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Author Topic: Future of the Fortress  (Read 3728154 times)

NW_Kohaku

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Re: Future of the Fortress
« Reply #1620 on: April 22, 2012, 05:30:20 pm »

About the suggestion-questions, though...

I often ask questions about topics that have already been talked about before, but I want more details.  That means I have to cut off the responses that have already come before, so that I can get to the information that I want.  (Which is why my last question had a whole bunch of quotes to go with it.)  Still, just doing that, I often get claims of it being nothing but a suggestion, since I'm guiding away from specific broad responses. 

After all, it's not "I think I'm asking a veiled suggestion-question" that starts the accusations, it's other people looking for "thinly veiled suggestions" that start the problems.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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cephalo

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Re: Future of the Fortress
« Reply #1621 on: April 22, 2012, 07:55:41 pm »

Are minecarts capable of derailing?

I have a more specific question:

Will a one tile wide tunnel prevent a cart from derailing?
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

O11O1

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Re: Future of the Fortress
« Reply #1622 on: April 22, 2012, 09:09:14 pm »

Are minecarts capable of derailing?

I have a more specific question:

Will a one tile wide tunnel prevent a cart from derailing?

Oooh, I sure hope so. It'll be very handy for making our dropchutes and cart cannons.
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A slight smell of ions.....


... "My student guidance counselor said my personality test results came back, and my ideal career is as a brigand because I love hurting people and stealing stuff, with a Life Goal of killing 3 or 4 adventurers" ...

Sizik

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Re: Future of the Fortress
« Reply #1623 on: April 23, 2012, 01:20:20 am »

Damn it. Its concluded. I hope it was recorded.

It looks like you can access it for the next two weeks if you pay $7.
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Skyscrapes, the Tower-Fortress, finally complete!
Skyscrapes 2, repelling the zombie horde!

MrWiggles

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Re: Future of the Fortress
« Reply #1624 on: April 23, 2012, 01:33:35 am »

Damn it. Its concluded. I hope it was recorded.

It looks like you can access it for the next two weeks if you pay $7.
Damn it. It cost money. I sure it'll be free.
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Doesn't like running from bears = clearly isn't an Eastern European
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Sizik

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Re: Future of the Fortress
« Reply #1625 on: April 23, 2012, 01:55:28 am »

Damn it. Its concluded. I hope it was recorded.

It looks like you can access it for the next two weeks if you pay $7.
Damn it. It cost money. I sure it'll be free.

Hope so, I think we'll have to wait for word from Toady.

In the meantime, anyone wanna take the plunge and see if they can get it from the site?
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Skyscrapes, the Tower-Fortress, finally complete!
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mendonca

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Re: Future of the Fortress
« Reply #1626 on: April 23, 2012, 08:43:29 am »

Posting to follow, and also to express wonderment and delight at the concept of minecarts, and skidding heads.
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PTTG??

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Re: Future of the Fortress
« Reply #1627 on: April 23, 2012, 09:56:02 am »

Goblin 1: "Hey Krogoblat, why do you think the dwarves carved all these lines across the corridor here?"
Goblin 2: "I dunno, think we can steal them?"
Goblin 1: "Maybe, hand me the crowbar- hey, what's that thundering sou"
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rhesusmacabre

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Re: Future of the Fortress
« Reply #1628 on: April 23, 2012, 10:05:15 am »

If your minecarts aren't supersonic, you're not trying hard enough. I suppose the sound could travel along the rails, but in steel that's only at 6000 m/s.
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Jheral

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Re: Future of the Fortress
« Reply #1629 on: April 23, 2012, 12:33:25 pm »

Adamantine rails, on the other hand... ;)
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Moddan

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Re: Future of the Fortress
« Reply #1630 on: April 23, 2012, 12:52:44 pm »

Then we need relativity.
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Tenebrais

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Re: Future of the Fortress
« Reply #1631 on: April 23, 2012, 02:17:30 pm »

Mine carts do have a terminal velocity, remember. Although putting too much thought into that hits the problem of defining just how big a tile actually is.
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nocker

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Re: Future of the Fortress
« Reply #1632 on: April 24, 2012, 08:24:14 am »

Just wondering...

After all the physics engine work done for minecarts, how close we are from generic vehicles?
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NW_Kohaku

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Re: Future of the Fortress
« Reply #1633 on: April 24, 2012, 09:52:46 am »

Generic vehicles such as boats have the problem of often being multi-tile.  In a cube-based game, something like a boat has problems because a multi-tile object that turns causes all sorts of headaches what with objects in the boat translocating relative to the internals of the ship to match the new alignment of the boat.

If you mean things that are just one-tile objects that move around, you might be talking more about mounts, and that's coming up soonish according to the devpages.  (Release 7, although those releases are obviously subject to being changed.)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Misterstone

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Re: Future of the Fortress
« Reply #1634 on: April 24, 2012, 10:14:32 am »

Bros I haven't been keeping up with this thread, but I was wondering, will the implementation of object collisions (with minecarts) also be used to update siege engine projectiles?  I mean, so that giant catapult boulders will send people flying or smash them into a pulp when they hit, instead of just bouncing off of their armor?

I would green this question, but I guess someone must have already asked about it.
« Last Edit: April 24, 2012, 10:36:52 am by Misterstone »
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