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Author Topic: Future of the Fortress  (Read 1849465 times)

Thief^

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Re: Future of the Fortress
« Reply #3270 on: January 11, 2016, 12:24:41 pm »

Under modern coding standards you'd be exception safe, and have failed allocations throw exceptions. That way you only need to handle the error once (somewhere near the root of the program, most likely) not every single place doing memory allocation.

I find it highly unlikely that DF is written to be C++ exception-safe.
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Dwarven blood types are not A, B, AB, O but Ale, Wine, Beer, Rum, Whisky and so forth.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

cochramd

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Re: Future of the Fortress
« Reply #3271 on: January 12, 2016, 06:02:59 pm »

What skill governs the construction of any given assembled instrument? I don't want to waste a lot of parts on instruments that aren't assembled well. I'm training one exceptional craftsdwarf (designated as the instrumentcrafter) in every skill that could possibly assemble instruments in my opinion: bonecarver, carpenter, clothier, glassmaker, leatherworker, masonry, metalcrafting, potter, stonecrafter, weaver and woodcrafter, just to be safe.
« Last Edit: January 12, 2016, 06:10:25 pm by cochramd »
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iceball3

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Re: Future of the Fortress
« Reply #3272 on: January 12, 2016, 06:09:23 pm »

What skill governs the construction of any given assembled instrument? I don't want to waste a lot of parts on instruments that aren't assembled well. I'm training one exceptional craftsdwarf (designated as the instrumentcrafter) in every skill that could possibly assemble instruments in my opinion: bonecarver, carpenter, clothier, glassmaker, leatherworker, masonry, potter, stonecrafter, weaver and woodcrafter, just to be safe.
You might need the cheesemaking and gelding skill just in case.
I'm guessing the skill would be based on the workshop or workshop submenu you assemble it in, but I might not know well enough as I haven't messed with the new version as of lately.
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PatrikLundell

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Re: Future of the Fortress
« Reply #3273 on: January 13, 2016, 06:59:02 am »

Assembling instruments is made in the craftdwarf's workshop, which uses a whole bunch of different skills depending on what you make and the material(s) used, so cochramd's question is quite relevant. I suspect the answer is whatever skill was used to create the instrument body, based on some vague recollection of that having been stated/suggested. A definite answer would be useful, though.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3274 on: January 13, 2016, 11:12:29 am »

Quote
It's going okay so far. There's a more specific reputation for defending settlements from outlaws, and new hearth orders for fighting off outlaws, clearing out bandit camps and fighting nearby beasts.

Nananananana hype traaaaiiin!
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Untrustedlife

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Re: Future of the Fortress
« Reply #3275 on: January 13, 2016, 12:38:03 pm »

You recently added more hearth orders so I was wondering about this: Currently you can join a bandit gang (and even necromancer groups) in adventure mode as a lieutenant but they never seem to tell you to do anything, will you be making bandit leaders give players orders to harass nearby villages and, will players ever be able to establish their own bandit gangs?
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burned

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Re: Future of the Fortress
« Reply #3276 on: January 13, 2016, 02:11:32 pm »

You recently added more hearth orders so I was wondering about this: Currently you can join a bandit gang (and even necromancer groups) in adventure mode as a lieutenant but they never seem to tell you to do anything, will you be making bandit leaders give players orders to harass nearby villages and, will players ever be able to establish their own bandit gangs?

Toady spoke about the concept behind agreements in DF Talk #21 when they were covering the "new" - for that time - conversation system. It starts around the 33 minute mark or you could read the transcript here.

Just search for "hats district!"

Although a part of what you are asking could be covered by the thief role framework, the idea behind agreements covers a multitude of possibilities beyond what you're asking much like the framework for the military training in 31.xx lead to seemingly unrelated activities like dancing, worshiping, children playing, etc in 42.xx.
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Untrustedlife

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Re: Future of the Fortress
« Reply #3277 on: January 13, 2016, 02:38:49 pm »

You recently added more hearth orders so I was wondering about this: Currently you can join a bandit gang (and even necromancer groups) in adventure mode as a lieutenant but they never seem to tell you to do anything, will you be making bandit leaders give players orders to harass nearby villages and, will players ever be able to establish their own bandit gangs?

Toady spoke about the concept behind agreements in DF Talk #21 when they were covering the "new" - for that time - conversation system. It starts around the 33 minute mark or you could read the transcript here.

Just search for "hats district!"

Although a part of what you are asking could be covered by the thief role framework, the idea behind agreements covers a multitude of possibilities beyond what you're asking much like the framework for the military training in 31.xx lead to seemingly unrelated activities like dancing, worshiping, children playing, etc in 42.xx.

Thanks friend!

Yeah, was listening to that last night. You can already rob people on the streets, and do get hearth agreements to harass people on the streets of an opposing faction, I was just wondering if toady was going to add that alongside the new hearth orders to bandit groups soon since they never seem to give you orders (within the next couple patches, because they feel a bit dry) I am also aware hes going to hit on it a bit with the artifact/myth stuff . I should have worded myself better.
« Last Edit: January 13, 2016, 02:48:39 pm by Untrustedlife »
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burned

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Re: Future of the Fortress
« Reply #3278 on: January 13, 2016, 04:34:16 pm »

@Untrustedlife

If I were to take a guess, even though the thief role is "lower" on the development, the framework for the Fortress Starting Scenarios covers things like "law, custom, rights, property and status" and "explicit standing of different citizens vs. civilization authorities" - which may or may not bleed over into adventure mode forcing those sorts of things sooner rather than later.

Exciting stuff!
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cochramd

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Re: Future of the Fortress
« Reply #3279 on: January 14, 2016, 11:44:49 am »

Assembling instruments is made in the craftdwarf's workshop, which uses a whole bunch of different skills depending on what you make and the material(s) used, so cochramd's question is quite relevant. I suspect the answer is whatever skill was used to create the instrument body, based on some vague recollection of that having been stated/suggested. A definite answer would be useful, though.
I did some !SCIENCE! on the matter and updated the wiki; just check the bottom of the page on instruments.

Yesterday I found myself pondering the following question: Will randomly generated sexual fetishes ever be incorporated into DF? I then immediately realized that this was not something I wished to continue pondering and applied the brakes to that train of thought. Somewhere between applying the brakes and sending that train of thought into reverse, I realized that I could joke about BDSM being a hard fetish to appease in DF because while we can make chains and oil, whips are not a native weapon......and are absolutely fucking lethal because they're made out of metal and not leather.
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iceball3

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Re: Future of the Fortress
« Reply #3280 on: January 14, 2016, 11:50:01 am »

Assembling instruments is made in the craftdwarf's workshop, which uses a whole bunch of different skills depending on what you make and the material(s) used, so cochramd's question is quite relevant. I suspect the answer is whatever skill was used to create the instrument body, based on some vague recollection of that having been stated/suggested. A definite answer would be useful, though.
I did some !SCIENCE! on the matter and updated the wiki; just check the bottom of the page on instruments.

Yesterday I found myself pondering the following question: Will randomly generated sexual fetishes ever be incorporated into DF? I then immediately realized that this was not something I wished to continue pondering and applied the brakes to that train of thought. Somewhere between applying the brakes and sending that train of thought into reverse, I realized that I could joke about BDSM being a hard fetish to appease in DF because while we can make chains and oil, whips are not a native weapon......and are absolutely fucking lethal because they're made out of metal and not leather.
I think it'll mostly be kept to vague or indirect preferences, as we're not modeling sex to a highly specific degree anyway. As it is, copulation is literally just two units bumping into each other once or twice, and that's probably as specific as it'll get.
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Dirst

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Re: Future of the Fortress
« Reply #3281 on: January 14, 2016, 12:53:45 pm »

I think it'll mostly be kept to vague or indirect preferences, as we're not modeling sex to a highly specific degree anyway. As it is, copulation is literally just two units bumping into each other once or twice, and that's probably as specific as it'll get.
But dwarves don't even have the BP_BUMP interaction...
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Button

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Re: Future of the Fortress
« Reply #3282 on: January 14, 2016, 12:59:03 pm »

I think it'll mostly be kept to vague or indirect preferences, as we're not modeling sex to a highly specific degree anyway. As it is, copulation is literally just two units bumping into each other once or twice, and that's probably as specific as it'll get.
But dwarves don't even have the BP_BUMP interaction...

... BP_BUMP is a greeting interaction.

AGH DIRST WHY DID YOU PUT THIS IN MY HEAD
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Dirst

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Re: Future of the Fortress
« Reply #3283 on: January 14, 2016, 01:35:58 pm »

Dirst head-bumps Button.
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cochramd

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Re: Future of the Fortress
« Reply #3284 on: January 14, 2016, 01:38:26 pm »

You think that's bad?
Spoiler (click to show/hide)
« Last Edit: January 14, 2016, 01:48:23 pm by cochramd »
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