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Author Topic: Future of the Fortress  (Read 3714615 times)

Fault

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Re: Future of the Fortress
« Reply #1380 on: April 11, 2012, 09:22:51 pm »

and that bridge should be displayed while in the "up" position

it's been a while since I've used a retracting bridge, but don't they completely dissapear when 'raised'?

NW_Kohaku

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Re: Future of the Fortress
« Reply #1381 on: April 11, 2012, 09:28:52 pm »

it's been a while since I've used a retracting bridge, but don't they completely dissapear when 'raised'?

No, they have the same "╬" sign as fortifications or cross-junctions in walls when they are one tile wide, or else they have a shape that looks like "╞══╡" when they are multiple tiles wide.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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dree12

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Re: Future of the Fortress
« Reply #1382 on: April 11, 2012, 09:31:46 pm »

it's been a while since I've used a retracting bridge, but don't they completely dissapear when 'raised'?

No, they have the same "╬" sign as fortifications or cross-junctions in walls when they are one tile wide, or else they have a shape that looks like "╞══╡" when they are multiple tiles wide.
I think they still completely disappear when raised. Obviously, they are visible when lowered.
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Urist McDepravity

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Re: Future of the Fortress
« Reply #1383 on: April 11, 2012, 09:34:35 pm »

I think they still completely disappear when raised. Obviously, they are visible when lowered.
No, detractable bridges disappear, while raised bridges leave one edge as wall.
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NW_Kohaku

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Re: Future of the Fortress
« Reply #1384 on: April 11, 2012, 10:13:19 pm »

Ahhhh, sorry, I was confused by the "raised", and overlooked the "retractable".  Any bridge that can be raised isn't a retractable bridge.   :P

I basically never use retractable bridges, since the wall that forms is often more useful for me, so I just think of all bridges as drawbridges. 
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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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Rose

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Re: Future of the Fortress
« Reply #1385 on: April 11, 2012, 10:34:50 pm »

It's less retracting and more leaving and entering existence.
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orius

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Re: Future of the Fortress
« Reply #1386 on: April 11, 2012, 11:44:41 pm »

Thats hilarious, the whole fort would be imprisoned. I think he would be handing out more DWS's, drinking while sober.

"I see you've been driving, at the speed limit... when was your last drink? You havent enjoyed a drink in a long long time? Deputy ... get my hammer"

"BENDER! You're blind, stinkin' SOBER!"

"Urist McTeetotaler (bet none of you thought THIS name would ever come up!)!  I can't smell booze on your breath!  Are you secretly a vampire?!"
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That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

PTTG??

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Re: Future of the Fortress
« Reply #1387 on: April 12, 2012, 12:08:04 am »

So apparently someone dedicated their thesis in a rather unique way...
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Cruxador

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Re: Future of the Fortress
« Reply #1388 on: April 12, 2012, 11:58:27 am »

Quote from: Torchy
Can you have interconnected track lines, that is to say, a system where a track could have "tributaries" that lead into it and join into the main line? Such that you could have, for example, three starting branches in a line converging into a single ending segment?

Yeah, you can set that up -- if a track deadends into a corner without actually forming a T, it'll allow the cart to pass into the corner without disruption, and you can set up tributaries that way.  T's themselves don't have a defined preference for direction, so are useless for a cart that isn't passing along the straight part.  4-way tracks just allow carts to continue on straight.  So as it stands, a T is just an unfinished 4-way intersection.
I don't think I properly understand the situation in which this would work, but in the case of a T, wouldn't it be fairly trivial to circumvent this by putting a mechanized accelerator pointing in the right direction?

Not greened because I'm more or less off the grid lately and I didn't read the thread too thoroughly so it's possible that this was discussed and I missed it.


I assume the current system of powered rails and friction rails are just placeholders until improved mechanisms where they will be replaced with a proper mechanical system.  Am I correct in assuming this?

Probably not. These components make reasonable sense in their current states, and generally Toady doesn't implement things he intends to later redo unless it's essential for something else.
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Cobaldunderpants

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Re: Future of the Fortress
« Reply #1389 on: April 12, 2012, 12:05:58 pm »

With dwarves in carts a horrifying idea came to me. What if we put axedwarves in carts and launch them off ramps at goblin archers? Sort of a primitive drop pod system. We'd have ODST (Orbital Dwarf Shock Troops) thats what.

Even if they would be mulched on impact with the ground I have to wonder:

Will we be able to designate specific carts for specific dwarves or will it only be a first come first served basis?
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Arkenstone

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Re: Future of the Fortress
« Reply #1390 on: April 12, 2012, 12:18:07 pm »

I was saying that Fault's idea was the correct idea, that's why I was saying you'd have to change how the bridge was set up so that it covers the "corner".  (And that, no, you wouldn't need the floodgate, and the bridge could be one tile shorter, and that bridge should be displayed while in the "up" position.)
Oh, my fault (no pun intended) for misinterpreting you.

Also, I think a one-tile retracting bridge at the corner would be enough to make a switch junction.

With dwarves in carts a horrifying idea came to me. What if we put axedwarves in carts and launch them off ramps at goblin archers? Sort of a primitive drop pod system. We'd have ODST (Orbital Dwarf Shock Troops) thats what.
[...]
Will we be able to designate specific carts for specific dwarves or will it only be a first come first served basis?
You definately aren't the first to think of that, and even if so you can restrict things with burrows.


EDIT:
There seems to be a lot of confusion regarding how rails work and how they are designated.  I hope to clear this up with some thourough examples and walkthroughs.

NOTE: At the moment, this is only my understanding of how they work; while I feel confident in it I am not infallible by any means.  I hope to get Toady to verify the correctness of this next Future of the Fortress responce. (Unverified conclusions will be marked in green, verified in cyan.)

Example Walkthroughs:
Spoiler: "Parallel Tracks" (click to show/hide)
Spoiler: "Designating a Turn" (click to show/hide)
Spoiler: "'Fake' T-Junctions" (click to show/hide)

EDIT: all verified by Toady!
« Last Edit: May 01, 2012, 08:43:31 am by Arkenstone »
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Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Cobaldunderpants

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Re: Future of the Fortress
« Reply #1391 on: April 12, 2012, 12:52:50 pm »

With dwarves in carts a horrifying idea came to me. What if we put axedwarves in carts and launch them off ramps at goblin archers? Sort of a primitive drop pod system. We'd have ODST (Orbital Dwarf Shock Troops) thats what.
[...]
Will we be able to designate specific carts for specific dwarves or will it only be a first come first served basis?
You definately aren't the first to think of that, and even if so you can restrict things with burrows.


I may be rather new to the forums but by no means did I mean to imply that I was the first to think about this. I would be deeply suprised if I was. I was simply thinking out loud is all.
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Farmerbob

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Re: Future of the Fortress
« Reply #1392 on: April 12, 2012, 02:40:57 pm »

I was immediately drawn to the following comment today:

"Hopefully that code linking vehicles/projectiles and units will also set up some horrifying possibilities for collisions of carts and units, which is also coming up."

Hopefully, lol.  Thank you Toady, for starting my day with a good laugh :)
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smirk

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Re: Future of the Fortress
« Reply #1393 on: April 12, 2012, 03:27:25 pm »

Quote
vehicles/projectiles

So vehicles are projectiles, eh? Here's hoping the first minecart versions have size/striking-surface bugs that allow them to stick in goblins like bolts...
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NW_Kohaku

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Re: Future of the Fortress
« Reply #1394 on: April 12, 2012, 03:43:06 pm »

Quote
vehicles/projectiles

So vehicles are projectiles, eh? Here's hoping the first minecart versions have size/striking-surface bugs that allow them to stick in goblins like bolts...

Carts are raw-editable.  Why hope for a bug, when you can do it on purpose? 

Since dwarves can ride them, you could also your carts skateboards that just happen to grind double-rails continuously for a Tony Hawk Fortress.  Be sure to add jumps so you get more stunt multipliers.
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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
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