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Author Topic: Future of the Fortress  (Read 1024934 times)

Heretic

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Re: Future of the Fortress
« Reply #4560 on: June 30, 2016, 04:01:24 pm »

Just a new brunch of questions from russian fans.

1. Why it is impossible to distribute the computation to find the path of creatures between the threads?
I know, here are  a lot of problems with no-blocking aссess to memory, but for example i can't find any objections to separate eery hundred of creatures in fortress to different processor, to create fortresses with population more than 300+ dwarves.
Other idea is to separate working with world outside of fortress to other thread - i think here is no need for big changes for it.
Ok, it's just not suggestion - i sure  you thinking all this and found some problems, and i just intrested to find more about these problems.
2.Whether the dwarves have the opportunity to remarry?In some sutuation, with some ethics, with law-realese, etc.
3.Would player be able to animate inanimate objects and plants with some magic systems? For example, it would be possible to assemble an army of Ents or swarm of knives?
4.About intellegent artifacts... what about books that can impact on the psyche and beliefs of reader?
I mean, that could be done some of these things that's vampires, parasites suck the soul, or anything like that.
5.What about runic magic or something else similar to it?It's really dwarf-style.
6.Are you planning diversify the dwarven politics? Make meetings, protests, get to fight for the financial situation?
7.Are you planning natural calamities and disasters? Floods there, earthquakes, volcanic?
8.How do you imagine the mental weapon in the DF?
9. Would seasons impact on agriculture more realistic?
10. Will there be further developed composite objects, in addition to music. tools? I meant things like to see armor made of plates, rivets, leather straps, or, for example, chain mail from a pile of steel rings, wooden spears, and the tip of the handle of the crossbow, arcs etc.
11. Will it somehow resist exploits? Would impose restrictions on the amount that can accommodate a tile (excluding living creatures) that there was no quantum warehouses?//
12. Do you plan to modify the skills system? The ideal option in (not)my opinion - the separation of knowledge required for the job, attributes, and motor skills. That this would be the most it. Cutter can easily become an engraver, having due talents and woodcutter quickly learn to chop enemies. Any same varschiki potash and soap-boiler are good brew. And vice versa - the jeweler will be hard to learn how to dig, and craftsman of the soldier will be released so-so.
13. That C++ feature is our favorite? Especially in modern C++.
14. How many classes in DF code, summary?
15. Have you any plans to replace hell(as location) to genrated system, included into myth generation? For exmple, in world with zero fantasy we should n't have hell.
16. Can you tell more about how you represent fragments of primal egg and other generated mega-location, how big they should be?
17. Pleaaase give as some screeeens from myth generator, demonstrated in video from conferetion...
18. And some  Scamps :P
19. If you still remember , how the revolutions works ... What reasons are possible?
20. Why where are so few hunters monsters?
21.When the game learn to understand that civilization is dead and why it is so difficult to code?
22. I know, in DF more features then I can find, playing for ages of real time...
Possible you can tell as more about one random feature, that you really like but but it is rarely used?
23. Have you even use genetic alghoritms\genetic programming or neural networks?

Big thanks!
Very sorry for the mistakes (writing in a hurry), and some smell of suggestions... Most part of them - not my ideas.
« Last Edit: July 01, 2016, 05:07:50 am by Heretic »
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Inarius

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Re: Future of the Fortress
« Reply #4561 on: June 30, 2016, 04:13:58 pm »

@Heretic : just an advice, you should use a greener green for the question, and add a space between questions. It would help, for a better reading.
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Random_Dragon

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Re: Future of the Fortress
« Reply #4562 on: June 30, 2016, 04:20:21 pm »

Lime green is your friiieeend.

mifki

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Re: Future of the Fortress
« Reply #4563 on: June 30, 2016, 08:23:28 pm »

How do you manage/distribute time? Do you have any fixed schedule like 4 hours a day trying to build with new compiler, then interrupt and 4 hours to work on new features, then interrupt and 1 hour reading mail, and so on?

Demonic Gophers

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Re: Future of the Fortress
« Reply #4564 on: June 30, 2016, 10:11:27 pm »

In the wonderful new dev page on artifacts and myths, you mention "creative actions taken by gods and ancient races" as a source of creatures, land forms, etc.  Will it be possible for creatures in the raws, that will be physically present in the world after generation, to take part in these actions?  I think of one of my modded races, and some domesticated creatures, as having been altered or created by another modded race.  I would love being able to make the creation myths reflect this.  Also, I could imagine powerful wizards creating creatures as servants, or a lasting legacy, in the latter stages of creation.

You also talk about portals that can introduce new materials and creatures to a world.  What will determine the things that can come from these portals?  Will it be possible to limit raw-defined creatures to originate from a particular sort of portal, or from portals in general?
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Dirst

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Re: Future of the Fortress
« Reply #4565 on: June 30, 2016, 10:37:44 pm »

In the wonderful new dev page on artifacts and myths, you mention "creative actions taken by gods and ancient races" as a source of creatures, land forms, etc.  Will it be possible for creatures in the raws, that will be physically present in the world after generation, to take part in these actions?  I think of one of my modded races, and some domesticated creatures, as having been altered or created by another modded race.  I would love being able to make the creation myths reflect this.  Also, I could imagine powerful wizards creating creatures as servants, or a lasting legacy, in the latter stages of creation.

You also talk about portals that can introduce new materials and creatures to a world.  What will determine the things that can come from these portals?  Will it be possible to limit raw-defined creatures to originate from a particular sort of portal, or from portals in general?
Really hoping the answer is yes to at least some of this :)

To follow up on what you said during Dwarfmoot, the second half of my question was about how modders would interact with the myth generator.  Do you envision giving modders some control over worldgen?  Not to get too suggestion-y, but something like packing default worldgen parameters somewhere in the raws.  Or letting certain game objects appear only under certain conditions.
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Random_Dragon

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Re: Future of the Fortress
« Reply #4566 on: June 30, 2016, 10:43:58 pm »

How do you manage/distribute time? Do you have any fixed schedule like 4 hours a day trying to build with new compiler, then interrupt and 4 hours to work on new features, then interrupt and 1 hour reading mail, and so on?

Having been watching the thread for the latest version, it almost seems like unfucking compiling has devoured most of his time.

Hellcommander

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Re: Future of the Fortress
« Reply #4567 on: July 01, 2016, 12:23:59 am »

Do you play not make it possible to hold on to something and move (ei so something that is very strong and could fly can grab someone, fly, and then drop them for deadly damage or enable land mob to grab a enemy and pull it somewhere)?
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Max™

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Re: Future of the Fortress
« Reply #4568 on: July 01, 2016, 01:08:50 am »

Carrying wounded and such is definitely planned to be fleshed out more as I recall.
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90908

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Re: Future of the Fortress
« Reply #4569 on: July 01, 2016, 03:56:51 pm »

Is their plans for artifact armor that affects (be it positively or adversely) the attributes of the user, such as strength, speed and other things.
« Last Edit: July 01, 2016, 04:50:56 pm by 90908 »
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We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
It was quite brutal actually. Who knew you could suffer major head trauma from undergarments?

FantasticDorf

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Re: Future of the Fortress
« Reply #4570 on: July 01, 2016, 04:40:27 pm »

Is their plans for artifact armor that affects (be it positively or adversely) the attributes of the user, such as strength, speed and other things.

Lime green is your friiieeend.
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90908

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Re: Future of the Fortress
« Reply #4571 on: July 01, 2016, 04:50:30 pm »

Is their plans for artifact armor that affects (be it positively or adversely) the attributes of the user, such as strength, speed and other things.

Lime green is your friiieeend.
I apologise for my transgressions.
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We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
It was quite brutal actually. Who knew you could suffer major head trauma from undergarments?

Random_Dragon

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Re: Future of the Fortress
« Reply #4572 on: July 01, 2016, 05:07:04 pm »

It's green at least. o3o

ZM5

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Re: Future of the Fortress
« Reply #4573 on: July 01, 2016, 05:46:01 pm »

This may be somewhat of an odd question, but are there any plans for a megabeast lair revamp?

What I mean is, and it links with the second question I want to ask, will there eventually be more types of sites that serve as lairs, and will some of them be more like randomly generated dungeons in the vein of vaults, with minions and such and the megabeast serving as the "boss" at the end of it? Of course there'd still be the more simple burrows/mounds and such as obviously a large dungeon wouldn't fit a roc or a hydra, but if there's eventually gonna be randomly generated sentient titan/FB-like creatures then it'd probably more fitting for them to settle in more elaborate sites with worshippers or some other types of servants.

As for the second question: will there be more randomly generated dungeons and whatnot later on? For example, abandoned aboveground castles and fortresses with zombified peasants and other servants, and an evil king/queen wielding some type of artifact weapon or amulet that lets them raise the dead and also makes any type of undead obey.


I'm guessing these are already planned but I had to ask for clarification after this came up in a private convo.

vjmdhzgr

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Re: Future of the Fortress
« Reply #4574 on: July 01, 2016, 05:55:11 pm »

Is their plans for artifact armor that affects (be it positively or adversely) the attributes of the user, such as strength, speed and other things.
I don't know if Toady's ever answered this directly, but the answer is doubtlessly yes.
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