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Messages - Manveru Taurënér

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391
DF General Discussion / Re: Future of the Fortress
« on: April 09, 2014, 04:19:24 am »
I dont know whether it was answered and asked before, but

I did not find preexisting "fantasy" plants in new raw - for example longland grass or rope reed. Where they phased out in favor of real species?

This was asked and answered in the last set of Q&A. They aren't gone yet, but will likely disappear eventually to be replaced by randomly generated plants.

Quote from: smjjames
Now that we have real world fruits, etc, what will happen to the other ones (aside from the underground crops) which were basically analogs to real world crops? Like will bloated tubers become potatoes or something?

That's an open question.  My thought was to scrap them, since the real-world ones are more interesting and I want to use that stronger diverse base of mechanics and potential mechanics as a place to generate random ones from eventually.  Generated plants can have more intricate ties to generated mythology than the made-up plants without constraining the game, I think, and it allows for more possibilities (and our made-up plants are crappy enough that they could all have easily been generated without decreasing the quality at all...).

All the same, they could end up dying a slow lingering death instead, and some might survive indefinitely.

392
DF General Discussion / Re: Future of the Fortress
« on: April 07, 2014, 02:52:48 pm »
Two questions.

With the sheer number of new mundane crops overcrowding them, alignment-related plants (sun berries, sliver barbs, glumprongs, feather trees) threaten to become obscenely rare. Are there any plans to give alignment crops priority and/or expand the number of alignment crops that exist to increase the odds of getting something fantastic while embarking in such unusual areas?
...
This was answered to some extent in the last FotF reply. At first glance the answer might be mistakenly assumed to not include the non-alignment plants, but the bolded part makes it quite clear.

Quote from: smjjames
Now that we have real world fruits, etc, what will happen to the other ones (aside from the underground crops) which were basically analogs to real world crops? Like will bloated tubers become potatoes or something?

That's an open question.  My thought was to scrap them, since the real-world ones are more interesting and I want to use that stronger diverse base of mechanics and potential mechanics as a place to generate random ones from eventually.  Generated plants can have more intricate ties to generated mythology than the made-up plants without constraining the game, I think, and it allows for more possibilities (and our made-up plants are crappy enough that they could all have easily been generated without decreasing the quality at all...).

All the same, they could end up dying a slow lingering death instead, and some might survive indefinitely.'

Since we'll be getting sphere biomes instead of the current evil/good ones at some point, I'm assuming we'll then see a random assortment of sphere+plant with magical effects corresponding to the sphere. I agree we wouldn't really lose anything by removing the current premade ones, and some of them could end up being replicated to the letter with a procedural. You just might have to settle for sun fruit/nuts/bulbs/tubers/wines/leaves/etc in some worlds over the current berries (and it could easily be set so that sun plants always produce sunshine liquor as well) :P

As for the rarity, I don't see how they'd be overcrowded in the places they actually grow. It's not like all crops will grow wild in every biome, some of them might not even grow wild at all. Outside the magical places they grow though they obviously should be rare, to give an incentive to actually settle the place.

393
DF General Discussion / Re: Future of the Fortress
« on: April 04, 2014, 03:28:09 pm »
What exactly does the Tavern arc consist in, what modes will it primarily affect and is there a planned timeline for it? Will its development cycle be as big of an undertaking as the current one?

Massive info-dump on taverns, enjoy ^^

Spoiler (click to show/hide)

There's even more info in the DFtalks if you want, but linking all of it would be a bit much (I think you'll find it easier to read in the actual transcript, the link is in the quote). As for the other questions, it's been hinted that Taverns are a strong candidate for the next cycle after this release, as soon as all the bugfixing and the promised fortress mode work priority overhaul is done that is. So that'd be timeline of it I guess, Toady doesn't seem to keen on doing more specific date estimates.

The development cycle shouldn't be anywhere near as long as this one hopefully. Toady has stated that he doesn't want them to take this long and will surely try even harder to keep it short in the near future I'd imagine. How long the Tavern stuff actually takes we'll most likely have to just wait and see. There are a lot of related features so it depends on how much more than just the taverns will go in along with it.

The stuff in the dev page should give some estimate:

Inns, taverns and dens

Taverns/inns
Lay out the basic area/furniture and entertain dwarves/guests
Fortress guests include hill dwarves, merchants, diplomats, adventurers, mercenaries, bandits, travelers, etc.
Musical instrument use, dancing, storytelling, etc.
Set prices/activities
Recipes/drink quality
Games
Dwarves can gamble with outsiders
Rooms rentable to outsiders
Reputation tracked
Tie-ins with fortress justice if things go badly

Adv mode taverns/inns
Some of these places shadier with shadier individuals

394
DF General Discussion / Re: Future of the Fortress
« on: April 04, 2014, 02:21:57 pm »
Just need to build a moat as well and he should be good for most stuff (save those few that'll go into water).

395
DF General Discussion / Re: Future of the Fortress
« on: April 04, 2014, 11:57:37 am »
Now that the movement system has been overhauled, will a tile having items/furniture make a meaningful difference in movement? I've always found it strange how you can easily walk straight through large cabinets/tables/chairs/ect. without having to do a any real maneuvering, or how you can walk over a tile which which has 10, 20, 50, or even 100 unplaced mechanisms or toys and not be at risk of tripping or hurting your feet at all.

Will soldiers / town guard wear uniforms and stuff, which involve using specific weapons or armor? If so, will adventurers working for a town have to wear it, and will be able to identify soldiers from other towns?

For the speed thing I'm fairly sure nothing has been done, it hadn't at the time of this FotF reply anyway after the initial movement overhaul and I'm sure it would've been mentioned if anything had been done since (although it was quite a while back).

Quote from: Scandles
Will the Dwarfs and other races have bush-clearing abilities, asides from harvesting and trampling, e.g a machete, i.e hacking the vegetative things hindering their progress into little bits?

I haven't gotten to any movement speed issues.  The more those matter, the more likely it is you'd have the ability to deal with it.

396
DF General Discussion / Re: Future of the Fortress
« on: April 04, 2014, 11:29:03 am »
Siege engines, boats... I drool over those possibilities, I hope to be able to play them before 2020.

I think and hope siege engines might not be thaaat far off. Purely speculating here, I'd say after this release we'll see taverns, probably also straying into cooking and music, along with more elaborated hill dwarves and fortress visitors. After that I'd wager at the thief role getting tackled, including crime and punishment in adventure mode as well as in fortress mode. After that we'd have improved mechanics either along with or right before improved sieges, unless the economics system is decided to be revamped before these.

None of those releases should be as large as this one as long as feature creep doesn't strike too hard. Then again there are several other rewrites and additions sneaking about atm such as the farming rewrite, mounts, further adventurer skills, starting scenarios and fortress mode off-site army engagements, all begging to be wrapped up as well. I'm optimistic we'll see them before 2020 anyway :D

Boats I'd assume to be a later prospect, possibly waiting until after the fluid rewrite among other things.

397
DF General Discussion / Re: Future of the Fortress
« on: April 04, 2014, 10:56:33 am »
Question about enemy sieges, i thought i remembered reading that the enemy will finally be able to actually challenge your fortress instead of sitting outside until everyone gets bored unless you open willingfully a path to your fort.

But looking into the development list
http://www.bay12games.com/dwarves/dev.html

I noticed that the whole Siege improvement subsection
Quote
Improved sieges

    Eliminate remaining edge-of-map exploits
    More highly trained attacking soldiers when approprate
    Many trap exploits are handled above by requiring more to produce a trap, things like cage traps should make more sense vs. large creatures etc. (respect strength/ability vs. material, large cages might be separate object)
    Coming up with a plan to overcome pathing obstacles to reach fortress innards
        Ability to dig (optionally, default on)
        Ability to build bridges/ramps
        Ability to use grappling hooks/ladders/climb
    Learning from mistakes if first attempted assault plan fails badly
        For instance, if many siegers are killed, caged, etc. in a given hallway, they shouldn't generally go that way again, even if that means building/climbing/digging
    Siege engine improvements depend on state of boats, lifts/moving fortress sections, since these should all use the same framework


Wasn't actually in blue ( the color for " Done, Next Release " )
Does that mean that the development list is not up to date or that the siege improvements are in development but will not be in the next release ?

The only things done that could be called siege improvements afaik is enemy climbing and jumping (climbing is noted in the middle there). It will give them at least some means to bypass your walls until you update your designs accordingly.

398
The new sites, visiting a retired fort, the new trees, jumping and climbing.

Anyone knows if gobbos have shocking reactions to see corpses of people they knew? would a road paved with corpses of failed sieges have a real effect on their morale now?

I asked this question in future of the fortress back in February, and the answer is yes. Unless goblins happen to not care about dead relatives/corpses as much as the other races as part of their more evil personalities, that is.

Quote from: Manveru Taurënér
If one were to be at war with the elves, killed a siege and left the bodies to rot and then had a later siege contain family members of the fallen... Would they react upon seeing the bodies? If not, what more is required to have this happen?

Yeah, assuming you can get a relation to come, it'll happen.  You get historical figures quite often with armies now since it tries to snatch up those people preferentially.  You'll get a horror reaction out of them from other bodies.  Body dumps at tactically sound times and so on can all come into play.

399
DF General Discussion / Re: Future of the Fortress
« on: April 02, 2014, 04:33:01 pm »
Are there any plans to sort these new crops into some kind of cultural groups or similar, and will these in that case be constructed randomly or based on the real world? (possibly also inluding livestock at some point)

Having every civ have access to all crops will obviously be a bit much even with taking biome restrictions into account, although I get that we might have to live with that for this release at least. In the long run though some more diversity would of course be more interesting.

400
DF Suggestions / Re: Easy creature size simulation
« on: April 01, 2014, 11:32:10 am »
Eh, the problem with multi-tile creatures isn't really creating the multi-tile part but rather the pathfinding updates necessary to make it work, and unless I'm missing something that part wouldn't really change with what you're suggesting?

401
DF Suggestions / Re: Jars of beeeeeees
« on: March 28, 2014, 03:47:19 am »
I actually asked in the Future of the Fortress reply if kobolds would ever throw dangerous vermin like they do in Kobold Quest, and if elves would ever throw wasp's nests at people, but it never got answered.

I assume Toady considered it answered by Footkerchief's quote of him.
Going down, talking to the kobolds and trying to steal things from them, and getting giant centipedes thrown at you or something.

402
...

Problem is that that they are just there, by themselves, not really influencing anything. They also currently do more harm to gameplay than good (mostly by incredibly clutterted item lists)

It also comes to ... what are details?

To me addtional type of tree - which is just name, color and density does not seem much of an detail, but more as a elaboration of existing stuff. Sort of "more content" rather than "deeper content".

The "deep" part of the hundreds of materials actually comes from the game's physics and chemistry. Sure, hundreds of materials seem like nothing but clutter since they appear to behave the same at first glance, but then you realize it matters what stone you use for catapult ammo because the denser rock hits harder, and you realize your haulers will be more efficient if you use featherwood for bins, and you realize you can make nether-cap minecarts for transporting magma, because it's technically flammable but never burns since it radiates "coldness" (the DF multiverse is a strange place sometimes). That's genuine complexity right there.

Which brings me to side argument: in order to do such things, you need to micromanage and play in very counterintuitive way.

Dwarves will not prefer to use light wood for containers and making magma-proof minecart is excercise in locking dwarf in room with custom stockpile and workshop.

Game processes those material properties, but at same time does not care about them when creatures are making decidions. Of course, AI for that would be incredibly insane to code.

Also, those properties are heavily abstracted away when they are offscreen - history is not affected at all by whether anonymous soldier wears copper armor or steel. He merely exists as part of "number of soldiers of side a". Story about dragon defeated by adventurer wearing nether-cap wooden armor is not something that will come to pass. Mostly because that level of simulation is out of question for any reasonable future hardware.

Deciding to use suitable materials for different items wouldn't be that difficult. You just need to create some categories for different types of materials and make them use stuff from the right category when making an item.


403
DF Suggestions / Re: a more stable source of funding
« on: March 25, 2014, 01:29:12 pm »
I don't really see why Toady would want or need to involve a third party when the system he has setup works just fine. And it's not like he updates so often it'd be an inconvenience to donate manually after each release if that's how you prefer to have it done. That stuff seems more applicable to people doing small updates/releases on a regular basis, which doesn't really mesh well with how Toady works :>

404
DF General Discussion / Re: Future of the Fortress
« on: March 25, 2014, 09:53:58 am »
Has "time-travel", e.g playing during the times of world gen,  been ruled out?

Yes.

As far as timescale goes, it's hard to say again, mostly because things can work in Dwarf Fortress in a couple of ways. You either work at the timescale moving forward as slow as adventure mode and dwarf mode speed - it can go any speed as long as it's moving forward - or you can pause time. Going backward or anything like that is basically impossible without just scrapping and abstracting or whatever so, if you're talking about weird time-travel type stuff it's basically going to be impossible.

405
DF Suggestions / Re: Goblins and other stuff as catapult ammunation.
« on: March 25, 2014, 08:25:54 am »
Bloat359, UNCONVENTIONAL AMMUNITION, (Future): You should be able to attempt to use various non-standard items in missile weapons and siege weapons.

Not sure if that includes firing live individuals though, but it certainly shows the general notion is planned :>

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