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Messages - CaptainArchmage

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1306
DF Suggestions / Re: Separate graphics engine from core game
« on: March 13, 2013, 03:53:18 pm »
-It would probably be possible to make the game 3D as it is right now. It just means you have a size limit on creatures, so dragon graphics don't occupy more than a certain space. You'd need some way of connecting the information in the game to the graphics processing, but that's about it, right?.

-It may be possible to hack up a 3D graphics system right from the decompiled code, for someone with enough skill.

-Even 3D doesn't imply perfect realism. You can still do things like shove dragon corpses into a minecart, the dragon would just vanish and you'd have a minecart graphic showing it as filled. This happens in some mainstream games, where you can shove a near-infinite amount of stuff into a locker.

-The main trouble I see is maintaining graphics. A lot of mods would just be "3D-incompatible", but 3D would be optional. There are games out there, such as Kerbal Space Program, where the modders make their own graphics by necessity.

@Kickstarter: What I would suggest is Toady makes a Kickstarter for DF-themed merchandise himself, rather than the game. Donating an amount of cash on Kickstarter would get you a low-number limited edition object or some other goodies.

1307
DF General Discussion / Re: Future of the Fortress
« on: March 12, 2013, 07:57:16 pm »
Smaller updates is better for me, that way I can get 25 days of entertainment of dorfs being flung at goblins and megabeasts instead of 1 day per update :D

This. I think having smaller updates with the same aims would really help with things. If we had, for example, elf sites released in October or November or whenever they were done, we'd have a hands-on example of how the multi-tile trees were doing. It would save a lot of the massive clean-up that happens before the big releases and I'd strongly recommend it.


1308
The alert system was a mess, so I added three more alert levels and three new burrows to deal with current needs. I also adjusted existing burrows somewhat, so the fortress interior contains some of the expanded areas.

We have an Underground borrow that covers everything underground, along with the entire volcano, the area inside the magma moat, and some of the murky pools. We then have the Aboveground Fortress Area, which contains everything that is aboveground and behind walls or a magma moat or in the sky above the aforementioned areas, which is less restrictive than the "Upper Levels" burrow, which keeps dwarves within the fortress walls. Finally, we have the Reclaim Zone, which is a special burrow to expand outside the fortress area for siege cleanup.

We have three new alerts which constrain dwarves to anywhere underground or in the aboveground fortress area (7), or anywhere underground and within the fortress walls (6), or anywhere in the underground, in the aboveground fortress area, or reclaim zones (8). Finally, I added the underground burrow to the underground station alert, since that wasn't used for anything.

To carry out the cleanup, we're going to what is currently "Alert State 8" to allow reclaiming the outside.

1309
DF Suggestions / Re: UI Rewrite: How do you think it should be?
« on: March 12, 2013, 01:35:25 pm »
You should probably check out this thread: Total Interface Overhaul (now with sparkles).

It's by far the largest collection of UI suggestions all in one place. I'm sure that most of what you suggested is already there, although it's been a while since I last read it. There are some really nice looking UI improvements there though, so it's worth a look.

Also, what's with the useless poll?

Thanks. The poll is intended to be used if this thread grows in size and big questions come up.

1310
Can you dwarf me I don't want a turn just a Dwarf

I'll assume this doesn't count towards the five personally-named dwarves. We need more dwarves in this fortress. What kind of dwarf do you want? We've got just about every profession under the sun here besides hunters and soap, cheese, potash, and lye makers.

Official log of the Archwiseard, Felsite

Today I have made some major changes to employment. Dwarven mechanics are not to do any other work besides mechanics. Siege Engineers are also to perform mechanical duties and will not be hauling anything either.

Firstly, we have a lot of dwarves assigned carpentry, those who are woodworkers are going to continue in their profession and will be cutting trees if possible. Carpenters without wood-cutting or bow-making skills will be hauling wood around. Woodworkers who carry military-issued weapons will be hauling wood and not cutting down trees.

Apparently two of our carpenters have decent skills, the rest have a low level of competence. For a fortress such as this one, we will need to get highly skilled craftdwarves.

Secondly, we have a lot of dwarves assigned glassmaking. None of the carpenters are going to be making glass objects, and we will stick to using qualified individuals.

I have also made some important changes to the sector overlay of the fortress. We currently have five zones, the Fortress Interior, Guard Towers, Upper Levels, Mayoral Chambers, and Baronial Chambers, which are in need of updating along with the alerts.

1311
Only if we actually mine it. And if that happens, so what? Dig out a couple nicer rooms and stuff the jerk in them and he/she'll be perfectly happy.

@Quietust, is it possible to get DFhack to replace civilisation nobles if we accidentally kill them? That is, say, to "hack to replace the king" or "hack to replace the outpost liason" or "hack to force goblins to pick a new general". I think we're going in the direction where we'll need that.

1312
DF General Discussion / Re: Future of the Fortress
« on: March 12, 2013, 11:47:16 am »
Well the site is fixed now for me.

If taverns are going in the next big release, that means we can expect to have the economy up then. It may be bugged. If its going to be done in a lot of smaller releases*, which I think would be preferable, it may go in before taverns.

One of the big advantages to having some kind of economy is it would allow us to build stores when expanding the fortress.

An example of a small short-term release was the addition of minecarts to Dwarf Fortress.

*Kerbal Space Program is shifting from doing big releases to doing more smaller releases over a shorter period of time. I don't know how feasible this is for dwarf fortress but KSP changed some of its version management tools, which allowed them to do the smaller releases without messing up the development.

1313
DF General Discussion / Re: Future of the Fortress
« on: March 12, 2013, 10:46:30 am »
Are we going to see a return of the economy some day? If so how do you think it would be managed?
[craziness]I know this is more a suggestion, but the way I see it a fortress is well a fortress, a military thing where is okay to order everyone around, but after a while, if it becomes a mountain home or a "city" A reduced control over the civilian activity could work, where you designate workspaces, rooms and dig-able areas where the civilians can go around their businesses, make the workshops they want, work in whatever they want and pay you taxes over it, then those taxes could be used to pay salaries and equipment of state miners/soldiers/public workers/bureaucrats, and fund government/military constructions like walls, fortifications, siege equipment and other things.[/craziness]

Its going to return sometime, but is there any indication of how many releases it will take before that get worked on, even as guesstimate given the state of things now? At the moment the original release schedule has been totally changed, so we've got world activation and sites have been restored and are present. I can see that taverns will be a thing in the very near future, possibly next major release or alternatively as a minor release after the big one comes.

Is it just me or is the front page http://www.bay12games.com/dwarves/ down?

1314
My goal is to find that crap so we know where it is to be honest.

But now I think I may need to seal the miners in until they find the blue shit inside; if they find a chamber instead, then the seal will make sure they're stuck there. The miners will die, yes, but we can forge more picks and train new miners.

If we find the blue shit, are we actually going to risk setting of the "too deeped" counter? Do we need to have DFHack open and running to stop the counter, or is the thing patched to fix it?

Be aware that finding the adamantine will cause the king to come in this version.

1315
Exploration shaft further into the mountain? Don't dig any further to the right beyond the magma river, since there's a source of demons right there. They wiped the fort once.

If you want you can create an array of spikes and connect them all to a lever. Set the lever to repeat after you've unleashed the hoards. Make sure you pull everyone back from the area though.

1316
Sorry for the wait. I took the free time from the last day or two to make some designs on paper for what I want to do.

The Archwiseard's log, 19th Felsite 1089

I've designated a portion of my secret project, but firstly the miners are going to cut out DZPEDMR Reactor Beta in column of rock containing first cavern layer entrance.

The goblin invaders have finally been cleared out from the outside. I'm going to set up some proper alerts and open the western gate so the clean up can begin.

22nd Felsite, 1089

Another ambush! This time skulking vermin ran into the undead and were detected. This is going to complicate the reclamation of the outside.

23rd Felsite

After a massive battle with a dwarven corpse, the kobolds are down to one in number. The only surviving undead is an elf corpse that has been burning in the moat since I took office.

1317
DF Suggestions / UI Rewrite: How do you think it should be?
« on: March 11, 2013, 04:48:27 pm »
Lots of threads come up about a UI rewrite. How do you think the UI should work? I've put down some of my thoughts below.

My suggestion for building placement UI:

-Menu breakdown between Constructions, Mechanisms, Workshops, Furnaces, Defences, and Furniture.
-Can place building using the left-click standard to RTS games.
-Building material can be filled in automatically, and dwarves will always take the closest of a certain building material to the job.

-Wall placement can be click and drag. You should be able to place nodes and switch between "shortest distance" and "follow my curser" mode. You should be able to undo to the previous node. This means you could designate the entire fortress wall in one go.

UI for connecting up levers and pressure plates:

-You should have the option to click-to-select the thing to link up to a lever. You should also be able to reverse-designate from the item to a lever, also clicked on.

Designations UI:

-No comment on woodcutting as the new release has not come out yet.

-Mining, Cleaning, and Smoothing should have a click and drag option, and it should be possible to drag out a rectangle or oval. Right-click in "designate mining" should erase selection.

-When designating an engraving you should have some control over what gets engraved. Options can be "Engravings determined by owner", "Engravings determined by artisan", "Engraving set by player" (have a selection of choices to be set somehow). "Engravings determined by artisan" causes engravings to be determined as they are now.

Military UI:
-Can select military squads or dwarves by left-click or left-click and drag. Else have a military screen with hotkeyed squads you can switch between in addition to the current methods.
-Right click to move (individual dwarf or squad).
-Formation-setting and attack orders. These should not be absolute, and can be affected by the skill of the militia captain or by dwarves going into a martial trance.

1318
I walled off the caravan exit from the rest of the cavern, but I might have missed something. It's been known to happen.

The secondary entrances are ones over the magma moat. If you look around, you'll see spots where it intersected murky pools, and then turned to Obsidian. The bridges formed there are how the dogs are getting in. I thought I'd dealt with all of them. That's what I trapped.

Naked mole dogs get in from the caverns, not from the surface. As the surface was crawling with zombies, if there had been entrances over those bridges, we'd have a serious problem.

Further reports:

13th Felsite, 1089: Two more goblin ambushes arrived, lead by humans, one to the east and the other to the west. The eastern ambush was wiped out by the undead, but they brought crossbows and were able to reduce the undead in number, considerably. Two of the necromancers on the battlefield decided to bug out at this point.

18th Felsite, 1089: The remaining necromancer left. The battle between the undead and goblins reduced the ambush to three members, and the fortress guard cleaned them up. The surviving undead are few in number, and we should be able to clear them out now. I'm still going ahead with the trapped western entrance, as it could come in useful sometime.

The drain point for Dihydrogen Monoxide Reactor Alpha is now connected to power, but I want to first disconnect the water pumpstack (designated Pumpstack W-1), which is powered directly from the reactor pump.

The Archwiseard's Scientific Overview

Dihydrogen monoxide reactors are an experimental power source that utilise water flow generated by unconventional means. The mechanism for power generation seems to use undiscovered laws of physics, by using a pump to generate flow in water, and extracting a larger amount of energy from the flow than the pump uses. The source of this extra energy is unknown. Reactor Alpha is an experimental "direct zero-point energy dihydrogen monoxide reactor" (DZPEDMR) that only uses a pump to initiate flow in the water, which travels to a drain. Once the level of water is stabilised, the drain is closed off, but a strange force maintains flow in the water, powering the reactor directly without the need to convert the extracted energy into gravitational potential energy before extraction.

A theory put forth by scientists on the Ardentdikes Project is that the water acts as a neutron moderator, initiating atomic fission of radioactive elements in the underlying rock. This atomic fission thus generates the energy powering the reactor and explains the mysterious source of energy. The House Committee on Un-Dwarven Activities (HUDAC) has proposed that this method of generating atomic fission be weaponised for the defence of dwarfkind against sapient scum such as the elves and goblins, but indicates that the existence of such a weapon be maintained as a secret from the elves as they remain an important, if undesirable trading partners.


Edit: Apologies for the slow progress. I've been doing some research for a grand project, which I shalt be incorporating into my turn for the glory of Moltenchannels the Leaky Ardent Dike.

Edit2: I'm designating stuff to be made. Mass order of mechanisms incoming. Major underground deforestation incoming.

1319
How are those mole dogs getting in the fortress?  ???

A trapped entrance won't be useable for traders. Just make it sealable so the cages can be harvested, and pit a pet in it to lure the baddies while keeping the inside access closed.

There's the open entrance in the first cavern layer. It was open since my turn started, the entrance goes straight into the main stairwell. I fortified the cavern somewhat but I think I need to wall the area off completely.

The mole dogs are getting in despite the wood-cutting going on right outside the entrance.

The trapped entrance is a second entrance on the opposite side of the fortress from the main entrance.

1320
I did set up the channel crossings north of the main entrance with traps if you'd like to open those as well. I meant to seal them with flood gates that could be set to repeat to give them a path on and then turn it off. It's got discs to either side and hammers in the middle.

We'll need proper entrances, by which I mean over three tiles wide. Preferably this should include a 7-tile-wide path to the depot but we can wait until the siege is over for that. There are battles surrounding the fortress between goblin invaders and the undead, which will add to the numbers of the undead unless the necromancers gtfo or are caged or otherwise removed. I see we have massive numbers of green glass corkscrews, likely for the magma weapons, and I'll designate a weapon stockpile on the surface to take from the existing piles in storage. That way we can quickly build rows of 10x corkscrew and serrated disc traps.

I'm labelling the equipment that I am aware of being connected up to a lever.

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