Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 255 256 [257] 258 259 ... 306

Author Topic: Future of the Fortress  (Read 1834217 times)

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: Future of the Fortress
« Reply #3840 on: March 31, 2016, 05:44:26 pm »

I do find the lack of planned bugfixes disturbing though. ;w;
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Witty

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3841 on: March 31, 2016, 05:46:06 pm »

I look forward to colonising the remnants of giant cosmic eggs.
Logged
Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Future of the Fortress
« Reply #3842 on: March 31, 2016, 05:54:24 pm »

Quote from: Button
I've noticed that when you start Fortress mode, the world explodes into war. What are the differences between how wars start in worldgen and during fortress mode? What would you say is the intended median wars per civ per year in each mode?

There are too many differences to easily list, really.  There is so much more information after world generation, especially with locations/armies.  The war counts are interesting though.  Is there a corresponding large amount of peace declarations?  The whole rhythm just seems different, and broken.  I'll have to look into it.

0 peace declarations after fortress-start, though it's only been 5 years. I'm still running the same world (retired a copy for legends), so if there keeps being no peace I'm sure it'll show up on the bug tracker eventually.

I should mention that this is a world painter map with high savagery everywhere except the center, so that non-elven civs can still spawn. Everyone being within attacking range of everyone else may be partly responsible for the crazy number of wars.

What kinds of questions do you prefer receiving in the FotF thread?

I feel like there are a few big categories:

  • When will (known bug or existing feature) be fixed/changed?
  • Is (behavior) intended?
  • What are your plans for (new feature)?
  • Please elaborate on (thing you've said you're working on right now).

I ask because I do a lot of type 2, and if you'd rather "is this a bug or a feature?" issues be brought up on the bug tracker instead of here I can do that.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Untrustedlife

  • Bay Watcher
    • View Profile
    • My Website
Re: Future of the Fortress
« Reply #3843 on: March 31, 2016, 06:11:34 pm »

I look forward to colonising the remnants of giant cosmic eggs.

I was reading an interview and a pic from the myth generator had a giant turtle involved in the myth...made me think of discworld...this will be awesome.
Logged
I am an indie game dev!
My Roguelike! With randomly generated creatures Roguelegends: Dark Realms
My Turn Based Strategy game! Which you can buy on steam now!DR4X
My website untrustedlife.com

KillzEmAllGod

  • Bay Watcher
  • Searching for the other sock.
    • View Profile
Re: Future of the Fortress
« Reply #3844 on: March 31, 2016, 07:17:30 pm »

Seeing as there are hidden features that get added in some updates, why don't they also get hidden in legends?
Didn't take long for someone to just view legends and figure that out and tell everyone else about it.

When might ceremonies, celebration and competitions make it into fort mode and might we be able to specify the details of it much like artwork?
Mainly just want something else to do in fort mode that's a bit of roleplay.

Boats and multitile monsters seem to be the biggest challenge to implement yet z levels don't feel like they're one step down movement wise because of the change in stone layers, what might be the area of a square and the hight of a z level?
Well that might be a bit confusing, mainly just want to know how big monsters and boats might be and thats if they they span z levels.

Adventure mode comes closer to fort mode in terms of ability though will their time scales be brought closer and what might that mean for fort mode with the speed of jobs etc?
The map areas are 46x46 (at least I remember them being about that), would it be possible for the caverns to be inactive till they're breached or if it's not able to be done what would be the constraints?
How's the 64 bit coming if that has been worked on as of yet and how would you describe of what needs to be done in moving DF from 32 bit to 64 bit?

I really can't help myself from asking questions
Logged

Chaoseed

  • Bay Watcher
    • View Profile
    • Chaoseed Software
Re: Future of the Fortress
« Reply #3845 on: March 31, 2016, 09:10:27 pm »

many myth questions which I attempt to address with a rambling reply

Are you guys hyped? I'm totally hyped.
Logged
Surprisepalace! Overseers wanted!
But they never would have given up either. And compared to sitting around in this prison for the rest of my life? Losing is fun.

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Future of the Fortress
« Reply #3846 on: March 31, 2016, 09:35:49 pm »

Just logs for now huh, GLUMPRONG ALL THE THINGS!

So, we'll be able to clamber up a mountain and make a site in the literal middle of nowhere, awesome, they're roughly the same as camps so we have an idea of the behavior there, can't travel through them as expected.

You mentioned "up to 3x3" so I assume we can choose the size of our sites on creation. Will it take into account things like the agility/innate abilities of our adventurers during the construction process? Oftentimes when using advfort to build I made use of my ability to just scale walls and jump gaps or even fly with certain races, or is that mostly abstracted during the composition/travel/rest screen cutaway?
Logged

cochramd

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3847 on: March 31, 2016, 09:46:02 pm »

Other than engravings and decorations, where are we, the players, going to see the output of the mythology generator? And by "see", I mean "both notice and recognize". Will we see anything like lakes that were created from the footprints of gods, and will we recognize them as such?
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Future of the Fortress
« Reply #3848 on: March 31, 2016, 10:01:50 pm »

I am a billion percent sure that stories as well as the figurine carving and statue description stuff will have a ton of this stuff available in the filterable lists.
Logged

cochramd

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3849 on: March 31, 2016, 10:03:50 pm »

Yeah, but I'm more concerned with what filterable lists I'm going to find this stuff in. The embark screen, possibly?
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Future of the Fortress
« Reply #3850 on: March 31, 2016, 10:06:27 pm »

Symbol selection at embark, legends mode of course, when you specify an engraving or statue, and in adventurer mode with the story telling and figurine carving right now.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3851 on: March 31, 2016, 10:35:21 pm »

Other than engravings and decorations, where are we, the players, going to see the output of the mythology generator? And by "see", I mean "both notice and recognize". Will we see anything like lakes that were created from the footprints of gods, and will we recognize them as such?
Magic seems like the most obvious one. Then there's landmasses made from giant shattered eggshells (apparently). Artifacts too.
Logged

DG

  • Bay Watcher
  • Pull the Lever
    • View Profile
Re: Future of the Fortress
« Reply #3852 on: March 31, 2016, 11:57:53 pm »

I enjoyed the PC gamer interview by Wes Fenlon, thanks for that.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the Fortress
« Reply #3853 on: April 01, 2016, 12:21:33 am »

Other than engravings and decorations, where are we, the players, going to see the output of the mythology generator? And by "see", I mean "both notice and recognize". Will we see anything like lakes that were created from the footprints of gods, and will we recognize them as such?

he... he said that in the reply he just made

The myths it creates can lead to varied game elements, especially since you can just turn them off and on with parameters.  We won't be able to get everything in all at once, but we should have a healthy first pass.  This could change the end-game in player forts significantly, for instance, or make a certain form of magic occur everywhere, opening up new workshop/job chains etc., whereas other magic would resist industrialization/familiarity.  There are various frequency/bloodline/requirement variables that come up, so individuals of a given race won't all be the same.  We're hoping to add new landforms in the first release (giant region-sized cosmic egg shell fragments, and so forth), and eventually get to entire planes that you can visit in either mode (the difficulties there are the same as the difficulties with getting a separate off-site battle map up in fort mode, pretty much, and we'll probably handle them at once, in the distant future).  Important artifacts will come up in the first pass -- the generator has stuff like looms that guide all of fate and so forth, and I'm not really sure how your interactions with those will go.

We're not quite sure how the exposition is going to work -- there's worldgen itself, where we're hoping to make the process highlight the important world elements and mythical events instead of just giving you the current technical rundown.  Legends mode should have lots of information, and we're hoping it comes up in conversation/written works/art etc a bit as possible, as it does with historical events.  Certain elements might occur in chargen and the embark screen as well, if they apply.  It still remains to be seen just how confusing it all is and where we'll need to focus.  If you set your world's fantasy rating to the maximum, there won't even be dwarves, just some playable race with random traits and a random name, but at least that exposition problem comes from opting-in through the maxed-out parameter, so it's not crucial to get it right immediately.

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: Future of the Fortress
« Reply #3854 on: April 01, 2016, 12:45:24 am »

I smell a case of TLDR-itis at work on Coch's part. :V
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.
Pages: 1 ... 255 256 [257] 258 259 ... 306