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Messages - Footkerchief

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226
DF General Discussion / Re: The end of Toady's to do list?
« on: April 16, 2014, 09:26:32 pm »
Once the feature list is done, if it is possible to play for 30 minutes to an hour without crashes, it should be released. There were a lot of rewrites from the ground up in DF2010.

I’m fine with crashes on that time schedule. If people think the game is too buggy to play they can stick with DF2012, just as some people stuck with 40d when DF2010 came out.

Toady's 2010 remarks on why he prefers to debug these big releases:
The game is roughly as dirty now as it was for the first releases in 2006, which most of the current players weren't around for.  I don't feel like I can release it like that, so I'm making it a little more clean to avoid some shock and misery (hopefully...  who knows what thousands of people will dig up...).  I know that's frustrating for people that don't care as much about crashes and all that, and it's also frustrating for people that do care about crashes just because it has been a while, but I still think it would be better to release something that kind of works this time around, where features that already exist aren't crippled in many cases and new features are pretty okay.  A lot of things work now, but many things are still broken and I'm still getting at least a crash report a day.

227
DF General Discussion / Re: The end of Toady's to do list?
« on: April 16, 2014, 09:56:28 am »
so, having only ever had to wait (wasn't even really waiting for them) for the small bug fix patches in the aftermath of df 2012, can anyone tell us (or just me) how long there might be between feature list completion and release?  If no estimate is possible, how long was such a period for df2012?

A better comparison (IMO) is the 2010 release, which had a bugfixing period of about two months:
It looks like the 2010 pre-release bugtesting started in earnest around Jan 23, so a bit over two months [until the April 1 release].  The testing team got copies on Feb 14.

228
DF General Discussion / Re: Future of the Fortress
« on: April 13, 2014, 10:34:40 pm »
Is it possible, in the future, to add what would amount to a "high scores" page to Legends, or filters/searches for any other interesting bits? Like sorting entities by total kills, longest lived, shortest life, most destructive war, basically anything else brag-worthy?

Sorry if this has been answered or asked in the past 600+ pages haha :) Legends are so interesting, just hoping for an easy way to find the most interesting of it all easily :)

There's a built-in Legends export tool, and there are community-made tools for processing the exported information.

229
DF General Discussion / Re: Future of the Fortress
« on: April 13, 2014, 09:35:40 am »
I think the more important question to ask is: Do elves hug trees now?

In case this is a serious question: no.

230
DF General Discussion / Re: Future of the Fortress
« on: April 12, 2014, 01:55:24 pm »
I'd think it'd be better if you could use such metals as decoration or as "enhancements" to existing weapons and armor. Lead without a doubt would make for a good metal to create counterweights and cores in weapons, i.e. a mace or hammer with a lead core would hit harder and be heavier than a mace purely made of a single non-lead metal. Such techniques could be introduced through the weaponsmith or armor skill according to skill and the materials that are available.

Toady has discussed this before:
Quote from: Footkerchief
Quote from: diefortheswarm
If you wanted to make an adamantine hammer,  you could make a hollow adamantine shell and fill it with molten lead.  This would be a very effective weapon!  Will we be able to do anything like this in the foreseeable future?

I could have sworn this exact idea came up before, but I couldn't find much.  Anyway, it basically depends on whether/when Toady implements a system for multi-component or multi-material items. <quote about multi-material items>

Yeah, I remember it coming up before as well, at least as somebody's offhand remark, and yeah, we need some more backing in the code but it's definitely something that dwarves would want to do, assuming they don't have some weird ethics regarding mixing adamantine with stuff.  I think at some point there was a rule against improving adamantine items or improving with adamantine, but that might be long gone.

There are also numerous Suggestions threads on the topic, like this one.

231
DF General Discussion / Re: Future of the Fortress
« on: April 11, 2014, 06:16:31 pm »
I think a reminder should be made that this release is not indicative of Toady's usual development cycles and is, in fact, exceptionally long by a wide margin.

It's exceptional with regard to number of releases, but it's the norm with regard to time spent.  Since DF's first release, 66% of the time has been spent in just four abnormally long release cycles:
Code: (ruby) [Select]
long_release_days = [
  Date.new(2007, 1, 18) ... Date.new(2007, 10, 29), # 0.27.169.32a
  Date.new(2008, 9, 8) ... Date.new(2010, 4, 1),    # 0.31.01
  Date.new(2011, 3, 28) ... Date.new(2012, 2, 14),  # 0.34.01
  Date.new(2012, 6, 4) .. Date.today,               # upcoming
].map{|r| r.to_a.size}.sum
total_days = (Date.new(2006, 8, 6) .. Date.today).to_a.size
long_release_days.to_f / total_days                 # 0.6607270135424091

232
DF General Discussion / Re: Future of the Fortress
« on: April 11, 2014, 03:14:09 pm »
As a rule with only a few exceptions, everyone would like to play every playable release as soon as is possible, and everyone wants there to be more of them.  I would imagine Toady wants there to be more releases.  But, the features he adds are major, and he gives himself scope to do the big ones right.  So, we could have more, and more trivial releases, or deal with the waiting for big ones.  Now, even though I'm not an adventure-mode player, I appreciate the scale of what he's putting in adventure mode, and do hope that it will eventually greatly change the world around the fortress, to give the fortress a wider role than merely trade and suffering semi-random, semi-provoked invasions.

Big features don't necessitate year-plus release cycles, unless you try to add a half-dozen big features in one go.  In hindsight, the release was overambitious from its inception, and other features kept creeping in (non-human sites, multi-tile trees, camps, stealth, etc).

233
DF General Discussion / Re: Future of the Fortress
« on: April 11, 2014, 11:16:39 am »
Will it be possible for the player to direct the manufacture of special-material weapons based on known vulnerabilities?  For example, if weredonkeys are vulnerable to zinc, are there any plans to insert zinc into the possibilities for weapon/bolt forging?  An adventurer might even discover the zinc secret by asking a shopkeeper why in Armok's name does he have zinc bolts for sale.

Quote from: G-Flex
If weaknesses to odd materials start coming into play (weremeerkats weak to silver, evil regions populated by blistered giant rabbits weak to gold, demons weak to nothing but other demon bones, etc.), then would that open the possibility of broader material selection in fortress mode? Obviously right now there's no sense to making gold swords and hammers, but if you've got the possibility of things like an outbreak of lycanthropy where they're actually necessary due to material weakness, it starts making more sense to be able to do that.

Yeah, if it came up that we started tormenting people with esoteric stuff, we'd need to start having reasonable ways to get at counter measures.

An interesting related discussion:
Quote from: NW_Kohaku
Toady, where do you see the ability of players to affect AI behavior?  Will we see something that goes more towards having the ability to directly script dwarven AI to use certain items or take certain actions using some logic operations or a rudimentary scripting ability?  Or do you see this as being more a matter of dwarves having to somehow learn how and when to properly perform actions or use items from the properties they have in the raws alone?  While I'm obviously interested in the effects this can have, I'm also interested in what sort of game design philosophy you have about what level of control you want players to be exerting over their dwarves.

At the extreme end of the potion/material discussion, out beyond what maybe anybody was asking for, I'm absolutely against having to master some sort of scripting language just to get dwarves to poison their weapons.  At the same time, it'll be difficult to get dwarves to use certain exotic syndrome-causing materials in a reasonable way that satisfies a player, especially one using potion mods.  Maybe it'll end up being usage hints in the raws and classifications in-play for use in the military etc. with some sensible defaults.  Ideally they'd be able to handle it like food, water and alcohol (to the extent those aren't broken), and perhaps those would be brought into the same system.  For more exotic actions and random weirdness, maybe there are cases in the mods where you'd really want to write some kind of script down, especially for a non-dwarven mod race that does something or other, but that level of support is pretty hard to prioritize when I don't really need or want it for dwarves.

On the other hand, writing from the perspective that every command the player gives will be credited to fortress position holders, if an appropriate official were to order that a liquid, with usage hints/whatever in the raws, will now be used for something entirely outside those bounds (like coating a weapon with syrup), that action might be anything from brilliant to quirky to wasteful to tyrannical to suicidal, depending on the situation.  The dwarves aren't currently capable of judging their officials and it's a very difficult problem most of the time.  If a randomly-generated creature has a weakness to syrup, maybe coating the weapons with syrup is simply a practical strategy, and in that case syrup wouldn't have the "weapon coating" usage hint in the raws.  That coating action is entirely up to player ingenuity, much like ordering the creation of a complicated machine, and it's a reasonable thing to allow.

Manually ordering a dwarf to perform a specific series of actions that can't be presaged in the raws/code might be the only way to save your fort and might be a reasonably orderable action made by some official, but that kind of power can degrade the atmosphere we want to build.  It's going to depend on the specific cases, but for the sake of guiding discussion on a wide range of future topics, I think it's best that the player feels that a dwarf's autonomy is being respected.  The thing that makes dwarf mode not strictly a hands-off simulation is that you are allowed to compromise dwarves' autonomy if they hold fortress positions, to the extent that you are selecting actions that fall within their position's purview.  If an order typically makes it feel like the dwarves are being controlled like marionettes, forced to do things against their will, etc., the order should probably be altered or removed.  Presently, there are a ton of things that dwarves don't care about that they should care about, but this is the overall idea.

Also:
Workshop Material Use and Specific Object Construction
    Ability to specify material used in jobs

234
DF General Discussion / Re: Where did I get those raw files?
« on: April 11, 2014, 08:38:51 am »
You can move this thread to the DF Modding forum via the controls in the lower left.

235
DF General Discussion / Re: Future of the Fortress
« on: April 10, 2014, 09:45:15 am »
With procedurally generated creatures, having no idea what to expect is part of the fun.  But with procedurally generated plants (with which in-game civilizations have centuries or millennia of experience), will there be a way for the player to get an idea of what a plant is, its farming requirements, products, etc.?

That's the eventual plan, yes.  Toady has often mentioned the need to explain randomly generated creatures/plants/minerals/whatever:
Random minerals should be fun.  Even the current stock minerals can be a bit confusing, and random minerals might add to that further, so further exposition of what minerals can be used for and so on might be necessary there.
Threetoe:   Okay, this next question is from James, he asks 'Will you ever begin to include randomized main races, or will the player interactable races always be limited to token dwarves, elves, goblins and humans? And a smattering of chimera tribes' ... the animal people.
Toady:   Is that what he means by the smattering of ... I don't know how to say these words, is it chimera? Yeah, it must be the animal people. Unless you meant something else.
Threetoe:   Yeah, we could always just call the animal people something else, other than turtle man, we could make it some other name and still be a turtle man.
Toady:   I think it's always been in the plan to have randomized main races, it was up on the old dev pages, I don't remember if it made it anywhere on the new dev pages or not? I think it might actually be there. Maybe not. It would be the last one, because doing randomized civilizations is an extra step beyond randomized monsters. Because we've kind of been easing in, we have the forgotten beasts now, we've got the titans, those are randomized. We have some of the underworld creatures randomized and we wanted to ease in to having some of the regular kind of monsters in the woods and stuff, randomizing those with a few extra night creature entries at some point and then kind of ease in to having some randomized regular creatures and then finally adding in randomized civilization creatures. The problem with randomized civilization creatures is there needs to be a lot of exposition or you're just going to be completely confused about what's going on, but it would definitely be an option, I think there would be a slider or something for how strange you want your world to be because we definitely think having dwarves and elves and goblins is cool for a lot of people just to kind of understand what's going on without having to do a lot of extra reading.

[...]

Threetoe:   Alright, so the next one is from Eric, he asks, “Have you considered creating random materials in the game so civilizations and players could perform experiments on the materials to determine their properties? Given the structure of the raws it seems like it could be pretty easy to create random metals in world creation.”
Toady:   So there already are random materials in the game, just not the type Eric wanted. There's the rain, can be a random material ...
Threetoe:   Oh that's right, yeah.
Toady:   When it rains some kind of ... And mists, the mists are also defined as a random material.
Threetoe:   We just need a a solid now ...
Toady:   Yeah, we just need a solid ... there can be solids if it gets cold and the mist freezes I guess, or if it snows ... I don't remember if it can snow slime or not, but it might not be able to, but if it could then that would be a random material. The important point is that these random materials are raw files, they are generated just like raw files, then it just kind of puts them in with your other text files and pretends to load them, it actually goes through and processes the text file and everything. So it is just a matter of will and time and interface, etcetera; all of the game making pieces of it but not the technical framework for getting things like random metals in the game. And avoiding the kind of gray sludge problem where it's like does your world turn into mush if everyone is walking around with like akabarite shields or whatever. You're like, 'What is that?!'
Threetoe:   Yeah, it's the same problem as the randomized monsters, it's like when you see the name, and every time you play the game it's a new monster with a completely different thing you never get used to it.
Toady:   We just have to overcome exposition and then we'll be all over that.

236
DF General Discussion / Re: Future of the Fortress
« on: April 08, 2014, 11:10:47 am »
But you can of course have different materials for the growths:
Code: [Select]
[PLANT:BEET] beta vulgaris
[...]
[USE_MATERIAL_TEMPLATE:LEAF:STRUCTURAL_PLANT_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:STRUCTURAL_PLANT_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[...]
[GROWTH:LEAVES]
[GROWTH_NAME:beet leaf:beet leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:7:2:0:0:ALL:1]
[GROWTH:FLOWERS]
[GROWTH_NAME:beet flower spike:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:2:0:0:60000:119999:2]

237
DF General Discussion / Re: Future of the Fortress
« on: April 08, 2014, 10:11:17 am »
Any chance of seeing 64-bit versions of DF in the near future?

Timeline is uncertain as usual, but Toady has phrased it as a question of 'when', not 'if' (my emphasis):
Quote from: PTTG??
Are there currently any plans to make Dwarf Fortress large-address-aware? A mod is currently available to do so, and the response has been largely positive in that it allows history to work for a significantly greater time. It would be great to see that make its way into default DF.

I have no idea what this would do both with my stuff and with some of my libraries.  I'm not eager to introduce a bunch of strange bugs.  When we go to 64 bits I'll have to deal with it.

238
DF General Discussion / Re: Future of the Fortress
« on: April 07, 2014, 11:58:19 pm »
How do you feel about the increasingly significant role open source software is coming to play in the DF galaxy?  Have you considered making things easier for third party developers?

Toady has made several extensive posts on the topic.  They're some years old, but still very relevant:
http://www.bay12forums.com/smf/index.php?topic=21806.msg237594#msg237594
http://www.bay12forums.com/smf/index.php?topic=21806.msg238694#msg238694

239
DF General Discussion / Re: Future of the Fortress
« on: April 07, 2014, 02:57:19 pm »
^^^ That also addresses this question:
Toady, you implied that the new realistic plants will replace the old ones in the upcoming version. Will that include unusual plants like sun berries and silver barbs, that don't really have a real life equivalent? 

240
DF General Discussion / Re: Future of the Fortress
« on: April 07, 2014, 12:07:32 pm »
What would you say to us suggesting more realistic, more specific biomes, rather than "ANY_TEMPERATE" and "ANY_TROPICAL" for most of the new trees?

In general, community contributions to the raws are useful to the extent that they're 1) well organized and 2) reliably sourced. Uristocrat headed up a similar effort to gather information about material density -- those values eventually made it into the game.

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