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Author Topic: Future of the Fortress  (Read 681117 times)

Max™

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Re: Future of the Fortress
« Reply #2040 on: July 02, 2017, 01:35:45 am »

Yay monster slayers and info on hair which reminded me of the amusing case of messing with dfhack and ending up with a bearded elf who wore his moustache in a ponytail.

I'm not sure yet, but have you seen the bug report/encountered the zombie-merchant bug in a town? Outside of the "RAWR KILL NEUTRALS" ethics stuff causing library bloodbaths the only awful crawl lag I encounter is the zombie-merchant stuff. Dark Fortresses are nice and unlaggy... until you deconstruct the bottom floors and drop the top into hell, but I also removed trolls because their population was too high to deal with, but that was before I removed the kill_neutral:required line (turning it to acceptable works great) so I should probably check on that again.
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Engraved here is a rendition of an image of the Dwarf Fortress learning curve. All craftsdwarfship is of the highest quality. It depicts an obsidian overhang which menaces with spikes of obsidian and tears. Carved on the overhang is an image of Toady One and the players. The players are curled up in a fetal position. Toady One is laughing. The players are burning.
The VectorCurses+1 tileset strikes the square set and the severed part sails off in an arc!

Knight Otu

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Re: Future of the Fortress
« Reply #2041 on: July 02, 2017, 03:08:49 am »

Thanks for the answers, Toady, and congratulations ThreeToe!
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Direforged Mod v1.3b for 0.43.05 (Updated Dec 28th 2016)
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations for 0.42.06 (Updated Mar 27th 2016)
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FantasticDorf

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Re: Future of the Fortress
« Reply #2042 on: July 02, 2017, 05:25:52 am »

Whoops looks like i missed the mark on many of my questions but thanks for the response Toady.
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Asin

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Re: Future of the Fortress
« Reply #2043 on: July 02, 2017, 08:59:14 am »

Any new tags? I have a mod, and I just wanna be sure what the new tags are so that I may update the mod for the upcoming version!

Shonai_Dweller

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Re: Future of the Fortress
« Reply #2044 on: July 02, 2017, 09:01:28 am »

Any new tags? I have a mod, and I just wanna be sure what the new tags are so that I may update the mod for the upcoming version!
There's usually a list of changes in the 'file changes.txt' with every release.
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Witty

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Re: Future of the Fortress
« Reply #2045 on: July 02, 2017, 10:53:45 am »

I'm happy to see that we'll finally get visits from the monster hunters. Now I don't have to use my own citizens as fodder for the skin-rotting FBs.
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Random_Dragon

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Re: Future of the Fortress
« Reply #2046 on: July 02, 2017, 12:54:09 pm »

Interesting answers as always.

Quote
I haven't added any kobold positions, and I don't think we intend to add them.  I devlogged a bit after this question about the new animal and no artifact claim stuff for them, and those are the new changes.

This is good then, that your fixes here don't involve kobold positions. I can confirm from modder experience that, as of current version, kobold positions only solve a few of the problems related to kobolds not doing proper site stuff. The closest I've been able to do effectively turns the area around caves into haphazard tent cities due to wandering soldiers wandering around the area.

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The squeaky wheel doesn't always get the grease!

This sads the dragon.

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On my first pass, I tried several 1000+ dark forts without running into issues.  I'm going to try again before the release with some newer saves if they are around.  Older saves don't apply since they didn't have the tower sprawl, which spread out the pops to decrease the number of units loaded.  If sites are okay with ~500 units loaded, they should be fine, but I'm sure there are still bad towers I just need to run into.  I didn't have issues in kobold sites.

How beefy is the computer you use for testing this stuff? Because fortress and dark fort lag seems to be a looming threat even for computers above potato-class, like my older desktop was. XP

Nibblewerfer

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Re: Future of the Fortress
« Reply #2047 on: July 02, 2017, 01:31:34 pm »

I think that he was saying the density of creatures in goblin sites is greatly decreased because of the now greater number of towers that they can inhabit.
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Random_Dragon

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Re: Future of the Fortress
« Reply #2048 on: July 02, 2017, 02:04:32 pm »

Hmm, I see now. Been fiddling with tower density, interesting.

Problem with that is that watchtower population is only part of the lag. Most often it's the bonehoard or whatever you call the pits where goblins inter the dead and store their livestock.

Derpy Dev

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Re: Future of the Fortress
« Reply #2049 on: July 03, 2017, 10:47:26 am »

Do you have any ideas for other HFS level spoilers that you aren't revealing? I'm curious about whether or not I will be surprised by anything huge that isn't in an update log.

FantasticDorf

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Re: Future of the Fortress
« Reply #2050 on: July 03, 2017, 11:36:07 am »

Hmm, I see now. Been fiddling with tower density, interesting.

Problem with that is that watchtower population is only part of the lag. Most often it's the bonehoard or whatever you call the pits where goblins inter the dead and store their livestock.

The creatures are probably held to check with the new population limiting tags i think which would stop the pits from being so busy

]Do you have any ideas for other HFS level spoilers that you aren't revealing

See underlined, no issue with asking questions like that but you're probably not going to get a very revealing response when it comes to secretive HFS stuff in which the whole aspect relies on suprise. There's some details about 'possible' things on the development plan and from Toady's comments.
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Random_Dragon

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Re: Future of the Fortress
« Reply #2051 on: July 03, 2017, 11:46:12 am »

Kobolds with weaponized forgotten beasts confirmed? 3:

Derpy Dev

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Re: Future of the Fortress
« Reply #2052 on: July 03, 2017, 01:02:15 pm »

]Do you have any ideas for other HFS level spoilers that you aren't revealing

See underlined, no issue with asking questions like that but you're probably not going to get a very revealing response when it comes to secretive HFS stuff in which the whole aspect relies on suprise. There's some details about 'possible' things on the development plan and from Toady's comments.

I don't want a revealing response. I don't wanna be spoiled. I just want to know if plans exist. Thanks for the link though!

leoboiko

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Re: Future of the Fortress
« Reply #2053 on: July 04, 2017, 05:47:23 am »

In-game languages: is the new framework intended for the next couple releases? What are the current plans language-wise? Specifically, do you have any of the following in mind?:
  • A description of the phonologies and how they map to the orthographies
  • Procedurally-generated historical sound changes
  • Creature-to-creature spread of sound changes (resulting in dialects, etc.)
  • Inter-language influences/borrowing
  • Morphology

Thanks for everything!
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #2054 on: July 04, 2017, 06:02:11 am »

In-game languages: is the new framework intended for the next couple releases? What are the current plans language-wise? Specifically, do you have any of the following in mind?:
  • A description of the phonologies and how they map to the orthographies
  • Procedurally-generated historical sound changes
  • Creature-to-creature spread of sound changes (resulting in dialects, etc.)
  • Inter-language influences/borrowing
  • Morphology

Thanks for everything!
You're probably better off taking those to the suggestions forum. Sure, there are plans for expanding language one day, but the next few years are going to be spent on cleaning up this next release and getting out one or two mythgen releases. And mythgen's detailed plans don't include a new language framework (at the moment).
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