Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 55 56 [57] 58 59 ... 306

Author Topic: Future of the Fortress  (Read 1843060 times)

mifki

  • Bay Watcher
  • works secretly...
    • View Profile
    • mifki
Re: Future of the Fortress
« Reply #840 on: December 01, 2014, 10:18:09 pm »


Have you updated to SDL2?

No - DF still distributes SDL 1.2.13. SDL 1.2.15 works, as far as I know, but upgrading to SDL 2 could be a challenge.

Wouldnt SDL2 hardware acceleration solve everyones FPS issues?

They have nothing in common.

So blitting 800 tiles with software has no performance effect?

It's not done in software unless you have set PRINT_MODE to 2D. SDL 2 is just an another SDL version, they're all using OpenGL, no difference here.

But even in "2D" mode no, it has no performance effect because rendering is running on one core and world simulation on another.

mmmm, I dont think so.

As you wish.

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #841 on: December 01, 2014, 10:44:21 pm »

Chill with the quote pyramid, lol.
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #842 on: December 01, 2014, 10:46:10 pm »

So blitting 800 tiles with software has no performance effect?

It's not done in software unless you have set PRINT_MODE to 2D. SDL 2 is just an another SDL version, they're all using OpenGL, no difference here.

But even in "2D" mode no, it has no performance effect because rendering is running on one core and world simulation on another.
Not to mention that DF usually only renders changed tiles (rendering of all tiles is usually only done when switching screens or resizing/zooming the window).
Edit: Removed some quotes
« Last Edit: December 01, 2014, 10:47:50 pm by lethosor »
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #843 on: December 01, 2014, 10:56:35 pm »

Also, What is the 'empty announcement 205' error? Haven't seen that one before, not sure what circumstances exactly I'm encountering it in. I'm used to seeing the 'empty announcement 130' in association with the army stuff, so, no idea if this one even means anything.
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #844 on: December 01, 2014, 10:59:04 pm »

Are you using an outdated announcements.txt? Mind posting it here? (data/init/announcements.txt)

[SEASON_WINTER:A_D:D_D] should be the last line if you're using 0.40.19.
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #845 on: December 01, 2014, 11:05:15 pm »

The one that you say is the last one in the announcements text is the last one for me. I'm pretty sure I didn't copy over the old announcements.txt.

Code: [Select]
BOX or DO_MEGA: the announcment will appear in a box and pause the game
P or PAUSE: the announcement will cause the game to pause
R or RECENTER: the announcement will cause the game to recenter (if possible)
A_D or A_DISPLAY: the announcement will be displayed in the main adventure announcement log (and on screen)
D_D or D_DISPLAY: the announcement will be displayed in the main dwarf announcement log (and at the bottom)
UCR or UNIT_COMBAT_REPORT: the announcement will be associated to the unit combat/hunting/sparring reports
UCR_A or UNIT_COMBAT_REPORT_ALL_ACTIVE: the announcement will be associated to any active unit combat/hunting/sparring reports, but if there are no reports it will not create one

[REACHED_PEAK:A_D:D_D:BOX]
[ERA_CHANGE:A_D:D_D:BOX]
[ENDGAME_EVENT_1:A_D:D_D:BOX:P:R]
[ENDGAME_EVENT_2:A_D:D_D:BOX:P:R]
[FEATURE_DISCOVERY:A_D:D_D:BOX:P:R]
[STRUCK_DEEP_METAL:A_D:D_D:BOX:P:R]
[STRUCK_MINERAL:A_D:D_D]
[STRUCK_ECONOMIC_MINERAL:A_D:D_D]
[COMBAT_TWIST_WEAPON:A_D:UCR]
[COMBAT_LET_ITEM_DROP:A_D:UCR]
[COMBAT_START_CHARGE:A_D:UCR]
[COMBAT_SURPRISE_CHARGE:A_D:UCR]
[COMBAT_JUMP_DODGE_PROJ:A_D:UCR]
[COMBAT_JUMP_DODGE_STRIKE:A_D:UCR]
[COMBAT_DODGE:A_D:UCR]
[COMBAT_COUNTERSTRIKE:A_D:UCR]
[COMBAT_BLOCK:A_D:UCR]
[COMBAT_PARRY:A_D:UCR]
[COMBAT_CHARGE_COLLISION:A_D:UCR]
[COMBAT_CHARGE_DEFENDER_TUMBLES:A_D:UCR]
[COMBAT_CHARGE_DEFENDER_KNOCKED_OVER:A_D:UCR]
[COMBAT_CHARGE_ATTACKER_TUMBLES:A_D:UCR]
[COMBAT_CHARGE_ATTACKER_BOUNCE_BACK:A_D:UCR]
[COMBAT_CHARGE_TANGLE_TOGETHER:A_D:UCR]
[COMBAT_CHARGE_TANGLE_TUMBLE:A_D:UCR]
[COMBAT_CHARGE_RUSH_BY:A_D:UCR]
[COMBAT_CHARGE_MANAGE_STOP:A_D:UCR]
[COMBAT_CHARGE_OBSTACLE_SLAM:A_D:UCR]
[COMBAT_WRESTLE_LOCK:A_D:UCR]
[COMBAT_WRESTLE_CHOKEHOLD:A_D:UCR]
[COMBAT_WRESTLE_TAKEDOWN:A_D:UCR]
[COMBAT_WRESTLE_THROW:A_D:UCR]
[COMBAT_WRESTLE_RELEASE_LOCK:A_D:UCR]
[COMBAT_WRESTLE_RELEASE_CHOKE:A_D:UCR]
[COMBAT_WRESTLE_RELEASE_GRIP:A_D:UCR]
[COMBAT_WRESTLE_STRUGGLE:A_D:UCR]
[COMBAT_WRESTLE_RELEASE_LATCH:A_D:UCR]
[COMBAT_WRESTLE_STRANGLE_KO:A_D:UCR]
[COMBAT_WRESTLE_ADJUST_GRIP:A_D:UCR]
[COMBAT_GRAB_TEAR:A_D:UCR]
[COMBAT_STRIKE_DETAILS:A_D:UCR]
[COMBAT_STRIKE_DETAILS_2:A_D:UCR]
[COMBAT_EVENT_ENRAGED:A_D:UCR]
[COMBAT_EVENT_STUCKIN:A_D:UCR]
[COMBAT_EVENT_LATCH_BP:A_D:UCR]
[COMBAT_EVENT_LATCH_GENERAL:A_D:UCR]
[COMBAT_EVENT_PROPELLED_AWAY:A_D:UCR]
[COMBAT_EVENT_KNOCKED_OUT:A_D:UCR]
[COMBAT_EVENT_STUNNED:A_D:UCR]
[COMBAT_EVENT_WINDED:A_D:UCR]
[COMBAT_EVENT_NAUSEATED:A_D:UCR]
[MIGRANT_ARRIVAL_NAMED:A_D:D_D:P:R]
[MIGRANT_ARRIVAL:A_D:D_D:P:R]
[DIG_CANCEL_WARM:A_D:D_D:P:R]
[DIG_CANCEL_DAMP:A_D:D_D:P:R]
[AMBUSH_DEFENDER:A_D:D_D:P:R]
[AMBUSH_RESIDENT:A_D:D_D:P:R]
[AMBUSH_THIEF:A_D:D_D:P:R]
[AMBUSH_THIEF_SUPPORT_SKULKING:A_D:D_D:P:R]
[AMBUSH_THIEF_SUPPORT_NATURE:A_D:D_D:P:R]
[AMBUSH_THIEF_SUPPORT:A_D:D_D:P:R]
[AMBUSH_MISCHIEVOUS:A_D:D_D:P:R]
[AMBUSH_SNATCHER:A_D:D_D:P:R]
[AMBUSH_SNATCHER_SUPPORT:A_D:D_D:P:R]
[AMBUSH_AMBUSHER_NATURE:A_D:D_D:P:R]
[AMBUSH_AMBUSHER:A_D:D_D:P:R]
[AMBUSH_INJURED:A_D:D_D:P:R]
[AMBUSH_OTHER:A_D:D_D:P:R]
[AMBUSH_INCAPACITATED:A_D:D_D:P:R]
[CARAVAN_ARRIVAL:A_D:D_D:P:R]
[NOBLE_ARRIVAL:A_D:D_D:P:R]
[D_MIGRANTS_ARRIVAL:A_D:D_D:P:R]
[D_MIGRANT_ARRIVAL:A_D:D_D:P:R]
[D_MIGRANT_ARRIVAL_DISCOURAGED:A_D:D_D]
[D_NO_MIGRANT_ARRIVAL:A_D:D_D]
[ANIMAL_TRAP_CATCH:A_D:D_D:P:R]
[ANIMAL_TRAP_ROBBED:A_D:D_D:P:R]
[MISCHIEF_LEVER:A_D:D_D:P:R]
[MISCHIEF_PLATE:A_D:D_D:P:R]
[MISCHIEF_CAGE:A_D:D_D:P:R]
[MISCHIEF_CHAIN:A_D:D_D:P:R]
[DIPLOMAT_ARRIVAL:A_D:D_D:P:R]
[LIAISON_ARRIVAL:A_D:D_D:P:R]
[TRADE_DIPLOMAT_ARRIVAL:A_D:D_D:P:R]
[CAVE_COLLAPSE:A_D:D_D:P:R]
[BIRTH_CITIZEN:A_D:D_D:P:R]
[BIRTH_ANIMAL:A_D:D_D]
[BIRTH_WILD_ANIMAL:A_D:D_D]
[STRANGE_MOOD:A_D:D_D:P:R]
[MADE_ARTIFACT:A_D:D_D:BOX:P:R]
[NAMED_ARTIFACT:A_D:D_D:BOX:P:R]
[ITEM_ATTACHMENT:A_D:D_D]
[VERMIN_CAGE_ESCAPE:A_D:D_D:P:R]
[TRIGGER_WEB:A_D:D_D:P:R]
[MOOD_BUILDING_CLAIMED:A_D:D_D:P:R]
[ARTIFACT_BEGUN:A_D:D_D:P:R]
[MEGABEAST_ARRIVAL:A_D:D_D:BOX:P:R]
[BERSERK_CITIZEN:A_D:D_D:P:R]
[MAGMA_DEFACES_ENGRAVING:A_D:D_D]
[ENGRAVING_MELTS:A_D:D_D]
[MASTERPIECE_ARCHITECTURE:A_D:D_D]
[MASTERPIECE_CONSTRUCTION:A_D:D_D]
[MASTER_ARCHITECTURE_LOST:A_D:D_D]
[MASTER_CONSTRUCTION_LOST:A_D:D_D]
[ADV_AWAKEN:A_D:D_D]
[ADV_SLEEP_INTERRUPTED:A_D:D_D]
[ADV_REACTION_PRODUCTS:A_D:D_D]
[CANCEL_JOB:A_D:D_D]
[ADV_CREATURE_DEATH:A_D:D_D:UCR_A]
[CITIZEN_DEATH:A_D:D_D:UCR_A]
[PET_DEATH:A_D:D_D:UCR_A]
[FALL_OVER:A_D:UCR_A]
[CAUGHT_IN_FLAMES:A_D:UCR_A]
[CAUGHT_IN_WEB:A_D:UCR_A]
[UNIT_PROJECTILE_SLAM_BLOW_APART:A_D:UCR_A]
[UNIT_PROJECTILE_SLAM:A_D:UCR_A]
[UNIT_PROJECTILE_SLAM_INTO_UNIT:A_D:UCR_A]
[VOMIT:A_D:UCR_A]
[LOSE_HOLD_OF_ITEM:A_D:UCR_A]
[REGAIN_CONSCIOUSNESS:A_D:UCR_A]
[FREE_FROM_WEB:A_D:UCR_A]
[PARALYZED:A_D:UCR_A]
[OVERCOME_PARALYSIS:A_D:UCR_A]
[NOT_STUNNED:A_D:UCR_A]
[EXHAUSTION:A_D:UCR_A]
[PAIN_KO:A_D:UCR_A]
[BREAK_GRIP:A_D:UCR_A]
[NO_BREAK_GRIP:A_D:UCR_A]
[BLOCK_FIRE:A_D:UCR_A]
[BREATHE_FIRE:A_D:UCR_A]
[SHOOT_WEB:A_D:UCR_A]
[PULL_OUT_DROP:A_D:UCR_A]
[STAND_UP:A_D:UCR_A]
[MARTIAL_TRANCE:A_D:D_D]
[MAT_BREATH:A_D:UCR_A]
[NIGHT_ATTACK_STARTS:A_D:D_D:BOX]
[NIGHT_ATTACK_ENDS:A_D:D_D:BOX]
[NIGHT_ATTACK_TRAVEL:A_D:D_D]
[GHOST_ATTACK:A_D:D_D:UCR_A]
[TRAVEL_SITE_DISCOVERY:A_D:D_D:BOX]
[TRAVEL_SITE_BUMP:A_D:D_D]
[ADVENTURE_INTRO:BOX]
[CREATURE_SOUND:A_D]
[MECHANISM_SOUND:A_D]
[CREATURE_STEALS_OBJECT:A_D:D_D]
[FOUND_TRAP:A_D:D_D]
[BODY_TRANSFORMATION:A_D:D_D]
[INTERACTION_ACTOR:A_D:UCR]
[INTERACTION_TARGET:A_D:UCR]
[UNDEAD_ATTACK:A_D:D_D:BOX:P:R]
[CITIZEN_MISSING:A_D:D_D:UCR_A]
[PET_MISSING:A_D:D_D:UCR_A]
[STRANGE_RAIN_SNOW:A_D:D_D]
[STRANGE_CLOUD:A_D:D_D:P:R]
[SIMPLE_ANIMAL_ACTION:A_D]
[FLOUNDER_IN_LIQUID:A_D]
[TRAINING_DOWN_TO_SEMI_WILD:A_D:D_D]
[TRAINING_FULL_REVERSION:A_D:D_D:P:R]
[ANIMAL_TRAINING_KNOWLEDGE:A_D:D_D]
[SKIP_ON_LIQUID:A_D:UCR_A]
[DODGE_FLYING_OBJECT:A_D:UCR_A]
[REGULAR_CONVERSATION:A_D]
[CONFLICT_CONVERSATION:A_D:UCR_A]
[FLAME_HIT:A_D:UCR]
[EMBRACE:A_D]
[BANDIT_EMPTY_CONTAINER:A_D]
[BANDIT_GRAB_ITEM:A_D]
[COMBAT_EVENT_ATTACK_INTERRUPTED:A_D:UCR]
[COMBAT_WRESTLE_CATCH_ATTACK:A_D:UCR]
[FAIL_TO_GRAB_SURFACE:A_D:UCR_A]
[LOSE_HOLD_OF_SURFACE:A_D:UCR_A]
[TRAVEL_COMPLAINT:A_D:D_D:BOX]
[LOSE_EMOTION:A_D:UCR_A]
[REORGANIZE_POSSESSIONS:A_D]
[PUSH_ITEM:A_D:UCR_A]
[DRAW_ITEM:A_D]
[STRAP_ITEM:A_D]
[GAIN_SITE_CONTROL:A_D:D_D:BOX]
[FORT_POSITION_SUCCESSION:A_D:D_D:BOX:P:R]
[STRESSED_CITIZEN:A_D:D_D]
[CITIZEN_LOST_TO_STRESS:A_D:D_D]
[CITIZEN_TANTRUM:A_D:D_D]
[MOVED_OUT_OF_RANGE:A_D:D_D]
[CANNOT_JUMP:A_D:D_D]
[NO_TRACKS:A_D:D_D]
[ALREADY_SEARCHED_AREA:A_D:D_D]
[SEARCH_FOUND_SOMETHING:A_D:D_D]
[SEARCH_FOUND_NOTHING:A_D:D_D]
[NOTHING_TO_INTERACT:A_D:D_D]
[NOTHING_TO_EXAMINE:A_D:D_D]
[YOU_YIELDED:A_D:D_D]
[YOU_UNYIELDED:A_D:D_D]
[YOU_STRAP_ITEM:A_D:D_D]
[YOU_DRAW_ITEM:A_D:D_D]
[NO_GRASP_TO_DRAW_ITEM:A_D:D_D]
[NO_ITEM_TO_STRAP:A_D:D_D]
[NO_INV_TO_REMOVE:A_D:D_D]
[NO_INV_TO_WEAR:A_D:D_D]
[NO_INV_TO_EAT:A_D:D_D]
[NO_INV_TO_CONTAIN:A_D:D_D]
[NO_INV_TO_DROP:A_D:D_D]
[NOTHING_TO_PICK_UP:A_D:D_D]
[NO_INV_TO_THROW:A_D:D_D]
[NO_INV_TO_FIRE:A_D:D_D]
[CURRENT_SMELL:A_D:D_D]
[CURRENT_WEATHER:A_D:D_D]
[CURRENT_TEMPERATURE:A_D:D_D]
[CURRENT_DATE:A_D:D_D]
[NO_GRASP_FOR_PICKUP:A_D:D_D]
[TRAVEL_ADVISORY:A_D:D_D]
[CANNOT_CLIMB:A_D:D_D]
[CANNOT_STAND:A_D:D_D]
[MUST_UNRETRACT_FIRST:A_D:D_D]
[CANNOT_REST:A_D:D_D]
[CANNOT_MAKE_CAMPFIRE:A_D:D_D]
[MADE_CAMPFIRE:A_D:D_D]
[CANNOT_SET_FIRE:A_D:D_D]
[SET_FIRE:A_D:D_D]
[DAWN_BREAKS:A_D:D_D]
[NOON:A_D:D_D]
[NIGHTFALL:A_D:D_D]
[NO_INV_INTERACTION:A_D:D_D]
[EMPTY_CONTAINER:A_D:D_D]
[TAKE_OUT_OF_CONTAINER:A_D:D_D]
[NO_CONTAINER_FOR_ITEM:A_D:D_D]
[PUT_INTO_CONTAINER:A_D:D_D]
[EAT_ITEM:A_D:D_D]
[DRINK_ITEM:A_D:D_D]
[CONSUME_FAILURE:A_D:D_D]
[DROP_ITEM:A_D:D_D]
[PICK_UP_ITEM:A_D:D_D]
[YOU_BUILDING_INTERACTION:A_D:D_D]
[YOU_ITEM_INTERACTION:A_D:D_D]
[YOU_TEMPERATURE_EFFECTS:A_D:D_D]
[RESOLVE_SHARED_ITEMS:A_D:D_D]
[COUGH_BLOOD:A_D:D_D]
[VOMIT_BLOOD:A_D:D_D]
[POWER_LEARNED:A_D:D_D]
[YOU_FEED_ON_SUCKEE:A_D:D_D]
[PROFESSION_CHANGES:A_D:D_D]
[RECRUIT_PROMOTED:A_D:D_D]
[SOLDIER_BECOMES_MASTER:A_D:D_D]
[MERCHANTS_UNLOADING:A_D:D_D]
[MERCHANTS_NEED_DEPOT:A_D:D_D]
[MERCHANT_WAGONS_BYPASSED:A_D:D_D]
[MERCHANTS_LEAVING_SOON:A_D:D_D]
[MERCHANTS_EMBARKED:A_D:D_D]
[PET_LOSES_DEAD_OWNER:A_D:D_D]
[PET_ADOPTS_OWNER:A_D:D_D]
[VERMIN_BITE:A_D:D_D]
[UNABLE_TO_COMPLETE_BUILDING:A_D:D_D]
[JOBS_REMOVED_FROM_UNPOWERED_BUILDING:A_D:D_D]
[CITIZEN_SNATCHED:A_D:D_D]
[VERMIN_DISTURBED:A_D:D_D]
[LAND_GAINS_STATUS:A_D:D_D]
[LAND_ELEVATED_STATUS:A_D:D_D]
[MASTERPIECE_CRAFTED:A_D:D_D]
[ARTWORK_DEFACED:A_D:D_D]
[ANIMAL_TRAINED:A_D:D_D]
[DYED_MASTERPIECE:A_D:D_D]
[COOKED_MASTERPIECE:A_D:D_D]
[MANDATE_ENDS:A_D:D_D]
[SLOWDOWN_ENDS:A_D:D_D]
[FAREWELL_HELPER:A_D:D_D]
[ELECTION_RESULTS:A_D:D_D]
[SITE_PRESENT:A_D:D_D]
[CONSTRUCTION_SUSPENDED:A_D:D_D]
[LINKAGE_SUSPENDED:A_D:D_D]
[QUOTA_FILLED:A_D:D_D]
[JOB_OVERWRITTEN:A_D:D_D]
[NOTHING_TO_CATCH_IN_WATER:A_D:D_D]
[DEMAND_FORGOTTEN:A_D:D_D]
[NEW_DEMAND:A_D:D_D]
[NEW_MANDATE:A_D:D_D]
[PRICES_ALTERED:A_D:D_D]
[NAMED_RESIDENT_CREATURE:A_D:D_D]
[SOMEBODY_GROWS_UP:A_D:D_D]
[GUILD_REQUEST_TAKEN:A_D:D_D]
[GUILD_WAGES_CHANGED:A_D:D_D]
[NEW_WORK_MANDATE:A_D:D_D]
[CITIZEN_BECOMES_SOLDIER:A_D:D_D]
[CITIZEN_BECOMES_NONSOLDIER:A_D:D_D]
[PARTY_ORGANIZED:A_D:D_D]
[POSSESSED_TANTRUM:A_D:D_D]
[BUILDING_TOPPLED_BY_GHOST:A_D:D_D]
[MASTERFUL_IMPROVEMENT:A_D:D_D]
[MASTERPIECE_ENGRAVING:A_D:D_D]
[MARRIAGE:A_D:D_D]
[NO_MARRIAGE_CELEBRATION:A_D:D_D]
[CURIOUS_GUZZLER:A_D:D_D]
[WEATHER_BECOMES_CLEAR:A_D:D_D]
[WEATHER_BECOMES_SNOW:A_D:D_D]
[WEATHER_BECOMES_RAIN:A_D:D_D]
[SEASON_WET:A_D:D_D]
[SEASON_DRY:A_D:D_D]
[SEASON_SPRING:A_D:D_D]
[SEASON_SUMMER:A_D:D_D]
[SEASON_AUTUMN:A_D:D_D]
[SEASON_WINTER:A_D:D_D]
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #846 on: December 01, 2014, 11:14:45 pm »

Strange, that matches what I have. Assuming df-structures is correct, 205 is CURRENT_WEATHER and 130 is STAND_UP, both of which are listed in announcements.txt.
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #847 on: December 01, 2014, 11:23:34 pm »

Well, the empty announcement 205 definetly didn't happen when I checked weather, and I checked just now a min ago and it shows up fine.
Logged

k33n

  • Bay Watcher
  • So it goes.
    • View Profile
Re: Future of the Fortress
« Reply #848 on: December 01, 2014, 11:44:50 pm »

I'm still confused, are you guys saying that Dwarf Fortress uses OpenGL, or that SDL uses OpenGL?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the Fortress
« Reply #849 on: December 01, 2014, 11:49:26 pm »

Will we ever be able to enslave captured invaders/innocent elves, chain them up and make them do easy jobs?(e.g. Farming)

Dwarves consider slavery a capital offense; being a known slaver means you are executed.

True, but didn't the ethics recently become less rigid and variable by individual dwarf? You might conceivably engineer a situation where all of your dwarves are sociopathic slavers which would make the interaction valid if you're willing to split off from the rest of your civilization's ethics.

It is the sort of timeline question where I expect the official answer to be "Sounds good, no timeline," but I seem to recall Toady touching on dwarf mode Prisoners of War and the like as part of the Thief arc... in a DF Talk maybe? Dunno.

Values were added; ethics were not changed at all and are still perfectly rigid.

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: Future of the Fortress
« Reply #850 on: December 02, 2014, 12:41:26 am »

Will we ever be able to enslave captured invaders/innocent elves, chain them up and make them do easy jobs?(e.g. Farming)

If not, will we at leats be able to sell captured invaders to human caravans?

Quote
-Following debate on Dwarven ethics, seemingly concluding that slavery is a big no-no-

Are there any good suggestion threads on what can be done with prisoners? It feels a bit wrong that the dwarves have no standard official method of dealing with them. Sure, dropping them in magma or using them as training dummies is fun, but it would at least be nice if you had the option of ordering your hammerer to perform a proper execution of the POWs.

On a somewhat related note to the slave idea:

Is having Non-Dwarven members of your Civ move into your fortress something that might happen soon? I  feel that as the worlds we gen up become more and more fleshed out and alive, it feels more and more contrived and artificial that player sites are the only ones where races other than than that of the controlling civilization cannot live. The upcoming Tavern Goals mention the ability to hire guests, which feels like it might be only a step or two away from having a handful of Elves and Humans living in your fortress for real....

And Since I am on the topic of taverns...

You mention that because the economy is not turned on, you will not be focusing on Tavern Revenue. Will there be some watered down system where the guests hand over a fixed amount coins for you to melt/hire other travelers with? Or will the sole reward of running the tavern at this point be flavorful - getting to play the games and meet the visitors?


 
Logged

mifki

  • Bay Watcher
  • works secretly...
    • View Profile
    • mifki
Re: Future of the Fortress
« Reply #851 on: December 02, 2014, 12:42:45 am »

I'm still confused, are you guys saying that Dwarf Fortress uses OpenGL, or that SDL uses OpenGL?

Oh probably you're talking about the accelerated 2D API that's new (as I understand) in SDL2. Dwarf Fortress draws using OpenGL directly (when appropriate PRINT_MODE is set), which of course you can do with any SDL version.

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Future of the Fortress
« Reply #852 on: December 02, 2014, 01:12:57 am »

(note on "empty announcement #" logs -- I would expect a few of these, since I had to hit a ton of announcements with the recent changes.  They are as easy to fix as typos, but collecting the numbers somewhere would be helpful.)
Logged
The Toad, a Natural Resource:  Preserve yours today!

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #853 on: December 02, 2014, 08:10:35 am »

(note on "empty announcement #" logs -- I would expect a few of these, since I had to hit a ton of announcements with the recent changes.  They are as easy to fix as typos, but collecting the numbers somewhere would be helpful.)

Is the 'empty announcement 130' in relation to the sleeping army an intentional one for now because they section is incomplete?

Regarding the 'empty announcement 205', sure I can make a bug report for the empty announcement errors if that's what you mean. Can't supply a save because it's uncommon and unlike the 130 one, theres no consistent place that it happens. I have a suspicion though.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress
« Reply #854 on: December 02, 2014, 01:21:53 pm »

Is having Non-Dwarven members of your Civ move into your fortress something that might happen soon? I  feel that as the worlds we gen up become more and more fleshed out and alive, it feels more and more contrived and artificial that player sites are the only ones where races other than than that of the controlling civilization cannot live. The upcoming Tavern Goals mention the ability to hire guests, which feels like it might be only a step or two away from having a handful of Elves and Humans living in your fortress for real....
The hiring guests section is having non-dwarves as members of your fortress, and Toady has said so previously in DFTalks, such as #20:

Quote
Threetoe:   Next question is from Talvieno. He asks 'Will members of other civilizations eventually be able to join your civilization and live among your dwarves?'
Toady:   I guess does the person mean other civilizations or other races? You can already have people in your civilization in worldgen that are humans or elves or even goblins that have joined up with the dwarf group and once the code supports it they will be able to move to your fortress. Right now there's just bugs where it treats them like pets sometimes and lots of strange stuff like that. Well, there's many problems. The official plan is to fix all of that up for the tavern and inn arc, when you can keep an inn, because there will be people living at your fortress on a semi-permanent basis.
Threetoe:   Yeah, this is one of my favorite suggestions that someone had, to have dwarf mode inns.
Toady:   Yeah, that's definitely going to be awesome. It'll be like Diner Dash, you'll be taking care of people trying to multi-task and that will eventually lead to people staying in your fortress longer term because we'll be working out the problems with multi-racial forts at that time and we'll have full integration not long after, I suspect.

You mention that because the economy is not turned on, you will not be focusing on Tavern Revenue. Will there be some watered down system where the guests hand over a fixed amount coins for you to melt/hire other travelers with? Or will the sole reward of running the tavern at this point be flavorful - getting to play the games and meet the visitors?
The dev-page specifically mentions setting prices for the tavern releases, so we should get some revenue out of setting up a tavern. I imagine that note is more about that we won't get detailed numbers of what we're selling and how much we get from it, how many guests we had and so on.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu
Pages: 1 ... 55 56 [57] 58 59 ... 306