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Messages - Buttery_Mess

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46
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2021, 03:51:55 am »
The coming week(s) it should also become more apparent whether pre-Premium saves will be transferable to the new versions. That is: Having worked on the save/mod restructuring, does it seem like the Premium release (and corresponding Classic release) will be compatible with old saves? If it comes down to writing some tool that transforms old saves/raws into new ones, has this already been done, is it something you might revisit later, or do you expect the community to figure it out (if possible)?

There are a number of structural changes to the game that makes that extremely unlikely- of the top of my head, at least, the way that labours will be changed to other skills as well as a change to the way stone working workshops work mean that the saves won't be compatible.

47
DF General Discussion / Re: Future of the Fortress
« on: October 30, 2021, 02:25:29 pm »
When there's a Steam Release, is there going to be an advertising campaign? Seeing ads for DF would be a ray of sunshine in the darkest timeline.

48
DF General Discussion / Re: Future of the Fortress
« on: October 14, 2021, 09:43:27 am »


I see there have been changes to workshops, menus, and jobs, and I've seen the graphical representations of these changes, but for most of them I haven't seen corresponding ASCII versions. If I choose to use the ASCII version, will I be able to identify everything immediately or will many things be unfamiliar?

How well does all the information fit into an ASCII screen? How will it look at smaller than 1920x1080 resolution and/or resized windows?

I've seen how lower layers look in the graphical version, will there be similar effects in the ASCII version?

How wed are you to the ANSI colours, will you move to a broader colour palette in the ASCII version at any point?

Are you working in ASCII first and then moving to graphics, or are you working with graphics first and then going back to ASCII?

How do floaty menus work in ASCII? Do they snap to a grid or are they unaligned with the background graphics?


49
YOU HAVE THE POWER TO MAKE PLUMP HELMET WINE REAL.
YOU MUST USE THIS POWER WISELY.


Mushrooms have a very low carbohydrate content (they actually make a pretty good snack for dieting because of this; you can gorge yourself on them and fill yourself up and you won't put on weight) which means that they aren't ideal for brewing. You can make wine with them if you add sugar, but I'd prefer to avoid it in this case. I've done it with the recent fruit wines I've started making (the jam contains a lot of sugar) because the fruits are already high in sugars.

The difference between wine and, say, fruit juice and sugar, is that the fermentation process alters the flavour of the juice, subtracting some of its natural sweetness and replacing it with a boozy flavour. Therefore, you're not just getting an alcoholic drink, you're getting a unique new flavour that you can't obtain any other way.

I would submit that plump helmets are unusual mushrooms in that they have an unusually high sugar content making them suitable for brewing. They might also derive energy from the radiated evil of hell, which, for all I know, improves the flavour.

I'll have a think about it. There might be a way to make a passable mushroom wine that I'll have to look into.

50


I've been up to this for a while now. Playing Dwarf Fortress, I grew envious of all the dwarfs' tasty looking wines. You can brew practically anything, after all. It's expensive and difficult to get hold of all the different fruit wines that are possible but extremely easy to do it yourself.

It was winter when I got my demijohns for Christmas so there wasn't a lot of wild fresh fruits available. However, you can easily source honey from supermarkets, which I just to make mead (currently brewing in the demijohns.) You can buy fresh fruits in the supermarket at any time of year, but it can be expensive. You can kind of cheat by brewing fruit juice, but you might need to top it up with sugar.

I decided to dilute some jams and brew them, since they're basically fruit juice and sugar to begin with. I've got some apricot wine, blueberry wine, and raspberry wine on the go here, and I can't wait to try them in a few weeks.

This summer going into autumn, I'll be able to forage wild fruits, and mash them up to make forage fruit wines and cider, just like dwarves do. I'll be able to make blackberry (bramble) wine, hawse wine, and crabapple cider- maybe even rosehip wine. I could even grow my own potatoes to make potato wine, if I wanted, or maybe even tomato wine?

I wouldn't have ever fallen into this rabbit hole without DF. It's something anyone can do.

51
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2021, 06:02:41 pm »
ThreeToe says,
Quote
children will have menial tasks to perform and keep the fortress running smoothly
, what does he mean by this? Children will help to do simple tasks, like hauling? Does this mean they'll have a limited labour menu? Now that you've taken a look at child labour, does that mean that they'll be able to, for instance, attend educational courses at guildhalls, or something, as well?

52
What do gem and mineral clusters look like when the walls have been smoothed? It can have a big impact on the room value. I hope it's quite visible.

53
DF General Discussion / Re: Future of the Fortress
« on: March 20, 2021, 11:20:26 am »
I'm not sure if it's been asked yet, but are we likely to see workshops zonified in the same way bedrooms and the like are? Will it require creating certain tools instead of making most workshops out of just one material? I'm thinking of the way forges and dye workshops are built, requiring an anvil or barrel.

54
DF General Discussion / Re: Future of the Fortress
« on: February 16, 2021, 01:11:57 pm »
With the map rewrite, coupled with the Myth & Magic release, will there be a possibility of solid clouds that we can walk around on- that will float over the scenery beneath?

55
DF General Discussion / Re: Future of the Fortress
« on: November 26, 2020, 08:36:40 am »
I'm sure this has been asked already, but is there going to be a linux version of the Steam release available?

56
DF General Discussion / Re: Future of the an opportunity to revise
« on: October 30, 2020, 06:21:30 am »
Do you have any plans to take s second pass at trees and tree growth? It occurs to me that DF vanilla elves are supposed to have tree shaping magic, so M&M would be an opportunity to look at plants. I'm not saying the way trees grow is bad- it's a world of improvement over the prior 1 tile trees- but the way they burst out of the ground suddenly fully formed, and die in a puff of logs, could use a little more granularity, and it would be nice if dwarves could plant trees or suppress tree growth. Would the map rewrite help with this, for instance, making it possible to rotate felled trees through a horizontal dimension, or to render arbitrarily large or ambulatory trees (like a World Tree or Treant?)

Sorry if this comes across suggesty, I was just wondering if it might be in the cards.

57
DF General Discussion / Re: Future of the Fortress
« on: September 29, 2020, 10:11:32 am »
Had another thought whilst learning about pumps;

I vaguely remember the idea of introducing larger machinery to fort mode being discussed before, possibly going as far as having moving forts. Would the map rewrite make such things possible? I remember the idea being floated of being able to view squads going off map on missions in a little window. Is that possibility a planned feature for the map rewrite? Would that also make ships that come and go a possibility, or will that have to wait until trade and industry?

58
DF General Discussion / Re: Future of the Fortress
« on: September 21, 2020, 08:51:15 am »
I've recently, finally, taken the opportunity to have a "deep play" and actually use almost all the gameplay features available as of 0.47.04 (except minecarts, which I've never got around to being able to usefully implement). Consequently I've been paying more attention to the UI quirks.

Currently certain screens, like the military screen, do not scale with increased window size. Will all screens be fully scaleable in the Steam release, and therefore, will all screens be fully scaleable in the legacy release?

Several screens currently lock important information away from the player. For exaple, when a liason springs the barony nomination on you, there's no way to browse dwarf personalities and such like before leaving the nomination screen. You get a similar situation on the trade good requests screen. Will these screens be rethought for the next release? Either as a pop-up, a returnable-to prompt, nested unit screen menu or nested stock screen menu? I ask because it seems like at this point, you'll be forced to rethink just to make it graphical.

There are some elements of the UI that don't seem to be working as intended. For example, I noted that it's not possible to select generic leather as a material for shields or shell as a material for leggings on the military>uniform screen (or if it is there, it's rather hard to find.) I suppose my question is, are you planning on redesigning the interface as you tart it up in order to wring out all the quirks and bugs, or just tart it up, or tart it up and fix quirks and bugs, but not going so far as a complete redesign?

I have seen that you've already added nice features to the embark screen. I wondered if the trade menu was going to get similar treatment? I was buying gemstones earlier and this involved several minutes of hitting down, enter, down, enter... it made me think, can we expect to see general GUI features like being able to drag a box around multiple items, holding control to add items to a list on top of that, and so on?

I get the feeling that every screen and menu function in DF was scratch-coded from the bottom up every time a new feature was added to the game. Are you going back and replacing each unique menu with something more like a generic abstract interface now? Do you think this will make it easier to add new features in the future?

TrevorBOB9 asked about releases for other platforms. I remembered that Steam support for Linux is pretty good. Is the Steam release going to be Linux compatible? Have you thought about an android release- with the GUI improvements, this seems more reasonable.

I believe you've stated in the podcasts that you're not particularly enjoying UI work, is that true? What of it is the most rewarding aspect to you, and what's the least rewarding?

59
DF General Discussion / Re: Future of the Fortress
« on: August 01, 2020, 11:38:03 pm »
Would it be possible to include "infinite" procedurally generated planes? DF currently generates maps of a fixed size. Because DF procedurally generates history, it has to be confined to a finite area. But could DF grant players access to planes where no history occurs, just infinite pseudo-random wilderneness? Or what about an infinite plane where civilisation is just confined to the "middle"?

60
DF General Discussion / Re: Future of the Fortress
« on: July 29, 2020, 09:59:33 am »
You mentioned in the dev blog that we're now able to set designations during unpaused play. Does that accompany some control over the play speed during play? Everything happens awfully quickly at 100FPS and awfully slowly at 5 FPS, will we have some ability to set min/max FPS during play?

 I have to say that not having to pause the game to make any changes when things are running slow sounds like a great feature, I think I spend more time paused than running in older forts.

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