DF Bug Reports / Re: Game crashes at save
« on: October 08, 2007, 06:59:00 pm »It's not malice, it's just easy to screw up.
April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
It's not malice, it's just easy to screw up.
In fact, who says we might not all be playing on the same planet? A very, very big one. Ring shaped maybe. Watch it when you flood the world.
[ September 28, 2007: Message edited by: Sowelu ]
In any case, it's in the "Adventurer Skills Arc". That is sometime in the unknown future, but certainly not before the current Army Arc is done. Check some of the longer term dev notes:
http://bay12games.com/dwarves/dev.html
And of course you can mine out that blue wall and rewall with granite blocks. THAT method doesn't require adding more bytes to the save files. Of course there's still complications when you want to engrave, but I'm sure those will be fixed...someday.
Things must be supportable from above, too.
I think the original example was something like this: Let's say you want to create a MASSIVE STONE AXE over your front door. It looks vaguely like this, keeping in mind that I fail at art:
code:
#..#
#.##
####
#.##
#..#
#...
#...
#...
Of course you can also say "It's supported from above, and you can always support from above". That fails too, though. If you build a 20-tile-high tower and hang an ENORMOUS PYRAMID from it that's only connected by one tile...yeah...that should break off.
The one thing that your simple idea DOES allow for, at least, is arches.
code:
##############
####......####
#............#
#............#
quote:
Originally posted by jurassiced:
<STRONG>hell yes i think this could be coded by some here on the forums =P mod anyone? as i have just come back to playing DF im not really sure how to do much yet but this sounds like a great idea</STRONG>
Sorry, that's not how mods work... No, it's not moddable at all. Mods are only for new creatures, new materials, new reactions, new words. Not new thoughts or autonomous actions. But it is a good idea!
[ March 10, 2008: Message edited by: Sowelu ]
Problem, though: Herbs are ALREADY too easy compared to farming. I've never had that big of a fortress, but after a year my one herbalist is up to legendary, and there's HUGE piles of all outdoors plants sitting around. This would just make herbalism easier by comparison, and then why would you bother to farm? I guess farming would be a large-fort thing: For when you have lots of dwarves and can afford to make 1/6 of them fulltime farmers.
Soap and tubs I very much like. Who does the tub-filling and soap-fetching? Seems like commoners would tolerate public baths but be overjoyed by a private bath, and would always fill their own bath. Nobles on the other hand would be very upset by public baths, and would have someone else fill their bath for them. This implies a new task, "servant", which just means they do these noble-placating things. Tubs should perhaps belong in a bedroom, I think--that allows them to go in barracks, too. And of course you can define a bedroom from the tub itself if you want.
I liked how IVAN did lighting interfacewise, but then I like IVAN's interface in general.
...If this idea DOES work with an interface more like dwarf jobs, and that lets us control squads easier, I'd love it so much.
I could see ordering a soldier to stand in the correct position by a siege weapon, and have that count as operating--or even assigning a squad to a siege weapon so it fires faster (due to many people lifting heavy things). But it still breaks the current 'job' model, where soldiers have their one 'soldier' task...
Maybe there would be a 'siege duty' toggle near the weapon selection, but that clutters the interface and it's not all that clear...and besides you want a siege weapon controlled by whoever's nearby, and you probably want people to engage in melee once the baddies are close enough.
Try giving a more detailed suggestion on what the interface will look like, and how it will decide *WHO* exactly is manning that siege weapon?