Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 334 335 [336] 337 338 ... 390

Author Topic: Future of the Fortress  (Read 2895496 times)

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5025 on: December 08, 2022, 03:06:15 am »

How do the "difficulty setting" custom menu population/trade siege triggers interact with the triggers in the raws? Like most people playing in worlds with several different enemy civs, I've set the triggers individually per civ. Are the raws triggers now ignored?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the Fortress
« Reply #5026 on: December 08, 2022, 05:46:47 am »

How do the "difficulty setting" custom menu population/trade siege triggers interact with the triggers in the raws? Like most people playing in worlds with several different enemy civs, I've set the triggers individually per civ. Are the raws triggers now ignored?

The raw trigger format has been replaced with a system of 1-5, which can be adjusted on the fly in the in-game settings. The default triggers are, for 1/2/3/4/5

Population: 20/50/80/110/140
Production: 5000/25000/100000/200000/300000
Trade: 500/2500/10000/20000/30000

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5027 on: December 08, 2022, 06:26:32 am »

How do the "difficulty setting" custom menu population/trade siege triggers interact with the triggers in the raws? Like most people playing in worlds with several different enemy civs, I've set the triggers individually per civ. Are the raws triggers now ignored?

The raw trigger format has been replaced with a system of 1-5, which can be adjusted on the fly in the in-game settings. The default triggers are, for 1/2/3/4/5

Population: 20/50/80/110/140
Production: 5000/25000/100000/200000/300000
Trade: 500/2500/10000/20000/30000
So the lines in the entity raws are just ignored now?
Ok. Bit of a blow. We'll never see Tower Defence mod again.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the Fortress
« Reply #5028 on: December 08, 2022, 08:41:24 am »

How do the "difficulty setting" custom menu population/trade siege triggers interact with the triggers in the raws? Like most people playing in worlds with several different enemy civs, I've set the triggers individually per civ. Are the raws triggers now ignored?

The raw trigger format has been replaced with a system of 1-5, which can be adjusted on the fly in the in-game settings. The default triggers are, for 1/2/3/4/5

Population: 20/50/80/110/140
Production: 5000/25000/100000/200000/300000
Trade: 500/2500/10000/20000/30000
So the lines in the entity raws are just ignored now?
Ok. Bit of a blow. We'll never see Tower Defence mod again.

No. I'm saying that the lines in the entity raws are now formatted 1-5 instead of precise amounts and use the settings in-game.

noirscape

  • Bay Watcher
  • Demonic disaster
    • View Profile
    • noirscape.dev
Re: Future of the Fortress
« Reply #5029 on: December 08, 2022, 08:52:24 am »

What's the current state of the native Linux port for v0.50? Steam doesn't appear to support it, but performance with Proton is apparently good. Are there any plans to port v0.50 natively to Linux for Premium? Will Classic still get a native port going forward?
Logged
don't take the above seriously. This is actually a pretty helpful group of people. Welcome to the insane asylum.

*Urist McEnlightened has been found dead, Enlightenment aneurysm.*

Urist McSadist

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5030 on: December 08, 2022, 12:04:40 pm »


1.Right now modded creatures without textures show up as the debug creature, which can be annoying. Will this get changed?
2.Will we ever get multiple economic systems rather than strict capitalism or communism?
3.What improvements can we expect from the premium adv mode release?
4.Currently the game doesn't warn you about being close to necromancer towers. Can we expect this to change in the near future?
Logged

Ziusudra

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5031 on: December 08, 2022, 12:13:03 pm »


1.Right now modded creatures without textures show up as the debug creature, which can be annoying. Will this get changed?

It's got to show up as some thing. What would you rather it be?
Logged
Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.

Mr Crabman

  • Bay Watcher
  • A person with the head and pincers of a crab.
    • View Profile
Re: Future of the Fortress
« Reply #5032 on: December 08, 2022, 02:51:15 pm »


1.Right now modded creatures without textures show up as the debug creature, which can be annoying. Will this get changed?

It's got to show up as some thing. What would you rather it be?

Not the original poster, but to be honest, showing up as a graphic resembling its given ASCII tile (and using the given ASCII color) would be a good alternative. That way there's at least some information about what it is, instead of all non-sprited creatures being identical.

LuuBluum

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5033 on: December 08, 2022, 03:02:55 pm »

I've noticed in the caverns that there are these small clusters of various colored diamonds and rubies/sapphires in a chunk of obsidian, but I can find nothing that causes this behavior in the raws. Is this intentional?
Logged

TheFlame52

  • Bay Watcher
  • Master of the randomly generated
    • View Profile
Re: Future of the Fortress
« Reply #5034 on: December 08, 2022, 04:03:17 pm »

I've noticed in the caverns that there are these small clusters of various colored diamonds and rubies/sapphires in a chunk of obsidian, but I can find nothing that causes this behavior in the raws. Is this intentional?
Spoiler!

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5035 on: December 08, 2022, 05:09:31 pm »

How do the "difficulty setting" custom menu population/trade siege triggers interact with the triggers in the raws? Like most people playing in worlds with several different enemy civs, I've set the triggers individually per civ. Are the raws triggers now ignored?

The raw trigger format has been replaced with a system of 1-5, which can be adjusted on the fly in the in-game settings. The default triggers are, for 1/2/3/4/5

Population: 20/50/80/110/140
Production: 5000/25000/100000/200000/300000
Trade: 500/2500/10000/20000/30000
So the lines in the entity raws are just ignored now?
Ok. Bit of a blow. We'll never see Tower Defence mod again.

No. I'm saying that the lines in the entity raws are now formatted 1-5 instead of precise amounts and use the settings in-game.
Ah, OK, I see it now. The difficulty menu is setting the exact number that the triggers 1-5 correspond to. Got it.
Logged

LuuBluum

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5036 on: December 08, 2022, 06:20:43 pm »

Spoiler!
Is it? I genuinely have no idea what's going on with it; I'm not convinced that it's not just a bug, if it weren't so incredibly specific.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the Fortress
« Reply #5037 on: December 08, 2022, 07:10:53 pm »

Spoiler!
Is it? I genuinely have no idea what's going on with it; I'm not convinced that it's not just a bug, if it weren't so incredibly specific.

Try mining a few.

LuuBluum

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5038 on: December 08, 2022, 07:17:10 pm »

...alright, now you have me scared.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #5039 on: December 08, 2022, 07:26:07 pm »


1.Right now modded creatures without textures show up as the debug creature, which can be annoying. Will this get changed?

It's got to show up as some thing. What would you rather it be?

Not the original poster, but to be honest, showing up as a graphic resembling its given ASCII tile (and using the given ASCII color) would be a good alternative. That way there's at least some information about what it is, instead of all non-sprited creatures being identical.
I expect a tiny letter flittering about by itself would be completely lost in amongst the other graphics.

I'm pretty happy with the test creature. Means I can test my game before Classic is released and have fun trying to work out if that's a bunch of happy party Hobbit's heading towards the fortress or a herd of evil hippos.

Maybe give the test creature a T-shirt with the ascii symbol clearly printed on it?
« Last Edit: December 08, 2022, 07:28:01 pm by Shonai_Dweller »
Logged
Pages: 1 ... 334 335 [336] 337 338 ... 390