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Author Topic: Future of the Fortress  (Read 1060819 times)

Random_Dragon

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Re: Future of the Fortress
« Reply #3780 on: March 24, 2016, 09:10:43 pm »

Personally I would expect a less chaotic layout, where you can reasonably find a main stairway. :V
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Trainzack

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Re: Future of the Fortress
« Reply #3781 on: March 25, 2016, 12:22:47 am »

You were expecting a trap-filled corridor followed by a magma chamber?  I think it would be hard to make those forts navigable without making them all seem cut from the same pattern.
Personally I would expect a less chaotic layout, where you can reasonably find a main stairway. :V
It's kinda funny how this conversation is on a completely different topic, and yet is still about randomness vs. predictability.
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NJW2000

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Re: Future of the Fortress
« Reply #3782 on: March 25, 2016, 06:00:14 am »

Pity there's no way one could use other player-made forts as a source for the generation of NPC fortresses ingame...

Is there?

I know pretty much nothing, but expect this would be impossible.
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Untrustedlife

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Re: Future of the Fortress
« Reply #3783 on: March 25, 2016, 07:38:20 am »

You were expecting a trap-filled corridor followed by a magma chamber?  I think it would be hard to make those forts navigable without making them all seem cut from the same pattern.
Personally I would expect a less chaotic layout, where you can reasonably find a main stairway. :V
It's kinda funny how this conversation is on a completely different topic, and yet is still about randomness vs. predictability.
Toady could make them more navigable by having a main multilevel hallway in the middle with the rooms branching from that to the sides and by shooting out smaller 1 wide hallways to the sides so everything natturally leads to the main hallway. I love procedural generation . However this might make forts too similair I suppose even though this is how I build my forts.
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cochramd

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Re: Future of the Fortress
« Reply #3784 on: March 25, 2016, 09:58:25 am »

Why is it that worldgen forts never dig down deeper than the first cavern layer?
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Fniff

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Re: Future of the Fortress
« Reply #3785 on: March 25, 2016, 10:39:04 am »

They know not to dig too deep or too greedily.

TheFlame52

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Re: Future of the Fortress
« Reply #3786 on: March 25, 2016, 10:48:06 am »

Why is it that worldgen forts never dig down deeper than the first cavern layer?
No, they dig all the way to the magma sea, they just wall up the caverns.

cochramd

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Re: Future of the Fortress
« Reply #3787 on: March 25, 2016, 11:17:12 am »

Why is it that worldgen forts never dig down deeper than the first cavern layer?
No, they dig all the way to the magma sea, they just wall up the caverns.
Have you actually seen this happen? I've never done anything in Adventure Mode, so I only think that worldgen forts only breach the first cavern because
A) Only cavern creatures of the first cavern layer appearing on the civilization's training screen.
B) All the wood and animal products the caravan brings come from the first layer.
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TheFlame52

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Re: Future of the Fortress
« Reply #3788 on: March 25, 2016, 11:36:52 am »

I've seen it happen in pretty much every fort. Yes, the first cavern is the only one that's used, but in worldgen leaders will tame creatures from lower down. Like cave dragons.

cochramd

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Re: Future of the Fortress
« Reply #3789 on: March 25, 2016, 11:39:40 am »

Cave dragons? Well, hot damn. I've never seen a world leader train anything more exciting than giant peregrine falcons and giant dingos.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3790 on: March 25, 2016, 11:40:03 am »

That particular issue, availability of cavern animals/wood, is most likely entirely controlled by the [USE_CAVE_ANIMALS] and [INDOOR_WOOD] tokens. Notably, when I was modding goblins to be playable, trolls were the only pets available to them on embark, and I soon realized it was due to the combination of trolls being available on the first cavern layer, plus trolls having the [EVIL] flag (use evil animals).

Meanwhile I can't recall dwarves ever having cavern pets. The embark screen always shows regular domestic pets, whereas it's only in materials available for leather/meat/etc that reflect their using cavern creatures.
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TheFlame52

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Re: Future of the Fortress
« Reply #3791 on: March 25, 2016, 12:17:07 pm »

Why don't civs reclaim sites after a certain point?

Shonai_Dweller

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Re: Future of the Fortress
« Reply #3792 on: March 25, 2016, 06:22:47 pm »

Each civ has a site cap, don't they?
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Inarius

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Re: Future of the Fortress
« Reply #3793 on: March 25, 2016, 06:42:13 pm »

They do.
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TheFlame52

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Re: Future of the Fortress
« Reply #3794 on: March 25, 2016, 07:40:11 pm »

But why don't they reclaim their old sites once they're below that threshold again?
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