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Author Topic: Future of the Fortress  (Read 3715073 times)

rhesusmacabre

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Re: Future of the Fortress
« Reply #4650 on: December 17, 2012, 03:54:52 am »

That seems to be the case in my experience. I once made a long, thin fort to test this sort of thing, and in adventure mode the windmills at one end were happily powering things hundreds of tiles away.
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Rose

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Re: Future of the Fortress
« Reply #4651 on: December 17, 2012, 04:02:11 am »

I tested this in stonesense, and this is indeed true. the whole fort is loaded, every time you visit in adventure mode. Otherwise, it's just a 3x3 tile area.
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Warmist

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Re: Future of the Fortress
« Reply #4652 on: December 17, 2012, 06:47:22 am »

Will df gamedesign will have any larger scale mechanics? e.g throwing (some) ores into lava flow will smelt them and then collecting resulting liquid metal. Or any other mechanic that would encourage (or require) building bigger functional structures?

Helgoland

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Re: Future of the Fortress
« Reply #4653 on: December 17, 2012, 06:54:57 am »

Will df gamedesign will have any larger scale mechanics? e.g throwing (some) ores into lava flow will smelt them and then collecting resulting liquid metal. Or any other mechanic that would encourage (or require) building bigger functional structures?
It's called smelting and not melting for a reason: To produce metal from ore[1], you need a reducing agent such as charcoal; there is no reducing agent in magma.
What do yyou mean by bigger functional structures?

[1] Strictly speaking this is not true for a few ores such as sulfide ores that need to be oxidised; however that process as well is more complicated than just throwing them someplace hot.
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Warmist

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Re: Future of the Fortress
« Reply #4654 on: December 17, 2012, 08:41:47 am »

Will df gamedesign will have any larger scale mechanics? e.g throwing (some) ores into lava flow will smelt them and then collecting resulting liquid metal. Or any other mechanic that would encourage (or require) building bigger functional structures?
It's called smelting and not melting for a reason: To produce metal from ore[1], you need a reducing agent such as charcoal; there is no reducing agent in magma.
What do yyou mean by bigger functional structures?

[1] Strictly speaking this is not true for a few ores such as sulfide ores that need to be oxidised; however that process as well is more complicated than just throwing them someplace hot.
So why do we have magma smelter?

Edit: and question is not about smelting.It is about a game mechanic(s) smelting was just an example (not very good, but it's still more interesting to build 5x10x10 structure to do something than 3x3 building)
« Last Edit: December 17, 2012, 08:43:19 am by Warmist »
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Manveru Taurënér

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Re: Future of the Fortress
« Reply #4655 on: December 17, 2012, 09:18:06 am »

So why do we have magma smelter?

Edit: and question is not about smelting.It is about a game mechanic(s) smelting was just an example (not very good, but it's still more interesting to build 5x10x10 structure to do something than 3x3 building)

The magma smelter just uses the heat from the magma, they don't actually melt the ore in it.

As for the other part, there's nothing stopping you from carving a huge magma cistern with a forge suspended out in the middle of it with small passageways etc or whatever other large structure you can imagine. The 3x3 workshop is just the minimum requirement of the actual workspace (and all you really need tbh), and if you feel the work space should be larger just add a few extra workshops in there.
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Valtam

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Re: Future of the Fortress
« Reply #4656 on: December 17, 2012, 09:56:03 am »

Will df gamedesign will have any larger scale mechanics? e.g throwing (some) ores into lava flow will smelt them and then collecting resulting liquid metal. Or any other mechanic that would encourage (or require) building bigger functional structures?


Yes, this has been already answered a few pages back (but not with the same question). I understand that current workshops are just placeholders for the next thing, in which we could be able to work with materials and reactions in a more, ermm, realistic way. Workplaces, I think they were called.

I might be wrong.
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Dutchling

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Re: Future of the Fortress
« Reply #4657 on: December 17, 2012, 12:04:58 pm »

Will df gamedesign will have any larger scale mechanics? e.g throwing (some) ores into lava flow will smelt them and then collecting resulting liquid metal. Or any other mechanic that would encourage (or require) building bigger functional structures?
It's called smelting and not melting for a reason: To produce metal from ore[1], you need a reducing agent such as charcoal; there is no reducing agent in magma.
What do yyou mean by bigger functional structures?

[1] Strictly speaking this is not true for a few ores such as sulfide ores that need to be oxidised; however that process as well is more complicated than just throwing them someplace hot.
So why do we have magma smelter?

Edit: and question is not about smelting.It is about a game mechanic(s) smelting was just an example (not very good, but it's still more interesting to build 5x10x10 structure to do something than 3x3 building)

I'm fairly sure modular* workshop are planned to be implemented /eventually/.

* Like in Evil Genius
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Manveru Taurënér

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Re: Future of the Fortress
« Reply #4658 on: December 17, 2012, 02:32:19 pm »

Will the "succession" work include making sure wildlife populations breed and restock themselves or will the main focus for now be civ populations?

Not sure if this was made clear at some point, but thought I might as well ask. Would be nice to not have to worry about for example fish inevitably dying out in embarks with fisherdwarves etc ^^
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Knight Otu

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Re: Future of the Fortress
« Reply #4659 on: December 17, 2012, 02:45:43 pm »

Will the "succession" work include making sure wildlife populations breed and restock themselves or will the main focus for now be civ populations?

Not sure if this was made clear at some point, but thought I might as well ask. Would be nice to not have to worry about for example fish inevitably dying out in embarks with fisherdwarves etc ^^
In pretty much every instance of succession and the like, Toady has been talking about civilizations, and proper wildlife restocking is part of the adventurer skills stuff on the dev page, so I'd say that chances are that it's planned for civilizations and groups only right now.
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DG

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Re: Future of the Fortress
« Reply #4660 on: December 17, 2012, 06:52:30 pm »

Toady, are you considering any population/building prerequisites before a fort can be retired and remain functioning through ad mode and subsequent reclaim? For extreme example, immediately retiring with your 7 embark dwarves before building anything might not be enough to have the site persist as a "Fortress"?
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Scoops Novel

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Re: Future of the Fortress
« Reply #4661 on: December 18, 2012, 05:39:41 am »

Toady, what with you working on the goblins handlers for their fortresses... i realise this is a long term goal and you'll want to do your own thing with them, but it is time. Da orc's! WAAAAAAAAAAAGGGGHHHHHH
« Last Edit: December 18, 2012, 05:42:47 am by Novel »
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DG

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Re: Future of the Fortress
« Reply #4662 on: December 18, 2012, 06:24:03 am »

And that, children, is why you should only post sober.
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Helgoland

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Re: Future of the Fortress
« Reply #4663 on: December 18, 2012, 06:32:12 am »

Hey, sometimes drunken posting is amusing and highly appropriate!
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I'm going to do the smart thing here and disengage. This isn't a hill I paticularly care to die on.

Talvieno

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Re: Future of the Fortress
« Reply #4664 on: December 18, 2012, 04:12:07 pm »

I agree. I actually laughed.
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