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Messages - PatrikLundell

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91
No. It means that progress towards release is being done. No release date has been announced yet. DF is a project in continuous progress, and thus it would have been suitable to be described as in perpetual Early Access. However, the decision was to label it as a Release. Once released, it's possible experimental branches may be tried when introducing new features, but that can't happen until there is anything to branch out from. Still, the "Release" may still have significant feature missing, as there have been discussions to push the release and catch up with these features post release. However, that probably won't be cause for it to be called Early Access, even though that would be the more honest approach (there's a lot of stuff out there that has had their "Release" version missing more than half the content, so there's bad precedence).

92
DF General Discussion / Re: Future of the Fortress
« on: July 12, 2022, 12:47:31 pm »
Portals: That's what Toady has said. Sure, you could have portal work like sending people off map now, but that's not the intended direction. Instead, you'd have the dorfs (or zerglets or whatever) stepping/sent through and being controllable on the other side, which requires the implementation of multiple concurrently loaded maps to have been implemented. Thus, the baby steps are taken first. Remember that the volume of potential Myth & Magic arc content is huge, and this probably isn't a prioritized early feature. I'd also expect the first two-way portal to go between two locations in the same world, as that doesn't require the generation of a secondary map. The multiple concurrent location functionality is essentially the same regardless, so it's only the data used that would differ.

Long Wait split: I assume Toady considered re-implementing the old world gen, current races, and some early spheres is too much wasted work when the myth generation is going to replace the world gen to a large extent. Personally I think bug testing and retaining the audience's interest would be worth it, but I don't have insight into Toady's thought processes, nor his knowledge of what he's going to change and how.

93
DF General Discussion / Re: Future of the Fortress
« on: July 12, 2022, 03:17:09 am »
The map rewrite has been discussed a fair bit over the years (well before the Villains tangent that turned into the current Premium tangent within a tangent).
The purpose of the Map Rewrite is to allow for a number of improvements as well as to allow for new features that currently aren't reasonable to implement. This list is not exhaustive, but may provide an indication of what's it includes:
- Support for the loading of different Z levels separately. This means Adventure Mode wouldn't have to load all the layers of rock below, and would also mean that excursions from a fortress (as trade/war parties, entry into other dimensions/across portals in the same dimension, etc. would be feasible without slowing things down to a crawl. It's more or less necessary to support player activities in multiple areas concurrently.
- Support for multiple maps (such as the normal world and another dimension).
- Support for portals connecting non adjacent parts of the map to each other, both on the same map and to different maps. This can also support maps that wrap around (moving over the edge to the west causes you to enter the east edge of the map, resulting in a cylindrical world, or even wrap around north to south as well as east to west, resulting in a shape that doesn't exist in the real world). It will NOT support spherical worlds, because of the mess caused by trying to turn a sphere into a grid with equally spaced and sized tiles (World maps create enormous distortions close to the poles, which doesn't matter to the real world people as nobody lives there).
- Support for moving "terrain", such as boats and lifts, floating/flying islands, etc.
- Support for sphere influence on terrain/flora/fauna, which probably also supports magic influence over the same things.
- Other support for future expansion. The light/heavy aquifer implementation is a little odd because the data structures have run out of bits to store more properties in. Note that a lot of things the rewrite will support won't actually be implemented until much later, in later arcs. Portals, when they are implemented, will start with one way portals where stuff just appear on the player side, with no access to or view of the other side, for instance.

The Map Rewrite is the first part of the Big Wait, with the second part being the initial implementation of Myth & Magic, which will make use of some of the things permitted by the Map Rewrite. When asked whether the Big Wait could be split up into a Map Rewrite and a Myth & Magic phase a number of years ago, Toady didn't see any point in it. The Premium tangent may change the circumstances, but if it does, it probably won't impact anything until it actually has been experienced (the Premium version decision has already led to the decision to have parallel support/bug fix/minor content development of the released version with the development of the new version, and the longer the Long Wait progresses the more of the new current version content will have to be thrown away and replaced with corresponding content in the next version, resulting in it being implemented twice. At some point it might be considered less work to switch to the Map Rewritten baseline. However, that's purely my speculation).

The Long Wait will be long. An optimistic guess would be 3 years, while pessimistic ones can be considerably longer.

It can be noted that we're still quite a long way from the start of the Long Wait, it's possible it's still further away now than it was when the Premium tangent was embarked on, as there's a lot to be done before it can start (again, the list is probably not complete, and may contain errors as well):
- The Premium release will have to be released (obviously).
- The Premium release bug fixing and immediate problem fixing phase taken care of (this may well take longer than usual, given that the Premium release contains the commercial Premium version, which may require considerably more support and polish than releases have received in the past).
- Implementation of things cut from the release that aren't intended to be cut from the game (Adventure Mode and the Classic versions have been mentioned as candidates for release content cutting of this type).
- Finishing the Villains tangent.
- Improved sieges/army stuff.
- I think there's at least one more point I've forgotten...

94
DF General Discussion / Re: Future of the Fortress
« on: July 11, 2022, 03:00:26 am »
I'd expect the technology cut-off to remain at about 1400 even if technology is procedural. That would mean electricity is out of the question, but magic opens a completely different can of arcane worms.

https://en.wikipedia.org/wiki/Baghdad_Battery
Quote
"The Baghdad Battery is the name given to a set of three artifacts which were found together: a ceramic pot, a tube of copper, and a rod of iron. It was discovered in present-day Khujut Rabu, Iraq, close to the metropolis of Ctesiphon, the capital of the Parthian (150 BC – 223 AD) and Sasanian (224–650 AD) empires, and it is believed to date from either of these periods."
Yes, and steam powered toys existed in ancient times as well. However, neither of these were actually applied.

95
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2022, 04:41:05 pm »
I'd expect the technology cut-off to remain at about 1400 even if technology is procedural. That would mean electricity is out of the question, but magic opens a completely different can of arcane worms.

96
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2022, 11:27:19 am »
@Deno: Lime Green is used to draw Toady's attention to the posts containing questions so they can be found when answering.

Procedurally generated playable races more or less requires all races to be playable. Humans will have to be playable as completely mundane worlds will have nothing but humans.

Procedural races would probably have procedurally generated technologies, while the current setup would have something similar to what's present today, but playable. Thus, dwarves would probably be the only ones with steel, and be better at mining than everyone else, and so on.

97
DF General Discussion / Re: Future of the Fortress
« on: June 25, 2022, 01:49:16 am »
Two years ago (or whatever the time is) I wouldn't have written any suggestions here. Then things were changes so that next release suggestions were invited here. However, it's possible things should be changed back to the old ways.

It can be noted that the "old" Corpse stockpile behavior was present in 0.40.24. Visitors were introduced later than that, and that's when it became necessary to deal with non dwarven citizens.

98
DF General Discussion / Re: Future of the Fortress
« on: June 24, 2022, 02:24:21 pm »
Corpse stockpile:
Before visitors were introduced, the Corpse stockpile was reserved for dorfs, with everything else being sent to the Refuse stockpile, thus leading to caravans bolting as they approached the refuse stockpile, with dorfs suffering trauma, due to all the corpses of of sapients in the stockpile. That could be worked around by filtering the Corpse setting of the Refuse stockpiles on species, to get sapients into one stockpile and the rest into the regular one (you also had to deal with other Refuse stockpile sub categories, in particular teeth, as half a tooth was all it took for panic to set in.

Current implementation:
Corpses of all sapients are sent to the Corpse stockpile, and there is no sub settings, so troglodytes go there together with invaders and citizens. My suggestion was to allow you to send the "good" ones to one stockpile and the "trash" to another. Also note that corpses of undead of former sapients are treated as refuse, not Corpses.

It's true that only some creatures can be buried, and coffins check for that. However, it's rather difficult to bury the body of a defender when it's already been incinerated together with the bodies of the killed invaders (mine cart taking from the Corpse stockpile and dumping into magma, i.e. basically a quantum stockpile, but without the stocking and piling [I usually use a drawbridge at the bottom of a shaft to eliminate the corpses, but the effect is the same])...
Apart from the mechanics, I'd want those to be buried to be sent to a respectful morgue close to the burial grounds, while dead invaders are sent elsewhere and just disposed of using the method of your choice.

Sapient part crafting:
It's still possible, but you can't butcher the corpses. Instead, you have to have the corpses "butchered" naturally and let the arms/legs decay to release the bones that will then happily be used by dorfs for crafting (and if you don't monitor them they'll grab bones of undead of former sapients from the refuse stockpile if you happen to run out of bone elsewhere). It's even possible to use traps to do the "butchering", and with reanimation you can try repeatedly until the desired bits are severed. It's very inefficient, though, with most attempts failing.

99
DF General Discussion / Re: Future of the Fortress
« on: June 23, 2022, 03:51:54 am »
The dump zone is far to valuable to be wasted on dumping garbage, when it's needed for e.g. the stripping of prisoners.


Suggestions for the improvement of the Dump functionality:
- Allow dump zones to use stockpile filters so they only receive certain types of items. That would allow you to have more than one zone active at a time and still get items dumped in the intended location.
- Display of the number of items marked for dumping (you can't use the task list, as dumping tasks are added and removed dynamically without regard for how many items actually remain). It would be preferred if there was a grand total as well as the number remaining for each zone (to know when the prisoner stripping is done, for instance).

Suggestion for an improvement of the Corpse stockpile functionality:
Add a setting to allow you to dedicate the stockpile for corpses that can be buried vs. corpses that can't. Invader corpses need to be disposed of, while you want to ensure your citizens aren't dumped into the incinerator/garbage compactor. Optionally a category for corpses that can be buried but won't be raised as ghosts if they aren't.


@SammyLiimex: As far as I understand that's the result of dwarves on assignment being removed from the fortress and re-introduced when they return rather than remain as fortress members while away (like inbound caravan members are in the data structures but not visible until they actually enter the map). Past reports have not indicated the approach has been changed when bugs have been addressed.

100
DF Gameplay Questions / Re: How do I get my dwarves to write?
« on: June 22, 2022, 02:50:33 am »
Scholars engage in discussions with each other without any boundaries based on whether they're residents or visiting.

I'm doubtful animal specific training is a topic scholars can write about, apart from books about explicit experiences (like any other experience they may write about).

101
DF General Discussion / Re: Future of the Fortress
« on: June 22, 2022, 02:45:11 am »
Removed, as this is an unsuitable thread for it.

102
DF Gameplay Questions / Re: How do I get my dwarves to write?
« on: June 21, 2022, 02:15:04 am »
I don't think the process is completely understood, but the basics are that scholars only write about the things they know, which means they first have to learn it via research or reading. Most of the time scholars "ponder", which is the research phase, but they can also "discuss" things. Eventually (which may be quite a few years later) this will result in a discovery, which may lead to either the writing of a book or the research of a new topic. The completion of a book typically is followed by more research, but can probably also be followed by the writing of a new book.

Also note that there is no control over what book a scholar writes: it may be how the sun revolves around the earth (i.e. astronomical theory), but may just as well be about a historical event, or even the writing of a previous book (Necromancers tend to write lots of books about themselves writing books). They could probably write a book about their cheese maker buddy's loss of a xsockx as well...
There are also books about locations, values (which push the readers toward the value point of the writer), as well as poetry, music, and dances.

103
I think the way to form a population from 3 dorfs would be to have one couple plus the third one being as young as possible who'd then marry a kid produced by the original couple. That couple's kids would be eligible for marriage to the original couple's kids, as I think uncle/aunt is just far enough to be eligible (don't try that at home: it produces horrible results down the line). Since dorfs are reproductive right up to the end and are long lived, there's a decent chance of is "working". Note that it also hinges on the comparatively recent change to permitted age differences (it used to be 10 years, but is now 50% of the age of the younger one, or 10 years whichever is larger: both have to be considered adult).

104
DF Gameplay Questions / Re: Do Reanimating biomes affect caverns?
« on: June 20, 2022, 05:03:03 pm »
Dwarf Therapist allows you to sort based on age and mark animals for slaughter, so you can ensure that you slaughter off the oldest ones first.

105
DF General Discussion / Re: Future of the Fortress
« on: June 20, 2022, 07:57:31 am »
Yes, (some?) semi megabeasts are intelligent (and I think some of them are even fully intelligent), but they're not megabeasts.

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