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Author Topic: Future of the Fortress  (Read 1586511 times)

FantasticDorf

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Re: Future of the Fortress
« Reply #4155 on: August 05, 2021, 06:57:57 am »

Do those scripts grant them citizenship in the faction or tick that is_dward flag or what? I know there's another script that switches visitors and invaders faction membership so they join your fort too.

It incorporates bits of that when dealing with prisoners on a chain but when dealing with creatures caught from the wilderness it runs some checks and ultimately determines whether they have a false value under trying to retrieve a 'Nemesis' (and other stuff to rule out improper creatures) and edit the field using DFhacks -createunit scripts. I assume visitors who apply for citizenship already have nemesis histfig files other than the odd "Tame Goblin" you sometimes see reported.

Which you might remember being part of a bug Toady tried fixing a long time ago (0.31.03 to 44.07) which improper allocation and loss of Nemesis data fields on full-citizens caused crashes but apparently regenerates in 44.06'ish. Presumably all animals besides civ intelligents are shut off or else this kind of crash would be more open to happening and puts them to the side as non historical until they use tags like local pops becoming adventurers.

Quote
  • And indeed reportedly on that mod-script, when you put a semi-intelligent in charge of a squad it will crash, because it contradicts that semi-intelligents can't lead squads in fortress mode, which must be a hard-code defined thing


On the topic, if animals as mounts and companions  were to expect more scope for fortress mode and w.g as a whole (ei army arc dedicated cavalry), would the current distinction of non-histfig animals logic end up being changed eventually to create historical and non-historical populations?

EI - The named horses and animals are found in the stables but all the strays still linger around with a more even distribution on w.g of how animals are represented / dwarves bonding with their mounts or giant ridable housecats choose who can ride on their backs.
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Quizumba

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Re: Future of the Fortress
« Reply #4156 on: August 05, 2021, 07:15:30 am »

Oh Toady the greatest of toads, There is by any chance add a FORCE dig option (explanation dig even if there is damp location) for our tiny dwarfs? sometimes I want to dig through an aquifer location without having to remake the tile to dig again.

Thanks in advance and I wish you all shiny cut gems our dwarfs can find.
« Last Edit: August 05, 2021, 08:01:28 am by Quizumba »
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FantasticDorf

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Re: Future of the Fortress
« Reply #4157 on: August 05, 2021, 07:37:51 am »

Oh Toady the greatest of toads, There is by any chance add a FORCE dig option (explanation dig even if there is damp location) for our tiny dwarfs? sometimes I want to dig through an aquifer location without having to remake the tile to dig again.

Thanks in advance and I wish you all shiny cut gems our dwarfs can find.

Questions in lime green please.  By "Change Color" in the top right of the edit box or [.color=limegreen] with a [./color] (minus .) surrounding text.
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Uthimienure

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Re: Future of the Fortress
« Reply #4158 on: August 05, 2021, 10:18:11 am »

In the "s" Squads screen, using "p" to select individual dwarves for squads #11 and higher never works, while it does work for squads #1-10. Is this on the radar to fix?
(Sorry, but for some reason I couldn't log in to the Bug Tracker to search for this.)
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The cave crocodile bites the miner in the lower body, lightly tapping the target! - DF
The hoary marmot corpse looks surprised by the ferocity of the Spearmaster's onslaught. - DF

Egan_BW

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Re: Future of the Fortress
« Reply #4159 on: August 05, 2021, 11:42:00 am »


Questions in lime green please.  By "Change Color" in the top right of the edit box or [.color=limegreen] with a [./color] (minus .) surrounding text.

BTW if you want to give examples of bbcode, you can use the [nobbc] tag to show exactly what needs to be typed into the message. :)

[color=limegreen][/color]
               ☝
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Bumber

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Re: Future of the Fortress
« Reply #4160 on: August 05, 2021, 12:25:54 pm »

Oh Toady the greatest of toads, There is by any chance add a FORCE dig option (explanation dig even if there is damp location) for our tiny dwarfs? sometimes I want to dig through an aquifer location without having to remake the tile to dig again.

Thanks in advance and I wish you all shiny cut gems our dwarfs can find.

This is really a suggestion rather than a question. I know for certain this idea has already been suggested in the appropriate forum section, so it'll happen when it happens.
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Uthimienure

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Re: Future of the Fortress
« Reply #4161 on: August 10, 2021, 11:04:34 am »

Will the new multi-z-layer display be toggleable?  Can we turn it off and see just one z-level at a time?
I can picture myself turning it off briefly as a way to confirm what I'm seeing, especially with ramps/slopes (fairly often until getting the hang of the new graphics).
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The cave crocodile bites the miner in the lower body, lightly tapping the target! - DF
The hoary marmot corpse looks surprised by the ferocity of the Spearmaster's onslaught. - DF

clinodev

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Re: Future of the Fortress
« Reply #4162 on: August 10, 2021, 04:46:03 pm »

Will the new multi-z-layer display be toggleable?  Can we turn it off and see just one z-level at a time?
I can picture myself turning it off briefly as a way to confirm what I'm seeing, especially with ramps/slopes (fairly often until getting the hang of the new graphics).

Meph has said elsewhere (reddit, a while ago) that while there were no settings at that time, it was intended that the user would be able to set the additional depth shown over a range, including zero.

While the current TWBT implementation is neat sometimes, it's not universally popular, so this was very good news. I keep it off myself, to aid in building floor spans across crevices, etc. It's neat on the surface, but underground, especially in forts with multi-z structures, it can be very confusing.
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Uthimienure

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Re: Future of the Fortress
« Reply #4163 on: August 11, 2021, 07:14:47 am »

...snip...
While the current TWBT implementation is neat sometimes, it's not universally popular, so this was very good news. I keep it off myself, to aid in building floor spans across crevices, etc. It's neat on the surface, but underground, especially in forts with multi-z structures, it can be very confusing.
Agreed.  When I first tried TWBT it was "wow" and then the confusion was a problem along with crashes and so I play without TWBT or graphics and find it's the best way for me. No eye-candy to distract me from the pure beauty of the game itself.
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The cave crocodile bites the miner in the lower body, lightly tapping the target! - DF
The hoary marmot corpse looks surprised by the ferocity of the Spearmaster's onslaught. - DF

voliol

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Re: Future of the Fortress
« Reply #4164 on: August 11, 2021, 06:12:19 pm »

The ”before posting a suggestion” guidelines on the suggestions board link to the old outdated consolidated development page, which feels suboptimal. I’m not sure if there is a better place for this, so I’m posting this here to make sure Toady sees it.

Mr_Crabman

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Re: Future of the Fortress
« Reply #4165 on: August 12, 2021, 02:33:33 am »

The ”before posting a suggestion” guidelines on the suggestions board link to the old outdated consolidated development page, which feels suboptimal. I’m not sure if there is a better place for this, so I’m posting this here to make sure Toady sees it.

On this note, is that old development page accurate in that while it's probably incomplete and not in the planned order, everything on it is still planned to be done eventually, or would some features have been scrapped?
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Urist McSadist

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Re: Future of the Fortress
« Reply #4166 on: August 12, 2021, 05:39:48 am »

1.When are we going to actually see festivals during gameplay?
2.Sorry if this is too much of a suggestion, but it's kind of a bummer how colosseums and skulls on pedestals do nothing but give your people trauma (especially when playing a modded race like goblins). Are there any plans to change that in the near future, maybe taking certain traits like cruelty into account?
3.Are we going to see Adventure mode ai improvements before the big wait? It's pretty silly how I can murder innocent villagers one by one and all they do is cry and spit on me.
4.I remember you mentioned adoption being added in the near future. Is this going to allow gay/asexual figures to get heirs?
5.Dungeon Masters don't do much right now. What exactly are they planned to do once the villain update is over?
6.Are we going to see more flexible magic system? IE systems that let you create your own spells?
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FantasticDorf

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Re: Future of the Fortress
« Reply #4167 on: August 12, 2021, 06:47:21 am »

1.When are we going to actually see festivals during gameplay?

Patience  :). About festival content, toady's already given a reply about festivals in the last FotF which would help you out.

Quote from: ToadyOne
Quote from: Eric Blank
1)You mentioned gambling problems. What are dwarves actually gambling on? Can they gamble on the outcomes of WG festivities/tournaments? Or is it just abstract board/card games for now?
1) He he he, unspecified.  Given what we have, it's most likely those festival competitions, yeah.  I may add some flavor specifics yet, if I get a chance to revisit before release.

Celebrations, gambling, random generated food and the like were all kind of queued for the tavern arc (another unresolved arc), as when it happens post the steam arc or beyond which importantly has to happen for financial reasons and after-calibration of making the steam ver stable.


2.Sorry if this is too much of a suggestion, but it's kind of a bummer how colosseums and skulls on pedestals do nothing but give your people trauma (especially when playing a modded race like goblins). Are there any plans to change that in the near future, maybe taking certain traits like cruelty into account?

It is a suggestion, but i do sympathise with you on this, i can't even memorialized the inorganic severed arm of a forgotten beast which really should have been a mighty trophy given the lives that were lost trying to claim it without dwarves feeling quite squeamish. But the relief is that in the current DF version dwarves can become much more nulled, so having a bit of fear with the odd morbid decoration around the fortress can help you prepare them for the very very scary things like mounds of bodies without breaking their minds by throwing them in at the deep end.

That's my way of looking at it anyway, toughening up your goblins to it with terror 101 would be recommended for any other grisly work they do.

3.Are we going to see Adventure mode ai improvements before the big wait? It's pretty silly how I can murder innocent villagers one by one and all they do is cry and spit on me.

Even if Toady recognizes it is silly (like monster hunters) im not sure he's actually spoken about topics like that recently, the reputation system is a bit of a fudge in when it works and doesnt like people running up to you and calling your a murderer for killing a giant they asked you to in a quest, but if there's a change to behaviour it'll probably happen as a rework. That's probably leaping to around the time of the Law arc after the army & big wait ((magic arc and map-rewrite)) so that entities are capable of understanding shifting entity politics and other subjects, so very very far away.

45.Dungeon Masters don't do much right now. What exactly are they planned to do once the villain update is over?
They have the intrigue tokens and handle animals, i dont know what the latter animal handling might do in the future (in the 2d past, dungeon masters were the only people responsible for taming exotics) and as up to of recently they're your spymasters.

A interesting thing to do is set your spymaster up as a tavern-keeper and they'll probe people while they're all inebriated and loose lipped about what they're really up to (which seems a exploit but only the alcohol is responsible for any misgiving here). I do remember some discussions that they might in the future of the villian arc being revisted and loose ends tied up, be the figureheads who enable instigating the fortresses own plots and counter intelligence using screen we can see but not interact with yet.

6.Are we going to see more flexible magic system? IE systems that let you create your own spells?

Really one for Toady, we only have pre-set and prepared secrets/interactions etc we can use because the game loads this information up at the time, post-gen in game procedural magic forms would be probably not as game intended.

EI - You cast a cloud levitation spell but you've mixed in to make the cloud out of flames, since you're a xth level wizard this turns you into a living sun and you burn everything to a crisp within render distance as you float on by. Its really morrowind fortify intelligence potion to infinity level shenanigans, and out of what we do know about proposed magic arc concepts is that magic will have a consequence most of the time, and extremely powerful magic as a result would probably severely dehabilitate/kill the caster or significantly change something else, like a big disturbance in the magic-force that causes a disaster.
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LordL

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Re: Future of the Fortress
« Reply #4168 on: August 12, 2021, 11:03:07 am »

What if players will have some limited access to legends right during their fortress/adventure runs that will only allow viewing events that are known to the player? This would really bring joy of discovery and some order to the information you know (especially useful in adventure mode)?
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PatrikLundell

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Re: Future of the Fortress
« Reply #4169 on: August 12, 2021, 11:10:09 am »

What if players will have some limited access to legends right during their fortress/adventure runs that will only allow viewing events that are known to the player? This would really bring joy of discovery and some order to the information you know (especially useful in adventure mode)?
I believe the past answer for the question about limited knowledge is that it's quite costly to keep track of who knows what and to disseminate knowledge to people properly, so if you ask A about something today they won't know much, but tomorrow, after speaking to B, they know a bit more, but still not everything.

My guess is that the meta info of keeping track of who knows what easily can outweigh the actual information itself, and Legends info can be quite substantial.

Edit: Question raised by the labor changes reported.
I don't understand how "...but the jobs will be done by anybody available, starting with the most talented." can work unless most of the work force is unassigned to any "real" job. In the current system dorfs select posted jobs as they become available for new jobs, unless unoccupied when the job is posted. Without changes to that logic, the talented dorfs will almost always get the next job in a workshop taken by somebody else, unless the current "finished job. Wander away for 10 or so steps before taking a new one" behavior is changed so dorfs now either kick the unskilled out, or grab the next job immediately. Any comments on how this will work?

On the positive potential side, does need satisfaction factor into the job selection process, such that those who desperately want to craft something get a higher priority than the usual riffraff?
« Last Edit: August 13, 2021, 11:42:25 am by PatrikLundell »
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