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Author Topic: Future of the Fortress  (Read 1840028 times)

CaptainArchmage

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Re: Future of the Fortress
« Reply #960 on: December 18, 2014, 07:41:23 pm »

Well that was a speedy release! Less than one month. The more of these the better. I'm guessing bug fixing may happen, though I'm a bit surprised there wasn't a large version number increment to 0.41 or something. Also: Merry Christmas Toady!
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Zarathustra30

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Re: Future of the Fortress
« Reply #961 on: December 19, 2014, 12:41:41 am »

so does anyone know what's next, after 0.40.20 ? Curious.

Also there are a few military issues that need to be solved. Lack of sieges maybe, kill/move orders not working certainly. It's making fort mode unfairly and excessively FUN.

TAVERNS!!!
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How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

Putnam

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Re: Future of the Fortress
« Reply #962 on: December 19, 2014, 12:42:47 am »

That was probably excitement and not exasperation.

Anyway,

http://bay12games.com/dwarves/dev.html

Read that. It's the development roadmap for the near-future.

hermes

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Re: Future of the Fortress
« Reply #963 on: December 19, 2014, 01:16:29 am »

Eagerly transferred my current fortress to 40.20 to try out the jobs and mining, two things...

1)  It crashed after about a minute, only thing I had done is initiate an auto-mine and then watch that happen.  Guess I'll need to experiment a bit to see if it is reproducible.

2)  For the new job system to work properly, should we be turning on all jobs for pretty much all dwarves?
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Zarathustra30

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Re: Future of the Fortress
« Reply #964 on: December 19, 2014, 01:25:18 am »

1)  It crashed after about a minute, only thing I had done is initiate an auto-mine and then watch that happen.  Guess I'll need to experiment a bit to see if it is reproducible.

Check your gamelog.txt. It may be bug 8633.
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How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

hermes

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Re: Future of the Fortress
« Reply #965 on: December 19, 2014, 01:42:20 am »

Thanks, it could well be that.  I tried mining the same spot immediately from load, but the game crashes at a different point each time, though sometime within about 4 minutes - so can't blame the mining!  Do have a similar gamelog.  Guess I'll continue with 40.19 and see if that still happens.  The vein-mining is awesome.
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wobbly

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Re: Future of the Fortress
« Reply #966 on: December 19, 2014, 04:19:12 am »

I'm curious how dynamic the starting scenarios will be. Will military outposts/taverns still be able to grow in to traditional forts?
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Mr S

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Re: Future of the Fortress
« Reply #967 on: December 19, 2014, 07:32:18 am »

So far, start scenario planning has been speculative at most. At least as far as what Toady has been telling us. More to the point, he's said that there are a lot of cool ideas for how start scenarios will work, but that they'll deal with the specifics as they become necessary.

In addition, unless I've misunderstood, Toady has said that there will be an initial selection of start scenarios to pursue when it's released, with the possibility of further future releases expanding the possible scenario types. That will depend on how both the story line and technical mechanics of those work.

As usual, Sounds Good, No Timeline.
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LordBaal

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Re: Future of the Fortress
« Reply #968 on: December 19, 2014, 07:53:26 am »

Well, in real life a hell of a lot of towns started as/from military outpost, and if western movies are to be believed, from taverns too.

As for the taverns and the "set prices", does that means economy will be coming back? At least partially? And this opens up a lot of interesting options. Hiring visitors could mean you could privatize your military (mercenaries) or even industries (you hire lumberjacks, or miners, or crafters)?
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Knight Otu

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Re: Future of the Fortress
« Reply #969 on: December 19, 2014, 08:14:39 am »

Well, in real life a hell of a lot of towns started as/from military outpost, and if western movies are to be believed, from taverns too.

As for the taverns and the "set prices", does that means economy will be coming back? At least partially? And this opens up a lot of interesting options. Hiring visitors could mean you could privatize your military (mercenaries) or even industries (you hire lumberjacks, or miners, or crafters)?
The economy will, at least most likely, not return yet:
Quote from: Dev page
Without more economic activity, dealing with fortress mode tavern revenue and the supply of adventure mode taverns isn't the focus at this point.
Quote from: DF Talk 22
Threetoe:     So the next question is from Matthew, and he asks, "Is there any chance of seeing a return of the dwarven economy any time soon?"
Toady:     The things that we're working on with the start scenarios, as we may have mentioned before, are linked in to adding information about property and laws. That should get us positioned to really put that stuff back in. We had problems with not having the armies moving around made it impossible to do caravans properly. And we didn't really have any good information on who owned what and that kind of thing. So we've been working on it framework-wise all this time, and hopefully, once the start scenarios are complete, we'll be in a good position to make decisions about where we are with that. Whether it's going to be working straight in on trading stuff or continuing to come at it obliquely.
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smjjames

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Re: Future of the Fortress
« Reply #970 on: December 19, 2014, 11:34:56 am »

With taverns, is there going to be a barista (or bartender) occupation? Then again, the brewer could fill this role easily and I've occasionally seen brewers in the drinking mounds.

As a side question, will the residential areas of goblin sites ever have furniture or will they always be spartan? I imagine that the one and two tile rooms would only have a bed and maybe a chest or cabinet, while larger chambers will have more furniture.
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FearfulJesuit

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Re: Future of the Fortress
« Reply #971 on: December 19, 2014, 12:37:01 pm »

Are designation priority numbers only relative to each other, or do they get taken into account with respect to other sorts of jobs, as well? Like, it's obvious that a miner will dig out a hallway labeled "1" before he goes after one labeled "7"; but will the top-priority hallway take precedence over hauling jobs while the lowest-priority hallway won't, or something like that?
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smeeprocket

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Re: Future of the Fortress
« Reply #972 on: December 19, 2014, 04:13:01 pm »

At the risk of causing arguments and flaming, with the hope that I can just ask the question and that will not happen...

Would it be possible to get more control over gender in the future? As well as the pronouns used themselves? I don't expect trans dwarves in the vanilla game, but being able to have enough control to mod it in thoroughly would be really nice. Being able to designate pronouns for a caste would be pretty much solve the problem, I think.

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smjjames

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Re: Future of the Fortress
« Reply #973 on: December 19, 2014, 04:19:49 pm »

You should be able to name the castes already? Unless I'm missing what you mean by being able to designate a pronoun.
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Dirst

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Re: Future of the Fortress
« Reply #974 on: December 19, 2014, 04:24:08 pm »

At the risk of causing arguments and flaming, with the hope that I can just ask the question and that will not happen...
Suggestions belong in the suggestions forum, but that said I'd really like to have control over whether a genderless caste is known as "he" or "she" or "it" or "they".

@smjjames, imagine you added a genderless "golem" caste to your Dwarves.  Right now, it would be referred to as a "she" consistent with how ant men castes are named.  smeeprocket's idea would let you pick how the game refers to golems.
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