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Author Topic: Move calendar advancement to after site selection  (Read 3111 times)

Chevaleresse

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Move calendar advancement to after site selection
« on: August 17, 2015, 06:50:28 pm »

Pretty simple idea, instead of running time forward before an embark, run it forward after the embark has been prepared.
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Dirst

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Re: Move calendar advancement to after site selection
« Reply #1 on: August 17, 2015, 08:09:49 pm »

Yes, and the travel time can even depend on the distance (plus some base amount of time to represent getting ready, filing permits, tracking down the miner who got cold feet at the last minute, plotting the course, realizing all seven went On Break just as the wagon got ready, etc.).

The travel time can be displayed as the player is browsing embark locations.
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Shonai_Dweller

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Re: Move calendar advancement to after site selection
« Reply #2 on: August 18, 2015, 01:57:06 am »

What would happen if a necromancer builds a tower on the embark spot while you were travelling? Let the game crash? Send everyone frustratingly back to choose a new spot?
Seems that you're better off selecting a site which definitely exists than one which might not (at least until embarking in the middle of other sites is implemented).
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Bumber

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Re: Move calendar advancement to after site selection
« Reply #3 on: August 18, 2015, 05:03:00 am »

What would happen if a necromancer builds a tower on the embark spot while you were travelling? Let the game crash? Send everyone frustratingly back to choose a new spot?
Seems that you're better off selecting a site which definitely exists than one which might not (at least until embarking in the middle of other sites is implemented).
Don't let the necromancer build a tower there or force the player to redefine the embark within the region tile.
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Shonai_Dweller

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Re: Move calendar advancement to after site selection
« Reply #4 on: August 19, 2015, 03:55:28 am »

Not allowing a tower to be built would be interfering with the consistent world, so not a good idea. Forcing players to redefine start location would be just frustrating. Better off keeping the system as it is.

Having said that, in the future, when (if) embarking on other sites is implemented having your 7 fisherdwarves arrive at their new idyllic lake home ready to found a major port only to discover goblins arrived and set up camp just a couple of days before would be a most amusing (if rather short) tale to tell.
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MonkeyHead

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Re: Move calendar advancement to after site selection
« Reply #5 on: August 19, 2015, 04:22:01 am »

What would happen if a necromancer builds a tower on the embark spot while you were travelling? Let the game crash? Send everyone frustratingly back to choose a new spot?
Seems that you're better off selecting a site which definitely exists than one which might not (at least until embarking in the middle of other sites is implemented).

Let the 7 embarkees arrive and try and survive. *shrug*

Not all that different to unpausing and being surprised by a river full of alligators who eat your start.

Losing is fun.
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Bumber

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Re: Move calendar advancement to after site selection
« Reply #6 on: August 19, 2015, 02:54:13 pm »

Not allowing a tower to be built would be interfering with the consistent world, so not a good idea. Forcing players to redefine start location would be just frustrating. Better off keeping the system as it is.
There's no reason a tower needs to be built right where you planned to embark, and during the time it takes to get there. The tower could even be relocated instead.

Has Toady even stated he'll let us overlap sites? It sounds very difficult to do with the data sites store. I don't even know if resizing sites is planned. Increasing size is doable, but decreasing is way more complex.
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Dirst

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Re: Move calendar advancement to after site selection
« Reply #7 on: August 19, 2015, 02:59:02 pm »

Not allowing a tower to be built would be interfering with the consistent world, so not a good idea. Forcing players to redefine start location would be just frustrating. Better off keeping the system as it is.
There's no reason a tower needs to be built right where you planned to embark, and during the time it takes to get there. The tower could even be relocated instead.

Has Toady even stated he'll let us overlap sites? It sounds very difficult to do with the data sites store. I don't even know if resizing sites is planned. Increasing size is doable, but decreasing is way more complex.
It's also a bit silly that a tower could even be built in two weeks.  Now, maybe there could be a necromancer and a bunch of animated corpses moving blocks into place when the Starting Seven arrive.  Very low-probability event, but a !!FUN!! one.
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Niyazov

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Re: Move calendar advancement to after site selection
« Reply #8 on: August 19, 2015, 03:01:35 pm »

How about running the calendar in the background while the player picks dwarf skills and equipment, assuming that the player isn't using a start template? That time is otherwise wasted.
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NoCreativeNames

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Re: Move calendar advancement to after site selection
« Reply #9 on: August 20, 2015, 07:37:14 pm »

Maybe a necromancer that successfully drives the dwarves away might consider relocating, seeing as someone seems to have their eye on that area already. They'd leave behind a few undead of course, the reclaim party can't have it too easy.
« Last Edit: August 21, 2015, 05:03:37 am by NoCreativeNames »
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Sirbug

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Re: Move calendar advancement to after site selection
« Reply #10 on: August 21, 2015, 12:35:10 pm »

How about running the calendar in the background while the player picks dwarf skills and equipment, assuming that the player isn't using a start template? That time is otherwise wasted.
I don't know about you, but for me time skip is fairly slow. I don't want things to lag while I need to navigate menus.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Bumber

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Re: Move calendar advancement to after site selection
« Reply #11 on: August 21, 2015, 01:39:51 pm »

How about running the calendar in the background while the player picks dwarf skills and equipment, assuming that the player isn't using a start template? That time is otherwise wasted.
I don't know about you, but for me time skip is fairly slow. I don't want things to lag while I need to navigate menus.
It could be throttled for better performance over a longer time. I think variable trip times depending on factors like supply weight and distance might be more an issue.
« Last Edit: August 21, 2015, 01:42:26 pm by Bumber »
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Re: Move calendar advancement to after site selection
« Reply #12 on: August 21, 2015, 04:20:20 pm »

The game could at least run the minimum travel time (including the "setup" the best time).
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Bumber

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Re: Move calendar advancement to after site selection
« Reply #13 on: August 22, 2015, 08:38:57 am »

The game could at least run the minimum travel time (including the "setup" the best time).
It might be possible for your dwarves to fail to make it to the site, depending on how embark scenarios are implemented. Or even just an interruption that gives control to the player during the travel could have issues with that.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Dirst

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Re: Move calendar advancement to after site selection
« Reply #14 on: August 22, 2015, 11:21:09 am »

The game could at least run the minimum travel time (including the "setup" the best time).
It might be possible for your dwarves to fail to make it to the site, depending on how embark scenarios are implemented. Or even just an interruption that gives control to the player during the travel could have issues with that.
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