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Author Topic: Future of the Fortress  (Read 1225873 times)

PatrikLundell

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Re: Future of the Fortress
« Reply #3555 on: March 03, 2016, 03:30:25 am »

Quote from: TheFlame52
Because of all the performing, dwarves don't talk to each other as much any more. This means dwarves don't form relationships as easily, though I have noticed that lovers marry sooner. Are you going to do something to balance this out?

They are supposed to talk to each other during the "Socialize" breaks between performances, which last a while.  I'm not sure if they are pulling it off.
They don't, at least not nearly as much as they used to. Rumrusher did an experiment where he locked two goblins in a small room for four years and they only got to long-term acquaintance.
I'm currently trying to get dwarves to become lovers->marry by locking them into a room with food, booze, overlapping bedrooms, a tavern zone, and a temple zone for about one year. The results vary widely:
1. Two fortress born dwarves where one knew the other, but the second one didn't have any relation to the first one: -> Lovers, no marriage.
2, 3, 4: Two fortress born dwarves who did not know each other: No relation established after one year of socializing.
5: Two of the original 17 (7+2 waves) after being friends for 55+ years: Lovers->marriage within a few months.
6: Two fortress born dwarves with a passing knowledge of each other: Still same level, but they've moved up the relation list a few steps after 2 months (still ongoing). Edit: Married after 7 months.
I've selected the dwarves to stand a chance of making relations (will marry opposite sex, not opposed to the thought of friendship/marriage), and in the last attempt ensured they actually did recognize the beards of each other, which turned out to be surprisingly hard, since all males but the current one from the second family turned out to know only males from the first one (within marrying age difference range).
Please tell me off if you think I'm derailing the thread.
« Last Edit: March 03, 2016, 09:35:55 am by PatrikLundell »
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Polywomple

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Re: Future of the Fortress
« Reply #3556 on: March 03, 2016, 11:09:15 am »

Hi I'm new to the forums. While I was playing DF a question came up for me, and I skimmed the dev log to see if my answer was there.
Anyway here's my question and let me know if this is too off topic:

I noticed that dwarves don't go poo. Will there be a bathroom/sewer system implemented in the future (presumably far future) For example, making use of water/plumbing mechanics to provide/maintain sanitation for your dwarves such as toilets, water cleaning machines etc.  along with a whole new pooping mechanic.
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Dirst

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Re: Future of the Fortress
« Reply #3557 on: March 03, 2016, 11:17:35 am »

Hi I'm new to the forums. While I was playing DF a question came up for me, and I skimmed the dev log to see if my answer was there.
Anyway here's my question and let me know if this is too off topic:

I noticed that dwarves don't go poo. Will there be a bathroom/sewer system implemented in the future (presumably far future) For example, making use of water/plumbing mechanics to provide/maintain sanitation for your dwarves such as toilets, water cleaning machines etc.  along with a whole new pooping mechanic.
There are materials defined within the game called FILTH_B and FILTH_Y (a brown solid and a yellow liquid, respectively)... and non-player cities have tunnels called "sewers"... but the actual pooping is one detail that hasn't actually made it into the game for a number of reasons.  It's not that poop management isn't a major concern for real medieval cities, because it was, but Toady is working on improving other parts of the simulation that are of greater interest to him and most of the players.

The individual dwarves in your fort do have a number of other periodic needs like eating, drinking, sleeping, praying, drinking, socializing, and drinking.
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BlackFlyme

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Re: Future of the Fortress
« Reply #3558 on: March 03, 2016, 11:45:17 am »

I believe that concerns have been raised in the past in respects to the possibility of players 'misusing' those materials, if they are introduced.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3559 on: March 03, 2016, 11:50:19 am »

Right. Even then, it's one of those frequently-made suggestions that comes up a lot. If I recall, the biggest reason it hasn't been added is because it's been seen as an example of unnecessary realism.

Though admit it, drowning goblin invaders in crap would be funny. :V
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falcc

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Re: Future of the Fortress
« Reply #3560 on: March 03, 2016, 12:04:47 pm »

I thought of some more questions:

As of this coming release (.07) will carpentry workshops built in player fortresses be usable by adventurers? Or is there some kind of code difference between workshops built in fort mode and adventure mode since the later are probably more temporary and the former are really old code?

Are there any plans to make other existing workshops that occur in world gen or player fortresses available to adventurers, or will that kind of thing be put off until you decide on the final configuration for adventure mode crafting?

How closely together can adventure mode sites be placed? If you put two next to each other can you build to their edges or do they have a one tile gap prohibiting construction as in fort mode?

It'd be excellent if adventure mode construction can open up the way for continent-spanning walls to continue constructions made in fort mode.
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Polywomple

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Re: Future of the Fortress
« Reply #3561 on: March 03, 2016, 12:41:27 pm »

Right. Even then, it's one of those frequently-made suggestions that comes up a lot. If I recall, the biggest reason it hasn't been added is because it's been seen as an example of unnecessary realism.

Though admit it, drowning goblin invaders in crap would be funny. :V

Fair enough its probably a topic that's been beaten dead. To be honest I'm just looking for more ways to use plumbing and water physics for various uses O.o it's addictive.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3562 on: March 03, 2016, 12:54:14 pm »

Well, if you need any more uses for water, there's always a good odd moat. Which might be even more useful thanks to enemies being able to climb.
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Untrustedlife

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Re: Future of the Fortress
« Reply #3563 on: March 03, 2016, 03:57:44 pm »

A month of updates to go before the next reply so anything could happen but...
Before you're finished with this cycle, if you're still on-schedule, do you plan to look at fortress retirement issues one more time, or has that now been put aside until a major site overhaul (scenarios?) comes along?
With the adventurer updates, multi-racial fortresses and visitors the game almost seems to be at a stage where you can swap freely between modes and create an epic fantasy story. Almost. Sadly, merchants, wagons and swarms of "hostile" visitors wandering the halls of unretired fortresses along with tavern keepers who refuse to serve adventurers, are big, noticeable enough issues to put people off retiring for now in case their hard work is 'spoiled'. Which is a shame as they'll miss out on so much of your work until then.


For toady, there is a save on the bug tracker for the serve drink issue but it is sadly going unnoticed
 And has been for 10 months (which also means it's an old version)

« Last Edit: March 03, 2016, 04:05:14 pm by Untrustedlife »
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Re: Future of the Fortress
« Reply #3564 on: March 03, 2016, 04:14:00 pm »

As of this coming release (.07) will carpentry workshops built in player fortresses be usable by adventurers? Or is there some kind of code difference between workshops built in fort mode and adventure mode since the later are probably more temporary and the former are really old code?

Are there any plans to make other existing workshops that occur in world gen or player fortresses available to adventurers, or will that kind of thing be put off until you decide on the final configuration for adventure mode crafting?

Toady has said that he doesn't plan for workshops to be used in adventure mode.
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BlackFlyme

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Re: Future of the Fortress
« Reply #3565 on: March 03, 2016, 04:17:06 pm »

How closely together can adventure mode sites be placed? If you put two next to each other can you build to their edges or do they have a one tile gap prohibiting construction as in fort mode?

At the moment, Fort sites can be placed pretty much side-by-side, so assuming Adventure-Forts don't allow you to set up on a pre-existing site, following Fort Modes placement rules instead, you can still build them incredibly close to one another. I believe someone has built a continent-spanning wall using forts placed side-by-side in an older version.

As mentioned, workshops are something that toady wants to overhaul, so if nothing changes at the moment, we may only get to use the carpenter's workshop in Adventure Mode.
« Last Edit: March 03, 2016, 04:20:22 pm by BlackFlyme »
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Re: Future of the Fortress
« Reply #3566 on: March 03, 2016, 04:21:55 pm »

A month of updates to go before the next reply so anything could happen but...
Before you're finished with this cycle, if you're still on-schedule, do you plan to look at fortress retirement issues one more time, or has that now been put aside until a major site overhaul (scenarios?) comes along?
With the adventurer updates, multi-racial fortresses and visitors the game almost seems to be at a stage where you can swap freely between modes and create an epic fantasy story. Almost. Sadly, merchants, wagons and swarms of "hostile" visitors wandering the halls of unretired fortresses along with tavern keepers who refuse to serve adventurers, are big, noticeable enough issues to put people off retiring for now in case their hard work is 'spoiled'. Which is a shame as they'll miss out on so much of your work until then.


For toady, there is a save on the bug tracker for the serve drink issue but it is sadly going unnoticed
 And has been for 10 months (which also means it's an old version)

Honey, there are unaddressed bugs in the tracker from 2010.
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Random_Dragon

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Re: Future of the Fortress
« Reply #3567 on: March 03, 2016, 04:24:51 pm »

A month of updates to go before the next reply so anything could happen but...
Before you're finished with this cycle, if you're still on-schedule, do you plan to look at fortress retirement issues one more time, or has that now been put aside until a major site overhaul (scenarios?) comes along?
With the adventurer updates, multi-racial fortresses and visitors the game almost seems to be at a stage where you can swap freely between modes and create an epic fantasy story. Almost. Sadly, merchants, wagons and swarms of "hostile" visitors wandering the halls of unretired fortresses along with tavern keepers who refuse to serve adventurers, are big, noticeable enough issues to put people off retiring for now in case their hard work is 'spoiled'. Which is a shame as they'll miss out on so much of your work until then.


For toady, there is a save on the bug tracker for the serve drink issue but it is sadly going unnoticed
 And has been for 10 months (which also means it's an old version)

Honey, there are unaddressed bugs in the tracker from 2010.

"This is an image of a dragon and bugs. The dragon is surrounded by the bugs. The dragon is weeping."
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3568 on: March 03, 2016, 05:21:44 pm »

A month of updates to go before the next reply so anything could happen but...
Before you're finished with this cycle, if you're still on-schedule, do you plan to look at fortress retirement issues one more time, or has that now been put aside until a major site overhaul (scenarios?) comes along?
With the adventurer updates, multi-racial fortresses and visitors the game almost seems to be at a stage where you can swap freely between modes and create an epic fantasy story. Almost. Sadly, merchants, wagons and swarms of "hostile" visitors wandering the halls of unretired fortresses along with tavern keepers who refuse to serve adventurers, are big, noticeable enough issues to put people off retiring for now in case their hard work is 'spoiled'. Which is a shame as they'll miss out on so much of your work until then.


For toady, there is a save on the bug tracker for the serve drink issue but it is sadly going unnoticed
 And has been for 10 months (which also means it's an old version)

Honey, there are unaddressed bugs in the tracker from 2010.
Yeah, I was going to just post something like this in your thread, but figured it'd be more constructive to work it into a FTF question. Everyone whose played adventurer and fortress combination games has noticed the issue, the only person who can do anything about it is Toady and he needs to look at your save and work out what's gone wrong first. And, you know, make Dwarf Fortress too. He'll get there eventually.
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Untrustedlife

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Re: Future of the Fortress
« Reply #3569 on: March 03, 2016, 05:38:13 pm »

I know it will happen eventually , heh this bug just makes me sad.

Though I love the way adventure mode is going.
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Check out the open source simulation game I am also developing!
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