DF General Discussion / Re: Showing off some pixely dwarves
« on: January 03, 2007, 05:36:00 pm »I suppose I could edit it to add a buffer pixel on either side of each tile... just wondering why you didn't.
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I suppose I could edit it to add a buffer pixel on either side of each tile... just wondering why you didn't.
It can be done, of course, and it can be learned. But none of this "it's easy!" stuff.
I'm not asking for it to be fixed now. Just that Toady keep in mind when the best time to put it in would be. I'm thinking the interface should be worked on after the armies and barnonies are in, since I -think- that'll be the last change for a while that will require major interface revamping afterwards...
At any rate, if you have performance trouble, you can also shrink the size of your map.
On the other hand, there is a 3D visualizer coming right up... see:
Now, As far as I understand, in the upcomming release, we won't quite yet be able to control real armies. However, immigrants and merchants will be really traveling the map, just as armies will. And we get the Z-axis. Once we have that, then Toady is working on the actual military portion. My guess is that the first military release will have it merely that you can depopulate enemy civilizations, with more complicated things coming after that.
[ June 25, 2007: Message edited by: Fieari ]
Summary: ARMIES ARE COMING.
Why has it taken so long? Because for armies to work, dwarf mode and adventure mode need to use the same map. The world map, in fact, has to become 100% seamless. This has proven time consuming. But in the process, we're getting the Z-axis for Dwarf mode! As well as the ability to start our fortress on ANY walkable tile of the world map.
The mountain is also no longer a flat face, and the interior of the mountain is no longer fixed to River -> Chasm -> Magma -> Pits -> Adamantium -> Demon. You are no longer guaranteed iron, or any other ore for that matter. You are no longer guaranteed water, or magma, but picking your start location wisely will help with this. How do you pick wisely? Read a book on geology. Wikipedia is the design document. (of course, we have no idea how we'll find adamantium anymore. Rumors from adventure mode maybe?)
The count down to the next version is getting closer and closer. You can watch the items on this list: dev notes get fewer and fewer, day by day. A couple weeks ago, that list must've been six or seven pages long, and now it's less than three (your "number of pages" may vary depending on screen resolution)... and the items left seem less complicated than the items that used to be on there.
So, almost. A LEETLE BEET more patience.
That's the kind of realism we get in this game, and it happened by ACCIDENT when temperature was added. Since we have this amount of realism, it's perfectly natural to demand to know how the plants grow without light. The answer? We don't know. Something about cave adaptation.
Perhaps a future version of the game will remove all non-fungal plantlife from indoors? Or even require light shafts to be dug to provide the light that is needed? Hard to say, but I wouldn't doubt it.
On the other hand, some of the other utilities fall under IDKFA and such... and yet, even these can be used for creative purposes. I'd actually liken it more to the money "cheats" in The Sims, which Will Wright has claimed in interviews that it's less a cheat and more a feature, since it's more fun that way.