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Author Topic: Future of the Fortress  (Read 519295 times)

Rockphed

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Re: Future of the Fortress
« Reply #2640 on: July 10, 2012, 01:42:54 am »

Regarding attack speeds: Are there any plans to implement variations on the speed of readying your weapon again after a blow? I would imagine that after swinging a giant axe blade or granite throne one would require a lot of time to bring it back up to a readied/guard position compared to a more conventional weapon, to give an extreme example.

I am fairly certain that such things are already in the process of being implemented.  See this section of the recent FotF reply by Toady One.

Quote from: trees
How will movement and attack speed be determined for different types of creatures? To clarify - will the game recognize that a hydra has many heads to bite with and automatically give it a faster attack speed, or will creatures like that need to have an equivalent of the current SPEED token? I suppose they could be tied to different attributes, too.

Each head will be able to engage in a separate attack with the same speed as, say, a dragon's single bite attack.  The attacks begin, strike, and finish concurrently (with the strike damage all happening in rapid succesion during the same tick, a few ticks after the attacks are initiated), and it won't be able to attack any faster than a normal biting creature (unless we decide it deserves a bonus for whatever cobra-strikey reason).  You won't need to calculate to find a proper timing.

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Toady, how does the movement/combat split affect creature, weapon, etc. raws?

Are weapon attack speeds entirely based on raw constants, calculated based on a mix of raw constants and internal code, or entirely generated from internal code?

Does weapon quality affect attack speed?

Will movement speed for dwarves be affected primarily by the existing Agility attribute, or will there be a split so that dwarves have differing attributes that control how fast they move and how efficiently they accomplish actions?

I have yet to muck around with the raws, but it'll come up very soon once I go back to that stuff once I'm done messing with entity claims.  I imagine attack raws will need basic speeds, perhaps broken into the pre/post strike periods, and that these'll be subject to attribute/skill improvements in many cases.

There are also two notions of attack speed -- the finer tuned velocity with which the strike damage, and the basic tick numbers, which by their nature have very little resolution to mess with (though it is possible to add resolution there in limited ways).  So if one sword swing hits at 100 and another hits at 120, they might both take 2 ticks to resolve, but the 120 will hit harder.  More importantly, when "heavy" and "fast" strikes are distinguished, the heavy strike will have a longer tick pre-strike period, but will actually be harder (higher velocity) when it hits, where the "fast" strike will have a short pre-strike period but hit with a lower damaging velocity.  These are distinctions which will certainly be in by combat styles, perhaps before.

I think weapon quality effects the strike velocity.  I'm not sure if there's enough resolution in the ticks to mess with the pre-strike period much.

In the currently released version, movement speed is affected by strength and agility equally, though strength also bulks muscled parts which decreases speed so agility is better overall.  I don't have a plan to change that.  When it comes to jobs, everything is up in the air now that movement is an action -- doing jobs is now utterly independent of the movement action, but I think it still feeds them the movement delay.  That'll definitely be changed for this release, and like you suggest, it'll likely be replaced either by a constant or something more appropriate for the job.
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miauw62

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Re: Future of the Fortress
« Reply #2641 on: July 10, 2012, 04:16:31 am »

Will this update re-introduce goblin/dwarven/elven sites to adventure mode?



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Re: Future of the Fortress
« Reply #2642 on: July 10, 2012, 04:33:17 am »

Will this update re-introduce goblin/dwarven/elven sites to adventure mode?
Current signs point to no.
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Knight Otu

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Re: Future of the Fortress
« Reply #2643 on: July 10, 2012, 07:12:17 am »

Will this update re-introduce goblin/dwarven/elven sites to adventure mode?
Current signs point to no.
But it is one of the things Toady said that he wants to bump up, so it might be in subsequent releases. If we're lucky.
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MrWiggles

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Re: Future of the Fortress
« Reply #2644 on: July 10, 2012, 07:31:40 am »

Will this update re-introduce goblin/dwarven/elven sites to adventure mode?
Current signs point to no.
But it is one of the things Toady said that he wants to bump up, so it might be in subsequent releases. If we're lucky.
*nods* I think the last possible moment ToadyOne can stall on putting in those sites, is when we're able to send armies across the map, then view the battles that'll take place on those sights. At that time, it'll be very crucial to have those actual sites. So yea, anywhere between the release after, and before that.
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Greendogo

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Re: Future of the Fortress
« Reply #2645 on: July 10, 2012, 05:50:22 pm »

Toady:
1) Will we ever get to see families fleshed out more, such as humans creating noble Houses.

2) If megabeast AI is improved, will we ever get to see things like Giants herding/riding Mammoths and Elephants, or Cyclops herding sheep and cattle (ala the Odyssey)?
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Re: Future of the Fortress
« Reply #2646 on: July 10, 2012, 07:15:15 pm »

Toady:
1) Will we ever get to see families fleshed out more, such as humans creating noble Houses.

Yep, families are planned to be better fleshed out. I recall ToadyOne speaking about Fort Mode famalies over NPC famalies.
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Comatose

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Re: Future of the Fortress
« Reply #2647 on: July 10, 2012, 08:19:03 pm »

Dear Toady,
Last night I was listening to the DF Talk #16 and I had a few questions.

In the DF Talk, you were discussing legacys, both for Adventure and Fortress mode.
Regarding Adventure mode, you wanted to give more options to leave a creative/constructive legacy behind. Many of the ideas that the Podcast was throwing around were reliant on the current "activating worldgen in gameplay" that you are currently programming.

Where are constructive Adventurer tasks on your list of priorities?

I imagine positive adventurer actions as things like site creation (Houses, Camps, Shops), and leading adventure mode entities (bandit groups, roving bands of monster hunters, paladins of a god, etc.)

With adventurer entites becoming an increacing possibility;
Will there be more in-depth NPC interactions and conversations?

During the podcast, you also mentioned more interesting seiges and raids from gobbos.
In long, protracted seiges can we expect to see goblins building shelters, and receiving food and materials from their point of origin?

PS (Thanks for the continued development updates!  :D)
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Aseaheru

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Re: Future of the Fortress
« Reply #2648 on: July 10, 2012, 08:36:10 pm »




Where are constructive Adventurer tasks on your list of priorities?

I imagine positive adventurer actions as things like site creation (Houses, Camps, Shops), and leading adventure mode entities (bandit groups, roving bands of monster hunters, paladins of a god, etc.)


During the podcast, you also mentioned more interesting seiges and raids from gobbos.
In long, protracted seiges can we expect to see goblins building shelters, and receiving food and materials from their point of origin?

PS (Thanks for the continued development updates!  :D)
PLEASE
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Re: Future of the Fortress
« Reply #2649 on: July 10, 2012, 10:44:03 pm »

10 July 2012 devlog - it's good to see that the goblins are becoming a credible threat again. The night creature additions and removal of dark tower sites had downgraded them to mook status.

Chronomancer

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Re: Future of the Fortress
« Reply #2650 on: July 10, 2012, 11:22:25 pm »

How will this affect Fortress Mode?
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MrWiggles

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Re: Future of the Fortress
« Reply #2651 on: July 10, 2012, 11:25:54 pm »

How will this affect Fortress Mode?
How will what affect Fort Mode?
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Hatman

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Re: Future of the Fortress
« Reply #2652 on: July 11, 2012, 06:01:47 am »

Regarding attack speeds: Are there any plans to implement variations on the speed of readying your weapon again after a blow? I would imagine that after swinging a giant axe blade or granite throne one would require a lot of time to bring it back up to a readied/guard position compared to a more conventional weapon, to give an extreme example.

I am fairly certain that such things are already in the process of being implemented.  See this section of the recent FotF reply by Toady One.
I interpreted the "pre-strike period" he mentioned as meaning time taken winding up for an attack, rather than recovering from the last one. I don't know how necessary it will be in his new combat plans to differentiate between the two, but I can imagine that being able to do so would be useful.
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Shinotsa

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Re: Future of the Fortress
« Reply #2653 on: July 11, 2012, 07:38:44 am »

Touching up on worldgen fights and adding new types of combat and enemy activity makes me wonder...

Will the system of large worldgen battles being concluded as a series of one on one duels be touched upon this update? If not, do you see it as being necessary in this set of world persistence updates, or will it wait until external military actions by the player are possible?
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hermes

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Re: Future of the Fortress
« Reply #2654 on: July 11, 2012, 11:25:11 am »

So, if I'm reading the devlog right, which I'm quite possibly not, does this mean we'll be getting Metal Gear Fortress: Tactical Goblin Action for the next release?  If the "Breaking into fortified locations" section of the Hero-dev pages is relevant, then this will be pretty exciting.  I've always wondered how tracking and guard LOS could work in a 2D game, so I'm eager to see what becomes of this.

Apologies if these questions have been floated before...

Will goblin harassment have any repercussions beyond death and destruction such as installing goblin leaders or taking over sites (as per the July 2nd devlog), or is harassment just harassment?  Kind of answered by devlog.

Re: The June 15th devlog, this entry seems to indicate that at least in the heat of battle, personal qualities, motivations and emotional reactions are going to have more of an effect.  Now that you're tackling group movements in more detail and at all scales, will these get the same treatment as you go along, or will you add them in at a later date?

Don't know why, but I think the psychological difference it would make as a player to know that the goblins were harassing for some reason, nomatter what that reason is, would be really exciting.  So I'm hoping it makes an early appearance!   :D
« Last Edit: July 25, 2012, 09:00:30 pm by hermes »
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