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Author Topic: Future of the Fortress  (Read 3714650 times)

MrWiggles

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Re: Future of the Fortress
« Reply #4095 on: October 27, 2012, 01:54:18 am »

We were promised better fire response last group of release.
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Sizik

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Re: Future of the Fortress
« Reply #4096 on: October 27, 2012, 02:09:04 am »

Will you provide pictures of the new sites, or will that be a surprise for release?
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MrWiggles

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Re: Future of the Fortress
« Reply #4097 on: October 27, 2012, 02:10:17 am »

He gave us pictures of the Gobo sites.
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Sizik

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Re: Future of the Fortress
« Reply #4098 on: October 27, 2012, 02:34:22 am »

Only one, of their underground, aimlessly-dug living quarters.
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HiEv

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Re: Future of the Fortress
« Reply #4099 on: October 27, 2012, 08:10:17 am »

We were promised better fire response last group of release.

Actually, we were just told that "creatures not safe from fire will run out of lethally hot squares", and we got that in the v0.34.11 release.  This fix unfortunately made obsidian farming nearly impossible if you have temperature turned off, since the area doesn't cool down after the magma/lava is turned into obsidian.  Works fine otherwise.
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Eric Blank

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Re: Future of the Fortress
« Reply #4100 on: October 28, 2012, 02:09:53 am »

Actually it has introduced one issue I must nitpick at: Creatures on fire will not move, at all, because they can't path away from the extreme heat. It prevents your idiot dwarves from deciding they need to go get a drink and destroyign your fortress, but it also prevents them from, say, finishing the job of killing the creature they were sent to kill when the only part of them that is actually on fire is their cloak or whatever. Now, if creatures on fire pathed towards a nearby water source, or pond or something (lern2drop+rollnewbz), and threw off that ‼pig tail fiber cloak‼ before it became a ‼XXpig tail fiber cloakXX‼, that would be great, because having burning clothing that could have been removed wouldn't be a death sentence.
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misko27

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Re: Future of the Fortress
« Reply #4101 on: October 28, 2012, 02:16:42 am »

Actually it has introduced one issue I must nitpick at: Creatures on fire will not move, at all, because they can't path away from the extreme heat. It prevents your idiot dwarves from deciding they need to go get a drink and destroyign your fortress, but it also prevents them from, say, finishing the job of killing the creature they were sent to kill when the only part of them that is actually on fire is their cloak or whatever. Now, if creatures on fire pathed towards a nearby water source, or pond or something (lern2drop+rollnewbz), and threw off that ‼pig tail fiber cloak‼ before it became a ‼XXpig tail fiber cloakXX‼, that would be great, because having burning clothing that could have been removed wouldn't be a death sentence.
Yes. A modder created a hell-fire titan, that was always really hot, but It never did anything!
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Putnam

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Re: Future of the Fortress
« Reply #4102 on: October 28, 2012, 02:17:46 am »

Not to mention that you can now give creatures materials that they don't actually utilize that will make them immobile because of the odd pathing.

hops

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Re: Future of the Fortress
« Reply #4103 on: October 28, 2012, 02:34:23 am »

How closely will dwarf mountain halls follow player forts? will you be using famous player forts for designs?

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Meistermoxx

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Re: Future of the Fortress
« Reply #4104 on: October 28, 2012, 03:26:03 am »

Why does the development page not list the new elf, gobbo, demonsites, jumping and those things?
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FearfulJesuit

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Re: Future of the Fortress
« Reply #4105 on: October 28, 2012, 03:42:29 am »

Quote from: Toady One, the Great
There are lots of orchards now, and the elves grow other important trees for various purposes. The orchards are currently stuck with the products from the old tree raws (chestnuts, mangos and coconuts), but that should be diversified significantly. The residential etc. trees aren't strictly natural, so you'll get some places that are flatter and smoother grown into them, but even those trees still use the standard tree growing algorithm and there's plenty of regular vegetation to go around. We should finally be on to non-player dwarf fortresses at the beginning of next month. I thought I'd be to them by now but having climbing and jumping works well enough as a consolation prize. I doubt I'll be any better at predicting how long dwarf sites will take, since there's a lot of pre-existing material to work with.

Awesome! Quicker than I expected...
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rex mortis

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Re: Future of the Fortress
« Reply #4106 on: October 28, 2012, 04:39:22 am »

Personally, I am more excited about running and jumping than sites for other races. Sites are a nice bonus though. And finally, food grows on trees.
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Alu

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Re: Future of the Fortress
« Reply #4107 on: October 28, 2012, 04:42:32 am »

So now that you are working on elven trees, does elven woodwork get special tagging now? An Elf snaps if he sees non-elven woodwork, because trees are being killed for it, so they do it differently by growing their furniture out of the tree or something right? Does elven woodwork get special tagging now, so they don't go crazy if you buy their stuff and sell it back to them?
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CaptainArchmage

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Re: Future of the Fortress
« Reply #4108 on: October 28, 2012, 12:31:46 pm »

When you mention orchards using the products from the old tree raws, do you mean no further trees have been added in or are the raw structures the same? If the raw structures for trees have changed, would you be able to present an example for us? Has the elven method for producing items been elaborated on in this release, i.e. will we see trees growing furniture? Will forest vegetation such as leaves burn?
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Knight Otu

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Re: Future of the Fortress
« Reply #4109 on: October 28, 2012, 02:25:15 pm »

When you mention orchards using the products from the old tree raws, do you mean no further trees have been added in or are the raw structures the same?
From the context, Toady simply hasn't added new trees yet that produce "fruit" beyond palms, mango trees, and chestnuts. I'm pretty sure he already mentioned that the tree raws have changed, and they pretty much have to be to accommodate growth parameters, fruit, leaves, etc.
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