Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 259 260 [261] 262 263 ... 429

Author Topic: Future of the Fortress  (Read 517079 times)

CaptainArchmage

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3900 on: October 12, 2012, 01:19:47 pm »

Oh man this next update is looking better and better -here was me doubting that was even possible.
In regards to speed loss when changing direction, will it be more time efficient pulling a turning circle to make a full 180 or even to turn 90 degrees vs. losing sprint to change direction instantaneously?

Is the sprinting speed of a creature dependent on its innate speed or a separate variable?

Do different creatures have different turning circles? For example some losing speed at a mere 45 degree angle or others capable of maintaining speed in any direction.
If yes, is that also a separate variable or do faster creatures turn slower?

IIRC you mentioned that moving at a faster speed increases the force of your blows (like a non-placeholder charge). Is the reverse also true? Will running/jumping into a moving minecart head-on (or even obtusely) combine the force?

Uh... sorry for the pile of questions. This update excites me greatly.

As far as I know, creatures just stop (or slow down to normal speed), and turn. They don't have a turning circle like a vehicle or something, and their momentum won't carry them further (i.e. off cliffs or into walls) if they choose to stop.


With the combat/movement speed split, will we be seeing mounts in the next release? If yes, both for fort and adventure modde or just for one of the two?

mounts for dwarves are not planned. invader mounts in fort mode were in, not sure if they've been taken out

I think mounts are planned for adventure and dwarf mode. It was mentioned a while back with caravans travelling around the world.

Will Dwarf Fortress try to deliberately make navigable climbing paths up trees and through the tree-tops outside of forest retreats?
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Future of the Fortress
« Reply #3901 on: October 12, 2012, 02:09:44 pm »

will there be devices to ease climbing? i.e. grappling hooks or crossbows firing rope?
Logged
AseaHeru: transalated from elvish (LOTR style) to "Leaf Lord". And i shall NOT change it. AND that is elf skin from towerdude. http://theuglydance.com/?v=jzeohatfmh is a thing i did. that is PART of me. http://www.youtube.com/watch?v=PXYvpdaVGCY
http://aseaheru.tumblr.com/post/36926112707/halloweenpunk-my-chemical-romances-blood PLAY IT NOW.
................
Migrants.... S-survived?
WHAT FUCKING HERESY IS THIS!?

tahujdt

  • Bay Watcher
  • Bearer of the sigsword
    • View Profile
Re: Future of the Fortress
« Reply #3902 on: October 12, 2012, 02:54:20 pm »

Quote from: The Toady One
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it.
Only in Dwarf Fortress.
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
I always figured the dwarf just glared at the metal until it was intimidated enough to change into what the dwarf wanted it to.
oxxxxxxx{;;;;;;;;;;;;;;;;;;;;;;;;;;;;;>

burn_heal

  • Bay Watcher
  • "G'day folks!"
    • View Profile
Re: Future of the Fortress
« Reply #3903 on: October 12, 2012, 07:47:53 pm »

When at full speed can you change direction and keep the speed? Turning anything more than 90° without slowing seems strange. I know you've thought about this for the mounted controls.
Quote from: Toady One
When you are running full speed, you can still stop without carrying forward additional squares, but you need to move in roughly the same direction to maintain your full speed. So if you are going east, then northeast and southeast are also okay, but if you go north, you'll go back down to jogging speed until you build up again.
Logged

Mr S

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3904 on: October 12, 2012, 07:48:42 pm »

In adventure mode if you jump from somewhere onto a climbable surface, will you catch yourself?

Press X to Not Die.

You're welcome.

In a more serious note:
Quote
Do different creatures have different turning circles? For example some losing speed at a mere 45 degree angle or others capable of maintaining speed in any direction.
If yes, is that also a separate variable or do faster creatures turn slower?

I think this isn't meaning so much as turning radius like a tractor-trailer vs. a bicycle.  I'm taking this to mean how tightly can an animal turn AT SPEED without losing it's footing.

Case in point, a wildebeast has to turn a much larger arc at a full gallop to avoid toppling over losing it's footing, since it's so top heavy and, y'know, hooves, as opposed to the lioness pursuing it.  All of that and more is summed up by saying that the lioness is more agile or maneuverable than the wildebeast. 

I don't think Agility for animals is modeled yet, and I don't know that it will be in this release.  It may, however, as suggested on the acceleration constants be pushed out into the raws for the time being.

Now, when you talk about changing directions, at speed, and consider flying creatures, this gets REALLY interesting.  Will we have birds of prey able to do a 'wingover' maneuver eventually?  Let's certainly hope so.
Logged

Osmosis Jones

  • Bay Watcher
  • The fuzzy harbinger is upon you!
    • View Profile
Re: Future of the Fortress
« Reply #3905 on: October 12, 2012, 09:35:41 pm »

Heh at the super-jump-splat.

Toady,

Does sprinting/jumping/climbing make you hungrier?

Otherwise, I can see most people pretty well sprinting constantly everywhere they're not Travelling.
Logged
The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Yoink

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3906 on: October 12, 2012, 09:43:30 pm »

Toady, if this is to be the release with non-lethal combat, do you have any plans for 'sheath' items for weapons? Since drawing a weapon will escalate a fight to lethal stakes.
Logged
Quote from: E.L Doctorow, Billy Bathgate
...And so by and by in the smoke and jazz we were all just the way we wanted to be, dancing in the dust of the Embassy Club of our futures, in the costumes of shy children's love, and learning as only the fortunate do that God is not only the instruction of the mind but of the hips in their found rolling rhythm.
Quote from: lordcooper
...this is setting off alarm bells I didn't even know I had.

Quatch

  • Bay Watcher
  • [CURIOUSBEAST_ GRADSTUDENT]
    • View Profile
    • Is a real person:
Re: Future of the Fortress
« Reply #3907 on: October 12, 2012, 10:54:08 pm »

Since adventure mode is turn based and things only move/act every time you give input, what does jumping look like? Does the simulation run until you regain footing?
Logged
SAVE THE PHILOSOPHER!
>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

Charey Wolf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3908 on: October 12, 2012, 11:37:45 pm »

If you are fighting a smaller creature then you can you jump on top of it to try and squish it? Can you jump onto large creatures to catch a ride? What happens if you jump off a tree and then land in the water?
Logged

Japa

  • Bay Watcher
  • AHAHAHAHAHA!!!!
    • View Profile
Re: Future of the Fortress
« Reply #3909 on: October 12, 2012, 11:46:01 pm »

Can you jump onto large creatures to catch a ride?
Can you paint em all kinds of pretty colors to boot?
Logged

I interpret it as meaning 'really good at cutting people.'
You clearly don't know much about swords.

Aerval

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3910 on: October 13, 2012, 12:09:01 am »

Since adventure mode is turn based and things only move/act every time you give input, what does jumping look like? Does the simulation run until you regain footing?
I don't know but did he state anything about it when doing the combat-movement speed split? I mean we don't even know whether movement is still the main "source" for turns. (And if I remember correctly, he was unsure about it himself?)
Also, what's the case with mine cart riding, I think it'll be similar
Logged

Objective

  • Bay Watcher
  • GIDDAFUK OFF MAH FOREST
    • View Profile
Re: Future of the Fortress
« Reply #3911 on: October 13, 2012, 12:27:09 am »

According to what happens when you get whacked by a really strong enemy, you will fly off.
At that state every button you press will be treated as wait until you hit the ground.
Logged
Before you judge someone, walk a mile in their shoes.
So when you do judge them, you would be a mile away and have their shoes.

Putnam

  • Bay Watcher
  • Legendary+1 Modder
    • View Profile
Re: Future of the Fortress
« Reply #3912 on: October 13, 2012, 12:29:13 am »

Heh at the super-jump-splat.

Toady,

Does sprinting/jumping/climbing make you hungrier?

Otherwise, I can see most people pretty well sprinting constantly everywhere they're not Travelling.

I doubt it; however, it is pretty likely that it will make you tired, I.E, exerted.

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Future of the Fortress
« Reply #3913 on: October 13, 2012, 12:46:36 am »

If you are fighting a smaller creature then you can you jump on top of it to try and squish it? Can you jump onto large creatures to catch a ride?
I'm going to go with No on this one. There an entire expansion for the combat system dealing with this. Though the old Dev Plan, was about Adventurers climbing very large creatures, and the Creatures volume being better respected overall. So, most assurely, it would mean that when the Adventurer happen to be the larger creature, it can be do similar things that larger creatures can do to it.  Of course there is no ti
me table.

Quote
What happens if you jump off a tree and then land in the water?
Why would anything special happen? There already code in place to handle objects falling into water.
« Last Edit: October 13, 2012, 12:55:12 am by MrWiggles »
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Future of the Fortress
« Reply #3914 on: October 13, 2012, 05:41:18 am »

If you are fighting a smaller creature then you can you jump on top of it to try and squish it? Can you jump onto large creatures to catch a ride? What happens if you jump off a tree and then land in the water?

Quote from: Vattic
Will these [combat arc dev items]
Also include things like much larger creatures being able to stomp on much smaller ones and similar? Larger creatures could just barge others using their bulk as a weapon. It need not stop at attacks of course, darting trough a giants legs would be cool.

When people are attacking large beasts in the new ways, it would be fair to give the beasts more options as well, but it's hard to say how it'll play out.  I think it would fit the feel of the game if a large creature could utterly obliterate a small critter into a paste item as long as they got a shot to dodge out of the way.  With the reaction moments, it would also be a chance for you to jump on the leg (or attempt something borderline foolish like holding a pointed weapon up at the bottom of the foot).  Charge attacks from large creatures already give a very large chance for the smaller creature to be knocked over.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

This is not a link
Pages: 1 ... 259 260 [261] 262 263 ... 429