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Author Topic: Future of the Fortress  (Read 750444 times)

KittyTac

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Re: Future of the Fortress
« Reply #3030 on: January 25, 2018, 09:33:11 pm »

I can just tab away while it's doing something.
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StagnantSoul

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Re: Future of the Fortress
« Reply #3031 on: January 25, 2018, 09:39:42 pm »

Play Dwarf Fortress and Aurora/Stellaris/hearts of Iron 4 together, you'll get used to the slowness and have something to do in boths downtimes.
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Encrtia

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Re: Future of the Fortress
« Reply #3032 on: January 25, 2018, 10:13:01 pm »

And now you see my predicament :P I'm having to loose out on !!FUN!! to attempt to gain more frames per second.

I do not care about FPS.

That's lovely. I do. I see we're at an impasse :P

32 GB, that's quite a lot. A lot more than important (once you have "enough", more than enough isn't a big deal). What's the Hz frequency and the CAS latency?
Also out of curiosity, what's the population?

Truly is overkill. I had a previous PC that sorely lacked in that department, so I went from one extreme to the other. I actually took one out a week ago actually, it was playing up, so make that 24gb*. CAC Latency is 10, & 4kMhz.
Clever idea limiting to 40, but I've sadly lived on 150 from masterwork & 100 from vanilla. Grr..

As for the population, Strict cap of 50, along with 0 visitors. I had to go to 80 for Goblin invasions, but read I could tweak it, so killed off 30 Dwarrows.

Play Dwarf Fortress and Aurora/Stellaris/hearts of Iron 4 together, you'll get used to the slowness and have something to do in boths downtimes.

Dear lord - end-game Stellaris was laggy too :P But no, I know a lot of people in today's gaming industry like to AFK game, but that's not for all or me. Never got into MMO's like that either. I'm playing Dwarf Fortress, & giving it full attention. The moment I start spending time not playing it, it's not long before I realize how boring it is - just letting some code run in the background to every now & again check on it before not really being able to do much. That's not a game for me, that's just wasting electricity & time. (Obviously in my opinion)

Questions and comments about the development page or DF development somewhat more broadly work here, though any contentious topics that lead to derails are discouraged -- there are threads for those too.
I'm going to pipe down now :-X
« Last Edit: January 25, 2018, 11:36:51 pm by Encrtia »
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TheFlame52

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Re: Future of the Fortress
« Reply #3033 on: January 26, 2018, 11:34:43 pm »

In worldgen, we can see nations fall. When can we expect to see them rise? Mythgen? Economy?

thvaz

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Re: Future of the Fortress
« Reply #3034 on: January 28, 2018, 06:51:28 am »


Do you still play the game for purposes other than testing? And what about Threetoe?


I thought about this after reading the last devlog. Even if you are playing for fun you could still see many problems players won't ever imagine as bugs. Though as DF is very complex and allow very diverse playstyles, most of the problems are very playstyle-oriented, I imagine.

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King Mir

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Re: Future of the Fortress
« Reply #3035 on: January 28, 2018, 10:22:52 am »


Do you still play the game for purposes other than testing? And what about Threetoe?


I thought about this after reading the last devlog. Even if you are playing for fun you could still see many problems players won't ever imagine as bugs. Though as DF is very complex and allow very diverse playstyles, most of the problems are very playstyle-oriented, I imagine.
I believe Toady and Threetoe have previously said the answer to this question is "no". The game was made with the goal that it would be the kind of game ThreeToe and Toady would want to play, but in practice they don't actually play their own game.

iceball3

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Re: Future of the Fortress
« Reply #3036 on: January 28, 2018, 10:13:15 pm »

That reminds me of something...
Hey Toady, what's your opinion on the Dark Souls 3 Mound-Makers?

Shonai_Dweller

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Re: Future of the Fortress
« Reply #3037 on: January 29, 2018, 10:06:25 pm »

During the taverns update development you (maybe, correct me if my memory is faulty) mentioned the fortress guards getting involved in tavern brawls (breaking them up? Arresting folk afterwards?). Is that something you're still thinking of adding in this cycle or is that too big now?

Would be a nice addition. Balance reduction of tavern deaths through timely intervention of guards with having to fulfill mandates to avoid punishment deaths. Or just opt out with an alcohol(tavern keeper) free tavern as folk are free to do now.
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Lordfiscus

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Re: Future of the Fortress
« Reply #3038 on: January 29, 2018, 11:50:23 pm »

Will creatures with transmissible symptoms be able to intelligently apply their poisonous substances onto an object in order to lay a trap, or otherwise weaponize it for biological warfare? For example, thralls could try to coat doors or loose objects with the dust that created them, so anyone who touches that object becomes another thrall. Or, certain sentient civs might be able to capture a forgotten beast and coat their weapons in the toxic blood/dust of the creature to provide an edge in combat.
Also, will there be a way to create temporary pocket dimensions to create bags of holding or similar? I'd like to be able to make a crystal or jar containing soldiers, then throw it at a target and have the dimension in the jar destabilize as the jar shatters, ejecting all of the occupants on top of the target. That, or do the same thing, but fill the jar dimension with lava instead, and make a magical incendiary weapon.
Thirdly, will fleshcrafting and gene manipulation be a possible magic discipline? Will we be able to clone dwarves or summon syndromes as an area-denial weapon?
Lastly, will necromancy be given a more complex skillset, and thus allowing dwarven necromancers to play a greater role in dwarf society? I was hoping to have necromancy be akin to a noble position, requiring a certain quality of room. One could designate the necromancer to raise a corpse, and the raised corpse could have certain skill specializations and respond to the appropriate labors. Better yet, a workshop by the name of Necromancer Altar or similar, where you could order the necro to raise a corpse and give them skills for certain labors. They would be able to perform labors befitting their skillset, but would be unable to improve their skills. If necromancy can be likened to a skill, then a higher necromancer skill level would allow the necromancer to raise corpses with higher skill levels or combinations of skills. Novice necromancers would raise corpses with one Novice level, Adequates could provide undead with 1-2 Adequate skills, and so on. The most proficient or legendary necromancers could raise highly intelligent undead with a wide variety of disciplines. They might even be able to give their undead necromantic skill, for the purposes of delegation or backups should the original necromancer die.
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iceball3

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Re: Future of the Fortress
« Reply #3039 on: January 30, 2018, 03:37:58 am »

Will creatures with transmissible symptoms be able to intelligently apply their poisonous substances onto an object in order to lay a trap, or otherwise weaponize it for biological warfare? For example, thralls could try to coat doors or loose objects with the dust that created them, so anyone who touches that object becomes another thrall. Or, certain sentient civs might be able to capture a forgotten beast and coat their weapons in the toxic blood/dust of the creature to provide an edge in combat.
Also, will there be a way to create temporary pocket dimensions to create bags of holding or similar? I'd like to be able to make a crystal or jar containing soldiers, then throw it at a target and have the dimension in the jar destabilize as the jar shatters, ejecting all of the occupants on top of the target. That, or do the same thing, but fill the jar dimension with lava instead, and make a magical incendiary weapon.
Thirdly, will fleshcrafting and gene manipulation be a possible magic discipline? Will we be able to clone dwarves or summon syndromes as an area-denial weapon?
Lastly, will necromancy be given a more complex skillset, and thus allowing dwarven necromancers to play a greater role in dwarf society? I was hoping to have necromancy be akin to a noble position, requiring a certain quality of room. One could designate the necromancer to raise a corpse, and the raised corpse could have certain skill specializations and respond to the appropriate labors. Better yet, a workshop by the name of Necromancer Altar or similar, where you could order the necro to raise a corpse and give them skills for certain labors. They would be able to perform labors befitting their skillset, but would be unable to improve their skills. If necromancy can be likened to a skill, then a higher necromancer skill level would allow the necromancer to raise corpses with higher skill levels or combinations of skills. Novice necromancers would raise corpses with one Novice level, Adequates could provide undead with 1-2 Adequate skills, and so on. The most proficient or legendary necromancers could raise highly intelligent undead with a wide variety of disciplines. They might even be able to give their undead necromantic skill, for the purposes of delegation or backups should the original necromancer die.

These dips dangerously into "suggest-questions", which goes in the suggestions forum, more or less.
The question of what places necromancers can hold in what societies, given pragmatism or otherwise, is a good one.

SmileyMan

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Re: Future of the Fortress
« Reply #3040 on: January 30, 2018, 09:21:14 am »

Just a quickie regarding the last devlog - will the new outdoor construction cleaning include roads?
I have a real problem with newly arrived immigrants spewing green all over my nice shiny marble roads! To the point where I now seek out olivine layers :D
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

Rockphed

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Re: Future of the Fortress
« Reply #3041 on: January 30, 2018, 01:57:24 pm »

Just a quickie regarding the last devlog - will the new outdoor construction cleaning include roads?
I have a real problem with newly arrived immigrants spewing green all over my nice shiny marble roads! To the point where I now seek out olivine layers :D

Obviously you need to edit the dwarf raws to make their vomit white!
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

PatrikLundell

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Re: Future of the Fortress
« Reply #3042 on: January 30, 2018, 03:00:48 pm »

Just a quickie regarding the last devlog - will the new outdoor construction cleaning include roads?
I have a real problem with newly arrived immigrants spewing green all over my nice shiny marble roads! To the point where I now seek out olivine layers :D
Drunk driving is dangerous. You shouldn't let them out on the roads in that condition ;)

My interpretation of what Toady said is that you'd get the roads cleaned if you put a roof over them. That would also cut down on the amount of cave adaptation vomit being deposited on those roads.
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iceball3

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Re: Future of the Fortress
« Reply #3043 on: January 30, 2018, 05:07:35 pm »

Seems suboptimal, though you could save material by making those roofs out of bridges.

King Mir

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Re: Future of the Fortress
« Reply #3044 on: January 30, 2018, 11:34:23 pm »

If you do that, you might just make the "road" itself out of self cleaning bridges.
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