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Author Topic: Future of the Fortress  (Read 2389413 times)

Keldane

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Re: Future of the Fortress
« Reply #1230 on: April 07, 2012, 11:39:17 pm »

I am deeply amused at how soon after someone mentioned attaching the camera to mobile objects it was announced in the devlog. This next release keeps shaping up to be better and better!

Also, I can't help but wonder if the implementation of rails and stops and powered sections and such might not be laying the groundwork for mobile fortress components.
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Jacob/Lee

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Re: Future of the Fortress
« Reply #1231 on: April 07, 2012, 11:42:04 pm »

Damn, looks like nukularpower took my advice involving the whole pineapples and nuclear fission thing...

Urist McDepravity

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Re: Future of the Fortress
« Reply #1232 on: April 07, 2012, 11:49:25 pm »

Cart loading/departing controls seem to be very close to generic standing orders. Makes me wonder if Toady would consider taking detour to finish off those too.
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Cruxador

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Re: Future of the Fortress
« Reply #1233 on: April 07, 2012, 11:51:53 pm »

Cart loading/departing controls seem to be very close to generic standing orders. Makes me wonder if Toady would consider taking detour to finish off those too.
They're number two on the ESV, so I wouldn't be surprised.
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Rockphed

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Re: Future of the Fortress
« Reply #1234 on: April 07, 2012, 11:56:57 pm »

Quote
You can have the camera follow a unit or item, either as a one time thing or as one of the function hotkeys you set up for it. It'll keep following it until you enter another mode, recenter to an announcement, manually scroll, etc. If the followed item is held by a container or by a unit, the camera will center on that.

Okay, forget the carts.  That is probably the best random feature ever.

Which is not to say that the carts aren't awesome, but following creatures around is just so very useful.
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Sizik

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Re: Future of the Fortress
« Reply #1235 on: April 08, 2012, 12:41:52 am »

What happens if you follow a bolt that's in a marksdwarf's inventory, which he then fires?
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MrWiggles

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Re: Future of the Fortress
« Reply #1236 on: April 08, 2012, 01:07:58 am »

What happens if you follow a bolt that's in a marksdwarf's inventory, which he then fires?

Well as stated in the Dev Log, you track the item. So, my guess is that you track the item.
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JimiD

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Re: Future of the Fortress
« Reply #1237 on: April 08, 2012, 01:10:02 am »

What happens if you follow a bolt that's in a marksdwarf's inventory, which he then fires?
Individual bolt or stack?
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Moddan

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Re: Future of the Fortress
« Reply #1238 on: April 08, 2012, 01:45:28 am »

My guess is that either the first or last item of a stack is being followed. The first makes more sense though for bolt kill cams.
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nukularpower

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Re: Future of the Fortress
« Reply #1239 on: April 08, 2012, 01:49:18 am »


interesting...

so, you kidnapped scamps or something, nukularpower?

I'm guessing he just figured it was a pretty obvious thing to want with this new parabolic projectile tech.. he can't possibly have coded it in just since I asked about it.  Unless he has... help... *thunder crash*

This is going to be really fun when he applies the parabolic trajectories to siege weaponry.. lock to the ballista bolt and away we gooooo
« Last Edit: April 08, 2012, 01:51:56 am by nukularpower »
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Dae

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Re: Future of the Fortress
« Reply #1240 on: April 08, 2012, 02:09:44 am »


interesting...

so, you kidnapped scamps or something, nukularpower?

I'm guessing he just figured it was a pretty obvious thing to want with this new parabolic projectile tech.. he can't possibly have coded it in just since I asked about it.  Unless he has... help... *thunder crash*

This is going to be really fun when he applies the parabolic trajectories to siege weaponry.. lock to the ballista bolt and away we gooooo

He could've, actually, depending on how he had laid out the framework for camera. If the camera was centered on an abstract invisible object, he could've added a pointer to an object to the camera and said "if this pointer is null, follow abstract target object; else follow pointed object". Everything normally moving the camera would reset the pointer to nothing...
Since the camera already has to move around quite a bit with announcements, zoom to whatever, kill orders, etc, it could be plausible.
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MaximumZero

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Re: Future of the Fortress
« Reply #1241 on: April 08, 2012, 02:11:37 am »

Quick, someone call out mass smelting as the next feature!
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Kogut

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Re: Future of the Fortress
« Reply #1242 on: April 08, 2012, 04:42:15 am »

Quick, someone call out mass smelting as the next feature!
Done, use manager/repeat orders.
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thvaz

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Re: Future of the Fortress
« Reply #1243 on: April 08, 2012, 04:50:30 am »

Now I'm anxious to see how much mining will change.
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Elone

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Re: Future of the Fortress
« Reply #1244 on: April 08, 2012, 05:00:17 am »

Quick, someone call out mass smelting as the next feature!

I never had issues with this whatsoever. This is one of those jobs that you can set to repeat (also melting items down), and when you run out of items to smelt, the job cancels and informs you so. No spam either, especially if you queued 30 melt orders but designated only 29 items to smelt. The last one will drive you crazy with cancellation messages.

I am deeply amused at how soon after someone mentioned attaching the camera to mobile objects it was announced in the devlog. This next release keeps shaping up to be better and better!

Also, I can't help but wonder if the implementation of rails and stops and powered sections and such might not be laying the groundwork for mobile fortress components.

I see what you did there.

As for the follow feature, I wish that it's something easy =/ like middle click on a unit (and if there are units and items, units get priority; if there are multiple units, choose one. iunno). I say this because, fun as it may be... If it's used with many keystrokes, not counting the cursor and unitlist scrolling, I simply wont be bothered to do it.

Keep your devlogs verbose! We like to read them! =D
« Last Edit: April 08, 2012, 05:01:58 am by Elone »
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