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Messages - Manveru Taurënér

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421
Just hope they don't get any crazy ideas about digging down there and mining it ;P

422
DF Suggestions / Re: Duty to the throne
« on: March 13, 2014, 12:16:33 pm »
Nice idea overall, one thing I'd change though is having the parent civ siege you only as a last resort in this context. For instance you could have an outside noble show up along with a personal guard to oversee your operations and dishing out further punishment in case of failure. Or if you have the goods and just refused/failed to send it they'd confiscate it and send it off themselves. There are probably a lot of different things that makes sense to have happen before going as far as being sieged and deposed, but I'll leave that for more knowledgeable minds to figure out for now.

One would also have to take into account the surrounding villages etc that's coming in the next release and will be further developed as we move along. In line with what seems to be the goal with these we'd then have the fortress as a hub for moving out goods from the surrounding lands as well, and it'd be the players job to keep the nearby farms/lumber camps/mines etc safe. Training the local militia, procuring armor and weapons for them and sending out patrols would all be necessary to make sure bandits, monsters or enemy raids don't hamper production.

As for the embark size part, I'm not sure how well that'd work. Since the surrounding lands will already be considered part of the hold with the coming release extending the local area of the fortress with further status doesn't make that much sense. Better then to link it with how much of the surrounding area is up for grabs for your own off-site villages and production sites.

423
Psychology, culture, behavior and similar are the kind of things that obviously has been refined and thus changed over time from the original. Physical attributes don't really get changed around the same way. And I really don't agree DF dwarves are THAT different from LotR ones either if you look at how they are actually portrayed rather than how the playerbase portrays them ;P

424
According to the LOTR wiki, (We use the same dwarfs)

Ha, not even slightly.

Well, the game was originally going to be LotR themed complete with hobbits and balrogs etc but was later changed into its own setting. Can't say I've seen any comparisons of physiology between the two but it wouldn't surprise me if Toady based a lot of parameters on LotR descriptions and those still being the same still. Only noteable difference I know of is the much shorter lifespan of DF dwarves compared to LotR ones (and bearded females only being an option in the raws rather than the norm) :>

425
DF General Discussion / Re: Future of the Fortress
« on: March 11, 2014, 01:25:06 pm »
Salt coming up in the tavern arc?
It's really too early to tell what will definitely come in with tavern work, but I do imagine that improved meals, including condiments, flavorings, as well as recipes, have a very good chance of being included. Food preservation might be there as well, but likely has less of a chance.

Eh, it wouldn't make much sense to include salt and not do food preservation at the same time. That's a much more important point to it than the much later flavoring aspect. Anyway, I wouldn't say the food revamp/expansion will necessarily be worked into with the tavern stuff. It is sort of feature creep territory, so it's a toss-up I'd say ^^

Somewhat relevant quote for those interested:

Because if things are left alone they'll rot because that's what happens, but I don't remember how strongly I fought rot when I went to do the towns, so it's possible that you could have eternal meat and in that case that's kind of strange, because we should get to salting stuff, and making cooked stuff last a little bit longer, what other weird things people do ... use sugar to preserve fruit or something, is that right? We've got a lot to do there, should be intriguing to add the salt based industries, and mine your salt and then I guess you grind it down or something. That's what the internet is for, it's so I don't have to know anything. It'll be alright.

426
Might be worth noting for those unaware that Toady has defined each tile as 2x2x3 meters back when he added minecarts.

Quote from: Quatch
As part of the flying minecart physics, did you decide on a tile size?

Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.


427
DF General Discussion / Re: Future of the Fortress
« on: March 08, 2014, 08:25:36 pm »
...
I doubt most really have a beef with the time abstraction per se, but rather the consequences it has (and increasingly will have) on history progression and the surrounding world. Right now it's really only a minor nuisance at most but it's bound to get worse and worse as the game develops :>

What kind of problems are going to get worse?
...

For example, as have been mentioned all visitors to our future taverns will be forced to stay for close to a season at least, factoring in all the time it'll take to move across the embark, time spent in the tavern, eating/drinking/sleeping at least once etc. This isn't necessarily an issue just from the perspective of fortress mode, but taking the rest of the world in account this could seriously affect the outcome of various events when important historical figures literally are removed from the world scene for a season or more.

Another thing that is already somewhat of an issue is werecreature transformation, and any future features following the same mold of being linked to dates or recurring events. As it is now they only transform for a few moments before turning back, rarely having the time to actually do anything. You could argue that it's simply a matter of increasing the time they are transformed in fortress mode, but with how fast a month passes you'd then end up having werecreature citizens spending most of their time in their transformed state.

The by far biggest hurdle however is when we eventually get to sending out our own armies etc. With how long simply moving around the embark takes, just having your militia gather up and make it off the map could take several seasons. For cases such as being asked to send help to another besieged fortress (which would be an asap kind of deal), this simply wouldn't work without silly fixes such as teleporting them off map as soon as the order is made. Pretty much any interaction with the outside world that from a story perspective needs to be quick would need cheap fixes like that. There's probably ways to solve most of these issues but as Toady have said, it's a lot of extra work to "fudge things". And it might end up making legend mode quite messy for those who like that as its own game mode.

Our fortresses will pretty much always be stuck in a time dilation field, bending things out of shape every time we need to interact with the outside.

428
DF General Discussion / Re: Future of the Fortress
« on: March 08, 2014, 09:37:21 am »
I don't understand the beef with time abstraction in fortress mode, are we living in some alternate reality where Populous never existed??  God games always abstract time and action, that's in the definition of the genre.  If stuff doesn't make sense you probably need to approach things from a more Armok/god-like perspective.  How fast dorfs walk and drink and do stuff matters much less than who and what they bludgeon.

I doubt most really have a beef with the time abstraction per se, but rather the consequences it has (and increasingly will have) on history progression and the surrounding world. Right now it's really only a minor nuisance at most but it's bound to get worse and worse as the game develops :>

429
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2014, 09:22:03 pm »
It's already possible to set the maximum FPS under data/init/init.

That only changes how fast the game runs, not how fast the in-game time (calendar) runs compared to the rest of the game :>

430
DF Dwarf Mode Discussion / Re: How do your fortresses usually fail?
« on: March 07, 2014, 09:03:20 pm »
I accidentally dug out a tile I didn't want to... AND SAVED

Hate it when that happens. This is actually the reason I started using DFhack, it's great for fixing most of those small mishaps without having to start all over. The OCD DF player's best friend!

431
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2014, 06:15:58 pm »
Is synchronizing fortress and adventurer mode time really shot down? Toady ever confirmed this?

Pretty much. This is what follows after the part I quoted a few posts back:

Rainseeker:   This is all about fun, right?
Toady:   Yeah, it's all about fun. It's not fun for me, though. If we're talking about not having a good design but just having an easy to program design then it would be way easier to have everything work on the same timescale, because then I wouldn't have to worry about this stuff at all. However it's just not possible, you have to have dwarf mode be a lot faster than the other modes. I think adventure mode doesn't really suffer from the same problems because you don't care about time passing, if you want to pass to the next winter then you could just say 'sleep in this town for two months and just hang out here.' There's not a huge problem with that, you don't want the time to pass; if you walked to another town and back you don't want a year to have passed most of the time. Just the slower mode works there but with the dwarves, there are problems with that. Anyway, that's enough of that I guess.

I would be interested however in whether he's considered at least moving them somewhat closer together. Personally I feel Fortress mode time moves waaaay too fast, but I know the way I play is weird so my opinion isn't all that representative (my current fort is on its 5th year and I still haven't gotten past half-finished outer walls, some basic aboveground living spaces and the very first parts of the underground fortress).

432
DF Suggestions / Re: Add Blackjack or Casino in Adventure Mode
« on: March 07, 2014, 03:50:17 pm »
Gambling is planned, including possibly building casinos in fortress mode. Not sure about blackjack specifically, but card games are mentioned at least ^^

Rainseeker:   Counters! We must have counters.
Toady:   ... counters, that's right, and whatever other furniture decides to come up. So that's going to be the hub of it, and then even if it's just a little counter where someone goes in to check into their inn, like if you wanted to set up something that was more like just a hotel type inn rather than having a big hall with tables and games and booze ... So you'd have this hub where you'd set up your services and link up rooms, it would probably just use regular bedrooms, so we don't have to change it that much for your inn rooms, and link them up to the main meeting all, and at the meeting hall you'd also be able to set up your prices and specifically what things you want going on at your inn, and perhaps you'd also - like with the workshop profiles - be able to attach the particular people you want to hang out there. So basically we wanted to set up the hub in those buildings and not deviate too much from what we've got now. There's obviously going to have to be a new kind of screen or options menu for the new stuff but it should all come right off of that screen. When you get into this economic stuff there's also this desire to jump into, 'I want my guest list with their winnings tab and how many drinks they've bought' and if for some reason you set up two inns you could have charts saying how well they're doing. I don't know how much we want to jump into Theme Park type of stuff, but it's reasonable ... Like, if you decide to start your fortress and you just set up this giant gambling hall and you attach some stockpiles filled with all kinds of stuff that's brought in and it becomes a big part of your fortress and basically booze is your main export straight to people into their stomachs and then they export it out of their bodies when they walk off the map or whatever, and that's your main source of income, then it would be reasonable to have tracking information for that kind of thing. But if it's just a small little place you use to make your diplomats and merchants more happy and more likely to have good trade agreements and that kind of thing then it doesn't need to be something that's in your face all the time. We're certainly not planning to have it at the end of the year pop up your earnings; that's not what we're going for, I don't want to scare people into thinking we're doing something completely off base and stupid with the game.

There are a lot more awesomeness regarding this in the DFtalk but quoting it all would be a bit much (number 12 specifically dealt with inns/taverns) :P


433
DF Dwarf Mode Discussion / Re: Back to where we are in June 2012?
« on: March 07, 2014, 02:49:01 pm »
I have a great idea.  Let's log in to a forum representing an awesome community of strategy gamers who love one of the deepest and most unique game systems ever devised, and take a dump all over it because we're frustrated that the singular programmer of the entire project, despite his enormous commitment to the project, isn't moving forward as fast as we would like.

Wait a sec.  That's a crappy idea.

And yours is a crappy post.

I believe that the op intended to write useless predictions, as in having another go at release date speculation rather than intending to call DF a useless production as it seems on first glance atm :>

434
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2014, 01:11:32 pm »
What thoughts do you have on making vacant non-dwarf sites reclaimable?

I think when it comes to other weird ruins, like the ruins of a human civilization, I don't know if there's ever going to be like a dwarf mode colonization or claiming of that. It's similar to how you can't just settle inside a human town with a dwarf fortress anymore. But I'm not sure, it's certainly not as off limits as that, it would be a kind of legitimate thing. You'll probably more likely find an adventurer making a bandit camp there or something, but if they can do that there's probably no reason why the dwarves can't go to an old human castle and set up a mine underneath it or whatever. That'd be kind of fun.

Haven't tried to do this (and it's probably impossible in the current version), but one thing I thought I might try someday is to have an embark site that overlaps partially with a city site.  A ways outside the city gate, an unassuming outcropping of rock houses a drawbridge and fortifications... which leads to a vast underground Dwarf Fortress.  Meanwhile, the city hums along not-quite-oblivious to your actions.  Then an army comes along to sack the city, forcing the Dwarves to seal up and miss out on caravans until the siege resolves itself (perhaps with some help from the frustrated Dwarves).

When the Army Arc, Caravan Arc, etc. are complete, do you foresee the player's fort getting involved in fights between third parties?  For example, armies crossing the area that are not aiming for your fort, but might end up causing problems anyway?  Caravans from besieged cities not arriving unless you send them an escort party, etc.?

I can't find the specific quote I'm thinking of, but iirc Toady have stated that armies/travellers not specifically heading for your fortress will just  pass around it in most cases. The reason for this is the time difference between adventure mode/world gen and fortress mode. For example, in the time that it'd take a traveller to pass from one end of your embark to the other he could probably have done his whole journey a few times over if only he'd have gone around instead. That's not even considering if he were to "stay the night" when we get to inns, which in fortress time would probably mean staying the whole season. Any army deciding to move through your embark would be set back about a month at least by it, depending on how many of them you actually choose to load. And you'd only be able to load a fraction of them anyway. I've had armies numbering in tens of thousands in my world gens.

It's possible Toady might come up with some workaround by then I guess. Like for example giving any wanderer passing through a super speed boost afterwards or something, but it'd probably risk ending up very very weird :>

The whole Dwarf Fortress time dilation is always going to be one of these big thorns in the side of the game. It's always going to be a huge problem to deal with. It's not a problem in adventure mode at all because adventure mode is moving at the slowest time possible in the game, so it's not a problem. [But] in dwarf mode we're always going to have to figure out a way to fudge things. If the wars are raging all over the place and, you know, over the course of month someone could sweep through an entire province or something then how does that figure in with the fact that you could maybe get your squad off the screen in a month. It's just sad, it's tragic sad, bad, and it's not going to work very well without all kinds of ... Like when you're playing a fortress it's just going to have to fake a lot of stuff. Not fake it, but just make the armies move slower on the world map too or something. So history is going to have these starts and stops, if you always play one mode you wouldn't notice but if you play between fort mode and then adventure mode and fort mode and adventure mode, there's going to be these strange dynamics going on that are caused by the fort molassesing the universe. It's okay, it's just one of those things ... because you can't go the other way and say 'I want fort mode to take as long as adventure mode' because then you'll never see summer, much less winter, because it would just take way too long for that stuff to happen. Right now [in] adventure mode if you just walk, if you're walking 'click click click'; you're going seventy two times slower than in fortress mode. So you would need to dilate the game seventy two times, which means that if you're used to a fort that lasts four years then you should get used to a fort that lasts one month for that same experience. That's crazy, that's not exactly a ...

435
DF General Discussion / Re: Future of the Fortress
« on: March 06, 2014, 02:56:54 pm »
What thoughts do you have on making vacant non-dwarf sites reclaimable?

I think when it comes to other weird ruins, like the ruins of a human civilization, I don't know if there's ever going to be like a dwarf mode colonization or claiming of that. It's similar to how you can't just settle inside a human town with a dwarf fortress anymore. But I'm not sure, it's certainly not as off limits as that, it would be a kind of legitimate thing. You'll probably more likely find an adventurer making a bandit camp there or something, but if they can do that there's probably no reason why the dwarves can't go to an old human castle and set up a mine underneath it or whatever. That'd be kind of fun.

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