine with poison!
Title: Re: The NEW Future of the Fortress
Post by: GoreTaco on January 17, 2009, 11:57:02 pm
I wonder if there'll be a way to fight infections, like pouring alcohol on the wound.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 18, 2009, 12:05:10 am
Nay.

 Toetail toetail clippers. We do it because we can.
Right up there with making toothbrushes out of actual teeth, using a bonesaw made from a dwarf's right legbones to cut off the same dwarf's left leg, skullcaps made out of skulls, nailing zombie-fish (specifically bass) to the wall and teaching them to sing, and other such abominations. And booze-axes. Axes forged out of magically frozen alcohol that render any non-dwarven enemy struck intoxicated. May be eaten.
...
MADNESS.
Title: Re: The NEW Future of the Fortress
Post by: Mu. on January 18, 2009, 01:09:49 am
after this next release will I be able to mod in Mosquitomen who kill victims by draining their blood instead of by doing physical damage
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 18, 2009, 02:07:13 am
Like Purple Tentacle? That one was naughty in the other sense, and pretty unusual too.

Purple Tentacle is so badass.  It gets kind of ridiculous towards the end of the game, but the beginning cut-scene where he takes a drink from the river just makes you quake in your boots.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on January 18, 2009, 02:39:08 am
after this next release will I be able to mod in Mosquitomen who kill victims by draining their blood instead of by doing physical damage

OH GOD

THE DEMONS

WHAT IS HE GOING TO DO TO THE DEMONS

ACID BLOOD? ADAMANTINE NAILS?

O______O
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on January 18, 2009, 03:46:12 am
after this next release will I be able to mod in Mosquitomen who kill victims by draining their blood instead of by doing physical damage

I believe you can do this now, what with the blood sucking special attack.
Title: Re: The NEW Future of the Fortress
Post by: onodera on January 18, 2009, 06:04:31 am
Quote from: Toady One
I did partial fractures today and did some more with healing breaks and scarring, did some changes to permanent deformation wounds (bends/dents on metal creatures for example), handled how heavy bruising and miscellaneous damage causes function loss, did permanent bleeding for wounds like heart bifurcation/throat removal, and refined the contents under pressure characteristics for guts; the ability to grab the exposed guts, attack or sever the exposed guts, the guts getting dirty when they drag on the ground and other such things all came basically for free. There are some dev items on that I guess... you can't yet strangle people with the exposed guts, though I suppose that's now within reach (grabbing the guts now would only open up a pinching attack I think, which would be the least of your adversary's problems). All very disgusting.
:o
You stab the mechant in the body with your iron short sword!
The merchant's guts are torn!
You are sprayed with pressurized feces!
Title: Re: The NEW Future of the Fortress
Post by: Toady One on January 18, 2009, 06:12:42 am
I'll do a wall of text again later, but I just wanted to clarify -- the guts themselves are under pressure and pop out (as they do in the current version), it's not the night soil potty inside that is released upon the earth.  Such potty still does not exist.
Title: Re: The NEW Future of the Fortress
Post by: Chandrasekhar on January 18, 2009, 06:20:22 am
So...  awesome...

Now I want to create a creature with prehensile guts.  Probably one of the few things that won't be possible in the next release, but it would be cool.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 18, 2009, 06:25:47 am
sweet jesus

So will we be able to slice open people's torsos and rip out their hearts? Grabbing and severing, effectively? I know it says that all you'd be able to do right now is pinch, but there must be room in those 32 items left.

YOU MUST MAKE ROOM



and just what the hell is this "night potty" anyway?
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 18, 2009, 08:28:48 am
01/16/2009: 837. Added nails (this will be most apparent once I get the raws back in for things like the big cats, as it'll need to get at the claw material to do damage properly)

Toady, I am wondering...will it be possible to define tooth material also?

The raw files posted last month have a tooth material that's used for the entire tooth BP.  So yes.  The tissue system would also let you precisely layer enamel and dentin and pulp, if you wanted.

e: does "redefined natural attacks to allow multiple parts (mainly for claws and biting) though it's limited in some ways" mean that attacks can have multiple damage types now too?

Ah correct.

------

01/17/2009 "..the ability to grab the exposed guts, attack or sever the exposed guts, the guts getting dirty when they drag on the ground and other such things all came basically for free. There are some dev items on that I guess... you can't yet strangle people with the exposed guts, though I suppose that's now within reach (grabbing the guts now would only open up a pinching attack I think, which would be the least of your adversary's problems). All very disgusting..."

Hehe, disgusting or not, this feature will lead to some hillarious moments I guess!  :D
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 18, 2009, 08:38:32 am

 I look forward to ripping out somebodies vital organs and throwing it back at them, injuring their left pinkie toe before they die from the lack organs.

 Awesome.
Title: Re: The NEW Future of the Fortress
Post by: GoreTaco on January 18, 2009, 09:50:44 am
This reminds me of a mod I made where you can "tear out" people's organs, but I basically just made them all [EMBEDDED] so it was quite flawed.

Good work Toady!
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 18, 2009, 11:13:30 am
Well the interesting part about the Teeth Tormy is that in the human body they are the hardest bones in the human body.

Toady one thing I've been concerned, well more like interested, about is that in nature many things can have the same material but different effectiveness. for example Birds have hallow bones, which obviously would make it much more fragile, however the bone material itself probably isn't that much weaker.

As far as the game is concerned would the Bird have brittle bones or would the bird have a weaker then usual bone material for their bones or would they simply have lower stats somewhere?... will it be reflected in the game or ignored entirely? Can it work in reverse to make individuals who use the same material but whome are stronger?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 18, 2009, 12:06:32 pm
^^^ The size of the body part and the relative thickness of the bone tissue play a part, too.  And if you wanted to model hollowness directly, you could put an "air" tissue inside the bone and adjust the relative thicknesses so the bone is mostly empty space.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 18, 2009, 01:39:13 pm
^^^ The size of the body part and the relative thickness of the bone tissue play a part, too.  And if you wanted to model hollowness directly, you could put an "air" tissue inside the bone and adjust the relative thicknesses so the bone is mostly empty space.

That is true.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 18, 2009, 01:39:38 pm
"Look at it 200 Bones over 600 Muscles a heart, a brain, nerves, guts, kidneys, Eyes, Hair! I call it a HUMAN!"

Seriously the new raws could very interresting cause they seem to me very scaleable. Would be an nice community Project to make an "Biological correct Creature" Mod for the Mundane creatures.

Toady are you doing different kinds of bone Fractures? Like debris Fracture hairfractures etc. maybe even with spliters ricocheing throught the surrounding tissues?
Title: Re: The NEW Future of the Fortress
Post by: Roundabout Lout on January 18, 2009, 02:36:42 pm
hehe

I got your nose!

Oh yea? *SLICE*
I got your guts! *pinch*
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 18, 2009, 02:40:56 pm
One thing that this makes me worry about is that the sheer complexity of the dwarven body will provide that many more ways for things to go horribly, horribly wrong. After ten years or so years I don't know if I will have any non-crippled citizens in my fortress.

Not that this makes Toady's innovations any less awesome.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 18, 2009, 02:42:56 pm
One thing that this makes me worry about is that the sheer complexity of the dwarven body will provide that many more ways for things to go horribly, horribly wrong. After ten years or so years I don't know if I will have any non-crippled citizens in my fortress.

Not that this makes Toady's innovations any less awesome.

No it would make it less awsome :P

If Toady makes it so that within the complexity people simply suffer complications until they cannot walk... then that is very not awsome :D

Though I doubt that is what is going to happen.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 18, 2009, 02:50:47 pm
Since when dwarves randomly dropping dead from sudden internal organ explosion became not awesome? It makes the game fun. And challenging. You just need a hundred starting dwarves, so that they can survive until the next immigrant wave comes and brings a hundred more.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 18, 2009, 02:58:29 pm
Since when dwarves randomly dropping dead from sudden internal organ explosion became not awesome? It makes the game fun. And challenging. You just need a hundred starting dwarves, so that they can survive until the next immigrant wave comes and brings a hundred more.

Agreed, I want more challenges.  I can't wait my entire fortress teeters on the brink of despair because a popular champion's leg is slowly rotting away and filling the dining room with miasma.  Bonus points if the miasma makes other dwarves' wounds more likely to get infected.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 18, 2009, 03:05:12 pm
How about a bad crop of plump helmets causing the ale to become poisonous (well, more poisonous, by human standards) and make half your fortress into bedridden sufferdwarves?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 18, 2009, 03:08:09 pm
How about a bad crop of plump helmets causing the ale to become poisonous (well, more poisonous, by human standards) and make half your fortress into bedridden sufferdwarves?

Better yet: incompetent brewer -> methanol poisoning -> half your fortress goes blind.  (the other half is of course already blind from sparring with themselves)
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 18, 2009, 03:17:09 pm
That too, plus lead mugs... and pitchblende tables, and a habit of eating live rats and cockroaches...
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 18, 2009, 03:18:01 pm
I'm not thinking that this will happen truly spontaneously, though cascade organ failures would indeed be interesting. More likely the trivial injuries and accidents our dwarves now suffer through will become a billion times worse.

At the moment if your dwarf takes a one z-level plunge in one of those everyday channel digging accidents, he will probably be perfectly alright. At worst he may have a couple light (gray or dingy yellow-brown) wounds that will quickly fade into nothingness and more likely he will be just stunned for a second. With Toady's updates, I expect the dwarf will break his ankle and be stuck in bed or in a deskjob for forever and a day or else get scrapes that get infected and cause your dwarf to turn into a seething mass of puss and skinless muscle that even Papa Nurgle would be proud of. Flakes of obsidian will fly up when you are mining and blind your dwarf in one eye and then, months later, the other. Your dwarf has the nerve damaged on the thumb on his right hand and he can never wield a sword again.

Now this is awesome... or at least it will be once Toady adds in little things like surgery, convalescence wards, civilian protective gear like goggles and thick leather gloves, prosthetic, and benign euthanasia. Until then things might be a little bit of a crapshoot. We will no doubt have whole wards of limbless, eyeless dwarves expelling endless rivers of blood and puss and feces while screaming incoherently for two years until they eventually succumb to their wounds. But that is the price we pay.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 18, 2009, 03:26:41 pm
I personally wonder if Toady will update all his creatures or if he will forget about a few of them until later. Id love to make a few suggestions on how he should structure Trents.

As I remember he never finished the body of his Centaur properly.
Title: Re: The NEW Future of the Fortress
Post by: Kardos on January 18, 2009, 03:43:02 pm
Tantrum spirals?  No no, we did away with that last update.  Now we have random occurrences where a hundred or so dwarves have spontaneous vital-organ failures.  Usually pertaining to the eyes or liver.  Hey, where's our brewer, I'm outt of beer again.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 18, 2009, 03:44:29 pm
He never did have one for centaurs, it was just a fancy? fancible? some kind of fantastic creature that wasn't present in any form but engravings.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 18, 2009, 03:54:55 pm
He never did have one for centaurs, it was just a fancy? fancible? some kind of fantastic creature that wasn't present in any form but engravings.

Ahhh that explains a bit.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 18, 2009, 04:02:44 pm
Fanciful
Title: Re: The NEW Future of the Fortress
Post by: Anticheese on January 18, 2009, 05:45:17 pm
Looking at the dev_now, it seems that Colossi will be in need of a pannelbeaters after a while. While this will lead to having the occasional battered one showing up outside of the fort, does this mean metallic items can get dented now too?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 18, 2009, 06:00:12 pm
Looking at the dev_now, it seems that Colossi will be in need of a pannelbeaters after a while. While this will lead to having the occasional battered one showing up outside of the fort, does this mean metallic items can get dented now too?

Well assuming the Collosi can't do that himself somehow...

Then again the Collosi is supposed to be even tougher now then ever before (Except in World Gen)
Title: Re: The NEW Future of the Fortress
Post by: Willfor on January 18, 2009, 06:23:23 pm
Bronzo the Everlasting Pain of Steel, Bronze Colossus, beats the dents out of Left Big Toe.
Left Upper Leg flies off in an arc!
Bronzo the Everlasting Pain of Steel, Bronze Colossus, is now on the ground.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 18, 2009, 08:54:16 pm
Perhaps they are like classic Volkswagen bugs. Instead of needing a hammer, you can use a plunger to suck the dents out. I have a humorous image of a giant colossus using and equally giant lamprey in a most undignified fashion to do just that.

But if Colossi could do that, would mean that they, like the Volkswagen, came out of the nightmare-forges of Nazi Germany. Immense steel behemoths marching in rank and file across the seabed of the English Channel. The horror!

As to Colossi being pansies, as they now are, I hope this is relieved by there being more types of Colossi. Bronze Colossi should be pansies: its the steel and adamantine colossi you need to watch out for. They are big freaking golems so they could be fashioned out of anything solid. I also hope to one day see them (at least the weaker and smaller ones) in large, organized groups. With handheld ballistas.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 18, 2009, 08:58:18 pm
Personally I am a bit surprised it is called the Bronze collosus given that it was simply called The Collosus.

Interestingly enough it means that Bronze collosus isn't a simple Hallow monster

The Bronze Collosus would more accurately be a giant Bronze Clockwork Robot!

Though I think Toady made it simply a Living Giant Bronze Statue created by some unknown artificer.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 18, 2009, 09:09:28 pm
Question for the Wall-o-Answers.

Toady- What changes (if any) are you planning for the fighting AI (what there is) to account for the new bodies and all the new ways to kill things?
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 18, 2009, 09:15:57 pm
I have to ask myself what components a mad dwarf artificer would require if he were to try to build one of those sonsofbitches. Would they be forged in pieces (+steel left arm+) and later assembled around a mechanism? Would these limbs be dual-use as dwarven prosthetics? Should the creation of a colossus's head require another mechanism plus at least one cut gem to act as an eye?

The mind boggles.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on January 18, 2009, 09:34:01 pm
I never figured Collosi to be clockwork.  I always thought of them as living statues, like this guy (http://en.wikipedia.org/wiki/File:Harryhausen_Talos.jpg) from Jason and the Argonauts.  They just need weak ankles and lava for blood.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 19, 2009, 12:23:34 am
I never figured Collosi to be clockwork.  I always thought of them as living statues, like this guy (http://en.wikipedia.org/wiki/File:Harryhausen_Talos.jpg) from Jason and the Argonauts.  They just need weak ankles and lava for blood.

I thought he had molten Bronze for blood or something... Ehhh hardly matters... In some versions of the Story... Talos could shoot fire. (In one it is a Mechwarrior!)

I am getting all my Mythology mixed up now...

Mind you that Bronze isn't really weaker then Iron when it comes to armor apperantly... (Ill have to look that up again) steel though is another story! Steel Collosus!
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 19, 2009, 01:59:53 am
I used to figure colossi to be just giant walking solid masses of bronze, which somehow work.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 19, 2009, 02:11:28 am
I always figured them to be animate statues, like the Colossus of Rhodes (hence the name) meets Ghostbusters 2.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 19, 2009, 02:39:13 am
Will severing organs be under the wrestling menu if you have a weapon, or do you just hit the guy and hope that you cut his lungs out?
Title: Re: The NEW Future of the Fortress
Post by: Sunday on January 19, 2009, 02:49:49 am
I've heard that the human brain is - in many respects, at least - a better processor than a computer.  Are you considering a port to a brain anytime soon?








How about a monkey brain?
Title: Re: The NEW Future of the Fortress
Post by: MastaODisasta on January 19, 2009, 02:52:26 am
I always pictured the colossi as something like this:

(http://www.wired.com/news/images/full/colossus03_f.jpg)

Except maybe with metal armor, or something.  I dunno.

Needless to say, Shadow of the Colossus is amazing.
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on January 19, 2009, 02:53:41 am
I've heard that the human brain is - in many respects, at least - a better processor than a computer.  Are you considering a port to a brain anytime soon?

The problem is that none of those respects is speed.
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on January 19, 2009, 04:20:35 am
I do like that severing, grabbing, and soiling of entrails was something that nearly happened automatically because all the code was in place and just waiting for the guts to be pressurized.
Title: Re: The NEW Future of the Fortress
Post by: hactar1 on January 19, 2009, 10:12:03 am
Couldn't it just allow [ I ] -> Gain posession of small intestine, then [ A ] -> Grab neck with small intestine?

'cause that'd be flippin' sweet.
Title: Re: The NEW Future of the Fortress
Post by: Lord Licorice on January 19, 2009, 10:37:43 am
Couldn't it just allow [ I ] -> Gain posession of small intestine, then [ A ] -> Grab neck with small intestine?

'cause that'd be flippin' sweet.

Wrestle -> Gain possession of Right hand
Wrestle -> Punch Head with Right hand

Stop hitting yourself! Stop hitting yourself!
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 19, 2009, 02:25:03 pm
Hmm...speaking of wrestling, will the new squad equipment orders make wrestlers put back on all the cloths that they take off each other eventually?
Title: Re: The NEW Future of the Fortress
Post by: Doomduckie on January 19, 2009, 02:51:08 pm
Couldn't it just allow [ I ] -> Gain posession of small intestine, then [ A ] -> Grab neck with small intestine?

'cause that'd be flippin' sweet.

Wrestle -> Gain possession of Right hand
Wrestle -> Punch Head with Right hand

Stop hitting yourself! Stop hitting yourself!

The ability to hit someone with their own body parts needs to go in at some point, so that I can grab a guy's sword and slit his own throat with it or something similarly dwarfy
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 19, 2009, 02:55:01 pm
Yeah but it is recognisable as something that should go in if your significantly strong then the opponent.

For that matter Id like Wrestling to recognise it if your significantly strong.

If your a normal person you shouldn't get a "Rip off Arm" option

If your Super Strong the "Rip off part" option should appear...

Hmm I should start a suggestion... but I STILL have to do that Insanity suggestion... but it is soo long and involved it is insane.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 19, 2009, 02:57:39 pm
^^^ Not saying you shouldn't start a suggestion, but it's already in the bloats.

# Bloat254, GRAB-TEARS II, (Future): If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 19, 2009, 03:17:41 pm
At least it was a high number

If it was number lets say... 22 Id be embarassed

Still pains me that I havn't done my more in depth insanity suggestion. (I know Insanity is already in the game... this is a more in depth suggestion)
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 19, 2009, 03:40:57 pm
I wonder if Toady can implement a Battletech-like combat mechanic? I know he already does layer protection and penetration versus coverage and stuff, so that eventually you might wear down the dragon's "soft underbelly" and go punch his guts directly. But what about the actual hits? BT uses "hit charts" that are basically flat maps of all locations you can hit on a creature from any given direction. DF has a little more than the 3-4 target types in BT, but they can be condensed into something like 5 or 6 by stuffing all similar designs into one and having the game just use the parts the creature does have. We'd also need charts for 6 directions instead of 4, + prone version. After that, it's a matter of taking a specific flat chart and just designating an area on it that resembles the incoming strike. Parts intersecting that area will be prime candidates to be hit.

I know it sounds confusing, but it's rather simple in principle, if not in preparation and execution.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 19, 2009, 03:45:15 pm
^^^ Are you talking about, like, directional profiles or something?  That's an interesting idea.  Perhaps to keep the "silhouettes" simple, you could make use of the body tree's hierarchical structure -- i.e., for the silhouette from the left side, you just specify something like:

[PROFILE:LEFT:LUA:400]
[PROFILE:LEFT:LUL:400]
[PROFILE:LEFT:RUA:25]
[PROFILE:LEFT:RUL:25]

Where LUA, RUL are left upper arm, right upper leg, etc. and the numbers are... percentages or something.  I'm not sure how exactly those would mesh with the BP relative sizes.  But anyway, the point is that the hit biases cascade down the body tree so that the fingers connected to the right arm are also more likely to be hit from the right side.

Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 19, 2009, 04:04:10 pm
I always pictured the colossi as something like this:

(http://www.wired.com/news/images/full/colossus03_f.jpg)

Except maybe with metal armor, or something.  I dunno.

Needless to say, Shadow of the Colossus is amazing.

Well yeah, same here. This is why I was so pissed about the vanilla megabeasts...1-2 dwarves shouldn't be able to kill a creature like this...but ah well, modding is quite advanced thankfully.  :D
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 19, 2009, 04:08:36 pm
Well to be truthful the monster in that picture is actually Larger then the Bronze Collosus. (In fact significantly so)

The Bronze collosus is at most 40 feet high.

Alright doing measurements... assuming kid is 5 feet tall and that the Collosus is NOT in the distance... Then the collosus in the picture is

90 feet tall!

More then Double the Bronze collosus' size... and I did everything I could to make the creature in the picture smaller then it should be
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 19, 2009, 05:04:52 pm
Quote from: Toady One
01/18/2009: 832. Updated about a third of the creatures, including all of the gibbons. I'm not doing anything super accurate with color/patterns for them this time around, as that would take too long.

Huh.  I had actually thought about making a proposal that the community could help out with that.  Nothing about source-code or programming help, just opening up the raws, which would be opened soon enough anyway, to save Toady the trouble of updating all the fish and trees and birds and gibbons to the new structure.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 19, 2009, 08:53:23 pm
Quote from: Toady One
01/18/2009: 832. Updated about a third of the creatures, including all of the gibbons. I'm not doing anything super accurate with color/patterns for them this time around, as that would take too long.

Huh.  I had actually thought about making a proposal that the community could help out with that.  Nothing about source-code or programming help, just opening up the raws, which would be opened soon enough anyway, to save Toady the trouble of updating all the fish and trees and birds and gibbons to the new structure.

It would certainly be easier

Though I don't know if this falls under his "Don't want outside help" policy. It very may may be.
Title: Re: The NEW Future of the Fortress
Post by: LumenPlacidum on January 19, 2009, 08:55:05 pm
Huh.  I had actually thought about making a proposal that the community could help out with that.  Nothing about source-code or programming help, just opening up the raws, which would be opened soon enough anyway, to save Toady the trouble of updating all the fish and trees and birds and gibbons to the new structure.

Yeah, but then the community would have to reach some sort of consensus about style and values.  Who wants us to be bickering about the shear strength of bird feathers (primaries, not down!  no!  it's the coverts!) and how it should differ from species to species so that THIS one needs a type that's slightly stronger or if we don't agree with it then I'll just make my OWN kind!

I think it would be great and I'd love to help Toady out any way I can, but it would add a lot of irritating problems anyway.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 19, 2009, 08:57:05 pm
Huh.  I had actually thought about making a proposal that the community could help out with that.  Nothing about source-code or programming help, just opening up the raws, which would be opened soon enough anyway, to save Toady the trouble of updating all the fish and trees and birds and gibbons to the new structure.

Yeah, but then the community would have to reach some sort of consensus about style and values.  Who wants us to be bickering about the shear strength of bird feathers (primaries, not down!  no!  it's the coverts!) and how it should differ from species to species so that THIS one needs a type that's slightly stronger or if we don't agree with it then I'll just make my OWN kind!

I think it would be great and I'd love to help Toady out any way I can, but it would add a lot of irritating problems anyway.

I don't see THAT happening...
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 19, 2009, 09:02:39 pm

 The way I see it, we would mostly just convert the old stuff to the new stuff. Any problems Toady can just iron out. any large disagreements we'll just say 'Let Toady handle it."

 Seeing as he would do it anyway, I would love to help out with the conversion.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 19, 2009, 10:50:31 pm
Or he could just release the thing completely creatureless and we could fill it in for fun and profit!
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 19, 2009, 11:09:48 pm

 The fun is the profit!
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 19, 2009, 11:22:45 pm
SOmewhere back there someone joked about prehensile guts...

..That got me curious:
Q -  can internal parts have a [grasp] option? like, say, a "chestburster", that if you cut the guy open, he suddenly has a bunch of tentacles pop out that each can wrestle you? (until he bleeds out and dies, that is). Cuz that would be beautiful (in a really gross sort of sense).
Title: Re: The NEW Future of the Fortress
Post by: MoonCabbage on January 20, 2009, 12:17:37 am
Q -  can internal parts have a [grasp] option? like, say, a "chestburster", that if you cut the guy open, he suddenly has a bunch of tentacles pop out that each can wrestle you? (until he bleeds out and dies, that is). Cuz that would be beautiful (in a really gross sort of sense).

when i first saw some HFS i totally thought this and was a little sad when it didnt happen. but anyways i totally support this idea hardcore. maybe allow more than just tentacles to launch out, like insects or alien-like-creatures to bust out instead.
Title: Re: The NEW Future of the Fortress
Post by: Sunday on January 20, 2009, 01:16:19 am
Didn't someone already do that in a mod?  Also, I vaguely remember someone modding in hearts that would bite opponents.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 20, 2009, 01:19:23 am

 I look forward to the day where a persons last action is to have their organs grab their now-fallen ranged weapon and shoot their assailant before they bleed out.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 20, 2009, 01:59:05 am
Didn't someone already do that in a mod?  Also, I vaguely remember someone modding in hearts that would bite opponents.

But see those hearts were Embdded... but I think they were able to "bite" at any time. I am talking about things that are behind a layer, and can only act once that layer is "removed".
Title: Re: The NEW Future of the Fortress
Post by: Ampersand on January 20, 2009, 05:47:56 am
Question for future creature polymorphism. Will it be capable of changing the morph of a creature at a given trigger?

For example, every X in game days?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 20, 2009, 05:54:00 am
Question for future creature polymorphism. Will it be capable of changing the morph of a creature at a given trigger?

For example, every X in game days?

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 20, 2009, 12:29:55 pm
Yeah, but then the community would have to reach some sort of consensus about style and values.  Who wants us to be bickering about the shear strength of bird feathers (primaries, not down!  no!  it's the coverts!) and how it should differ from species to species so that THIS one needs a type that's slightly stronger or if we don't agree with it then I'll just make my OWN kind!

I think it would be great and I'd love to help Toady out any way I can, but it would add a lot of irritating problems anyway.
On any other forum, I would agree that this is exactly the sort of thing that would happen. But this is DF: we have a hierarchy among posters that should help settle disputes. I, for example, know damn well that I am a second class forum stooge compared to the hardcore sonsofbitches among us who have beards growing out of their beards in an infinite recursive tree of dwarflyness. I am at best a humble petitioner before their intoxicated might. But, with all seriousness, I think most forumgoers recognize those who aren't talking out of their unwashed, wrinkle-shrouded asses.

Arguments about the strength of cardinal feathers will probably break down into one poster giving what seems to them like a decent set of numbers, a second poster asking if that was loadbearing feathers or down, the first saying loadbearing but then giving what he thinks would work for down, a third comparing said numbers with the strengths for known materials and suggesting corrections, and a fourth (this one a hardcore rawmonkey) picks the winners and craps out everything in raw forms. This isn't like the arguments on the magic system and other such hullabaloo that we keep seeing gangrape the suggestion board... its really rather straightforward.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 20, 2009, 12:35:22 pm
So... who are the hardcore sonsofbitches among us who have beards growing out of their beards in an infinite recursive tree of dwarflyness?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 20, 2009, 12:40:42 pm
Toady already set up so that it is possible to have an outer Liquid layer that doesn't fall appart right?

Like Slugs and Snails would have right?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 20, 2009, 12:51:27 pm
Toady already set up so that it is possible to have an outer Liquid layer that doesn't fall appart right?

Like Slugs and Snails would have right?

A liquid layer for slugs would be so thin as to be nearly pointless.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 20, 2009, 01:01:01 pm
Not if it made them much harder to grapple with. Which it would. Can you imagine trying to wrestle a slug?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 20, 2009, 01:06:06 pm
Not to mention that the Liquid layer on slugs actually can protect it, allowing it to avoid cuts.

Perhaps not stave off Broadsword attacks

But if there was a bunch of broken glass on the floor it would remain perfectly unharmed.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 20, 2009, 01:06:53 pm

 Now if only we could find a way to embark on a rock salt mountain with slugmen and have the obvious result happen...
Title: Re: The NEW Future of the Fortress
Post by: Fieari on January 20, 2009, 01:21:15 pm
A GIANT slug might have enough slime to protect against sword strikes...

"Argh! Argh! It's digesting my knees!"  (nerd points to those who can identify the reference)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 20, 2009, 01:21:25 pm

 Now if only we could find a way to embark on a rock salt mountain with slugmen and have the obvious result happen...

Them wearing flippers?

Also Fieari is quite correct
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 20, 2009, 01:35:41 pm
Arguments about the strength of cardinal feathers will probably break down into one poster giving what seems to them like a decent set of numbers, a second poster asking if that was loadbearing feathers or down, the first saying loadbearing but then giving what he thinks would work for down, a third comparing said numbers with the strengths for known materials and suggesting corrections, and a fourth (this one a hardcore rawmonkey) picks the winners and craps out everything in raw forms. This isn't like the arguments on the magic system and other such hullabaloo that we keep seeing gangrape the suggestion board... its really rather straightforward.

Not so straightforward that it would be unambiguously easier for Toady to let someone else do it.  There are lots of fairly subjective choices to be made, like the level of detail appropriate for "official" creatures, and various physical properties that simply aren't known or at least aren't easy to find (relative thickness of a cougar's fat layer or whatever).  Besides, it's sounding like Toady will be done reworking the creatures in a day or two.  Whatever he doesn't add can wait for modding.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 20, 2009, 02:22:58 pm
Toady does seem to be flying through things I thought would take a while.  Looks like this will only make up about of week of work.  I imagine a lot of creatures' biology is going to look much the same, as one would expect.

This does make me wonder why there aren't more Suggestion threads about mundane creatures.  I know warthogs used to be in the game, and I don't see why they aren't there now.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 20, 2009, 02:50:00 pm
I don't see any panthers either.
Title: Re: The NEW Future of the Fortress
Post by: Grek on January 20, 2009, 03:04:21 pm
I want to see kangaroos.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 20, 2009, 03:17:57 pm
I'd be happy to see coyotes.  I know someone put them in a mod, but I never end up using those.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on January 20, 2009, 03:38:32 pm
Aren't warthogs in there?  I just updated them, so they are in some version of the raws.

I remember looking at panthers on wikipedia when I was putting in the big cats -- there, they aren't a specific cat:
http://en.wikipedia.org/wiki/Panther
Certainly the color morph for "black panthers" is something that should be respected at some point, and it could kind of be done now, I guess, though the genetics of it would probably be way off.

Nope, this isn't the wall yet.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on January 20, 2009, 03:43:49 pm
Isn't there a good 'Contents of the Ark' mod out there?  If the community standardized definitions of new creatures amongst itself, that might be a good first step, but only it became standardized throughout the community.

Is anyone familiar with how DF deals with a ridiculously huge number of creatures?  Does it just stick so many of them in the world?
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on January 20, 2009, 04:13:48 pm
I always liked seeing an Ogre in a large world knowing that there is only 36.  ;D
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 20, 2009, 04:22:45 pm
Question for the WoT:

Toady with new raws and all do we get the chance to set things on fire? I mean on will and without firebreath, Fire-imp-remains or magma.

Also ,since i am at fire, i didnt check with the raws but do we have an "Thermal conductivity" for materials?
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on January 20, 2009, 04:27:37 pm
Wooden construction walls that caught ablaze would be nice too.  ;D



Human towns would be so much more fun.  8)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 20, 2009, 04:51:23 pm
Aren't warthogs in there?  I just updated them, so they are in some version of the raws.

This is completely subjective of course, but I've never seen one, along with quite a few other creatures that should be present.  Warthogs, mudmen, worms, treants, satyrs, and most of the gibbons, if they show up at all, are so vanishingly rare that I've never seen an example other than in the 2D versions.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on January 20, 2009, 05:03:25 pm
I've seen warthogs in the last 2D version.  That's it though.  They're brown w's.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on January 20, 2009, 05:10:28 pm
Aren't warthogs in there?  I just updated them, so they are in some version of the raws.

This is completely subjective of course, but I've never seen one, along with quite a few other creatures that should be present.  Warthogs, mudmen, worms, treants, satyrs, and most of the gibbons, if they show up at all, are so vanishingly rare that I've never seen an example other than in the 2D versions.

Even MORE subjectively (having not played the 2d versions), I can agree on this. I've seen maybe one variety of gibbon?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 20, 2009, 05:11:05 pm
This is completely subjective of course, but I've never seen one, along with quite a few other creatures that should be present.  Warthogs, mudmen, worms, treants, satyrs, and most of the gibbons, if they show up at all, are so vanishingly rare that I've never seen an example other than in the 2D versions.

I've never seen a warthog, satyr or mudman.  I think treants never appeared except when summoned by elf druids or something in the 2D version.  Worms are pretty easy to find in adventure mode, though, and I've seen at least two of the gibbons.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 20, 2009, 05:16:48 pm
I've seen warthogs and quite a few gibbons. I think the real problem is that most of these species are Tropical, which is a pretty rare biome.

Most of the time I see these creatures brought in the elven caravans.
Title: Re: The NEW Future of the Fortress
Post by: JoRo on January 20, 2009, 05:17:43 pm
While I haven't actually seen them, the large world I genned recently supposedly has 120,318 warthogs, no mudmen, 631 satyrs, and 7 kinds of gibbon, most of which have ~26,000 pop except pileated gibbons which have just under 3k.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on January 20, 2009, 05:19:32 pm
Where do Mudmen live?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 20, 2009, 05:26:16 pm
Where do Mudmen live?

Subterranean water, apparently.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on January 20, 2009, 05:26:23 pm
Where do Mudmen live?
... in the mud?

I'm sorry, that was just too easy to resist. :-[
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on January 20, 2009, 05:28:00 pm
Where do Mudmen live?

Subterranean water, apparently.



You mean underground rivers or lakes and such?  Does someone have a world with mudmen?
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 20, 2009, 05:35:48 pm
Are you sure they arent just an engraving thing like Centaurs and Wizzards?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 20, 2009, 05:38:30 pm
Are you sure they arent just an engraving thing like Centaurs and Wizzards?

Nope, they aren't fanciful, they're real creatures with proper bodies and a biome and all that.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 20, 2009, 06:00:54 pm
There's a problem with Tropical biome creatures in the later versions. Specifically, since world sizes became customizable, and the Medium size became standard. Medium-size worlds NEVER have Tropical biomes, at least those generated by default. Only Large worlds have Tropical biomes by default.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on January 20, 2009, 06:43:38 pm
Even messing with worldgen parameters never seems to get a Medium (now Standard) sized world with tropical biomes.

I suspect the game has a really weird/kludgy way of determining whether or not a biome should be tropical or temperate, resulting in things like my good ol'fashioned worlds full of freezing-cold jungles bordering glaciers and tundra, with elephants wandering off and getting hypothermic, and snow-covered mango trees all over.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 20, 2009, 06:49:59 pm
I was just looking at this:

http://www.bay12games.com/dwarves/spoilers/101908.txt

And saw a lacking.  Specifically there's a lack of "dexterity".  I always disliked seeing 'run fast' and 'shoot well' being combined, and dexterity is also important for crafting stuff.

While dexterity is -partially- a mental thing, involving kinesthetic sense and focus and maybe spatial sense...  It's also largely physical.  Someone whose hands shake is going to have crummy dexterity.  If a goblin hacks at your muscles, it's going to hurt your strength and maybe impair your ability to control your arm well.  Certain nerve diseases and just plain aging, dexterity is something they'd hurt pretty badly (though they'd hurt agility too)...but if you get bit by a spider with a mild neurotoxin in your arm, it's your aiming that's going to be affected in the next few seconds, not your running away.

So I'd like to see a split there.  Some dwarves just have shaky hands; they stay out of the craftsdwarves shop and out of the archery range, and they are given big hammers to hit bad guys with.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 20, 2009, 06:54:27 pm
I always saw agility and dexterity to be more or less the same thing.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 20, 2009, 07:09:52 pm
^^^ That's my instinct too, but I think this changed my mind:

I always disliked seeing 'run fast' and 'shoot well' being combined, and dexterity is also important for crafting stuff.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 20, 2009, 07:10:55 pm
Dexterity is almost always used in games to represent physical speed and control. (which is represented in the game as Agility). It has always ignored the mental aspects even when it otherwise makes little sense.

Dwarf Fortress however does present the mental aspect of Agility seperately. It just isn't all that obvious.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 20, 2009, 07:59:30 pm
See, for me, 'agility' is a combination of lower body strength, endurance, kinesthetic sense, athletic training, ability to shift weight effectively, and being low-mass in general.  It's generally big moves, performed rapidly (moving legs fast to run, twisting body quickly to dodge).

Manual 'dexterity' on the other hand is almost exclusively upper body, fine control with hands, in general small moves performed slowly.

Taking a snap shot with your crossbow at a goblin who just jumped out from behind a tree ten feet away, that would conceivably be agility.  You're making a big movement, twisting at the hips and shoulders as much as anything.  Your skill helps you know where to bring that crossbow up to firing position, but the key is to get it there fast and then shoot.

Aiming at a goblin a hundred feet away--even if he's charging--is a long term action, though.  For one thing, your crossbow is probably already drawn, so there's no big actions there.  It's not all that time critical...it's not a matter of "will he hit me before I can shoot".  Instead, it's "How long will it take me to aim as perfectly as I can".  It needs small movements, and it takes nerves of steel--that's mental, sure, but physical training also keeps your hands from shaking.  That's dexterity.

I'm not sure what I'd say about a task like, oh...kicking a football.  Clearly that has a lot of agility.  Clearly it has a lot of kinesthetic sense.  I'm not sure if a task like that would need dexterity, though...probably not.

Sitting at a workbench and slowly chipping away at a rock mug, on the other hand--You really don't want your hand to slip.

Hunh.  The more I look at those definitions, the narrower my description gets.  At this point I have to say dexterity is almost exclusively "ability to keep hands from shaking/slipping".  But there's a lot of tasks that make that important!
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 20, 2009, 08:01:26 pm
Lets try to stay away from "How I define these words" and focus a bit more with how they are presented inside Dwarf Fortress outside what you would normally call them.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 20, 2009, 08:35:43 pm
Definitions and words aside, I don't see any way to distinguish the concept "physically good at fine manipulation with hands" in the new attributes.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 20, 2009, 09:23:00 pm
So... who are the hardcore sonsofbitches among us who have beards growing out of their beards in an infinite recursive tree of dwarflyness?
Of the posters I regularly see, Footkerchief and Aqizzar exude the rank aroma of dwarfliness to the point of firehazard. Their pits are actually thinly disguised air-fuel bombs. I wish to bear their manbabies.

There are others... but those two are the ones even the dead can appreciate. They have infinitely recursive beards. Infinitely recursive beards made out of flagellating masses of meter long sperm driving them eternally forward into ever greater awesomeness through their writhing. They are simply too good to have to make do with brownian movement like the rest of us parasites.

In other news, I now know what I need to mod into the game after the next release.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 20, 2009, 09:40:24 pm
I dont want to know what Hectonkhyre.

Question for the WoT:

Toady any ideas on natural selection among intelligent races? ^^ And i think we need some sort of genetics arc.

Are we able to see the genetic informations on the legends screens?

Also do you have anything on the list noone would guess you have on the List (new HFS etc.)?
                         
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on January 20, 2009, 09:47:21 pm
So... who are the hardcore sonsofbitches among us who have beards growing out of their beards in an infinite recursive tree of dwarflyness?
Of the posters I regularly see, Footkerchief and Aqizzar exude the rank aroma of dwarfliness to the point of firehazard. Their pits are actually thinly disguised air-fuel bombs. I wish to bear their manbabies.

You might be surprised to know I've never held interest in one of my own forts to get over 100 population.  However, I eat raws and crap Total Conversions, so I'm sure I'll be sinking my teeth into the new code before the download cools.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 20, 2009, 09:50:47 pm
I am already in an mad scientist mood so if i dont get my "Raw Dwarf fortress", "Raw files" and "Wall of Text" i am going to be stark raving mad. Hehehe <Insert manic laughter>
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on January 20, 2009, 10:53:49 pm
First job when this new stuff comes out: ALCHEMY MOD.

For all the good it'll do. Lead -> Gold, maybe something useful like Microcline -> ??
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 20, 2009, 11:10:20 pm
Infinitely recursive beards made out of flagellating masses of meter long sperm driving them eternally forward into ever greater awesomeness through their writhing.

I really don't know how to feel about this.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on January 21, 2009, 12:58:37 am
Infinitely recursive beards made out of flagellating masses of meter long sperm driving them eternally forward into ever greater awesomeness through their writhing.

I really don't know how to feel about this.
When in doubt, either abstract horror, or heartfelt gratitude tend to work. There are, of course, a few emotions in between these two. That does not mean you should feel them however.

The Internet. Awesome. Scary. Both.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 21, 2009, 04:00:06 am
First job when this new stuff comes out: ALCHEMY MOD.

For all the good it'll do. Lead -> Gold, maybe something useful like Microcline -> ??
Can't you do that now?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 21, 2009, 05:02:59 am
Not without reactions in the alchemists's shop.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 21, 2009, 05:26:51 am
Hmmm Toady is starting to update his Dev log much earlier then usual lately.
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on January 21, 2009, 05:27:51 am
I think what they're trying to say is that you {Footkerchief, Aqizzar} are (both) so firmly grounded/stable/sensible that you might as well be HFS.

And, well, he did say his sleep schedule got knocked about.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on January 21, 2009, 09:08:29 am
Definitions and words aside, I don't see any way to distinguish the concept "physically good at fine manipulation with hands" in the new attributes.

I honestly agree, and still find it weird that, despite the other new attributes, there's still going to (apparently) be no distinction between "good motor control (dextrous)" and "fast movement/motor control/reflexes (speedy)". Unless there is, but "agility" still seems to be the only physical part of this.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 21, 2009, 10:21:34 am
Toady, I have yet another question.  :)
So, I just read the list of remaining items.
Squads ->
More robust weapon/armor settings/handling
Squad-based equipment settings
Familiarity with individual weapons, attachment to them, weapon mentions in legends

I've suggested something a while ago: Revamping the equipping system (http://www.bay12games.com/forum/index.php?topic=23784.0).
This new system will work like what I've suggested? Can you post some details about your plans regarding the equipping method/system?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 21, 2009, 11:58:35 am
People should probably slow down with questions or something... He has too many to answer
Title: Re: The NEW Future of the Fortress
Post by: Vucar Fikodastesh on January 21, 2009, 12:21:04 pm
I don't know if this has been answered yet. If i have several castes of different sizes, some size 4, some size 9, and some size 10. How will armor and clothing be handled? What sizes will be considered small, large, and narrow? Will i be able to specify a specific size when i am making it?
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on January 21, 2009, 06:58:55 pm
I can answer one bit- at least presently, narrow is a creature tag separate from size. (So is stout.)
Title: Re: The NEW Future of the Fortress
Post by: Felblood on January 21, 2009, 07:37:44 pm
I would like to say that this stuff is looking really sweet.

Yesterday I caught myself thinking, "I sure wish I had more precise control of X" or "I wish I could schedule Y seasonally", and today I came here, to discover that these features are already on the way.

It's enough to make me wish I wasn't a penniless bum, so I could give you money.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on January 21, 2009, 07:58:19 pm
Quote from: Rockphed
What happens if the Civ leader position does not have any possible candidates?  So, taking my mad scheme, what happens if there aren't any Dwarves with Beards of Gold when the last king dies?

I think as of now, it leaves it open and then it's empty.  In world gen it'll periodically evaluate it, and I haven't handled it yet for dwarf mode, but it would probably handle it in much the same way.  Actually handling succession and schism and such problems is up on dev_next, after armies can actually do stuff.

Quote from: Osmosis Jones
Toady, will these new genetics changes mean that the dwarves/elves/etc. will select among the populations without any player interaction? I.e. will a dwarf who likes brown be more likely to marry/friend/etc dwarves with brown hair and eyes, without the need for the player to lock the two in a tower together?
If so, how far would this selection go (just friendships, or anything up to potential wars)?

It's one of those things that it needs to be explicitly taught to handle, and I haven't done it yet.  I think there are some dev items related to those issues of preference and discrimination.

Quote from: Mondark
I am curious about how the game tracks 'fear'.  I know small critters like groundhogs, etc. will flee from an adventurer, but just about anything larger will attack you.  Is there an actual mechanism for determining when even a weak creature will attack you?  So, if you're lying down bleeding to death, creatures that normally would avoid you will come out and finish you off?

Nah, there's nothing like that at this point.  Nothing really fights for any reason right now, so there hasn't been much of a rationale to drive it.  If things ate their kills or the sieges had purpose behind them, it would be easier to handle, and things are very slowly moving there.

Quote from: Heph
Toady, i know i am a bit nitpicky about that but please dont forget that some genes for traits can only be found on X or the Y chromosom rendering some at an woman rezessiv genes at an male as dominant. If such an Gene is on the Y Chromosom it only affects male breedinglines. Also there are intermediate and kodominant effects on genes that affect the traits of an individual.

Indeed, you can't do a monarchy properly without sex-linked inherited disorders, but I'm not sure when I'll be doing that.  At some point there will definitely be abstract genes, and I'll probably remember at that point.

Quote
Quote from: Footkerchief
does "redefined natural attacks to allow multiple parts (mainly for claws and biting) though it's limited in some ways" mean that attacks can have multiple damage types now too?
Quote from: bjlong
does that mean that there are multiple attacks, or one simultaneous attack with two parts, or are there two separate attacks that can come simultaneously? Or am I just over thinking things?

It's a simultaneous attack with multiple parts (for things like clawing with all your claws or biting with all your teeth), but its implementation is quite gutter right now.  I'm not sure if I'll get a chance to improve it this time around.  I was really just going for getting claw/bite attacks to work properly.

Quote from: Patarak
So will we be able to slice open people's torsos and rip out their hearts?

Nah, the contents under pressure wrestling only applies to popped out stuff, not at this time to body parts that can be reached through a tissue hole (though strikes can hit those).  Eventually it should be able to recognize those as well, but it's not as straightforward an addition so I've put it off for now.

Quote from: hactar1
Couldn't it just allow [ I ] -> Gain posession of small intestine, then [ A ] -> Grab neck with small intestine?

That would be the general idea, yeah, but the implementation is harder, as there are three body parts involved (the neck, the intestine, and the hand gripping the intestine) and there's no framework for that right now.

Quote from: Heph
Toady are you doing different kinds of bone Fractures? Like debris Fracture hairfractures etc. maybe even with spliters ricocheing throught the surrounding tissues?

Right now it tracks angles and percentages for fractures, but I'll need some more material information before I can do anything really interesting there.  The compound fracture item in the remaining list should cover things like skull chips or broken ribs penetrating organs they are supposed to protect in addition to the standard bone penetration of surrounding skin.

Quote from: Aqizzar
What changes (if any) are you planning for the fighting AI (what there is) to account for the new bodies and all the new ways to kill things?

I think anything I've added comes for free from just wacking things, and the wrestling commands are still the same (although the target lists can expand slightly from pop-outs), so I don't think there will be changes.  Of course, the AI is trashy and needs to be updated, but that's more Combat Arcish.

Quote from: Mephansteras
Hmm...speaking of wrestling, will the new squad equipment orders make wrestlers put back on all the cloths that they take off each other eventually?

There's a notion on the remaining list of them sorting their equipment out, and this was one of the possibilities, though I'm not able to guarantee this particular one.

Quote from: Ampersand
Question for future creature polymorphism. Will it be capable of changing the morph of a creature at a given trigger?

Once it can handle the transition from, say, a tadpole to a toad, then there wouldn't be as many restrictions, but I'm not handling that for a while.  It'll need to tie in to hybridization, weird minotaur/centaurization stuff, and polymorph wound/inv retention, that kind of thing.  Probably an extension of the body part categories or something.

Quote from: Heph
Toady with new raws and all do we get the chance to set things on fire? I mean on will and without firebreath, Fire-imp-remains or magma.

Also ,since i am at fire, i didnt check with the raws but do we have an "Thermal conductivity" for materials?

I don't understand the first part.  You can set an ignition point.

I don't have thermal conductivity at this point, so I think it mostly just ends up using specific heat for any transition questions.  Might need to add it later, but I don't really want to complicate temperature further at this point, since it's already a huge bottleneck.


Quote
agility

As far as 'running fast' goes, that's now equally a strength question -- it's not a strict agility property now.  In general, part of the problem is that attributes aren't assigned by body part, so you have to work with global properties.  I'm not sure if something else like flexibility would also be needed...  they are all under the same umbrella right now.  As far as aiming and so on, I'm not sure what the physical property should be -- and it needs to be a physical property to split agility, something completely independent of souls being revolved in and out of the body.  Raw strength and flexibility I kind of have a handle on as purely physical properties, but not the physical property of being able to move precisely, if there is such a link that doesn't involve the mental attributes 'kinesthetic sense' and possibly 'focus', so I just have agility there to handle that half of these questions.  I'm open to changes, but I don't understand the physical/mental distinctions well enough yet to make any.

Quote from: Heph
Are we able to see the genetic informations on the legends screens?

I haven't done descriptive paragraphs yet, but I'm not planning on showing specific genomes.  I might entertain requests along those lines if people want to mess around with genetic studies of their critters and so on, but only as some buried init thing or default-off world gen option.

Quote from: Heph
Also do you have anything on the list noone would guess you have on the List (new HFS etc.)?

Not very much this time around.  There's enough to do already.

Quote from: Tormy
[The equipment] system will work like what I've suggested? Can you post some details about your plans regarding the equipping method/system?

I don't have details yet.  I don't think assigning each dwarf a specific item is the way to go necessarily, as it's irritating and also invades on their autonomy somewhat.  I'm not strictly against it though, as you should be expected to be able to intrude on them a bit when it comes to military matters.  Certainly just saying "axe + chain" for each dwarf can be improved to some squad level + material settings, with options for individuals to override them, but it's not completely settled at this point.  It'll also have to merge in with the familiarity stuff on the list, which will somewhat replace not having settings for the elite ones at all.

Also, for questions specifically about the list...  they'll probably work better over there.  I'm not sure how I'm going to handle having two threads like this, since there's already some answering that needs to be double posted or something.

Quote from: CobaltKobold
If i have several castes of different sizes, some size 4, some size 9, and some size 10. How will armor and clothing be handled? What sizes will be considered small, large, and narrow? Will i be able to specify a specific size when i am making it?

I haven't addressed equipment for modded fortresses with differently sized castes.  There's a lot more wiggle room now as kids and so on grow up through sizes smoothly, but I'm mostly planning to gloss over this for now as the interface would be a mess and it's not necessary for vanilla outside of figuring out how clothes will work for children.  I'm still thinking about how I want to handle it to the extent it'll be handled this time around.  These problems are lurker behind the stoutness item on the remaining items list.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 21, 2009, 08:09:34 pm
On subject of giving us nifty genetic stuff from the legends screen, any chance you could also add in a legends text dump option at this point? Doesn't have to be fancy, just some way for those of us who REALLY want to dig through everything to do so.

Basically, I'd like to be able to write a parser for the Legends data so I can grab out information I want. Things like everything about a particular war, or every war that X civ has been in, or whatnot. I know you said it's a huge file, which is why I'm suggesting that it be a specific option that people have to hit in the legends screen.

XML would probably be best, but really I'm fine if it's a basic text file like the site/population files currently dumped out at world gen.
Title: Re: The NEW Future of the Fortress
Post by: bjlong on January 21, 2009, 08:13:53 pm
Wow. Lots of fun stuff here. Thanks again for posting the answers to all these questions.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 21, 2009, 08:20:07 pm

Quote from: Heph
Toady with new raws and all do we get the chance to set things on fire? I mean on will and without firebreath, Fire-imp-remains or magma.

Also ,since i am at fire, i didnt check with the raws but do we have an "Thermal conductivity" for materials?

I don't understand the first part.  You can set an ignition point.


Excuse that i was so inprecise.

I meant starting an Bushfire, making an little campfire out of logs, burning down an Barn, burn away some worn out clothes as form of garbage disposal and things like this.

Just an little option that says to an dwarf "Burn this/Set this on fire."

Right now if i want to ignite, normaly cold not burning, "normal" stuff i need an "Hot" Creature, its remains or magma.

Please play a bit Prometheus for your dwarfs.
Title: Re: The NEW Future of the Fortress
Post by: Karlito on January 21, 2009, 10:13:27 pm
Not until the Fire and Lighting (http://www.bay12games.com/dwarves/dev_v1.html) arc.
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 22, 2009, 01:30:03 am
As long as most things are getting updated, would there be a possibility of allowing "Special" attacks to be applied in Adventure mode? Webs and stings and the like.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on January 22, 2009, 07:43:24 am
Quote from: Tormy
[The equipment] system will work like what I've suggested? Can you post some details about your plans regarding the equipping method/system?

I don't have details yet.  I don't think assigning each dwarf a specific item is the way to go necessarily, as it's irritating and also invades on their autonomy somewhat.  I'm not strictly against it though, as you should be expected to be able to intrude on them a bit when it comes to military matters.  Certainly just saying "axe + chain" for each dwarf can be improved to some squad level + material settings, with options for individuals to override them, but it's not completely settled at this point.  It'll also have to merge in with the familiarity stuff on the list, which will somewhat replace not having settings for the elite ones at all.

Also, for questions specifically about the list...  they'll probably work better over there.  I'm not sure how I'm going to handle having two threads like this, since there's already some answering that needs to be double posted or something.

Yeah, I think that the squad level equipping method [combined with the armor/weapon material&quality settings] could work perfectly.
Hehe, I was thinking, that where should I post this question of mine, here in the FotF topic, or in the new FotF List of Remaining Items topic. I finally ended up posting it here, but I agree, these list related questions should be posted in the new topic.
Thanks for the replies again, Toady!  :)
Title: Re: The NEW Future of the Fortress
Post by: Blank on January 22, 2009, 02:23:03 pm
Wow. Lots of fun stuff here. Thanks again for posting the answers to all these questions.
Second'd! This next release is going to be more incredible than the transition to 3D!
Title: Re: The NEW Future of the Fortress
Post by: Christes on January 22, 2009, 03:06:11 pm
Just when you think the last release is the best upgrade, a new one comes along...
Title: Re: The NEW Future of the Fortress
Post by: Lord Licorice on January 22, 2009, 07:40:03 pm
On subject of giving us nifty genetic stuff from the legends screen, any chance you could also add in a legends text dump option at this point? Doesn't have to be fancy, just some way for those of us who REALLY want to dig through everything to do so.

Basically, I'd like to be able to write a parser for the Legends data so I can grab out information I want. Things like everything about a particular war, or every war that X civ has been in, or whatnot. I know you said it's a huge file, which is why I'm suggesting that it be a specific option that people have to hit in the legends screen.

XML would probably be best, but really I'm fine if it's a basic text file like the site/population files currently dumped out at world gen.

Oh god yes please. I don't care if DF craps a 200MB plaintext file on my hard drive, just anything that will allow me to copy-paste particular sections of information so I don't have to retype or printscreen.  For that matter, a "dump this screen to file" option for any particular Legends screen would be fantastic.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 22, 2009, 08:23:29 pm
Same here. I love the Legends mode right now but with appereance genes and stuff it would be pure Gold cause it would begin to satisfy my need for fantasyliteratur.

An plain text dumb (even Gigs of text) would be enought i can write my own app to parse and dig throught the informations.

Personally i hunger for every detail like Eyecolor, Tattooings, Weather, last breakfast and all that.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 22, 2009, 08:58:49 pm
Hey guys, you would know this better then me...

Where in the Raws are Servants of gods listed?

If your wondering what I mean... Mostly refering to things like:

Valkyrie, Angels, Cerberous (sorta), Eihmarijar, Cherubs, Demigods, Minor gods, elementals, and stuff?

Is Toady ever planning on including things like these? Should I start up a suggestion thread? Seems a bit too "Bound to be in" for it not to be.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 22, 2009, 09:05:51 pm
They arent in the game i think but they seem much like Demons. Just apply the right spheres and they should work thought they would be treated like an power and not as servants iirc.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 22, 2009, 09:09:18 pm
They arent in the game i think but they seem much like Demons. Just apply the right spheres and they should work thought they would be treated like an power and not as servants iirc.

Err well I meant in the Devs which I often call the RAWs

OR am I? Alright I am VERY confused.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 22, 2009, 09:36:27 pm
Me too.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 22, 2009, 09:39:19 pm
Alright... what I mean is... Has Toady EVER planned on adding Powerful Godly Servants like the ones I described?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on January 22, 2009, 11:19:41 pm
The regional forces might end up looking like minor gods.  Spirits of fire and some of the other element-men are a lot like elementals.  But if you mean something like planar beings in the D&D sense, I suspect that'll have to wait until we actually have other planes (which are in the dev notes, but only as a far-future thing). 
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 22, 2009, 11:25:11 pm
The regional forces might end up looking like minor gods.  Spirits of fire and some of the other element-men are a lot like elementals.  But if you mean something like planar beings in the D&D sense, I suspect that'll have to wait until we actually have other planes (which are in the dev notes, but only as a far-future thing). 

Well Planar beings perhaps, that is one great way to do it.

But more or less I am refering to supernatural beings and entities of various power with the motivation of furthering their patron diety's goals and possibly getting them worship.

Or perhaps Non-civ natural beings. (Afterall I believe Odin had Crows)
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 22, 2009, 11:38:42 pm
Hugin and Munin. Thought and Memory. Odin excepted that Hugin doesnt come back some day but feared the lose of Munin.

They both count as extension of Odins mental abilitys.

And they werent crows they were kolk-ravens (corvus corax). Crows are also part of the Ravens family (so you made no real failure Neonivek ;) ) but almost only the smaller Ravens are called crows.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 23, 2009, 12:03:42 am
Psssh, anyone who cares if crows and ravens are different. They taste and look the same on a dinner plate.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 23, 2009, 12:07:43 am
Psssh, anyone who cares if crows and ravens are different. They taste and look the same on a dinner plate.

Did you know that between the Black and Brown Squirl only one tastes good?
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 23, 2009, 12:12:27 am
Yes the red ones :P
Title: Re: The NEW Future of the Fortress
Post by: Doomduckie on January 23, 2009, 06:38:39 am
So, the new combat system seems to be shaping up well with the latest update.

Now you can't just twist an embedded weapon a few times and expect to kill a megabeast by knocking it out and bleeding it to death. Hopefully a balance will be struck between realism and good (this update) vs My Dwarves' AI probably being too stupid to pull their weapons out for now.

Since embedded weapons now cause bleeding to remove, does that mean we can have barbed arrows, spears, and javelins that cause more bleeding to pull out in some later version? A [BARBED] tag would be neat for modding and relevant for for both natural weapons (stingers) and items, causing extra pain and bleeding when removed without the aid of a chirurgeon.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 23, 2009, 10:05:29 am
Psssh, anyone who cares if crows and ravens are different. They taste and look the same on a dinner plate.

phah. crows are mobs. ravens are packs.
Misbehaving Crows are a nuisance, 'misbehaving' ravens are a menace.
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on January 23, 2009, 11:42:17 am
I thought crows were a murder.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 23, 2009, 01:48:08 pm
The regional forces might end up looking like minor gods.  Spirits of fire and some of the other element-men are a lot like elementals.  But if you mean something like planar beings in the D&D sense, I suspect that'll have to wait until we actually have other planes (which are in the dev notes, but only as a far-future thing). 

Well Planar beings perhaps, that is one great way to do it.

But more or less I am refering to supernatural beings and entities of various power with the motivation of furthering their patron diety's goals and possibly getting them worship.

Or perhaps Non-civ natural beings. (Afterall I believe Odin had Crows)

See, right now the dieties don't even HAVE goals.  I guess they're real enough to die of old age now, but that could mean anything.  They don't interact with the world, have no hopes and dreams, yet.  I've barely heard anything from Toady about how religion will eventually be handled, all we have are clues from how they're handled now...which isn't much.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 23, 2009, 04:39:01 pm
We have been given say from Toady that gods really do, or at least are planned to, seek worship in some instances. After this we got Threetoe and powergoals.

Though perhaps I read too much into them.
Title: Re: The NEW Future of the Fortress
Post by: Ghost of a Flea on January 23, 2009, 05:55:21 pm
I thought crows were a murder.

You are correct. Incidentally, the group noun for lawyers is a "prey".

FANTASY DEVELOPMENT ITEM: Lawyer as a dwarven profession, used to negotiate less severe punishments for crimes.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 23, 2009, 06:46:21 pm
That doesn't sound very Dwarven. Don't Dwarven lawyers negotiate stiffer penalties for their clients?
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on January 23, 2009, 06:48:58 pm
No, just stiffer drinks.
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 23, 2009, 06:59:58 pm
And stiffer pen-

Nevermind.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 23, 2009, 07:01:57 pm
A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 23, 2009, 07:16:32 pm
I thought crows were a murder.
I wasn't using the "technical" terms, I was describing how they act.
Crows harrass passers by and form creepy large groups that cause a lot of noise and intimidate passers by.
Ravens stake out McDonalds and scare patrons into dropping the take-out cheeseburger they just bought.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on January 23, 2009, 07:30:09 pm
A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 23, 2009, 07:41:23 pm
A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.

 Of course, this question deals with castes and species that suffer from an excess of genders. How would that be supported? Just using the g key to alternate between worker ants and the queen?
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on January 23, 2009, 09:42:12 pm
A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.

 Of course, this question deals with castes and species that suffer from an excess of genders. How would that be supported? Just using the g key to alternate between worker ants and the queen?

It could be reworked to where the "g" key cycles between adventure-capable castes.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 23, 2009, 10:21:22 pm
A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.

 Of course, this question deals with castes and species that suffer from an excess of genders. How would that be supported? Just using the g key to alternate between worker ants and the queen?

It could be reworked to where the "g" key cycles between adventure-capable castes.

 Which would be grand. We just need confirmation from the toadster.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on January 24, 2009, 02:16:49 am
A quick question, in the event of civilized species with more castes than a simple male/female gender with noticeable differences, will new adventurers be able to pick between them?
You already can. I forget where, but while creating an adventurer, you can press 'g' to change gender.

 Of course, this question deals with castes and species that suffer from an excess of genders. How would that be supported? Just using the g key to alternate between worker ants and the queen?

It could be reworked to where the "g" key cycles between adventure-capable castes.

 Which would be grand. We just need confirmation from the toadster.

Indeed.

On that note, would you need a distinct [NOT_ADVENTURE] tag or somesuch to prevent players from playing as Antmen queens?
Title: Re: The NEW Future of the Fortress
Post by: Patarak on January 24, 2009, 04:25:55 am
As long as livers and kidneys are being put to use instead of being blobs of woundable flesh, I think there should be an [ALCHOHOL_TOLERANCE:#:#:] tag for creatures.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 24, 2009, 12:38:48 pm
On that note, would you need a distinct [NOT_ADVENTURE] tag or somesuch to prevent players from playing as Antmen queens?

Why would you want to do that? Imagine, slowly crawling across the coutryside, your meatshield offspring constantly replenishing your party, destroying/consuming everything in your path.

Hm. That gives me a thought. Fortress Mode, where the Queen cannot move, really, and you have to build the fortress around her.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on January 24, 2009, 02:22:40 pm
She'll keep giving babies for you to work with too.   ;D
Title: Re: The NEW Future of the Fortress
Post by: Doomduckie on January 24, 2009, 02:27:19 pm
Realistically, an immobile ant queen has little workers to carry her around. That'd be an interesting labour for them: Move Queen. A job you could queue up- you can deconstruct and construct the queen elsewhere.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on January 24, 2009, 05:22:33 pm
Psssh, anyone who cares if crows and ravens are different. They taste and look the same on a dinner plate.

phah. crows are mobs. ravens are packs.
Misbehaving Crows are a nuisance, 'misbehaving' ravens are a menace.

Actually, a group of crows is a murder (as already covered), and a group of ravens is an unkindness. On a somewhat related note, a group of turtles is a bale, a group of foxes is a skulk and a group of jellyfish is called a smack. Oh yeah, and it's kangaroos that group in mobs.

Yeah, animal group names get pretty silly.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 24, 2009, 05:34:04 pm
A job you could queue up- you can deconstruct and construct the queen elsewhere.
That... just doesn't sound right. In fact, it sounds so not right that I fully expect a fully illustrated crack-fic showing just that will show up on 4chan's /b/ any day now. Lovely.
...
That said, yeah. Playing a bloated, perpetually baby-popping queen might be interesting, but only if DF adventure mode evolves into more of a strategy-type game than a one sided meleefest. I would have to be able to, lets say, dispatch scouts to act as my hands and parties of my soldier or worker-caste children to act as my hands. And, while minions might be too dumb to wipe their own asses, I would expect a queen could be quite bright. Perhaps I could enslave some legendary craftsmen to build me an artifact wagon of the sort Genghis Khan supposedly had. Workers may be stupid, but even they should be able to pull the damn thing if they get harnessed in right.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 24, 2009, 06:04:33 pm
phah. crows are mobs. ravens are packs.
Misbehaving Crows are a nuisance, 'misbehaving' ravens are a menace.

Actually, a group of crows is a murder (as already covered), and a group of ravens is an unkindness. On a somewhat related note, a group of turtles is a bale, a group of foxes is a skulk and a group of jellyfish is called a smack. Oh yeah, and it's kangaroos that group in mobs.

Yeah, animal group names get pretty silly.

Again: Not. Using. Technical. Terms.
I was talking about how they act. Crows annoy me. Ravens give the the shivvers
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on January 24, 2009, 10:57:28 pm
Around here, at least, the crows are only distinguishable from ra'ens in that they flock and ha'e diff'rent beaks; they're the same size (small-medium cat size)
Title: Re: The NEW Future of the Fortress
Post by: Phant on January 25, 2009, 11:27:44 am
Even better, a group of ferrets is a 'business'. What kind of business ferrets are in I am not sure, loansharking maybe. Which gives rise to another idea, ferrets as a pet choice. Ferrets have been kept, much like cats, to keep dwellings and stores clear of vermin historically, and being burrowing critters might be a better match for the subterranean dwarves.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 25, 2009, 08:53:15 pm
Even better, a group of ferrets is a 'business'. What kind of business ferrets are in I am not sure, loansharking maybe. Which gives rise to another idea, ferrets as a pet choice. Ferrets have been kept, much like cats, to keep dwellings and stores clear of vermin historically, and being burrowing critters might be a better match for the subterranean dwarves.

I like it! And ferret trainers can be "Business Men"
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 26, 2009, 03:33:28 am
Don't ferrets also stink?
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on January 26, 2009, 04:30:40 am
Yes very horrible by the way if you dont bath them as often as you bath yourself.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 26, 2009, 11:03:33 am
Yes very horrible by the way if you dont bath them as often as you bath yourself.

Uhhh... I think in my case I'd bathe them more then I bathe myself.

We really need to get back on Dwarf Fortress soon unless this is leading to a discussion on how Toady should allow groups of people to have different names like for Cows "Herds" and Coocoos "Mafia"
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on January 26, 2009, 01:46:17 pm
Even better, a group of ferrets is a 'business'. What kind of business ferrets are in I am not sure...
If you ever kept ferrets, you'd know, because you'd be knee deep in their 'business'
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on January 26, 2009, 05:23:12 pm
OH NO THE FORUMS ARE DOW-

Oh, they're back now.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on January 27, 2009, 06:36:57 pm
Psssh, anyone who cares if crows and ravens are different. They taste and look the same on a dinner plate.

phah. crows are mobs. ravens are packs.
Misbehaving Crows are a nuisance, 'misbehaving' ravens are a menace.

Actually, a group of crows is a murder (as already covered), and a group of ravens is an unkindness. On a somewhat related note, a group of turtles is a bale, a group of foxes is a skulk and a group of jellyfish is called a smack. Oh yeah, and it's kangaroos that group in mobs.

Yeah, animal group names get pretty silly.

>_>

<_<

*skulks about*
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 28, 2009, 07:14:05 am
Ferrets also love shiny objects and can break the sound barrier if fed sufficient quantities of raw sugar.
After being prodded with a squid-on-a-stick they can breathe fire.
Title: Re: The NEW Future of the Fortress
Post by: Osmosis Jones on January 28, 2009, 07:58:27 am
Adding wings and whoopee cushions full of holy water, they also function as adequate anti-vampire devices.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on January 28, 2009, 05:54:03 pm
Ferrets also love shiny objects and can break the sound barrier if fed sufficient quantities of raw sugar.
After being prodded with a squid-on-a-stick they can breathe fire.
Techhead here has obviously been archive-trawling Sluggy Freelance lately. Kudos.
On a vaguely-related-to-DF, I fully plan to create a simulacrum of the Sluggyverse in DF once a sufficiently advanced version comes out. Complete with Santa Claus as a cosmic horror vulnerable only to nerf weapons.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 28, 2009, 09:33:26 pm
Yes I have. If by "Archive Trolling" you mean read 11.5 years of a daily strip in a week and a half.
Fun stuff.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 29, 2009, 12:55:41 am
Yes I have. If by "Archive Trolling" you mean read 11.5 years of a daily strip in a week and a half.
Fun stuff.

heh. And here I thought mebbe you'd just been reading it since it started.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 29, 2009, 04:18:50 pm
You should read more closely he said Archive Trawling not trolling :D

The difference is that Trolling is mean and Trawling means your hauling :D
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on January 29, 2009, 04:27:43 pm
trawl  (http://dictionary.reference.com/search?q=trawling)    (trôl)  Pronunciation Key 
n.   
A trawl net.
See setline.
v.   trawled, trawl·ing, trawls

v.   tr.
To catch (fish) with a trawl.
v.   intr.

To fish with a trawl.
To troll.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 29, 2009, 04:51:51 pm
Ehhh if he meant Trolling he would have said Trolling.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 29, 2009, 08:18:01 pm
"trolling" as used on newsgroups was originally taken from the fishing term, in the context of "fishing for a response".  It's still valid for any time you're wandering the depths of something murky.
Title: Re: The NEW Future of the Fortress
Post by: brainfire on January 29, 2009, 09:12:36 pm
This thread since it veered off course, for example.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on January 29, 2009, 09:29:15 pm
This thread since it veered off course, for example.

It is hopeless to get this thread back on track I tried

I think ever since Toady made the list... people have treated that as this thread... and treated this thread like it is the "Random stupid stuff" thread.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 29, 2009, 10:07:16 pm
Sorry, I was "Archive Binging" and I mistyped/Freudian-slipped trawling.
On the subject of archive binging, I just finished El Goonish Shive, including the fillers and NPs. I am a webcomic addict...
I've read all of the following, in no particular order. Quality may vary, and some of these no longer update.
Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on January 29, 2009, 10:31:05 pm

 Ah, forgot Adventurers! Time to boast and mock!

 But yes, 'till Toady gets off from his end of month project we don't have much a use for this thread.
Title: Re: The NEW Future of the Fortress
Post by: Sowelu on January 30, 2009, 02:18:38 pm
Sorry, I was "Archive Binging" and I mistyped/Freudian-slipped trawling.
On the subject of archive binging, I just finished El Goonish Shive, including the fillers and NPs. I am a webcomic addict...
I've read all of the following, in no particular order. Quality may vary, and some of these no longer update.
Spoiler (click to show/hide)

If you liked El Goonish Shive, you might like DMFA (http://www.missmab.com).
Title: Re: The NEW Future of the Fortress
Post by: Random832 on January 30, 2009, 03:30:20 pm
Sorry, I was "Archive Binging" and I mistyped/Freudian-slipped trawling.
On the subject of archive binging, I just finished El Goonish Shive, including the fillers and NPs. I am a webcomic addict...

I'm sure you think you are.

Quote
I've read all of the following, in no particular order. Quality may vary, and some of these no longer update.
Spoiler (click to show/hide)

Pffffft.

(Recovering webcomic addict, used to read 90 titles. At once. All of which were updating at the time.)
Title: Re: The NEW Future of the Fortress
Post by: Techhead on January 30, 2009, 03:38:16 pm
I never said I was a particularly bad case, but I am indeed an addict. I also have school to go to, along with gaming, literature, and anime/manga addictions. The three things that keep my addicitions in check are:
A. Limited access at times to one or more of the above.
B. Unwillingness to spend copious amounts of money on addictions.
C. If one starts to get out of hand I can start going into withdrawal of the others.

Webcomics! Video Games! Books! Anime! Manga!
By your powers combined, I am... Captain Otaku!
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on January 30, 2009, 03:44:46 pm
What kind of lame medium are books anyway?[/tvtropes misquote]

I wonder what would the enemies of Captain Otaku be. Maybe Teletubbies?
Title: Re: The NEW Future of the Fortress
Post by: umiman on January 30, 2009, 04:41:48 pm
His arch enemy would be the rich, smart, handsome kid with the incredible social life and is loved by all.

There's also Mr. Society, The Parents Duo, and Lord Censorship.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on January 30, 2009, 04:48:42 pm
His arch enemy would be the rich, smart, handsome kid with the incredible social life and is loved by all.

There's also Mr. Society, The Parents Duo, and Lord Censorship.

That guy he sometimes teams up with, and sometimes fights is known as Dr. Dub
Title: Re: The NEW Future of the Fortress
Post by: Toady One on February 02, 2009, 04:46:20 am
Quote
legend dump chat

Yeah, it'll be a reasonably large file, but the real problem is that because the text is not stored but generated when you look at them, it'll also take forever for it to run through on a decently-populated world (as it often has to pull up and grab critter names from id numbers and so on).  I'm not sure quite how long forever, but I'll consider doing something with it this time around if it won't take too long to set up (can't commit, as it is set up to generate the stories for display not in plain text but in my silly ass text viewer format).

Quote from: Heph
I meant starting an Bushfire, making an little campfire out of logs, burning down an Barn, burn away some worn out clothes as form of garbage disposal and things like this.

Yeah, it's reasonable enough, but we can set it up later.  It would need some accompanying AI as things stand, or your dwarves would burn themselves out in your fire pit.

Quote from: Patarak
As long as most things are getting updated, would there be a possibility of allowing "Special" attacks to be applied in Adventure mode? Webs and stings and the like.

That's more of a combat arc thing since I'd have to set the selections up and so on.

Quote
chat about various powers and their servants and things

I think there are power goals here and there that suggest religion in DF isn't always going to be fictitious in every world, and there's also the post v1 entry about it.  As with magic, we didn't particularly want to create stock notions for vanilla DF on these matters, as we'd like it all sorts of ways and there isn't any compelling reason to nail down.  With the sphere-related creatures on some horizon or other (they made dev_next, which means they are a candidate for the release after this one, along with the decisions that are already fixed for that release [improved sieges or invading others + eternal sugg stuff]), we'll probably have the first push in this direction (unless you count the demon part mentioned in the remaining items list) as regions gain more flavor and powerful critters linked to creation myths and that sort of thing.  The powerful mundane creatures in the game (rulers and so on) don't even have a sense of goals or continued play after legends (which is supposed to start up with the army stuff), so I'd expect that before the supernaturals get much to do.

Quote from: Doomduckie
Since embedded weapons now cause bleeding to remove, does that mean we can have barbed arrows, spears, and javelins that cause more bleeding to pull out in some later version?

Yeah.  That one in particular would be pretty straightforward, assuming barbs don't run afoul of the general item improvement system (with all the spikes and stuff) and get messy.  But the pulling-out effects themselves are nicely set aside and can be easily enhanced.

Quote
castes in adv mode

Right now the gender changing key cycles castes, yeah.  It says "Become <caste>" where the caste is the next one in the order they appeared in the raws.  Would be annoying for more than say 4 castes, but the vanilla raws won't have anything with more than that, and all the vanilla playable ones have just 2.  I'll take refinement requests after this release is up, but it is as it is for now.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on February 02, 2009, 02:53:27 pm
Quote
legend dump chat

Yeah, it'll be a reasonably large file, but the real problem is that because the text is not stored but generated when you look at them, it'll also take forever for it to run through on a decently-populated world (as it often has to pull up and grab critter names from id numbers and so on).  I'm not sure quite how long forever, but I'll consider doing something with it this time around if it won't take too long to set up (can't commit, as it is set up to generate the stories for display not in plain text but in my silly ass text viewer format).

Ah, I guess that does make it a little bit harder to implement. Still, I'm ok with my computer sitting and churning out a massive file for a few hours if you manage to get the code hooks in to do it.

Thanks as always for the responses!
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on February 02, 2009, 03:48:21 pm
Quote
legend dump chat

Yeah, it'll be a reasonably large file, but the real problem is that because the text is not stored but generated when you look at them, it'll also take forever for it to run through on a decently-populated world (as it often has to pull up and grab critter names from id numbers and so on).  I'm not sure quite how long forever, but I'll consider doing something with it this time around if it won't take too long to set up (can't commit, as it is set up to generate the stories for display not in plain text but in my silly ass text viewer format).

Ah, I guess that does make it a little bit harder to implement. Still, I'm ok with my computer sitting and churning out a massive file for a few hours if you manage to get the code hooks in to do it.

Thanks as always for the responses!
Ditto
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on February 02, 2009, 04:40:48 pm
Somewhat on topic...  has the top block of the forums been abandoned? It still points to .40d when .40d9 is out, and it still lists the January report, when the February one has long been posted.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on February 02, 2009, 04:50:35 pm
I forgot to update it (again).  40d9 isn't the one up on the main page, so I haven't put a news item for that, but I can set up another news item for the other one I guess.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on February 02, 2009, 06:36:16 pm
I am rather excited about the wound updates... but things like gangrene scare me.
Not that I don't want to play with them eventually, but I'm worried they'd be a barrier to me figuring out the other stuff in the new release, I think.

Will disease be turn-off-able in the init file like invasions and cave-ins?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on February 02, 2009, 07:14:32 pm
I am rather excited about the wound updates... but things like gangrene scare me.
Not that I don't want to play with them eventually, but I'm worried they'd be a barrier to me figuring out the other stuff in the new release, I think.

Will disease be turn-off-able in the init file like invasions and cave-ins?

This kinda makes me concerned about Adventure mode. I am afraid at one point it may become completely unplayable in the future.

I mean if the Arrows, Organ damage that doesn't magically heal, blood loss, starvation, metalic men, (Semi)Megabeasts, armies, or dirty water doesn't kill you... Then the Gangrene will kill you.

Then again... I guess that only means that Adventurers are going to become greater and greater until they make your Dwarves look like chumps.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on February 02, 2009, 07:48:40 pm
that and shops will start selling peg legs, hook hands and eye patches.

...also, pennecillin.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on February 02, 2009, 07:56:15 pm
that and shops will start selling peg legs, hook hands and eye patches.

...also, pennecillin.

Heh, replace your Liver with a Lead Spitoon?
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on February 02, 2009, 08:14:04 pm
Well we have an healthcare ability and herbalism. So i would advice you to hire an Doc for your party or get some own knowledge.

Also its not like that you get the Black death at every second corner. DF isnt an Siera point and click adventure.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on February 02, 2009, 08:19:15 pm
Well we have an healthcare ability and herbalism. So i would advice you to hire an Doc for your party or get some own knowledge.

Also its not like that you get the Black death at every second corner. DF isnt an Siera point and click adventure.

Well true it isn't a Sierra Point and Click or heck... a normal Rogue-like...

But still... there are so many ways to die your practically wallowing through them at a daily basis.

I mean heck... You die... By swimming in Water that freezes over you instantly! If that ISN'T a Seirra death I don't know what is.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on February 02, 2009, 08:25:53 pm
I eventually want to be able to start as a naked adventurer just outside a human village, slowly build my way up in the community, and then help fend off an elf invasion. Then when an army starts gathering, join up with it, and march through the wilderness to the elven retreat. Then the night before battle the elven hunters find the camp, and begin shooting into the troops. I get hit in the arm with an arrow, but I manage to dodge the rest of them as they massacre the army. I wonder around for days in the wilderness, thankfully avoiding predators, but with the wound slowly being infected. Then die alone, and unknown in a bog imagining Crowmen coming for my body as the fever dreams grip me.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on February 02, 2009, 08:36:49 pm
I mean heck... You die... By swimming in Water that freezes over you instantly! If that ISN'T a Seirra death I don't know what is.

Pulling a lever and being suddenly immersed in magma?
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on February 02, 2009, 08:45:10 pm
I eventually want to be able to start as a naked adventurer just outside a human village, slowly build my way up in the community, and then help fend off an elf invasion. Then when an army starts gathering, join up with it, and march through the wilderness to the elven retreat. Then the night before battle the elven hunters find the camp, and begin shooting into the troops. I get hit in the arm with an arrow, but I manage to dodge the rest of them as they massacre the army. I wonder around for days in the wilderness, thankfully avoiding predators, but with the wound slowly being infected. Then die alone, and unknown in a bog imagining Crowmen coming for my body as the fever dreams grip me.

That right there is the epitome of the slogan Losing is fun!

Or an example of how insane your average DF player is. Either way.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on February 02, 2009, 08:50:40 pm
I eventually want to be able to start as a naked adventurer just outside a human village, slowly build my way up in the community, and then help fend off an elf invasion. Then when an army starts gathering, join up with it, and march through the wilderness to the elven retreat. Then the night before battle the elven hunters find the camp, and begin shooting into the troops. I get hit in the arm with an arrow, but I manage to dodge the rest of them as they massacre the army. I wonder around for days in the wilderness, thankfully avoiding predators, but with the wound slowly being infected. Then die alone, and unknown in a bog imagining Crowmen coming for my body as the fever dreams grip me.

That right there is the epitome of the slogan Losing is fun!

Or an example of how insane your average DF player is. Either way.

and I want the corpse of that unknown soldier to rise as a the restless dead, to seek revenge on the Elves!
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on February 02, 2009, 09:01:36 pm
Sinus god of math has changed the constant of PI in this region. Your body explodes!

Well the most deathtraps are Player made. As for the ice i say an reasonable freezing time in adv mode should be easy to do.

Also stacking up for example Salvia, marigold, willow bark, ash bark, poplar bark or devils claw, (which all are invection prefenting) should be fairly easy. Thought that stuff can have sideeffects like salvia devinorum which is pretty common in USA Amerika but causes hallucinations (its still legal in most countrys).
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on February 02, 2009, 10:19:01 pm
Toady answered questions in the "List of things to do" version of this thread if anyone is interested.

He answered a lot of questions... kinda... :D
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on February 02, 2009, 10:53:07 pm
Damn they are 3 answers ahead of us for this year. Quick think of questions! We just cant loose! We need to defend our recursiv beards of dwarveness!
Title: Re: The NEW Future of the Fortress
Post by: JoRo on February 02, 2009, 11:00:56 pm
Medicines would finally convince me to crank out the glass vials for an alchemist.  Especially painkillers.  Especially if my military can dope themselves up in advance, and then keep fighting with no legs and a dozen bolts in their gut.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on February 02, 2009, 11:05:22 pm
Medicines would finally convince me to crank out the glass vials for an alchemist.  Especially painkillers.  Especially if my military can dope themselves up in advance, and then keep fighting with no legs and a dozen bolts in their gut.

Uhhh... a Painkiller that strong would probably make it very hard for your Dwarves to move as it probably removes the sense of touch which injures Kenestetic sense. (I've heard of a Painkiller that actually just erases your memory)
Title: Re: The NEW Future of the Fortress
Post by: Chandrasekhar on February 03, 2009, 06:03:02 am
Medicines would finally convince me to crank out the glass vials for an alchemist.  Especially painkillers.  Especially if my military can dope themselves up in advance, and then keep fighting with no legs and a dozen bolts in their gut.
The goblin swordsman strikes Urist Hammermurders in the lower body!
It explodes in gore!
Urist Hammermurders has become enraged!
Sleosthikul Incestcannons, goblin swordsman, has been struck down!

I'd love to dope up some unstoppable berserkers for my fortress.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on February 03, 2009, 12:35:19 pm
Unstoppable dwarfs?  Hell yes!
Title: Re: The NEW Future of the Fortress
Post by: Flaede on February 03, 2009, 01:08:02 pm
well, losing the lower body would kill them. But conferring them the [NOPAIN] tag would still be pretty awesome.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on February 03, 2009, 05:58:33 pm
Well... I figure if your dwarf is that frenzied and incapable of fear or pain he should be able to live at least a couple of seconds without a lower body. For god sakes the disembodied head from a victim of decapitation should be have one last chance to latch onto the neck (or ankle) of an adjacent creature when severed.

Tell me you don't want to see that.
Title: Re: The NEW Future of the Fortress
Post by: Felblood on February 03, 2009, 06:10:43 pm
I don't want to see that.

--except maybe from zombies. Grahgh!

I mean, how would a severed head attack? Wait for the enemy to put his foot i your mouth? By then, you're dead.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on February 03, 2009, 06:24:45 pm
I don't want to see that.

--except maybe from zombies. Grahgh!

I mean, how would a severed head attack? Wait for the enemy to put his foot i your mouth? By then, you're dead.

Happen to fly in the right direction as it drops off the neck, and manage to bite out the enemy's heart.

Dwarves will do this.
Title: Re: The NEW Future of the Fortress
Post by: umiman on February 03, 2009, 07:37:44 pm
That would certainly be something very interesting to watch for.

It is decapitated.
The enemy Axe Lothargnobbob head flies towards you.
You bat the enemy Axe Lothargnobbob head with your -<<copper warhammer>>-.
The enemy Axe Lothargnobbob head soars out of the park.
The crowd goes wild!
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on February 03, 2009, 08:26:49 pm
Well... I figure if your dwarf is that frenzied and incapable of fear or pain he should be able to live at least a couple of seconds without a lower body. For god sakes the disembodied head from a victim of decapitation should be have one last chance to latch onto the neck (or ankle) of an adjacent creature when severed.

Tell me you don't want to see that.

I really, really want to see that.  Especially if the jaw clamps down after death, like a driver ant.
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on February 04, 2009, 03:44:08 am
I'm remembering this one tale about a condemned criminal who swore to haunt the official presiding over his execution.  The official responded that surely he could prove his oath by having his severed head bite a flagstone.  Sure enough, when the head came off, it bit down on the flagstone.  The crowd was all muttery and superstitious, but the official was unconcerned, saying his spirit used up all its effort on the flagstone, so had none left to haunt with.

It would be really cool to have an enemy's severed extremity grab onto you, though.  I'd probably leave it on!  I mean, picture walking out of this forest retreat with 4 elf heads and a couple of arms still gripping you in a frenzied deathgrip.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on February 04, 2009, 04:56:57 am
Hehe, yeah. Plus, extra ammunition. Especially with arms - "Flying Punch!". :)
Title: Re: The NEW Future of the Fortress
Post by: SmileyMan on February 04, 2009, 10:55:10 am
Reading Toady's latest stuff, I'm all of a sudden really hoping that goblins start turning up with poison arrows.  I don't know why.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on February 04, 2009, 11:18:05 am
Reading Toady's latest stuff, I'm all of a sudden really hoping that goblins start turning up with poison arrows.  I don't know why.

Cause you hate your dwarves...
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on February 04, 2009, 02:30:56 pm
The blow dart gun might actually serve a purpose.
Title: Re: The NEW Future of the Fortress
Post by: Felblood on February 04, 2009, 04:01:21 pm
Are poison blowguns more in line with goblins or kobolds.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on February 04, 2009, 04:42:21 pm
Kobolds. And if I remember right, they were the only ones who had them.
Title: Re: The NEW Future of the Fortress
Post by: Grek on February 05, 2009, 04:02:58 am
Batmen too!
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 05, 2009, 01:25:40 pm
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

Will there be a Poison Weapon job at the Alchemy workshop?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on February 05, 2009, 02:23:18 pm
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

Will there be a Poison Weapon job at the Alchemy workshop?

How much must that Alchemist do?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 05, 2009, 03:13:46 pm

 I'm thinking the soldiers would do it themselves. They would go to the local poison stockpile and dip their weapon in it. Or smear it over the weapon, whatever.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on February 05, 2009, 03:46:02 pm

 I'm thinking the soldiers would do it themselves. They would go to the local poison stockpile and dip their weapon in it. Or smear it over the weapon, whatever.

Yeah that makes sense. It could work like in the game called Majesty. Thieves were poisoning their weapons "automatically" in that game.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on February 05, 2009, 04:05:59 pm
seems like a Y/N on the unit screen.  'Dwarf Poisons Weapon?'

How much fun will this be with sparring?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 05, 2009, 04:43:04 pm
seems like a Y/N on the unit screen.  'Dwarf Poisons Weapon?'

How much fun will this be with sparring?
Considering we could have them smear their weapons with antibiotics, anaesthetics or even healing salves, sparring could be less dangerous.

 Or more horrible.

 "Alright dwarves, smear your weapons with blood."
 "Won't we do that on the battlefield?"
 "Nay, they need to see the blood on our weapons before we get 'em! We have an image to maintain."
Title: Re: The NEW Future of the Fortress
Post by: Arkose on February 05, 2009, 05:24:51 pm
Adventure mode characters had better be able to smear things on their weapons too. I can see a new contest: The adventurer with the greatest variety of poison, blood, ichor and vomit encrusted onto their axe wins!
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 05, 2009, 05:28:23 pm
Adventure mode characters had better be able to smear things on their weapons too. I can see a new contest: The adventurer with the greatest variety of poison, blood, ichor and vomit encrusted onto their axe wins!
...Mud, strange white goo, goo, molten stones, molten metals, ash, rain, etc...
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 05, 2009, 05:37:44 pm
Here's a potential system;

Since a "Coat weapons with what?" would be difficult to use when sorting through every single dippable, assign a barrel/vat/chest-o-vials per squadron. Squad goes over, coats their weapons, then continues on their merry way.

Poisons/dippables would have to be created/refined at the Alchemist's workshop, or otherwise ferried over from the Extract jobs at the fishery/butchery.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on February 06, 2009, 08:03:31 am
Since a "Coat weapons with what?" would be difficult to use when sorting through every single dippable, assign a barrel/vat/chest-o-vials per squadron. Squad goes over, coats their weapons, then continues on their merry way.

That could work. Simple and logical idea.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on February 06, 2009, 08:05:53 am
Material Breath Attacks!

Material Breath Attacks!

Urist McPeasent, Dwarf, hits the Elf in the face with the Booze Breath!
It is blown apart!
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on February 06, 2009, 10:31:07 am
Since a "Coat weapons with what?" would be difficult to use when sorting through every single dippable, assign a barrel/vat/chest-o-vials per squadron. Squad goes over, coats their weapons, then continues on their merry way.

That could work. Simple and logical idea.

Seriously... Nice
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 06, 2009, 01:31:59 pm
Since a "Coat weapons with what?" would be difficult to use when sorting through every single dippable, assign a barrel/vat/chest-o-vials per squadron. Squad goes over, coats their weapons, then continues on their merry way.

That could work. Simple and logical idea.

Seriously... Nice

Thanks, I s'pose. Not that I'm in any position to tell Toady what to do.

I like the "chest-o'-vials" idea, personally. But that's just me.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on February 06, 2009, 04:55:07 pm
Adventure mode characters had better be able to smear things on their weapons too. I can see a new contest: The adventurer with the greatest variety of poison, blood, ichor and vomit encrusted onto their axe wins!
...Mud, strange white goo, goo, molten stones, molten metals, ash, rain, etc...
You missed 'the tears of an orphan child'. No bonus points for you.
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on February 07, 2009, 07:27:02 pm
The one request I have for this next release is that cliffs that are steep enough don't have ramps all over them.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on February 07, 2009, 07:28:23 pm
The one request I have for this next release is that cliffs that are steep enough don't have ramps all over them.

I think Toady is waiting for Climbing to be put in.
Title: Re: The NEW Future of the Fortress
Post by: LordNagash on February 08, 2009, 04:17:36 am
Yeah we had those, but it lead to not being able to get places a lot of the time so the world gets smoothed before play. Proper cliffs will be back in with climbing.

Actually, speaking of climbing: Is that coming up in the near future? Because I thought about it today and chasms are never really going to be menacing again until things can actually climb out of them
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 08, 2009, 04:18:51 am
Yeah we had those, but it lead to not being able to get places a lot of the time so the world gets smoothed before play. Proper cliffs will be back in with climbing.

Actually, speaking of climbing: Is that coming up in the near future? Because I thought about it today and chasms are never really going to be menacing again until things can actually climb out of them

Giant bats would like to have a word with you.

Also, there's been mentions of cave interconnection to prevent silly things like entire antmen colonies being stranded on a random shelf 20 levels down with no surface access.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on February 08, 2009, 04:21:35 am
climbing and SPAWNING in caverns are both important.
I want to reenact Pitch Black with a handful dwarven colonists disturbing the ground and unleashing a bajillion evil beasties of darkness.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 08, 2009, 04:24:41 am
climbing and SPAWNING in caverns are both important.
I want to reenact Pitch Black with a handful dwarven colonists disturbing the ground and unleashing a bajillion evil beasties of darkness.

Spawning in caverns is a point of contention. Is it just a "Oh by the way while you weren't looking", or do they crawl up from the bottom in the Chasm tiles?
Title: Re: The NEW Future of the Fortress
Post by: Flaede on February 08, 2009, 04:29:20 am
well, in the Pitch Black case the entire world (practically) is hollow and there is an entire Underdark going on (from which seas of evil bat things, flying sharks and hulking blind beasties all emerge "once every ___ years during the eclipse of all 4 suns." or something to that effect.)... so they all live down there and crawl up into "higher" tunnels when disturbed by folks digging (be it diggin wells, or caves). I know this infringes on the HFS thing, but for cave beasties coming out of caverns it kind of makes sense, after all, they extend down farther than you can dig.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 08, 2009, 04:51:29 am
well, in the Pitch Black case the entire world (practically) is hollow and there is an entire Underdark going on (from which seas of evil bat things, flying sharks and hulking blind beasties all emerge "once every ___ years during the eclipse of all 4 suns." or something to that effect.)... so they all live down there and crawl up into "higher" tunnels when disturbed by folks digging (be it diggin wells, or caves). I know this infringes on the HFS thing, but for cave beasties coming out of caverns it kind of makes sense, after all, they extend down farther than you can dig.

I've seen Pitch Black.

I was referring to the fact that spawning in caves that are VISIBLE is a point of contention.
Title: Re: The NEW Future of the Fortress
Post by: Flaede on February 08, 2009, 04:57:06 am
my point was that bottomless pits and the fissures-in-the-earth are a good place to start for spawning cave creatures because they extend off the bottom of the map.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 08, 2009, 05:32:15 am
my point was that bottomless pits and the fissures-in-the-earth are a good place to start for spawning cave creatures because they extend off the bottom of the map.

Precisely! However, without climbing, you either need a ground-level "shelf" adjacent to the chasmy bits for access to the caves, and/or small chasmy bits akin to the Glowing Pit tiles in HFS.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on February 08, 2009, 05:21:54 pm
Anything off the edge of the map is fair game for spawning. So: River edges, underground river edges, chasms at the edge of the map, chasms at the bottom of the map, magma tube bottoms... and the top layer of the sky.

Imagine eldritch horrors descending from the heavens. Mwahaha.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on February 08, 2009, 06:12:58 pm
Quote from: Flaede
Will disease be turn-off-able in the init file like invasions and cave-ins?

Is it specifically infected wounds you are worried about?  I wouldn't mind, but it might be worth it to put everybody through the horror for one release so things can be ironed out.

Quote from: Warlord255
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

I'm not going to allow that until the ethical framework and repercussions are in place.  Dwarves with poison weapons seem strange to me, so I'd like to do that stuff first before I worry about the interface, jobs and storage.  That is, you'd be allowed to make that decision, but it would cause quite a fuss in general.

Quote from: LordNagash
Actually, speaking of climbing: Is that coming up in the near future?

Probably not this release.  Kind of like flying in the sense that it causes various path troubles, so dwarves wouldn't be able to do it, anyway.

And as far as the spawning goes, yeah, the edges will be milked when available.  The 2D version did all of the river and lava spawning from the edges (generally hidden in ambush, so sometimes it wasn't easy to tell).  Although I'm not sure if spawning is the right word, since it actually takes them from the populations -- the chasm ones spawned at chasm tiles in 2D, though.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 08, 2009, 06:17:52 pm
Quote from: Warlord255
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

I'm not going to allow that until the ethical framework and repercussions are in place.  Dwarves with poison weapons seem strange to me, so I'd like to do that stuff first before I worry about the interface, jobs and storage.  That is, you'd be allowed to make that decision, but it would cause quite a fuss in general.


Why do the words "Geneva Convention" pop into my head? :D
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on February 08, 2009, 09:02:55 pm
Another toady answer flurrish on the Future of the fortress' list of development items.
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on February 09, 2009, 05:36:30 am
Anything off the edge of the map is fair game for spawning. So: River edges, underground river edges, chasms at the edge of the map, chasms at the bottom of the map, magma tube bottoms... and the top layer of the sky.

Imagine eldritch horrors descending from the heavens. Mwahaha.

Urist Haulsocks has been ecstatic lately.  He was disgusted by a miasma recently.  He witnessed a monstrous constellation of unnatural light, like a glutted swarm of corpse-fed fireflies dancing over an accursed marsh recently.  He lost a friend to tragedy recently.  He witnessed something black... that wasn't a tree, something big and black and ropy, just squatting there, waiting, with ropy arms, squirming and reaching recently.  He has dined in a legendary dining room recently.

Urist Haulsocks, Cthulhu Mythos Investigator, has gone stark raving mad!
Title: Re: The NEW Future of the Fortress
Post by: Areyar on February 09, 2009, 10:32:51 am
Quote
Why do the words "Geneva Convention" pop into my head? :D

Expect unreasonable petitions from the Elfs.

"We the Elves from Clearbottom of the mangled puppies have come here today before the Grand Counsil of Ironcluttered to petition that the eating of butchered animals be declared a crime against the coalition of all moral peoples!"

"Also the act of non-proliferation of wooden products has been ruthlessly disregarded by the filthy dwarves of Frostybarrels again!
It is well known that only US Elfs can be entrusted with the workings of the wood and the wise Counsil recognised this in the passing of said act.
We will send a tree-keeping force, in order to enforce the wise law of our mighty coalition.
Once there, all dwarfs found to bear axes or axe bears will be arrested and eaten as is only just and fair."
Title: Re: The NEW Future of the Fortress
Post by: Keiseth on February 10, 2009, 03:03:13 am
[...] Once there, all dwarfs found to bear axes or axe bears will be arrested and eaten as is only just and fair."

Bwahahaha. I wonder what the Elves care about axing undead things.
Title: Re: The NEW Future of the Fortress
Post by: Morberis on February 10, 2009, 03:22:31 pm
[...] Once there, all dwarfs found to bear axes or axe bears will be arrested and eaten as is only just and fair."

Bwahahaha. I wonder what the Elves care about axing undead things.

I wonder if they'll still eat them.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on February 10, 2009, 03:28:41 pm
[
Quote from: Warlord255
This warrants a question. How will poisons/weapon coatings operate in dwarf mode?

I'm not going to allow that until the ethical framework and repercussions are in place.  Dwarves with poison weapons seem strange to me, so I'd like to do that stuff first before I worry about the interface, jobs and storage.  That is, you'd be allowed to make that decision, but it would cause quite a fuss in general.


Well yeah, that is true...dwarves running around with poisoned weapons might seems a bit strange. However, specific units -like rangers- should be able to use poisoned arrows for example. Also, I am just wondering about sieges or armies...Goblins/Kobolds [or modded in civs] should use units equipped with poisoned weapons. I suppose we will have that in the vanilla game [Dwarf mode of course]?
Title: Re: The NEW Future of the Fortress
Post by: Earthquake Damage on February 10, 2009, 03:43:43 pm
I wonder if they'll still eat them.

A better question:  Will elves eat undead megabeasts during worldgen?
Title: Re: The NEW Future of the Fortress
Post by: Morberis on February 10, 2009, 05:08:50 pm
I wonder if they'll still eat them.

A better question:  Will elves eat undead megabeasts during worldgen?

Ha I can trump that, will elves eat undead megabeasts composed of the undead bodies of elf children.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on February 10, 2009, 05:20:46 pm
I wonder if they'll still eat them.

A better question:  Will elves eat undead megabeasts during worldgen?

Ha I can trump that, will elves eat undead megabeasts composed of the undead bodies of elf children.

I'm picturing giant patchwork constructs shambling along, elf heads poking out at random all over... and lets put one of those beefy arms on the back of his neck for good measure. All arms wielding wooden weapons, naturally.
Title: Re: The NEW Future of the Fortress
Post by: Topace3k on February 11, 2009, 02:00:37 am
Quote
and lets put one of those beefy arms on the back of his neck for good measure.
Reminder that dwarves admire sea serpents (http://www.dwarffortresswiki.net/index.php/Sea_serpent) (depicted as an S) for their Majesty.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on February 11, 2009, 02:18:09 am
[PREFSTRING:consummate V's]
Title: Re: The NEW Future of the Fortress
Post by: Faces of Mu on February 11, 2009, 03:21:19 am
Ha! YES! Shave off their beard as a punishment! I seriously want this implemented for minor offences (ignored noble mandates mainly).
Title: Re: The NEW Future of the Fortress
Post by: Earthquake Damage on February 11, 2009, 08:31:27 am
Quote
and lets put one of those beefy arms on the back of his neck for good measure.
Reminder that dwarves admire sea serpents (http://www.dwarffortresswiki.net/index.php/Sea_serpent) (depicted as an S) for their Majesty.

The S is for Sucks.
Title: Re: The NEW Future of the Fortress
Post by: Greiger on February 11, 2009, 11:30:23 am
Ha! YES! Shave off their beard as a punishment! I seriously want this implemented for minor offences (ignored noble mandates mainly).

Mayor Dashedrustic: You failed to make me some bismuth floodgates!  Shave off the animal caretaker's beard to teach him a lesson!

Animal caretaker cancels sleep: Beard shaved.

Fortress Guard Snacktributes: Oh Lomoth! He is a she! How could we have not known!  Why did you do it?

Animal Caretaker Oniontribes: I was tired of the catcalls every time I passed the megaconstruction! So I changed all the ♀ in my status screen to ♂!  I would have gotten away with it too, if it wasn't for that meddling mayor and his donkeys!
Title: Re: The NEW Future of the Fortress
Post by: Areyar on February 11, 2009, 02:39:49 pm
lol

$: "YARRR!"
Craggy: *hides under -lead table-*
$: "Gurr!" *runs past*
Craggy: "yum!" *Makes tallowroast biscuts with raw turtle, kittenham, dwarven cheese topped with a single fisherberry*
$: "growl!"
Craggy : "Yikes!"
>masterwork tomfoolery ensues ending with unmasking the monster as a kobold theif<


Title: Re: The NEW Future of the Fortress
Post by: G-Flex on February 12, 2009, 09:55:39 am
It should now be said that I read "Snacktributes" a couple posts ago as a portmanteau of "snack(s)" and "attributes".

And I like it better that way.
Title: Re: The NEW Future of the Fortress
Post by: Silleh Boy on February 14, 2009, 06:16:19 am
I wonder... Does this mean i'll actually be able to milk and skin the philosopher now?
I've been wanting to since before the first public release.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on February 18, 2009, 10:10:39 am
No, not the philospher!!  Do the duke or something.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on February 18, 2009, 11:55:49 am
Dwarf Mode Combat Reports are going in!
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on February 18, 2009, 12:14:53 pm
'ToonyMan' bites his right arm!
It is bleeding!
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 18, 2009, 01:01:09 pm
No, not the philospher!!  Do the duke or something.
This is a well-crafted glare. It menaces with spikes of menace. On it is an image of Toonyman in light. Toonyman is eating his words.

 But yes, awesome stuff. Now I can find how brutally my hunters die to the nearest giant lion attack.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on February 18, 2009, 01:29:08 pm
Alright, so what 3rd party program wasn't yet made into official DF functionality? Apart from outright cheating programs that is, like Companion.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 18, 2009, 01:30:59 pm

 Nano Fortress would be sweet. They really force you to take advantage of every level. That is, unless a massive magma pipe is in the way or something. That REALLY teaches you how to manage your z-levels.

 Then there is Dwarf Manager. Useful as hell.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on February 18, 2009, 01:36:30 pm
Then there is Dwarf Manager. Useful as hell.

Yeah, Manager is great.  Obviously the real-time visualizers haven't really become part of the game yet either.  There's also a couple utilities for disabling mining notifications and cancellations.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 18, 2009, 03:58:21 pm

 Nano Fortress would be sweet. They really force you to take advantage of every level. That is, unless a massive magma pipe is in the way or something. That REALLY teaches you how to manage your z-levels.

 Then there is Dwarf Manager. Useful as hell.

Nano Fortress would be really easy to add, and would be good for many purposes; you could, for example, use the 1x1 embarks to scatter little shrines around the world.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on February 18, 2009, 04:06:02 pm
But yes, awesome stuff. Now I can find how brutally my hunters die to the nearest giant lion attack.
Can't you do this already, by counting the severed body parts?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 18, 2009, 04:22:05 pm
But yes, awesome stuff. Now I can find how brutally my hunters die to the nearest giant lion attack.
Can't you do this already, by counting the severed body parts?
But then you can't see how the hunter feebly swats at the lions back as it viciously mauls him.
Title: Re: The NEW Future of the Fortress
Post by: Greiger on February 18, 2009, 11:29:58 pm
Combat reports are very important.  You can always a imagine how something happened sure.  But reality has important differences.
Imagination Example

R.I.P. Dolgun Mountainteacups Champion wrestler, slayer of a thousand goblins.  Died to Milton Deweyeyed the groundhog god of death and decay. Died a heroic death that will be told by the bards for ages to come.

What really happened.

R.I.P. Dolgun Mountaintacups Champion Wrestler, slayer of a thousand goblins.  Tried to strangle an undead rodent to death. Darwin Award recipient.
Title: Re: The NEW Future of the Fortress
Post by: Vucar Fikodastesh on February 21, 2009, 11:13:03 am
You big meanies! You gave Toady a headache! >:(
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on February 21, 2009, 11:24:04 am
Yes, dealing with the Various Nonsense uprising pushed the next Dwarf Fortress release back another day.

I hope your happy, everyone on the declaration who isn't me.
Title: Re: The NEW Future of the Fortress
Post by: KaelGotDwarves on February 21, 2009, 12:39:28 pm
I'm gonna start a new topic, but, look at signature D:
Title: Re: The NEW Future of the Fortress
Post by: Areyar on February 21, 2009, 06:52:55 pm
What is this nonsense?

It makes no sense whatsoever!

Hey look, a chicken!
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 21, 2009, 07:29:28 pm
What is this nonsense?

It makes no sense whatsoever!

Hey look, a chicken!
What are you doing here chicken? This is a forum. Chickens do not belong on forums. You can't even type.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on February 21, 2009, 09:18:16 pm
Chickens should be in Dwarf Fortress.




c





SEE SEE I MADE A CONNECTION!!!
Title: Re: The NEW Future of the Fortress
Post by: Greiger on February 22, 2009, 12:03:34 am
Chickens would be pretty spiffy if you could harvest eggs from them. 

Wasn't there something mentioned about egg laying creatures? I forget.
Title: Re: The NEW Future of the Fortress
Post by: James.Denholm on February 22, 2009, 05:26:40 am
What is this nonsense?

It makes no sense whatsoever!

Hey look, a chicken!
What are you doing here chicken? This is a forum. Chickens do not belong on forums. You can't even type.

Lies! They type! They use the hunt-and-peck method. ;D
Title: Re: The NEW Future of the Fortress
Post by: Areyar on February 22, 2009, 07:53:17 am
eggs:
the baby-infant stage replacement for reptiles and goblins.(ed: and birds!)

Also according to myth the first dwarf was born from a geodite that Armok blessed by cracking it with his fist.
This dwarf was born pregnant by the way.

How dwarves became two sexes (albeit little bimorphism can be observed) is one of those legends that are very taboo and only known to the high priests of the Creator. :D

edit:
were it not for dwarfbabies running around, I'd say they were eggs being incubated under the mother's beard. :P
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on February 23, 2009, 04:55:10 am
This once venerable thread hasn't had an actual devlog related entry in like a week.

Quote from: Devlog
I fixed the brain problem. As expected, it was flipping all of the relations so that the brain was around the skull, and the lungs and heart surrounded the ribs like ribs, that sort of thing.

Aw, we all expected some worldbreaking screw up like this, but we didn't get to see it ourselves.  And I have this awesome image of a dwarf with brain smeared all over his head and lungs popping out of his shirt.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 23, 2009, 10:30:22 am
This once venerable thread hasn't had an actual devlog related entry in like a week.

Quote from: Devlog
I fixed the brain problem. As expected, it was flipping all of the relations so that the brain was around the skull, and the lungs and heart surrounded the ribs like ribs, that sort of thing.

Aw, we all expected some worldbreaking screw up like this, but we didn't get to see it ourselves.  And I have this awesome image of a dwarf with brain smeared all over his head and lungs popping out of his shirt.

The image that the inside-out dwarf conjures are horrible beyond imagining.

Someone needs to start making drawings of the horrible mutant dwarves, like Mr. Remembered-To-Make-Ribs-Internal.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 23, 2009, 12:35:26 pm

 If a dwarf is inside-out, that means their internal organs would consist of beard.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on February 23, 2009, 12:39:52 pm
Hmm...  Aren't they already composed of beard?  Though I guess all those organs have to come from somewhere.

I'm totally making beard golems as some kind of superdwarves.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on February 23, 2009, 01:33:49 pm
 
 Now if this beard was filled with beer, it would be a golem more dwarven than most dwarves.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on February 23, 2009, 03:06:32 pm
Hmm...  Aren't they already composed of beard?  Though I guess all those organs have to come from somewhere.

I'm totally making beard golems as some kind of superdwarves.

I dunno, I'd prefer bearded golems, myself.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on February 23, 2009, 03:52:35 pm
I knew we'd have transporter accidents sooner or later.
Title: Re: The NEW Future of the Fortress
Post by: Dareon Clearwater on February 24, 2009, 04:08:12 am
Toady created Bizarro dwarves (http://www.chainsawsuit.com/20080716.shtml)!
Title: Re: The NEW Future of the Fortress
Post by: Jack A T on February 25, 2009, 03:43:46 pm
Quote from: Devlog
I fixed the brain problem. As expected, it was flipping all of the relations so that the brain was around the skull, and the lungs and heart surrounded the ribs like ribs, that sort of thing.

This game is awesome.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on February 25, 2009, 03:48:11 pm
That would make some funky people.   ;D
Title: Re: The NEW Future of the Fortress
Post by: Jetman123 on February 28, 2009, 04:00:52 pm
*taps someone on the skull*

*they start having a seizure*

o.O
Title: Re: The NEW Future of the Fortress
Post by: Zironic on March 01, 2009, 08:36:50 pm
Umm Guys, ignite Jupiter- that fucker is a back up sun.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on March 03, 2009, 03:54:03 pm
Skill Trees! I like it! Will it go something like this:

Crafting Steel Bolts->Crafting Steel Ammunition->Forging Steel Weapons->Forging Steel Items->Forging Metal Items->Crafting->Being a Dwarf

Or like this:

Crafting Steel Bolts->Crafting Bolts->Crafting Ammo->Forging Weapons->Forging Metal Items->Crafting

Or simpler:
Crafting Steel Bolts->Forging Weapons->Forging Metal Items->Crafting?
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on March 03, 2009, 10:36:30 pm
"Skill trees"?

Huh? Where?
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on March 03, 2009, 10:39:43 pm
http://www.bay12games.com/dwarves/dev_now.html

 Which is the point of the thread. Kinda.

 Also, surprising that there was a 'level' system.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on March 03, 2009, 11:20:07 pm
Oh, I guess that was referring to the "branching structure" thing, but I don't know if that would end up being anything that could be described as a "skill tree" as I've seen them in other games.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on March 05, 2009, 10:18:56 am
Toady:

Have you considered the possibility that it would be better (easier and maybe even cheaper) to run two desktops rather than the hassles of dual partitions?
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on March 05, 2009, 11:56:03 am
I was going to suggest at least two partitions, one for OS and apps, one for data. That's what I use for my work, and it's pretty much impossible to lose data with that setup, as long as you save an image of the OS partition.

With a modern hard drives, you could have one 80GB drive with all your OS partitions, and one 160GB drive with all your data for cheap. Well, relatively cheap.
Title: Re: The NEW Future of the Fortress
Post by: Vucar Fikodastesh on March 05, 2009, 12:07:23 pm
Toady:

Have you considered the possibility that it would be better (easier and maybe even cheaper) to run two desktops rather than the hassles of dual partitions?

I dual-boot Windows XP and OpenSuse with no problems.

I'm not trying to be rude, but i don't understand how it can be better, easier, and cheaper to buy a separate computer just to run Linux. Maybe you could elaborate.

To Toady:

You might want to make a slipstreamed (http://lifehacker.com/386526/slipstream-service-pack-3-into-your-windows-xp-installation-cd) Windows XP CD with SP3, and save yourself some trouble in the future.
Title: Re: The NEW Future of the Fortress
Post by: Granite26 on March 05, 2009, 02:10:58 pm
Time value of money and all that.  4-500 bucks on a simple alt-system (whichever isn't primary) computer is definitely easier, and cheaper if the time taken to set up dual-boots is worth the money to you.  Plus you've got them both up at the same time. 

I run 2 PCs at work (development and desktop stuff) with Synergy running between them, so the dev PC is a real workhorse (running VS and SQL, etc), but I've always got interwebs, docs, and email, streaming media up on the other screen without eating system resources.

(We've also got a bank of test machines to remote to...)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on March 07, 2009, 03:16:43 pm
Toady, please let us see the first test of the appearance descriptions!  Especially if you're going to change the dwarves' appearances before release.  I have to see these trainwreck fugly zeroth edition dwarves.
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on March 07, 2009, 03:20:44 pm
Toady, please let us see the first test of the appearance descriptions!  Especially if you're going to change the dwarves' appearances before release.  I have to see these trainwreck fugly zeroth edition dwarves.

I heartily second this motion.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on March 07, 2009, 03:27:20 pm
I think Toady is planning on revealing all the new stuff before the release to give Modders a heads up.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on March 07, 2009, 03:49:55 pm
I don't remember him saying anything of the sort.  That's why I'm asking for this.
Title: Re: The NEW Future of the Fortress
Post by: SolarShado on March 07, 2009, 04:01:02 pm
Toady, please let us see the first test of the appearance descriptions!  Especially if you're going to change the dwarves' appearances before release.  I have to see these trainwreck fugly zeroth edition dwarves.
lol, thirded
Title: Re: The NEW Future of the Fortress
Post by: Areyar on March 07, 2009, 08:50:27 pm
lol 'Zeroth' would make a cool deity title...

Zeroth - Godess of birthdefects and wingless birds.
Title: Re: The NEW Future of the Fortress
Post by: Armok on March 07, 2009, 09:18:48 pm
fourthed!
Title: Re: The NEW Future of the Fortress
Post by: Gauphastus on March 08, 2009, 07:17:09 am
Quote from: Toady
There was a dwarf with one eye bugged out and one eye sunken in with colorless irises and one quadrant worth of teeth ten times as long as the others and the nose shrunken down to nothing. He was also a little shorter than the average dwarf, and beardless, because it grew out those teeth instead.

Someone needs to draw this.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on March 08, 2009, 07:59:28 am
^ Ahah, I just wanted to post about this latest devlog. I lol'ed at the "He was also a little shorter than the average dwarf, and beardless, because it grew out those teeth instead." part.  ;D
Yeah, seriously....some talented fella needs to draw this indeed.  :D
Title: Re: The NEW Future of the Fortress
Post by: catfry on March 08, 2009, 09:36:11 am
You know, some people probably think all these appearance characteristics are completely irrelevant to the gameplay and that Toady should therefore spend much less time on it, but I believe that the 'uniqueness' it will lend to the individual dwarves has the possibility of transforming the players ATTITUDE to their dwarves.
If it becomes much easier to identify a dwarf it makes them familiar.
Already many players feel a bit protectionist toward their starting seven, and maybe in the future this can extend to a greater number of dwarves.
Although the appearances will probably be buried in a long paragraph somewhere so not all players will be interested, but appearances could be quite fun to go and look up. Will they be more interesting than personalities? Don't know.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on March 08, 2009, 11:52:08 am
^ Ahah, I just wanted to post about this latest devlog. I lol'ed at the "He was also a little shorter than the average dwarf, and beardless, because it grew out those teeth instead." part.  ;D
Yeah, seriously....some talented fella needs to draw this indeed.  :D
I wouldn't call myself "Talented" (more like proficient), and I'm not sure this one fits, but here you go:
(http://i42.tinypic.com/2s13vns.png)
Title: Re: The NEW Future of the Fortress
Post by: Tormy on March 08, 2009, 12:01:36 pm
Well now, that's a HUGE TOOTH indeed! Good one Sean!  ;D
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on March 08, 2009, 02:00:58 pm
Quote from: Toady One
...various index misalignments caused certain asymmetries to arise. The problems were too serious for the text to cope -- it was expecting symmetry, so it just wouldn't display the worst problems (I've been working from numeric outputs, and I don't yet have the screenshots some people wanted). There was a dwarf with one eye bugged out and one eye sunken in with colorless irises and one quadrant worth of teeth ten times as long as the others and the nose shrunken down to nothing. He was also a little shorter than the average dwarf, and beardless, because it grew out those teeth instead.

Hooray!
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on March 08, 2009, 02:12:16 pm
"Urist Beaverteeth" - Blind apostel of the future - malformed by fate.

I cant wait for some naming wich takes the appereance of a creature in account.

I wonder can sharks regrow their teeth like in reality with the new version?
Title: Re: The NEW Future of the Fortress
Post by: Yaddy1 on March 08, 2009, 03:49:35 pm
^ Ahah, I just wanted to post about this latest devlog. I lol'ed at the "He was also a little shorter than the average dwarf, and beardless, because it grew out those teeth instead." part.  ;D
Yeah, seriously....some talented fella needs to draw this indeed.  :D
I wouldn't call myself "Talented" (more like proficient), and I'm not sure this one fits, but here you go:
(http://i42.tinypic.com/2s13vns.png)

all I have to say is !?!
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on March 08, 2009, 05:22:39 pm
Of course, a new version was going to produce new running gags.  Let's hope this one lasts.

(http://img209.imageshack.us/img209/4686/indexerror.png)
Title: Re: The NEW Future of the Fortress
Post by: Techhead on March 08, 2009, 06:25:39 pm
Toady addth Dwarven Igorth! Don't forget, thurgery ith altho on the litht.
Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on March 08, 2009, 09:54:19 pm
Avatars here! Get yer avatars!

Well, once someone makes these into a gif image. Why are no gif animators free?

edit: these are no longer necessary
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on March 08, 2009, 10:05:49 pm
<-- Microsoft GIF Animator should be good enough for anyone.

Title: Re: The NEW Future of the Fortress
Post by: penguinofhonor on March 08, 2009, 10:20:01 pm
This program is all sorts of broken. It will not let me create a new file, no matter how many times I click the button. If I can't create a new file, I can't import a frame. If I can't import a frame, then I can't make the damn image.
Title: Re: The NEW Future of the Fortress
Post by: Greiger on March 08, 2009, 11:30:26 pm
I wonder why I can't get the image of an Apollo Space Superiority fighter booming loudly from the high quality speaker system inside out of my head.

So I'm guessing dwarves won't have buck teeth then?
Title: Re: The NEW Future of the Fortress
Post by: bamorrow on March 09, 2009, 02:51:12 am
Urist McGawksalot has been ecstatic lately.  He talked with a friend lately.  He made a friend recently. He was fascinated by a truly hideous person lately.
Title: Re: The NEW Future of the Fortress
Post by: Soadreqm on March 09, 2009, 08:11:27 am
Here you go. Created with the Gimp.

(http://img10.imageshack.us/img10/9107/dwarfeak.gif)
Title: Re: The NEW Future of the Fortress
Post by: Kardos on March 10, 2009, 11:12:55 pm
I don't think it will be that big of an issue if Toady waits until release day for the modders to view all the tasty information.  After all, there wont be a stable release for at a few weeks following, considering all the changes being made.
Title: Re: The NEW Future of the Fortress
Post by: Keiseth on March 12, 2009, 04:50:34 pm
Ah, Toady read Romance of the Three Kingdoms? Awesome. I love that story (though I've only read a tiny bit of it.) I experienced more of it through Koei's Romance of the Three Kingdoms series, more or less the only strategy game I was good at for a while.

With inspiration stemming from that story as well, I know for sure the Army Arc is going to be incredible.
Title: Re: The NEW Future of the Fortress
Post by: bamorrow on March 13, 2009, 02:31:07 pm
Three Kingdoms.  I'd read through all but the final of four volumes of it.

It taught me that the singular most important feature for defeating your opponent in battle: supply lines.  I imagine that'll be a brilliant part of the army arc.  How do you keep your soldier's fed?
Title: Re: The NEW Future of the Fortress
Post by: umiman on March 13, 2009, 04:57:46 pm
Three Kingdoms.  I'd read through all but the final of four volumes of it.

It taught me that the singular most important feature for defeating your opponent in battle: supply lines.  I imagine that'll be a brilliant part of the army arc.  How do you keep your soldier's fed?
Not much of an issue if you're an elf.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on March 13, 2009, 05:27:53 pm
Three Kingdoms.  I'd read through all but the final of four volumes of it.

It taught me that the singular most important feature for defeating your opponent in battle: supply lines.  I imagine that'll be a brilliant part of the army arc.  How do you keep your soldier's fed?
Not much of an issue if you're an elf.

Only if you win.

Still an issue if you have to retreat.
Title: Re: The NEW Future of the Fortress
Post by: umiman on March 13, 2009, 06:10:57 pm
Don't you think you're retreating in the wrong direction if that's an issue?
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on March 13, 2009, 06:14:48 pm
Depends on how far from home you are and whether or not your supply wagons (animals, whatever) got out with you. Yes, you're closer to whatever supplies are showing up next, but it can still be rough without a decent supply line.
Title: Re: The NEW Future of the Fortress
Post by: Techhead on March 13, 2009, 10:24:56 pm
Retreating elves might still have leftovers.
Title: Re: The NEW Future of the Fortress
Post by: umiman on March 13, 2009, 10:42:37 pm
Mmmm... maggoty!
Title: Re: The NEW Future of the Fortress
Post by: Keiseth on March 14, 2009, 12:36:15 am
Elves will be a significant threat by the time the army arc is done. I hereby propose we eliminate them all before that version is released.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on March 14, 2009, 12:41:13 am
Well then we have to root out the humans too because you can never be sure if they didnt inbreed with the treehugers .... especallly if the grow beards!
Title: Re: The NEW Future of the Fortress
Post by: bamorrow on March 14, 2009, 06:16:04 am
it's almost as if you'd have to have a temporary fortress type set up during the army arc.  how can your dwarven army perform without a steady supply of booze?  forage for prickle berries, now cut down those trees for barrells.  dig an underground path to the brook so that we can provide water to the wounded.  build fortifications, we need to hold this position until the reinforcements arrive.  you there, hauler, you're now the new standard bearer, since the old one took an arrow in the ankle.

it feels like mood spirals could defeat an army in addition to destroy a fort.

so excited!
Title: Re: The NEW Future of the Fortress
Post by: Greiger on March 14, 2009, 10:48:12 am
I may be wrong but werent many fortresses made by invading armies as supply bases? (I could have just played too much Koei Warriors) That dwarven example seems like it would basically be the same thing.
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on March 15, 2009, 10:05:26 pm
Did Toady forget to update the development log, or am I just not seeing it?
Title: Re: The NEW Future of the Fortress
Post by: Toady One on March 15, 2009, 10:08:38 pm
There hasn't been much going on the last few days that wasn't the same as before.  I should have something tonight.
Title: Re: The NEW Future of the Fortress
Post by: Rockphed on March 15, 2009, 10:26:24 pm
Oh, okay.  Just making sure that there wasn't a problem on my end.

Thanks for the speedy reply.
Title: Re: The NEW Future of the Fortress
Post by: Inquisitor Saturn on March 16, 2009, 12:46:15 am
I was more worried there was something wrong on Toady's end. Like, maybe he got burned down like a Buddhist monk or something.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on March 16, 2009, 06:16:35 pm
it's almost as if you'd have to have a temporary fortress type set up during the army arc.  how can your dwarven army perform without a steady supply of booze?  forage for prickle berries, now cut down those trees for barrells.  dig an underground path to the brook so that we can provide water to the wounded.  build fortifications, we need to hold this position until the reinforcements arrive.  you there, hauler, you're now the new standard bearer, since the old one took an arrow in the ankle.

it feels like mood spirals could defeat an army in addition to destroy a fort.

so excited!

Mood spirals have happened in real life history. War is hell.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on March 16, 2009, 07:20:17 pm
I was more worried there was something wrong on Toady's end. Like, maybe he got burned down like a Buddhist monk or something.

Ah yeah, I was thinking about the exact same thing, because of the lack of updates. I think that we are just "pampered" nowadays. I remember that Toady wasn't updating the devlog on a daily basis a while ago.  ;)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on March 17, 2009, 03:54:28 pm
Interesting stuff!

Quote from: Devlog
As you might want to gather and treat the wounded without the benefit of tables or beds (due to resource constraints or otherwise), I went with an activity zone for the hospital. I've added a few options to activity zone placement to make that a little easier (they can overlap now, you can flow them out like rooms, and delete a single zone regardless of overlaps). This'll also be a good test for using zones for things like dynamic workshops (way) later if things go that direction, as hospital zones will need to manage several buildings. It might also be useful for some military applications for this release.

Groundbreaking.  This is pretty much the beginning of the "realistic rooms" side of all development right there.  Designating a "work area" for some purpose, then stocking it with furniture and equipment to do things.  Reminds me, appropriately, of Theme Hospital.


Also-
Quote from: Devlog
In any case, next up are the specific goings-on at the hospital. Unfortunately for the critters, this means repeated applications of (1) create a hospital zone and staff settings (2) debug-chop a dwarf (3) see how it goes.

Welp, I added some new code to the hospital functions.  Here we go!
EMBARK
DWARFS
CLICK "What's that dot in the sk- OH ARMOK MY LEGS!"
"Come quickly Dr. Urist, his bones need setting!"
"Huh, wuzzat?  Sorry, but these trade goods simply must reach the depot."
"WHY ARE MY BONES STILL BREAKING!  THEY'RE NOT EVEN ATTACHED NOW!"
Must've missed a pointer somewhere...

I recall the creation-myths of Hurac'an, who made the first sentient proto-men to experiment with his godly powers.  A vengeful dress-rehearsal, before he made humans for reals.  You think we're cruel?  Life really sucks in Toady's test forts.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on March 17, 2009, 03:59:03 pm
Like when everything boiled up into bronze.  (brass?) (copper?)
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on March 18, 2009, 07:06:54 am
I am a prophet.

Quote from: Devlog
The broken-armed dwarf understood that he needed to run off to the hospital zone properly, but care never came, because I'm still working on that. Poor little buddy.
"Come quickly Dr. Urist, his bones need setting!"
"Huh, wuzzat?  Sorry, but these trade goods simply must reach the depot."

Not that it was much of a prediction.  Always bet on the unthinking callousness of dwarves.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on March 18, 2009, 08:01:42 am
Actually I think the EXACT reason the Dwarf didn't recieve help is because Toady didn't program in the actual "Care" portion of the Healthcare system :D
Title: Re: The NEW Future of the Fortress
Post by: Shurikane on March 18, 2009, 09:12:54 am
Can you imagine the medic?

He doesn't care about anything anymore.

...


"Dr. Urist, why are you moving trade goods instead of helping our wounded comrade?"
"Because FUCK YOU!"
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on March 18, 2009, 09:24:00 am
 "Children, come close. Listen and heed my sage advice: Never join an expedition whose name is 'The Tests of Toad.' We have had only one dwarf return from such a place, and he told stories of male dwarves giving birth and bodies breaking down for no reason and metals vaporizing onto our very bodies."
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on March 18, 2009, 05:50:43 pm
Can you imagine the medic?

He doesn't care about anything anymore.

...


"Dr. Urist, why are you moving trade goods instead of helping our wounded comrade?"
"Because FUCK YOU!"

"WHAT'S THE POINT, MAN? WHAT'S THE FUCKING POINT?!"
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on March 18, 2009, 06:45:09 pm
Dude, dwarven doctors would probably all be like House.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on March 18, 2009, 06:59:07 pm
All like house? Heck i want some dwarven docs, eventhought hes an asshole hes a damn good doc and i love the sarcasm.
Title: Re: The NEW Future of the Fortress
Post by: umiman on March 18, 2009, 08:22:29 pm
Nah, if anything, they'd be like the stars of the Saw movies.
Title: Re: The NEW Future of the Fortress
Post by: Soor on March 19, 2009, 01:56:31 am
A couple of questions ...

Regarding melting dust, I assume this takes into account both melting and ignition point of the material? If so, i there a modifier for dust ignition point, the way some stuff ignites at a lower point if avg particle size is below is below a certain value? I'm thinking in the context of dropping flour bombs on enemies here.

Regarding damage from vapours, abstract mucous membranes and such with thermal conductivity, so that lungs (and eyes) get badly damaged by breathing water vapour superheated by mamga?
Title: Re: The NEW Future of the Fortress
Post by: Shurikane on March 19, 2009, 09:17:25 am
Dude, dwarven doctors would probably all be like House.

Urist McDoctor cancels Give Water: It's not Lupus.
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on March 20, 2009, 01:00:12 pm
Quote
He's now surrounded by many skilled medical professionals.

Does this mean that medical care will have its own skill now?
Title: Re: The NEW Future of the Fortress
Post by: Exponent on March 20, 2009, 01:15:13 pm
Does this mean that medical care will have its own skill now?

From the other stickied thread:

The current idea is to allow the chief doctor to be appointed by you.  The others are treated like any other profession -- I'm going with the historical model that surgeons/etc. didn't enjoy a special place in society for the time being, so you can just turn the professions off and on.  However, I'm considering starting up a notion of "knowledge" as opposed to skill, so that picking some random guy to perform surgery through trial and error might not be the best idea.  However, if I don't get to that, then it'll be just like starting up a new blacksmith from scratch (which is equally silly).

"Healthcare" is gone -- there are currently 7 new labor settings, 5 unit types, and 6 skills.  I've grouped the entire vpl list into 15 sections to make it easier to mess with (I'm aware of further changes people want there, but I can't do it all now).

The chief doctor wouldn't be necessary but would allow you to get a good overview of your wounded dwarves (as the bookkeeper does with stocks).  Other abilities will depend on how it plays out (things like prioritization or whatever).

As for tools, the default would be to handle it like other jobs, which would leave all these concerns about scalpel edges for later.  The items surely coming in are things like splints, traction benches, plaster, plaster casts, and then the use of thread/cloth for sutures and bandages.  I'm not going to handle restacking right now, but I might do amounts within a single object to handled the medical use of thread/cloth.  That might save some headaches versus turning cloth into 10 or 100 bandage items to scatter around, although it implies headaches of its own.  Not 100% clear yet.  I might do surgical equipment, but it might be early.  I kind of want to think about all the other jobs when I do that.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on March 21, 2009, 12:56:18 pm
Urist McDoctor cancels Give Water: It's not Lupus.
In Dwarf Fortress, Lupus is another word for Lycanthropy.

Urist McDoctor cancels Give Water: Interrupted by Werewolf.
Urist McDoctor has been struck down.
Title: Re: The NEW Future of the Fortress
Post by: dei on March 26, 2009, 05:55:58 pm
I like the ideas of adventurer groups and adventurer houses and such. Sounds like something that would get me back into Dwarf Fortress.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on March 26, 2009, 06:20:00 pm
I like to collect junk in Roguelikes, but in DF it doesn't work in adventurer mode.  Everything just resets.   :(



We need adventurer houses!



Spoiler (click to show/hide)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on March 26, 2009, 08:07:13 pm
Just checking here just to be safe (since searching is difficult)

Has it already been suggested to use the Original Armok system where mod-sets (or rather sets of creatures) can be kept in seperate files so that you can chose which ones to generate worlds with?

I am thinking of putting that in the suggestions as well as possible "Theme" tags.
Title: Re: The NEW Future of the Fortress
Post by: Captain Mayday on March 29, 2009, 06:29:53 am
Just checking here just to be safe (since searching is difficult)

Has it already been suggested to use the Original Armok system where mod-sets (or rather sets of creatures) can be kept in seperate files so that you can chose which ones to generate worlds with?

I am thinking of putting that in the suggestions as well as possible "Theme" tags.

I rather like that idea.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on March 29, 2009, 07:29:30 am
Just checking here just to be safe (since searching is difficult)

Has it already been suggested to use the Original Armok system where mod-sets (or rather sets of creatures) can be kept in seperate files so that you can chose which ones to generate worlds with?

I am thinking of putting that in the suggestions as well as possible "Theme" tags.

Yes I think that this has been suggested already.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on March 29, 2009, 07:41:38 am
Yes I think that this has been suggested already.

I searched and wasn't able to find anything aside from Neonivek mentioning it in another thread (http://www.bay12games.com/forum/index.php?topic=32911.msg479548#msg479548).
Title: Re: The NEW Future of the Fortress
Post by: Captain Mayday on March 29, 2009, 07:47:17 am
Yes I think that this has been suggested already.

I searched and wasn't able to find anything aside from Neonivek mentioning it in another thread (http://www.bay12games.com/forum/index.php?topic=32911.msg479548#msg479548).

Best if it would allow both RAW and data\speech
Title: Re: The NEW Future of the Fortress
Post by: Hyperion2010 on March 29, 2009, 02:36:13 pm
So I was just looking over the wounds/combat things and I realized that I did not see swelling, does anyone know if this is in?  Sprained ankles etc, should certainly be in, in which case toady would probably need to deal with which layer swells....
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on March 29, 2009, 02:59:25 pm
So I was just looking over the wounds/combat things and I realized that I did not see swelling, does anyone know if this is in?  Sprained ankles etc, should certainly be in, in which case toady would probably need to deal with which layer swells....

There's this from the dev log:

02/02/2009: I decided to take a detour into poison land today. The framework should be easily extended to other material effects and to some non-material effects on creatures as well later on (for instance, alcohol effects or ointments that do whatever, as well as auras around creatures, 'gaze attacks', etc etc), but for now, I'm going to go with contact/injected/inhaled poisons that cause syndromes in affected classes of creatures involving pain, swelling, oozing wounds, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/vomiting blood, nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness and dizziness as a starter set, with some possible extensions as they arise. If it makes sense, you'll be able to move those effects around from the initial site (for say contact or injection) to body parts by category/function (so you could have something cause headaches, for example, or make the gums bleed... one of the wikipedia snakes had that... not my fault). The list of remaining items, updated (nothing greened out today).
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on March 29, 2009, 08:08:55 pm
I think that's just for poisons, though, not wounds.
Title: Re: The NEW Future of the Fortress
Post by: Arkose on March 31, 2009, 04:07:41 pm
I think that's just for poisons, though, not wounds.

Are wounds a separate material type? Could we make the wounds poisonous?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on March 31, 2009, 05:11:18 pm
I think that's just for poisons, though, not wounds.

Are wounds a separate material type? Could we make the wounds poisonous?

No, wounds do not have a material type per se.  A wound is damage to a body tissue or tissues, which DO have a material type.

Anyway, yeah, I didn't see the "sprained ankles" bit in Hyperion's post.  I doubt those swell.
Title: Re: The NEW Future of the Fortress
Post by: Armok on April 04, 2009, 03:40:52 am
If wounds dont have materials thats a slight miss from toadys part, I'm thinking congealed blood (not just a solid form of ordinary blood) and scar tissue and such. considering all the focus on scars scar tissue might get in at least?
Title: Re: The NEW Future of the Fortress
Post by: Narmio on April 04, 2009, 03:57:42 am
Do you need a separate definable material type for those things?  It seems like it could be enough to modify the base material, in a cosmetic sense or otherwise if need be, to reflect the wound. 
Title: Re: The NEW Future of the Fortress
Post by: Caz on April 04, 2009, 08:59:13 am
Blood clot elementals.
Title: Re: The NEW Future of the Fortress
Post by: Cthulhu on April 04, 2009, 04:30:15 pm
I wonder if they'll have amputation as a health-care option.  Maybe for severely mangled limbs that are losing a lot of blood, or to stop migrating fatal poison.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on April 04, 2009, 05:12:51 pm
I wonder if they'll have amputation as a health-care option.  Maybe for severely mangled limbs that are losing a lot of blood, or to stop migrating fatal poison.

Well, the health care list does have:

# Surgery to remove rotten tissue

So if the rotten tissue is a limb, I imagine the result would be more or less an amputation.
Title: Re: The NEW Future of the Fortress
Post by: Blakmane on April 06, 2009, 07:30:12 am
I wonder if they'll have amputation as a health-care option.  Maybe for severely mangled limbs that are losing a lot of blood, or to stop migrating fatal poison.

Well, the health care list does have:

# Surgery to remove rotten tissue

So if the rotten tissue is a limb, I imagine the result would be more or less an amputation.

I wonder if that has lead to some rather hilarious combinations, such as amputation of the rotten brain/spinal chord/spleen
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on April 06, 2009, 07:49:45 am
There won't be amputation of a rotten brain or spinal cord because the patient will die if these parts begin to rot. That's, of course, without inexperience and misinformation factored in. So, a surgeon might see the brain turn purple and decide to amputate it, regardless of what caused the effect.

There might be even personality patterns for that, "likes to sever bodyparts", or something to that effect.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on April 06, 2009, 04:08:15 pm
Have you the brain worms?


 ;)
Title: Re: The NEW Future of the Fortress
Post by: Agdune on April 06, 2009, 04:48:06 pm
Quote
There might be even personality patterns for that, "likes to sever bodyparts", or something to that effect.

That makes me think of the fetish... or 4chan at least. Dwarfy anon coming in version 0.7!
Title: Re: The NEW Future of the Fortress
Post by: Arkose on April 07, 2009, 01:28:38 am
There won't be amputation of a rotten brain or spinal cord because the patient will die if these parts begin to rot.

The brain can definitely degenerate without the owner of said brain dying; to yank a line off of the Wikipedia article on Necrosis:

"Liquefactive necrosis is usually associated with cellular destruction and pus formation (e.g. pneumonia). This is typical of bacterial or, sometimes, fungal infections because of their ability to stimulate an inflammatory reaction. Curiously, ischemia (restriction of blood supply) in the brain produces liquefactive, rather than coagulative, necrosis, due to the lack of any substantial supportive stroma."

I could definitely see the Dorf Doc deciding that Urist needs the excess fluids drained from his/her skull after getting choked while sparring.
Title: Re: The NEW Future of the Fortress
Post by: Stromko on April 08, 2009, 06:57:43 am
I could definitely see the Dorf Doc deciding that Urist needs the excess fluids drained from his/her skull after getting choked while sparring.

Healthcare would hardly be complete without trepanation (piercing of the skull to relieve swelling, infected blood, or skull fragments after a head injury), though in medieval times it was also prescribed for mental illnesses and seizures. So there's certainly a possibility of medical malpractice. Fun!
Title: Re: The NEW Future of the Fortress
Post by: NeedsDF2GetThruWorkingDay on April 08, 2009, 08:00:39 am
peg legs, hook hands, and eye patches!   
YES! YES! A THOUSAND TIMES YES! Hotness and love.
Title: Re: The NEW Future of the Fortress
Post by: Lear on April 08, 2009, 09:07:01 am
peg legs, hook hands, and eye patches!   
YES! YES! A THOUSAND TIMES YES! Hotness and love.
What about peg faces (http://drmcninja.com/issue2/2p30.gif)?
Title: Re: The NEW Future of the Fortress
Post by: sweitx on April 08, 2009, 07:01:26 pm
Latest Dev:
Quote
periodic attacks and toppled equipment. Up to five varied layers are placed at the intermediate level. It'll need to handle local realizations next.
... toppled equipment?  What does that mean?
Title: Re: The NEW Future of the Fortress
Post by: Walliard on April 08, 2009, 07:30:33 pm
I think he's talking about Scamps.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on April 08, 2009, 08:23:04 pm
It's official, cats now have [BUILDING_DESTROYER:2].
Title: Re: The NEW Future of the Fortress
Post by: Pure_W on April 10, 2009, 09:03:36 am
It's official, cats now have [BUILDING_DESTROYER:2].

Oh... God...

*Runs screaming*
Title: Re: The NEW Future of the Fortress
Post by: qwertyuiopas on April 11, 2009, 10:39:34 am
Wow, I just finished reading through the whole thing.

That took a while.

Reminds me of when I read the whole original, only back then it wasn't 50 posts per page.


I wonder if there will be unique creatures defined in the RAWs where only one may exist at a time.
And if so, will there be a gigantic indestructable kitten that destroys stuff?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on April 11, 2009, 04:20:35 pm
Quote
I wonder if there will be unique creatures defined in the RAWs where only one may exist at a time

There are many interesting ways to impliment that. Though I havn't heard much.

However in the future there will be a version of this by the way of "Randomised" creatures as well as "Alligned/Spherical" creatures.
Title: Re: The NEW Future of the Fortress
Post by: jockmo42 on April 12, 2009, 10:50:34 pm
Quote
I wonder if there will be unique creatures defined in the RAWs where only one may exist at a time

There are many interesting ways to impliment that. Though I havn't heard much.

However in the future there will be a version of this by the way of "Randomised" creatures as well as "Alligned/Spherical" creatures.

Yep. This is one of the features I look forward to the most. This and the lighting arc. The day I can watch dwarves bustling through my main corridor with light spilling onto them in all different colors from numerous gem-windows... It's gonna be sick.
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on April 12, 2009, 11:35:12 pm
Of course it'll be ASCII multi-colored lighting. However that works.
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 13, 2009, 04:13:45 am
hay TOADy? Will all of these new things happening in the new version, will it be harder to modd the Raws? also, when are we looking at for the next release.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on April 13, 2009, 06:24:07 am
hay TOADy? Will all of these new things happening in the new version, will it be harder to modd the Raws? also, when are we looking at for the next release.

Well I can safely state that it will require much more time to mod the game. [Take a look at the new creature raws for example...] Harder? I don't think so...as for the release date....who knows...let's hope that it's gonna be released in august-september at latest.  :)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on April 13, 2009, 06:31:30 am
Toady places a bunch of Shortcuts in his codes.

If you look at the RAWs you will often see that Wolves, Bears, Tigers, Humans, Monkeys, Apes and such as almost EXACTLY THE SAME!!!

Yes if you want to make a Ent whos moss, leaves, bark, and moss as seperate bodyparts it will take longer.

So the answer is: Yes AND No
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on April 13, 2009, 08:00:05 am
If I make Modbase compatible with it, the answer will be "Yes, No, and MAYBE". :)
Title: Re: The NEW Future of the Fortress
Post by: Glacies on April 14, 2009, 02:26:18 pm
Toady places a bunch of Shortcuts in his codes.

If you look at the RAWs you will often see that Wolves, Bears, Tigers, Humans, Monkeys, Apes and such as almost EXACTLY THE SAME!!!

It's amazing the number of creatures that happen to have four limbs, two eyes, two ears, one nose, one spine, and some other miscillany. Just amazing, really. If only there was a creature with two spines, like in real life. Then he wouldn't be lazy.  :D:P
Title: Re: The NEW Future of the Fortress
Post by: umiman on April 14, 2009, 02:37:50 pm
Hehe, nice one. Though I understand his point. It would be nice if there was more to them but the way the next version is coming up, we may have our wish. If anything, at least they'd have different skin colours and fur.
Title: Re: The NEW Future of the Fortress
Post by: jockmo42 on April 14, 2009, 03:47:09 pm
Of course it'll be ASCII multi-colored lighting. However that works.

I don't care how it works. It'll be a trip and a half.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on April 15, 2009, 05:51:49 am
am I the only one concerned that these underground layers will mess a bit too much with building a fortress ?

they seem rather exsessive
Title: Re: The NEW Future of the Fortress
Post by: Pure_W on April 15, 2009, 06:12:00 am
AFAIK You can tweek them in the worldgen param.s

Also, is that one site or the whole world?

If the world, is this some new smaller than pocket world?

If site, everythings a bit big!
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on April 15, 2009, 06:26:36 am
am I the only one concerned that these underground layers will mess a bit too much with building a fortress ?

they seem rather exsessive

Toady pointed out in the other wall-o-answers that underground cavern sizes will be smaller and more broken up all around than the examples, and the size prevalency will be controllable in the init like other features.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on April 15, 2009, 07:00:18 am
I personally like them huge as it gives a real possibility of something being down there like cities.

Heck I wouldn't mind them even larger, say... the size of a country.
Title: Re: The NEW Future of the Fortress
Post by: Mondark on April 15, 2009, 08:57:28 am
I personally like them huge as it gives a real possibility of something being down there like cities.

Heck I wouldn't mind them even larger, say... the size of a country.

Hehe, reminds me of D'ni (http://en.wikipedia.org/wiki/D'ni).

*wonders how long before Linking Books can be modded in*
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 15, 2009, 11:43:08 am
hay TOADy? Will all of these new things happening in the new version, will it be harder to modd the Raws? also, when are we looking at for the next release.

Well I can safely state that it will require much more time to mod the game. [Take a look at the new creature raws for example...] Harder? I don't think so...as for the release date....who knows...let's hope that it's gonna be released in august-september at latest.  :)

Where?
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on April 15, 2009, 11:45:03 am
Where?

http://www.bay12games.com/dwarves/spoilers/raws-12-18-08/index.html
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 16, 2009, 03:18:12 am
 ;D thanks


Edit: Great females have beards.
Title: Re: The NEW Future of the Fortress
Post by: Nite/m4re on April 16, 2009, 11:01:31 am
No they don't. It's commented out in the files.
Title: Re: The NEW Future of the Fortress
Post by: Mephansteras on April 16, 2009, 11:09:55 am
Yeah, Vanilla DF Female dwarves do not have beards. But Toady decided to be nice and make it easy for anyone who wants them to have beards to change it.
Title: Re: The NEW Future of the Fortress
Post by: Hectonkhyres on April 16, 2009, 12:11:08 pm
Yeah, Vanilla DF Female dwarves do not have beards. But Toady decided to be nice and make it easy for anyone who wants them to have beards to change it.
Not on their faces anyway...
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on April 16, 2009, 12:17:54 pm
LAVA LAKES!

BWAHAHAHA!
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 18, 2009, 11:44:36 am
Can't toady bring back the old magma rivers, i miss those guys.
Title: Re: The NEW Future of the Fortress
Post by: Pure_W on April 18, 2009, 11:49:32 am
Can't toady bring back the old magma rivers, i miss those guys.

He probably will, once he's got all the current underground issues flattened out.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on April 18, 2009, 11:50:25 am
Those would be cool, they're in the suggestion forum about underground features.  Speaking of underground features, they look really cool.  Even if they're only tests right now.
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 18, 2009, 02:00:36 pm
Can't toady bring back the old magma rivers, i miss those guys.

He probably will, once he's got all the current underground issues flattened out.

(http://www.ywam-budapest.com/images/school-of-worship.jpg)
Title: Re: The NEW Future of the Fortress
Post by: umiman on April 18, 2009, 02:01:15 pm
I miss the fast flowing lava of the old days...
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on April 18, 2009, 02:03:20 pm
You can still download the old version on the hampage homepage.
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 18, 2009, 02:09:35 pm
I still have it on my system, I just want it on the 3D. They weren;t as fun as the new magam pipes though. I hoping for magma carp.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on April 18, 2009, 02:14:55 pm
We really need the construction system updated. Building stuff in water or magma should be possible as long as the builder can traverse the water or magma - this would allow some crazy modded fortresses to be feasible.
Title: Re: The NEW Future of the Fortress
Post by: Deon on April 18, 2009, 04:49:06 pm
Underground features seem cool. I wish Toady updated some settlement features (currently there's only a town, dark tower and mountain hall); some crazy underground villages would be cool with these new layers.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on April 18, 2009, 05:24:21 pm
And maybe Mines with miners and stockpiles.
Title: Re: The NEW Future of the Fortress
Post by: Christes on April 19, 2009, 01:55:58 am
Can't toady bring back the old magma rivers, i miss those guys.

He probably will, once he's got all the current underground issues flattened out.

I see what you did there.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on April 19, 2009, 02:19:20 pm
Quote
#  04/18/2009: I messed around with pillars and passageways today. I haven't taught it about dead-ends at all yet, so everything is still fairly open. Plants and critters next.

layer 107: layer top
layer 106
layer 105
layer 104: most stuff here
layer 103
layer 102
layer 101: layer bottom


These pictures want me to smash up my hard drive with Dwarf Fortress in it and snort the awesome up my nose.  REALLY.
Title: Re: The NEW Future of the Fortress
Post by: buman on April 20, 2009, 12:55:48 am
The new layers look awesome!

I can imagine a lot of more complex forts with bridges spanning the gaps

Title: Re: The NEW Future of the Fortress
Post by: umiman on April 20, 2009, 05:50:34 am
I'm not sure if it's been asked, but how was Valve Toady?
Title: Re: The NEW Future of the Fortress
Post by: Akroma on April 20, 2009, 06:46:53 am
there seems to be an awful lot of water down there

sure, it is pretty realistic, as there are hardly any natural caves that are not flooded, but oh boy I won't be looking forward to the damp stone warnings



on a different note, will some of them be flooded with magma as well ?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on April 20, 2009, 08:00:51 am
Seems like they will. I'd like the magma passages to be a little less like a net and more like wavy streams though.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on April 20, 2009, 08:52:45 am
 Hmm, mushroom forests. This should make it easier to keep away from the surface forever.

 Unless elves complain of our complete ruining of mushroom forests.
Title: Re: The NEW Future of the Fortress
Post by: Christes on April 20, 2009, 09:59:17 am
Scamps is attacking threetoe?  ::)
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on April 20, 2009, 11:22:49 am
Elves can't complain if they can't get into the fortress. Unless you mean dark elves, those would make superb filling for the underworlds. Hmm... magma elves...
Title: Re: The NEW Future of the Fortress
Post by: umiman on April 20, 2009, 12:33:47 pm
Elves make the perfect fertilizer for fast growing mushroom forests.
Title: Re: The NEW Future of the Fortress
Post by: andrea on April 20, 2009, 12:59:54 pm
i can feel seasonal floods coming back in soon.(or at least i hope that. i have never seen them)
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on April 20, 2009, 01:56:14 pm
Scamps is attacking threetoe?  ::)

Threetoe is a rabbit not a Sloth.

Or another animal I cannot spell without embarassing myself.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on April 20, 2009, 04:03:25 pm
Threetoes avatar looks like a guinea pig known also as Cavia porcellus (http://en.wikipedia.org/w/index.php?title=Cavia_porcellus&redirect=no).
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on April 20, 2009, 04:05:59 pm
Threetoes avatar looks like a guinea pig known also as Cavia porcellus (http://en.wikipedia.org/w/index.php?title=Cavia_porcellus&redirect=no).

I have no idea why people pronounce the Guinea Pig as Ginnie pig.

Which is why I don't even attempt to spell it.
Title: Re: The NEW Future of the Fortress
Post by: G-Flex on April 20, 2009, 04:15:12 pm
Threetoes avatar looks like a guinea pig known also as Cavia porcellus (http://en.wikipedia.org/w/index.php?title=Cavia_porcellus&redirect=no).

I have no idea why people pronounce the Guinea Pig as Ginnie pig.

Which is why I don't even attempt to spell it.

The same reason they always pronounce "Guinea" that way. It's just a loanword that got its pronounciation a little messed up.
Title: Re: The NEW Future of the Fortress
Post by: Christes on April 20, 2009, 07:03:44 pm
Scamps is attacking threetoe?  ::)

Threetoe is a rabbit not a Sloth.

Or another animal I cannot spell without embarassing myself.

Heh, it probably is a guinea pig, given his avatar.  Though wouldn't it properly be 3.5-toe then?  I always think of the sloth (http://en.wikipedia.org/wiki/Three-toed_Sloth) when I hear the name
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on April 20, 2009, 08:50:09 pm
By the way the "Guinea pig" has nothing to do with the country guinea. It was an old British currency and is spoken a bit french iirc. "Cuys" were sold for 1 guinea in Europe. Damn sea-taming Boatbuilding Elves! 
Title: Re: The NEW Future of the Fortress
Post by: Glacies on April 21, 2009, 12:34:48 pm
Quote
Today's devlog: Unlimited animalmen attacks with crude weapons, unlimited wildlife. Troglodyte EVERYTHING.


I came.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on April 21, 2009, 12:46:21 pm
Toady just put up a special sub-entity type thing to let underground animalmen have weapons/clothes without having to track each individual as a historical figure and also possibly without having to have settlements. That's actually something i suggested some time back.

WOO!  :D

This paves the way for a similar sub-entity thing for intelligent (semi-)megabeasts. No more titanic nudists, and bronze colossi can get ginormous suits of bronze armor and huge bronze weapons. From what i understand about what he just set up, you can apply it to aboveground creatures without any hitches already, so we can get ogres with clubs and tigermen with spears etc. Awesome.

Edit: Also, ThreeToe's avatar is a capybara. Silly forumgoers.
Title: Re: The NEW Future of the Fortress
Post by: umiman on April 21, 2009, 12:51:26 pm
Ho-yeah! Non-designated civs are awesome!
Title: Re: The NEW Future of the Fortress
Post by: Areyar on April 21, 2009, 01:16:37 pm
the titans should still require a settlement with a forge to get/make that huge armour though...
unless they get it as a birthday gift from their deity parent. :)
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on April 21, 2009, 01:23:15 pm
Toady just put up a special sub-entity type thing to let underground animalmen have weapons/clothes without having to track each individual as a historical figure and also possibly without having to have settlements. That's actually something i suggested some time back.

WOO!  :D

This paves the way for a similar sub-entity thing for intelligent (semi-)megabeasts. No more titanic nudists, and bronze colossi can get ginormous suits of bronze armor and huge bronze weapons. From what i understand about what he just set up, you can apply it to aboveground creatures without any hitches already, so we can get ogres with clubs and tigermen with spears etc. Awesome.

Ogre tribes roaming around would be pretty sweet.  As would packs of wolves, herds of... herd animals, etc.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on April 21, 2009, 01:23:54 pm
Quote
something that could theoretically be exhausted but wouldn't happen in practice in dwarf mode, as they don't have to send every last critter after you while they breed back up and you can't currently hunt all of them down

sounds like a challenge to me
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on April 21, 2009, 01:47:02 pm
Interesting, The Update brings new hope to allowing non-civilised creatures (Who may or may not be intelligent) to carry weapons.

Though it is the Beastmen so perhaps not since they could be considered a type of civilisation or special consideration.

Toady what are the future plans for the Beastmen in the sense of a social/civilisation structure if I am allowed to ask? Will they be Civilised or as an "Intelligent" creature will they automatically be drawn to form societies?

Hmm that isn't exactly what I want to ask... but I can't seem to call it forth in my mind.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on April 21, 2009, 01:51:32 pm
I hope that means also demons with adamantine weapons and maybe armor.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on April 21, 2009, 02:05:20 pm
I hope that means also demons with adamantine weapons and maybe armor.

the whole point of the adamantine being there in the first place was to seal them I think
giving them the ability to make weapons and armor out of that stuff kinda destroys that image


that being said, a spirit of fire that is wearing adamantine armor and wields adamantine weapons is vastly overpowered
Title: Re: The NEW Future of the Fortress
Post by: Techhead on April 21, 2009, 02:07:54 pm
Quote
Today's devlog: Unlimited animalmen attacks with crude weapons, unlimited wildlife. Troglodyte EVERYTHING.


I came.
When ever I hear something like that, I never believe them. To me, it always sounds like hyperbole. I mean, its pretty awesome, but it doesn't give the same KIND of satisfaction to most people as sex.

Also, I want trolls wielding both homemade clubs and dwarf-made hanheld ballistae.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on April 21, 2009, 02:09:23 pm
Ok then some "demonic Metal" maybe. A firewhip would just fit the Balrog image i have from the Firesprits.
Title: Re: The NEW Future of the Fortress
Post by: Akroma on April 21, 2009, 02:12:26 pm
Ok then some "demonic Metal" maybe. A firewhip would just fit the Balrog image i have from the Firesprits.

nah, the [SEVER_ON_BREAK] clearly indicates that spirits of fire more drift into that direction
Spoiler (click to show/hide)

the balrogs will have to wait until we get HFS below the HFS
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on April 21, 2009, 02:16:10 pm
Well we will see what the new body definition for the demons and Spirits says. (partial) Armor for them would prevent the goblinrulers from dying by Bonebolts. But as said we will see what comes and can be modded.
Title: Re: The NEW Future of the Fortress
Post by: Neoskel on April 22, 2009, 12:29:35 am
Ok then some "demonic Metal" maybe.

You just made me imagine a Spirit of Fire Death Metal band.  :P
Title: Re: The NEW Future of the Fortress
Post by: lastofthelight on April 22, 2009, 03:31:11 am
Yeah, while awesome the (massive amounts of underground water) make me really, really, really glad for that 'turn off the damp stone/lava warnings' utility. I just hope the maker updates it for the new version!
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on April 22, 2009, 08:29:14 am
Yeah, while awesome the (massive amounts of underground water) make me really, really, really glad for that 'turn off the damp stone/lava warnings' utility. I just hope the maker updates it for the new version!

The whole announcement system got updated a couple months ago, so you can customize recentering, auto-pausing, etc. for all events.

Quote from: dev log
#  02/21/2009: The combat/hunting/sparring reports work. You can view adv mode style messages by creature and category (comb/hunt/spar) now and all of the announcements have associated dates. Those that have associated locations are zoomable from the announcement/report screens. I also messed around with the text some more... a work in progress. It's also highlighted some strange issues, like with the brain pretending to be outside and all that. List updated.

# 02/19/2009: Updated another 40 or so announcements -- this time it was all of the ones that cause pausing and recentering. The only pause-recenter that isn't handled is the full invasion, since that full page announcement occurs under a different system. So it's not quite to the point where you could turn off all of the pausing messages, say, and run the game without interruption, but it's much closer. I also finished up the first pass on combat text. Once I get notices up (probably tomorrow), I'll finish that as well.

# 02/18/2009: I've updated the 40 or so peripheral combat messages to the new system and set up the information that is sent in to main strike message creator.

Combat messages in dwarf mode will default to notices -- this means that they aren't displayed at the bottom, but instead give you a little letter notice on the left bar of the screen according to the type of combat message (combat/sparring/hunting). You'll then be able to view the stored combat messages, separated into combat/hunting/sparring lists for each dwarf.

Remaining bits are the strike message's actual text, setting up announcement options by type (appears in a pause box? pauses-recenters? logged with the notices or in the main queue? etc.), setting up the notice screen, and updating the main announcement screen. For any updated announcement that can possibly have associated coordinates, you'll be able to recenter the view from the main announcement screen and from the notices. I won't be updating many of the announcements this time around, but I'll try to catch the ones that I've heard the most about (mineral popups, job cancellations, death announcements, etc.). Announcements that I don't hit will work as usual.

# 02/17/2009: I've been looking over the announcement situation in general, and I think I'll be able to do dwarf mode combat reports as well as put in some announcement zooming/filtering/etc. without much trouble, though there will likely be some restrictions at first (in that I might not update all 500+ announcement types with individual tags at this time). I've put in some of the infrastructure for that, and I've also gotten started on the combat text.
Title: Re: The NEW Future of the Fortress
Post by: Glacies on April 22, 2009, 11:15:00 am
You know what I hope comes with the next version?

Selecting which castes you bring with you on embark. That way, you could, say, add a custom creature to your entity, say a human, and you'd start a fort with 6 dwarves and a human. Would be nice if no humans emigrated, or if there was some sort of option in the entity like [IMMIGRANT:NO] or something. Or you could just have humans and dwarves in a mix or something like that.
Title: Re: The NEW Future of the Fortress
Post by: Footkerchief on April 22, 2009, 11:33:37 am
You know what I hope comes with the next version?

Selecting which castes you bring with you on embark. That way, you could, say, add a custom creature to your entity, say a human, and you'd start a fort with 6 dwarves and a human. Would be nice if no humans emigrated, or if there was some sort of option in the entity like [IMMIGRANT:NO] or something. Or you could just have humans and dwarves in a mix or something like that.

The next version will probably just randomly pick a caste for each migrant (since gender is now handled via caste).  I doubt we'll see any sophisticated changes to migrant selection until it gets a real overhaul with migrants being drawn from historical figures etc.  Although there might still be a good argument for just preventing some castes from ever being migrants.
Title: Re: The NEW Future of the Fortress
Post by: Alfador on April 22, 2009, 01:04:09 pm
Toady just put up a special sub-entity type thing to let underground animalmen have weapons/clothes without having to track each individual as a historical figure and also possibly without having to have settlements. That's actually something i suggested some time back.

WOO!  :D

This paves the way for a similar sub-entity thing for intelligent (semi-)megabeasts. No more titanic nudists, and bronze colossi can get ginormous suits of bronze armor and huge bronze weapons. From what i understand about what he just set up, you can apply it to aboveground creatures without any hitches already, so we can get ogres with clubs and tigermen with spears etc. Awesome.

Edit: Also, ThreeToe's avatar is a capybara. Silly forumgoers.

Huh, for some reason I thought he was a hamster. Capybaras are awesome.
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 22, 2009, 03:02:08 pm
Toady just put up a special sub-entity type thing to let underground animalmen have weapons/clothes without having to track each individual as a historical figure and also possibly without having to have settlements. That's actually something i suggested some time back.

WOO!  :D

This paves the way for a similar sub-entity thing for intelligent (semi-)megabeasts. No more titanic nudists, and bronze colossi can get ginormous suits of bronze armor and huge bronze weapons. From what i understand about what he just set up, you can apply it to aboveground creatures without any hitches already, so we can get ogres with clubs and tigermen with spears etc. Awesome.

Edit: Also, ThreeToe's avatar is a capybara. Silly forumgoers.

Huh, for some reason I thought he was a hamster. Capybaras are awesome.

Tigermen?! Awesome!
Title: Re: The NEW Future of the Fortress
Post by: Javis on April 22, 2009, 09:55:01 pm
Question about the new subterranean entity definition. I thought you could only define it as one creature. I guess it can be multiple creatures in the new build?
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on April 23, 2009, 02:32:10 am
I think Toady meant something other than actual underground entities. I thought it was more akin to "entityless entities", as in "entity-within-a-creature", so that you can define some of the entity-level stuff in a subsection of the creature definition.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on April 23, 2009, 09:59:02 am
I think Toady meant something other than actual underground entities. I thought it was more akin to "entityless entities", as in "entity-within-a-creature", so that you can define some of the entity-level stuff in a subsection of the creature definition.

I suspect that this will mean that Adventure mode is going to feature about 40% more player-controlled titans, colossi, and spirits of fire obliterating towns.
Title: Re: The NEW Future of the Fortress
Post by: umiman on April 23, 2009, 03:24:05 pm
Mmm.... adamantine wearing spirits of fire... It's like fighting a volcano with wooden weapons.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on April 23, 2009, 05:29:18 pm
Oh yeah, demon lords in full adamantine plate. If this sub-entity stuff is what I think it is, these parameters better be caste-specific.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on April 23, 2009, 05:39:30 pm
I asked Toady a while back about how modifiable the new underground scripting stuff would be, and he said basically not at all, since it relies on item-generation code that can't (for some time yet) be moved out into raw files.  I might be misunderstanding just what sub-entity definition means.
Title: Re: The NEW Future of the Fortress
Post by: Kazindir on April 24, 2009, 08:44:31 am
the balrogs will have to wait until we get HFS below the HFS

IFS? (Immensely Fun Stuff).

Some sort of horribly tentacled thing pops out and melts whatever breached it's home/prison, and once done it acts a bit like underground lakes/rivers do for towercaps. Only instead of towercaps you get random demonspawn sprouting in soggy caves, waterways and soil chambers, that are immobile but attack things if you get into range. Once they mature they start spewing out a terrible black miasma OF DEATH!


*Urist McFarmer cancels plant seed, bones on fire.*
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 25, 2009, 09:28:01 am
One word springs to mind.


Cthulu.
Title: Re: The NEW Future of the Fortress
Post by: zchris13 on April 25, 2009, 10:35:19 am
It's official, cats now have [BUILDING_DESTROYER:1.5].
Fixed.  They would go out of their way to do it, but not use it for pathing. OH NO!
Title: Re: The NEW Future of the Fortress
Post by: Akroma on April 27, 2009, 08:53:35 am
so now that we have new hidden fun stuff, lets open all doors for all sorts of unfounded speculation

I will start:

I really hope he took up the suggestion of the underground diversity thread and put in dragon nests
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on April 27, 2009, 09:41:01 am
hopefully vast underground cities filled with un dead and or monsters
Title: Re: The NEW Future of the Fortress
Post by: Akroma on April 27, 2009, 09:43:14 am
oh toady, why must you tease us so ?
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on April 28, 2009, 05:50:09 pm
I need to say this somwhere, so instead of starting a new thread, I'm putting it here:

"Toady one" is an anagram of "Donate, Yo"

The  shear amazingness of this is astounding.
Title: Re: The NEW Future of the Fortress
Post by: Christes on April 28, 2009, 06:20:02 pm
How long did that take you?

Probably not long, actually.  Just notice that the letters of donate are contained and the rest solves itself.  I prefer "Yo, Donate"
Title: Re: The NEW Future of the Fortress
Post by: BigFatDwarf on April 28, 2009, 07:10:21 pm
"Toady one" is an anagram of "Donate, Yo"

Sigged, if you don't mind!
Title: Re: The NEW Future of the Fortress
Post by: Alfador on April 29, 2009, 02:26:27 pm
Oy! Donate!
Title: Re: The NEW Future of the Fortress
Post by: BigFatDwarf on April 29, 2009, 03:43:38 pm
Oy! Donate!
Yeh, only that he's not Scottish.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on April 29, 2009, 03:50:38 pm
Oy! Donate!
Yeh, only that he's not Scottish.
Not exactly a hipster, either.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on April 29, 2009, 04:06:01 pm
"Toady One and ThreeToe" anagram into "Donated ear, eye n'tooth!" :)

(also "A donated teeny hooter" XD)
Title: Re: The NEW Future of the Fortress
Post by: Warlord255 on April 29, 2009, 06:32:12 pm
"Toady One and ThreeToe" anagram into "Donated ear, eye n'tooth!" :)

(also "A donated teeny hooter" XD)

So they want owl hatchlings as payment?

...This can be arranged.
Title: Re: The NEW Future of the Fortress
Post by: umiman on April 29, 2009, 06:35:27 pm
You have a much purer mind than I. Owls didn't come into my mind at all... though what I was thinking is much easier to... uh... deliver than baby owls.
Title: Re: The NEW Future of the Fortress
Post by: Shadowgandor on April 30, 2009, 03:49:55 pm
I can't wait to be able to divert a river into a cave in which an innocent giant lives who has slaughtered about 10 of my adventurers before. Also, diverting magma to human towns anyone?:D
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on April 30, 2009, 09:07:41 pm
 It appears Real Life has received updates for the next version already. (http://www.dailymail.co.uk/sciencetech/article-1175430/British-explorers-discover-worlds-largest-cave-deep-Vietnamese-jungle.html)

 Also, holy crap. (http://www.zmescience.com/spectacular-underwater-volcano-eruption-near-tonga)
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on May 01, 2009, 01:37:28 pm
Yeah, let's mod in some Dwarf Fortress into real life.  To make it more realistic.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 01, 2009, 03:43:33 pm
Yeah, let's mod in some Dwarf Fortress into real life.  To make it more realistic.

But doesn't Dwarf Fortress diverge from reality at several points to keep a more game/fantasy flair?

For example "Murderous Wolves"
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on May 01, 2009, 03:49:41 pm
Not to mention the arrows...
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 01, 2009, 03:53:14 pm
Not to mention the arrows...

The arrows is more about features that havn't been put into the game yet... then a feature intentionally put into the game.
Title: Re: The NEW Future of the Fortress
Post by: thvaz on May 01, 2009, 10:28:50 pm
I expect that with the new update the combat will be completely changed. No more arrows of instant death, for example.
Title: Re: The NEW Future of the Fortress
Post by: Christes on May 01, 2009, 10:55:53 pm
I would hope not, with all of the new tissue information.
Title: Re: The NEW Future of the Fortress
Post by: thvaz on May 01, 2009, 11:03:56 pm
But with the new materials' system I hope armor will be really effective against arrows, as they were in real life.
Title: Re: The NEW Future of the Fortress
Post by: sonerohi on May 02, 2009, 01:47:58 pm
Not all armor laughs at arrows. In fact, your armor is worthless for someone with luck or amazing accuracy, or a horde of archers. Every type of armor has its weakpoints, and every arrow has a well enough chance of hitting there and wounding you. And back then, every wound would be liable to get you, with diseases and blood loss.
Title: Re: The NEW Future of the Fortress
Post by: Hoborobo234 on May 02, 2009, 01:57:47 pm
I would hope not, with all of the new tissue information.

Just to make sure, I'll be modding my adventurer with an extra thick neck
Title: Re: The NEW Future of the Fortress
Post by: Christes on May 02, 2009, 01:59:21 pm
Quote
Not all armor laughs at arrows. In fact, your armor is worthless for someone with luck or amazing accuracy, or a horde of archers. Every type of armor has its weakpoints, and every arrow has a well enough chance of hitting there and wounding you. And back then, every wound would be liable to get you, with diseases and blood loss.

... and all of that has a fair chance of being represented in the next version.

Wow, I just had one of those dwarf fortress moments.
Title: Re: The NEW Future of the Fortress
Post by: Tormy on May 03, 2009, 07:56:13 am
I expect that with the new update the combat will be completely changed. No more arrows of instant death, for example.

Well combat results will be much more realistic, compared to what we have now at least....[tissue layers / material based dmg etc.]
The combat arc will take care of the rest.  ;)
Title: Re: The NEW Future of the Fortress
Post by: Toady One on May 04, 2009, 01:03:49 am
Threetoe's avatar is his guinea pig Faustus.  They have three toes on each back foot.  The four in the front may be toes, but they don't count as toes, because they are in the front.

Quote from: umiman
I'm not sure if it's been asked, but how was Valve Toady?

It was fun.  We were fed and we got to play computers games and see people make movies and stuff, and talk about making games and that sort of thing, so it was all pretty cool.

Quote from: Akroma
on a different note, will some of them be flooded with magma as well?

Yeah, there's magma, though it's not finished, along with HFS and interlinks between that sort of thing.  and stuff.

Quote from: Neonivek
Toady what are the future plans for the Beastmen in the sense of a social/civilisation structure if I am allowed to ask? Will they be Civilised or as an "Intelligent" creature will they automatically be drawn to form societies?

These change quite a bit.  We want the aboveground Animal Peoples more or less aligned with regional spirits and uneasily with elves when they are in contact, but the underground Animal Peoples are more insane and antisocial and also use crude weapons where the aboveground ones might not.  Ideally the intelligent creatures will be able to form structures for their societies themselves -- it's a difficult problem though, so we're going to start that experiment with the goblins, who will not have any pre-defined entity positions.  More:

Quote
Quote from: Javis
Question about the new subterranean entity definition. I thought you could only define it as one creature. I guess it can be multiple creatures in the new build?
Quote from: Sean Mirrsen
I think Toady meant something other than actual underground entities. I thought it was more akin to "entityless entities", as in "entity-within-a-creature", so that you can define some of the entity-level stuff in a subsection of the creature definition.
Quote from: Aqizzar
I asked Toady a while back about how modifiable the new underground scripting stuff would be, and he said basically not at all, since it relies on item-generation code that can't (for some time yet) be moved out into raw files.  I might be misunderstanding just what sub-entity definition means.

Entity definitions could always accept more than one creature, but this doesn't mean that the creatures occur within the same instance of that civilization.  It distributes them evenly -- there is a new full entity definition for the underground animal peoples, and it has 8 creature entries.  This means that for each layer, it'll choose from among the 8 available and create a layer civ, just of that kind.  You can change the selection of weapons and everything else in the raws there.  Because the civ is "LAYER_LINKED", a shortcut flag until I sort this out, things like trading and so on won't be respected.  It's a catch-all flag much like BABY_SNATCHER and NUISANCE used to be, and it'll undergo the same kind of evolution most likely, until things start to make more sense.
Title: Re: The NEW Future of the Fortress
Post by: Christes on May 04, 2009, 01:41:40 am
Threetoe's avatar is his guinea pig Faustus.  They have three toes on each back foot.  The four in the front may be toes, but they don't count as toes, because they are in the front.

I find that strangely quotable for some reason.  Maybe it's lack of sleep.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 04, 2009, 05:01:38 am
Quote
More:

Huh?

Quote
Ideally the intelligent creatures will be able to form structures for their societies themselves -- it's a difficult problem though, so we're going to start that experiment with the goblins, who will not have any pre-defined entity positions.

I'll look forward to it.

Actually I am a bit surprised you answered my question so Thanks once again Toady.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on May 04, 2009, 05:08:49 am
Quote
More:

Huh?

Just meant that the next part was an expansion of the current part.  Probably shouldn't try both of the long replies all at once.
Title: Re: The NEW Future of the Fortress
Post by: inaluct on May 10, 2009, 04:32:42 pm
Threetoe's avatar is his guinea pig Faustus.  They have three toes on each back foot.  The four in the front may be toes, but they don't count as toes, because they are in the front.

I find that strangely quotable for some reason.  Maybe it's lack of sleep.
You aren't alone. As I was reading that, I was planning on putting it in as my signature, but then I realized that Toady said it, so I can't. I have this thing where I fight the power by not ever sucking up to Toady. I have to try and avoid looking like I am, too. Putting that quote in my signature would simultaneously make me look like a sycophant who was only quoting it because Toady said it, and it would degrade the quote by making people assume that it only got into my signature based on it's author, and not on any merits it might have.

If I ever stop doing this, Tezcatlipoca will destroy the sun and plunge our world into eternal night.
Title: Re: The NEW Future of the Fortress
Post by: bhelyer on May 10, 2009, 05:57:41 pm
So don't attribute it.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 13, 2009, 01:31:59 am
Well the wait officially started the "I just don't care anymore response" in me.

Though the lull in worthwhile forum activity (in my eyes... >.>) and lack of detailed/any development updates attributed.

I really need something to do but unfortunately I got nothing (I have Monster Rancher 4 on PS2 but it is in the basement so it is too much of a bother).

Ohh well, there is still a long way to go from my new guess of November!
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on May 13, 2009, 05:31:13 am
Quote
It should give the high priest a position name related to their religion, for example...

Should make those priests of suicide gods even more interesting!
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on May 13, 2009, 05:38:55 am
At least you can call them "kamikaze" (or "nabasnum" in dwarven, "mecalaametha" in elven, "ngungdubospaz" in goblin, or "nirnoalu" in human language).

What do you call the priests of birth then? Or rebirth?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 13, 2009, 08:28:11 am
Are you sure those are all words for Kamikaze?

There is a difference between a suicide, a suicidal attack, and killing someone by commiting suicide.
Title: Re: The NEW Future of the Fortress
Post by: Walliard on May 13, 2009, 08:36:28 am
I'm assuming he translated "divine wind" or whatever was closest, since that's what kamikaze actually means.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 13, 2009, 08:53:40 am
I'm assuming he translated "divine wind" or whatever was closest, since that's what kamikaze actually means.

That is its dirrect translation though probably not its closest comparison.
Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on May 13, 2009, 10:31:26 am
Yeah, that's all "divine wind". It may not be the closest comparison, but works for a literal translation. This gave me an idea btw, can anyone with knowledge of Japanese make a language file using romaji? I'd expect it would be pretty fun to read.
Title: Re: The NEW Future of the Fortress
Post by: IndonesiaWarMinister on May 16, 2009, 03:30:32 am
Can DF language system works with homonyms? Since nihongo is filled to brim with those.
Also, need to wait until alphabets come into the equation first.

Title: Re: The NEW Future of the Fortress
Post by: Sean Mirrsen on May 16, 2009, 03:49:06 am
define "homonyms". :P

DF language raws can pretty much be configured to do anything.
Title: Re: The NEW Future of the Fortress
Post by: Fieari on May 16, 2009, 08:34:30 pm
Homonym: Two words that sound alike, but have different meanings.

In nihongo, two words that sound alike are spelled identically as well (in hiragana/katakana, at least... not in kanji)... which means that when romanized into our alphabet, it's also spelled the same.

To answer the question: yes, DF supports two different words (meanings) being the same word (sound/spelling).
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on May 16, 2009, 09:42:40 pm
Well, not explicitly.
It's true that each meaning is given a defined spelling, and spelling, and presumably pronunciation, does not have to be unique.
However, DF does not recognize this, which would be nice for neat plot twists and quest gizmoes; I.E, questing for the Armor of Invincibility, and finding an Armoire.
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on May 16, 2009, 09:46:22 pm
Well, not explicitly.
It's true that each meaning is given a defined spelling, and spelling, and presumably pronunciation, does not have to be unique.
However, DF does not recognize this, which would be nice for neat plot twists and quest gizmoes; I.E, questing for the Armor of Invincibility, and finding an Armoire.
Or finding the accent of their language makes invincibility sound like invincibility.

 Still, an invisible suit of armor that tricks your foes into thinking you have no armor is till cool, but as long as we are discussing languages we should add accents that we can toggle on and off. Off for when we need to read, and off for when we want to see the full flavor of the world/lulz at the RNG.
Title: Re: The NEW Future of the Fortress
Post by: Christes on May 16, 2009, 10:02:29 pm
Well, not explicitly.
It's true that each meaning is given a defined spelling, and spelling, and presumably pronunciation, does not have to be unique.
However, DF does not recognize this, which would be nice for neat plot twists and quest gizmoes; I.E, questing for the Armor of Invincibility, and finding an Armoire.

The Armoire of Invincibility?

Didn't the captain use that to beat down the hammerer? :P
Title: Re: The NEW Future of the Fortress
Post by: Volfram on May 17, 2009, 10:54:20 pm
Yeah, that's all "divine wind". It may not be the closest comparison, but works for a literal translation. This gave me an idea btw, can anyone with knowledge of Japanese make a language file using romaji? I'd expect it would be pretty fun to read.

Kinyomi and Onyomi would make things difficult and always screwed me up, but it could be fun.

(Kinyomi and Onyomi are the different pronunciations depending on whether a kanji is used as a standalone word or part of a compound word.  I don't remember which is which.)

Also, there's the difficulty of loanwords.  I estimate roughly half of the Japanese language at present is composed of phonetic loanwords from other languages.(for example, an electric shaver is a "sheeba," pronounced "shay-bah," instead of a translation for "device used to cut hair which grows on the face."  Makes sense, I guess, since the latter is a mouthful.)

This finally gives me a good reason to go buy batteries for my electronic English/Japanese dictionary.
Title: Re: The NEW Future of the Fortress
Post by: Yolan on May 18, 2009, 10:21:57 am
Hmmmm...

Quote
Kinyomi and Onyomi would make things difficult and always screwed me up, but it could be fun.

You mean, kunyomi right?  ;)

Quote
I estimate roughly half of the Japanese language at present is composed of phonetic loanwords from other languages.

This might actually be true if you included all the words in usage in all the various technical fields, which tend to borrow their words from English. But I think this statement might give people the wrong impression. I would say that the 'Japanese language' , as a living language, and not a database of technical terminology, is not anywhere near half foreign words. Definitely, there are a lot of foreign words in use, but you can easily listen to protracted conversations and barely hear any.
Title: Re: The NEW Future of the Fortress
Post by: Volfram on May 18, 2009, 11:06:14 am
You mean, kunyomi right?  ;)
Yes.  Yes, I did.  That's how badly they screwed me up.(also, it's been about 2 years since Japanese class.)

And come to think of it, most of the DF Language words will probably be native, too.  I'll try and buy batteries for my dictionary on the way home from work today.

Then I actually have to find the dictionary...
Title: Re: The NEW Future of the Fortress
Post by: Alfador on May 18, 2009, 03:28:30 pm
Threetoe's avatar is his guinea pig Faustus.  They have three toes on each back foot.  The four in the front may be toes, but they don't count as toes, because they are in the front.

I find that strangely quotable for some reason.  Maybe it's lack of sleep.
You aren't alone. As I was reading that, I was planning on putting it in as my signature, but then I realized that Toady said it, so I can't. I have this thing where I fight the power by not ever sucking up to Toady.

So your thing is to avoid toadying up to Toady? ;D
Title: Re: The NEW Future of the Fortress
Post by: zchris13 on May 18, 2009, 04:39:13 pm
So your thing is to avoid toadying up to Toady? ;D
OW. That HURT!
Title: Re: The NEW Future of the Fortress
Post by: Volfram on May 18, 2009, 07:14:12 pm
So your thing is to avoid toadying up to Toady? ;D
OW. That HURT!
You know not of what you speak.  That was actually a pretty good one.
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on May 22, 2009, 06:53:05 am
So... you can choose your barons now? That's pretty nifty.
Title: Re: The NEW Future of the Fortress
Post by: SmileyMan on May 22, 2009, 07:50:18 am
It'll be worth making a list of who likes microcline weapon racks.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on May 22, 2009, 01:38:52 pm
Dwavern Politics, always sticking it to the Man.
Title: Re: The NEW Future of the Fortress
Post by: IronValley on May 22, 2009, 05:14:26 pm
Seems brilliant that you can choose your own nobles.... to bad that I'll start micro-managing embarking dwarves to look for a suitable mayor, then ctrl-alt-del out if I don't get a perfect one =/

Oh, but you'd get random spouses...

So, you embark with one female subject, and a male subject, lock them together in a tight meeting zone for the first years of the fort, then when they get together, you release them again.... So many sick possibilities....

Also: What happens if you select your Military Champion as Baron? Not possible, or a recipe for disaster? (Don't miss thoose demands!)
Title: Re: The NEW Future of the Fortress
Post by: inaluct on May 23, 2009, 01:20:29 am
So your thing is to avoid toadying up to Toady? ;D
Exactly.
Title: Re: The NEW Future of the Fortress
Post by: Kishmond on May 23, 2009, 01:16:32 pm
Quote
You can also pass up the barony entirely at the cost of forming trade agreements with the homeland
Quote
You can also pass up the barony entirely
Quote
pass up the barony entirely

I don't know what to feel anymore.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on May 23, 2009, 01:22:26 pm
I feel foolish.  Nice and soft.
Title: Re: The NEW Future of the Fortress
Post by: DG on May 25, 2009, 12:22:52 am
then ctrl-alt-del out if I don't get a perfect one =/

Hello, my OCD friend. You don't need to ctrl-alt-del. Press Esc and then abort the game, it'll take you back to the title screen.
Title: Re: The NEW Future of the Fortress
Post by: Untelligent on May 25, 2009, 01:47:36 pm
then ctrl-alt-del out if I don't get a perfect one =/

Hello, my OCD friend. You don't need to ctrl-alt-del. Press Esc and then abort the game, it'll take you back to the title screen.

That doesn't work because then you abandon your fort.
Title: Re: The NEW Future of the Fortress
Post by: Random832 on May 25, 2009, 07:53:56 pm
Hello, my OCD friend. You don't need to ctrl-alt-del. Press Esc and then abort the game, it'll take you back to the title screen.
That doesn't work because then you abandon your fort.

We're talking about pre-embark setup aren't we?
Title: Re: The NEW Future of the Fortress
Post by: Untelligent on May 25, 2009, 08:10:51 pm
Hello, my OCD friend. You don't need to ctrl-alt-del. Press Esc and then abort the game, it'll take you back to the title screen.
That doesn't work because then you abandon your fort.

We're talking about pre-embark setup aren't we?

My bad, didn't realize that.
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on May 26, 2009, 03:28:30 pm
In the future...you will be able to build and conquer the whole world.  Zoom in and out on the whole region map, build strategic outposts inbetween mountain ranges, fluid camera control.  Have huge battles in late-game against the last greatest force that stops you from taking the whole world over (smaller regions will be easier for this).  2000 populations will be possible with better code, flaming catapults litter the worn battlefield as dwarves fight with others.  Once you are finished with one base you'll be able to get any number of guys and make them travel over the world map (eating and sleeping) and watch their progress, then settle down when you find the perfect spot.  World features will be more involved, volcanos will blast lava all the time, earthquakes will shake tower to rubble, tornados will throw cattle across the hills, lightning will play a much bigger part with fire and shocking and what not.  Much later near the end game weird sh** will start happening.  This will happen when you own the entire world (if you can get that far congratz)  demons will pour out of the ground and even Armok might get involved, you will have to be unstoppable to win this game.  Which you shouldn't be able when Armok comes.  Instant lose or something.  You can't just win can you?  You have to lose GLORISOUSLY.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on May 26, 2009, 03:33:12 pm
Why does there have to be an instant loss? Why can't we continue to put down brush fires created by having so many mandate-making people until the world collapses into fire and dark ages under its own bureaucracy? :'( (At which point we get to try and conquer the same world again, only fighting against people we helped arm in the first place! ;D)
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on May 26, 2009, 03:36:30 pm
What about the demons!?
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 26, 2009, 03:58:27 pm
What about the demons!?

Oddly I have a feeling the most of the work on demons is waiting for Version 2
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on May 26, 2009, 04:22:29 pm
You forgot random critters, usefull breeding, magic, decent social simulation and artefacts of doom. Oh and nice little Poems XD.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 26, 2009, 04:28:48 pm
You forgot random critters, usefull breeding, magic, decent social simulation and artefacts of doom. Oh and nice little Poems XD.

Except some of those arn't actually that far away.

Random Critters for example
Title: Re: The NEW Future of the Fortress
Post by: ToonyMan on May 26, 2009, 04:29:49 pm
You forgot random critters, usefull breeding, magic, decent social simulation and artefacts of doom. Oh and nice little Poems XD.

I DIDN'T FORGET ANYTHING I WAS JUST AFRAID YOUR BRAIN COULDN'T TAKE TOO MUCH.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on May 26, 2009, 05:11:34 pm
ToonyMan, you and I are going to have words...


What about the demons!?

Oddly I have a feeling the most of the work on demons is waiting for Version 2

I was under the impression that Toady had already done some work with demons, by virtue of having to update them to the new body system.  Judging by the devlog, he just hasn't changed their behavior yet.  Like the bodies, he'll probably have to change the demon the demon behaviors, just because he needs to completely rewrite them anyway.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on May 26, 2009, 05:28:48 pm
XD imagine that: Altruistic Demon-lords. Anyway i hope the demons get really some more meaning and motivations in their lives. Maybe even some sort of "culture". I would like to see a demon relaxing to Wagners "Die Walküre" (The Valkyrie).

Title: Re: The NEW Future of the Fortress
Post by: Dae on May 26, 2009, 06:52:16 pm
XD imagine that: Altruistic Demon-lords.

Well, in a sense, they are. Setting our dwarves free from our sadistic minds might be their fondamental motive for slaying each and every living thing.
Also, as for culture, I'd picture them as playing said song with the cries of the tortured ones.
Title: Re: The NEW Future of the Fortress
Post by: umiman on May 26, 2009, 09:10:02 pm
Nobody ever acts to be the bad guy. I highly doubt demons act purely out of malice since that type of personality doesn't make any logical sense. It would mean demons are insane, and I find it hard to believe that an insane being can lead a fortress full of clearly logical and sane creatures.

I'm sure you guys realize it too, but goblins are no more barbaric as a dwarf is. In fact, it's quite possible that they're more civilized.

Furthermore, you can't lead if you don't have a purpose. So demon lords must clearly have some sort of goal to reach... if not, what's the point of them being lords?

You know what I would find a lot more interesting? If you started talking to the demon lords and he asks you why you refer to him as a "demon". It's racism. :P
Title: Re: The NEW Future of the Fortress
Post by: Duke 2.0 on May 26, 2009, 09:14:09 pm
 I always imagined goblins have a massive fetish for pain in others. The demon lords just wish to keep the goblins happy.

Also, I have disengaged and engaged the U thing at the same time!
 Scratch that, I'm going full-out.
Title: Re: The NEW Future of the Fortress
Post by: Aqizzar on May 26, 2009, 09:45:44 pm
Nobody ever acts to be the bad guy. I highly doubt demons act purely out of malice since that type of personality doesn't make any logical sense. It would mean demons are insane, and I find it hard to believe that an insane being can lead a fortress full of clearly logical and sane creatures.

It doesn't make any sense for humans.  Demons are, by the interpretation DF seems to endorse, personifications of personality traits or material concepts.  Besides, there are certainly humans who derive visceral joy in hurting and killing people - it's not hard to imagine the same traits in immortal creatures not bound by the normal need to maintain a self-sustaining society.


Damn me for making this the avatar battleground.
Title: Re: The NEW Future of the Fortress
Post by: umiman on May 26, 2009, 10:11:29 pm
They don't need to have the same traits, but immortal creatures can't exist without motivation, much less lead. If not, what's the point of their existance? Even if their motivation was just to exist, the very act of existance is in of itself the motivation for existance.

What does this mean? We ourselves have no real idea what it means to be evil, but we can personify demons to be evil. However, even if their sole purpose of existance was to penetrate Japanese school girls in strange ways, then they are no more evil than a typhoon is evil because it killed hundreds of people.

However, this is only true if demons existed in the same format as a natural disaster. However, we know that demons take the helm of civilizations in Dwarf Fortress. This means that they have a reason for existing beyond that of themselves (how can you be a leader, make any decisions, if you don't have a purpose?) and if they are to be compatible with a civilization, you must be compatible in mind. This means they must grasp logic (or at least goblin logic). This all means that while immortal, demons clearly have thinking minds which aren't too different from goblins.

The proof for this is simple. No matter how much we try, we cannot control an ant hive like a hive mind can because our methods of thinking are not compatible. Similarly, we are currently unable to give orders to jellyfish because we don't know how since we just cannot communicate at our level of technology (or maybe we do right now, I dunno). The point is that if demons and goblins had different levels of thought that are completely seperate from each other, relationships could not be formed and demons could definitely not lead.

So, again by extension, since we know it's possible for goblin and humans to coexist, therefore it must be so that human and goblin minds must be able to understand each other. Therefore, after this long list of extensive logic, demons must be logical in similar ways to humans. And as such to dwarves.

And to save you time, I will point out how this argument is flawed:
1. What if demons are leaders just like how some cultures consider the wind to be a leader? Then bleh. Goblins are stupid.

2. Suppose demons and goblins actually have completely seperate mindsets. Maybe goblins are actually just leading themselves and demons are just tagging along as an excuse for goblins to do what they want to do anyway. Then bleh. Goblins are stupid.
Title: Re: The NEW Future of the Fortress
Post by: Willfor on May 26, 2009, 10:48:58 pm
Toady has commented on the fact that vanilla goblins are social darwinist* anarchists who basically follow the person who they think is strongest. Since they kidnap the children of stronger (physically) races, those children have the potential to climb their way to the top of goblin society through strength. Since demons tend to be the strongest when they arrive in some place, they can quickly climb to the top of a goblin society simply by being themselves.

*not the exact phrasing, but I thought it fitting.
Title: Re: The NEW Future of the Fortress
Post by: Dae on May 27, 2009, 04:05:58 am
So much about why goblins follow demons.
About what are the demon's motives, perhaps their logic has the same base as the goblin one : the strongest is the best. So they want to be the strongest. So they want to fight, either to train or to show their strength. So they want to attract warriors. So they raise hate towards themselves by making all sorts of awful acts. And then, as time went by, they just caused pain for the hang of it.

Or, if they are a personnification of one and only emotion, they might be quite unstable. So, yeah, sort of crazy. Perhaps by ruling something, their mind feels less crazy. You know, having something real to use as a crutch.

We could as well say "Shut Up, It's Magic", but it's no fun.
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on May 28, 2009, 11:55:21 pm
[snip] Therefore, after this long list of extensive logic, demons must be logical in similar ways to humans. And as such to dwarves.
Also, commutation transitivity does not work with all operations-1 is within .5 of 1.5, 1.5 is within .5 of 2, 1 is not within .5 of 2.

As for the communication, you need the concept of "I am a threat" (generally communicable with pure body language and/or demonstrations) and the concepts of tasks that you want the other guy to do. Language barriers are generally surmountable with enough effort. And when they're trying to kill you, you will learn.
Title: Re: The NEW Future of the Fortress
Post by: PTTG?? on May 29, 2009, 11:33:09 am
RE: Demon Morality, a while back I put up a thread about some of this, and I got some interesting feed-back from Deathbane in particular.
http://www.bay12games.com/forum/index.php?topic=28146.0
Mostly I discuss what is hypothetically "happening" in the prehistory of the world, or what kind of society would actually work like goblins do. Of course, that all ties in with how demons behave, and we go into a section on "why demons are evil", which is, basically, they choose to be.
Of course, currently they do what they do because the raws say they do.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 30, 2009, 08:36:25 pm
I am probably the only one here but I am really aching for a stronger definition of what makes a Megabeast or Semimegabeast (assuming they arn't simply there for game definition)

Though I realise it will never be answered. It is somewhat driving me a bit batty.
Title: Re: The NEW Future of the Fortress
Post by: Untelligent on May 30, 2009, 09:13:20 pm
At the moment, a megabeast is a relatively powerful monster of very limited quantity that lives in caves, attacks towns during worldgen, and will attack your fort when it becomes large enough.

A semimegabeast is similar, only they won't come to your fort in Fortress mode.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 30, 2009, 09:16:37 pm
At the moment, a megabeast is a relatively powerful monster of very limited quantity that lives in caves, attacks towns during worldgen, and will attack your fort when it becomes large enough.

A semimegabeast is similar, only they won't come to your fort in Fortress mode.

Yeah that is as far as it goes but is there a wider definition? So that if Toady made 100 more megabeasts we would see more things in common between them other then that.

What makes something a very powerful Semimegabeast instead of a megabeast? and stuff like that.
Title: Re: The NEW Future of the Fortress
Post by: Mel_Vixen on May 30, 2009, 09:22:21 pm
Mega beasts seem never to occur in groups (not counting demons to this) therefore semi-megabeasts like GCS come in small groups.
Title: Re: The NEW Future of the Fortress
Post by: Neonivek on May 30, 2009, 09:24:34 pm
Mega beasts seem never to occur in groups (not counting demons to this) therefore semi-megabeasts like GCS come in small groups.

Except Giant Cave Spiders, Nightwings, and Harpes are not Semimegabeasts and neither are powerful creatures like Demons. (though Demons are powers)

At least as far as I know

Meaning there is something bigger here beyond just power.

The only pattern so far is that Megabeasts are all size 20 death machines and Semimegabeasts are somewhat large humanoids with intelligence.
Title: Re: The NEW Future of the Fortress
Post by: CobaltKobold on May 31, 2009, 02:20:44 am

 Nano Fortress would be sweet. They really force you to take advantage of every level. That is, unless a massive magma pipe is in the way or something. That REALLY teaches you how to manage your z-levels.

 Then there is Dwarf Manager. Useful as hell.

Nano Fortress would be really easy to add, and would be good for many purposes; you could, for example, use the 1x1 embarks to scatter little shrines around the world.
A little late to the party, but embarkanywhere.
Title: Re: The NEW Future of the Fortress
Post by: Toady One on June 04, 2009, 08:06:28 am
Since it seems we're having a lull in the action in this thread, I'm going to take the opportunity to close it down.  The other FotF thread has become fairly broad in terms of the discussion, so next-version talk/questions can be consolidated there.