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Messages - Jimmius

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1
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2018, 09:34:20 am »
So...8-10 years?

I'm amazed that that's actually closer than I would've guessed! :P

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DF General Discussion / Re: Future of the Fortress
« on: June 29, 2018, 09:03:46 am »
To focus on the very, very distant future for a second:

You've talked enthusiastically about Boats many times, mainly with regards to how difficult they would be (as they're essentially fortresses that move/rotate). They'll clearly come well after Myth/Magic, but they're also not even on the Development Page, which currently contains enough material to keep you busy for years, if not decades. Does this mean Boats are so far off as to be unlikely to be seen this side of 2050, or will you re-evaluate the direction of development after finishing up the (amazing sounding) Myth and Magic arc?

3
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: June 28, 2018, 12:31:40 pm »
When is 44.11 gonna be ready for the LNP? Can't wait to play the new build but already missing DFhack and Therapist!

4
DF General Discussion / What is "The Big Wait"?
« on: June 22, 2018, 11:52:40 am »
I keep hearing people talk about it, see it referenced in FOTF posts etc. but can't seem to find what it actually is. Is there some planned development hiatus in the near future?

5
DF General Discussion / Re: Future of the Fortress
« on: May 27, 2017, 04:35:32 pm »
when it comes to tying squads into the larger military side of things, will the 'army' be made up of different dwarf squads doing the same task? I.E instead of telling Squad A to do X, you would 'form an army' consisting of Squad A and Squad B to go do X.

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DF General Discussion / Re: Future of the Fortress
« on: February 06, 2017, 10:11:57 am »
The Military Arc is going to be very intresting to impliment. We're seeing the beginnings of it with sending out of Dwarf Squads and the like, but have you given any thought as to what large scale conflicts will look like?

The current combat system seems well suited for squad based combat between 10-20 opponents, but will that scale up to army vs army engagements, assuming the usual DF level of complexity for things like supply lines,  baggage trains and hangers-on?

Will the current Seige weapons (Ballista, Catapult) need retooling? Will the long awaited Boats play a part?


sorry for the multiple questions, heh.

7
Can anyone that was there give us a Cliffnotes version of the latest DF talk? Obvs not a full transcript, but the gist of what was said

8
DF General Discussion / Re: Future of the Fortress
« on: June 03, 2016, 06:12:31 pm »
Which features are you most looking forward to working on post-myth arc? Or does it vary from day to day?

9
DF General Discussion / Re: Dwarf Fortress and CPU Processors
« on: May 25, 2016, 06:25:16 pm »
Wow, okay, I'm pretty sure the official word was never "never". I'm not sure why people make shit up so much about this topic in particular.

oh cmon, allow me *some* use of hyperbole, we're on the internet ffs

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DF General Discussion / Re: Dwarf Fortress and CPU Processors
« on: May 25, 2016, 05:09:31 pm »
It will have to be done before v.1.00.0, as will multithreading, if Toady wants DF to be more than a lagfest of suck. The things on his to-do list - oh! such wonder! I can hardly wait for them to come. But they will require rewrites to handle multithreading and 64-bit. So why not now? A stitch in time saves nine.

Speaking of that particular Thralled Elephant in the room, has there been any more word on the possibility of multi-threading? A while ago the official word was 'never', then a little later it was 'eventually, but I don't really want to'. What are we at now?

11
DF General Discussion / Re: Future of the Fortress
« on: May 25, 2016, 10:26:00 am »
DF is full of procedurally generated races right now (titans, FB, spoilery things).

Regarding the main races, 'right now' human values are randomized, no more 'money obsessed xenophobes.
In the demo, random races only started appearing at maximum fantasy setting.

That does nothing to answer the actual question they had. ಠ_ಠ

Well to be fair 'Randomly Generated races only appear at max setting' does answer it. I like the Idea of a traditional 'Dwarf Fortress' but played amidst a backdrop of wacky magical events and structures. Or played in a super mundane world where the drama is driven by more mundane concerns (politics, religion, money). And then also having the option of turning it up to 11 and playing as the Krivig, a race of humanoid mole-rats with wings that hate the sunlight on a flat disk planet where I'm constantly attacked by all sorts of magical BS FUN.

PS. I don't really consider the current 'proc-gen' enemies as full 'races'. More like one-off mythical enemies. I think the 'middle of the road' option should be DF as it is now: Traditional Fantasy races, with the one-off baddies being procedural.

12
DF General Discussion / Re: Future of the Fortress
« on: May 25, 2016, 07:44:58 am »
Will the Myth Generator have an 'as it is now' button? I.E some magical elements, but no procedurally generated races.

A lot of the Dwarf Fortress charm comes from shared ideas and concepts we all have about the races: Dwarfs love mining and booze, Elves are filthy tree huggers, Humans are money obsessed xenophobes. etc. As much fun as a playable race of Bioluminescent Slugmen who hate animals might be, I'd hate to have to give up my Short sturdy creatures fond of Drink and Industry.

13
DF General Discussion / Re: Future of the Fortress
« on: May 24, 2016, 05:21:36 pm »
I'm pretty sure when combat and movement speed were split all weapons got bonuses to damage the faster you were moving. It's just not a very well documented mechanic. I remember when he added the ability to have creatures ride other creaturs in the object testing arena he talked about controlling a horse and trying to get their rider the best attack velocity bonuses.

Ah that's interesting. It's not something I've really noticed, as currently Dwarves cannot ride mounts (and to be fair, they are too small for horses) and Sieger AI just charges and then 'sticks' in close quarters, rather than gaining momentum for continuous attacks.


Still, I'd like a 'lance' weapon that's practically usless at slow speeds, but super deadly if you're moving fast. Take the current bonuses and ramp them up to 11.

14
DF General Discussion / Re: Future of the Fortress
« on: May 24, 2016, 04:33:48 pm »
Will there be momentum-based weapons (I.E Lances) to give mounted troops an edge when the big Military Arc begins?

I'd love for mounted units to play a larger part than just sometimes having the mount be a dangerous creature. The Military side of things has me most excited, in fact it's probably one of my joint top 'I'll give my soul to Armok if this was implemented tomorrow' feature. The other being Multithreading  ;)

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