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Author Topic: Future of the Fortress  (Read 3023548 times)

Shonai_Dweller

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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?
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Putnam

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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

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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.
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Putnam

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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

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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?
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don't take the above seriously. This is actually a pretty helpful group of people. Welcome to the insane asylum.

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Urist McSadist

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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?
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Ziusudra

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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?
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Mr Crabman

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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

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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?
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TheFlame52

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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

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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.
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LuuBluum

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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.
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Putnam

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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

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

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

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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 »
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