Any chance of procgen prepared meals, similar to how procgen instruments are currently implemented?
Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8510314#msg8510314Yeah, as Bumber says, we had a whole plan for this, at the same time as procedural tavern dice/board/card type games, but those things got pushed off into the nebulous future.
How do you keep motivation, working mainly alone, for years and years, on a nearly unique project ?
I think having such a variety of things to work on helps a lot. It'd be harder for me if I were, say, balancing and tightening (or doing UI stuff...) continuously. The resultant lack of focus and refinement also leads to some of the problems with the project most likely, but it's not gonna be perfect. We also used side projects for this purpose - breaks into completely different genres etc. are good.
my brain exploded recently when i discovered there were no above-ground mushrooms in the world of dwarf fortress. how did things end up this way? would the dwarves reign supreme in every version of history with access to such a resource? do you have a favorite real-world mushroom type? Thank you
I recently grew some golden oyster mushrooms from a little kit. That was fun! It is weird that there are no aboveground mushrooms, especially since we ended up adding so many real world crops over time. I'm not sure if I didn't imagine them in gardens rather than purely being foraged? That could be the reason, since I was working on little gardens and plots when the new crops came in.
I know this may sound a little strange, but I would like to know if your idea of an adventure mode will also be focused on people who prefer a more peaceful game mode? By this I mean if, for example, we can focus our objectives on making a farm and living peacefully on it, until the goblins allow us, spending our days fishing to sell the fish in the nearest city. Or, for example, be a merchant seeking his fortune to settle in a big city and have a life of luxury there? Or maybe set up a tavern in a city and work so that others can get drunk?... Will there be a possibility in the future of something like that? Would the ultimate idea of the game be to create a truly living world where we can truly do anything we want?
And another question that may have already been asked before, will it ever be possible in the vanilla game to play with other races in fortress mode?
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8512440#msg8512440mikekchar:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8512478#msg8512478Yeah, it's really just a matter of work. Every idea you suggested requires not peace but a robust economy, for instance, which is something we've been vaguely aiming at but have failed to attain a few times. Other ideas of peaceful play styles require a more robust social sim. These are things we're interested in. Combat has always been easier, but it's not the only stuff we work on.
I think the reply addressed the other races question - gonna give it a shot with myth magic stuff. The game is geared a bit toward dwarfiness perhaps, and dwarfiness has given us certain leeway narratively, but we're not too too far from having aboveground/etc./etc. stuff working out. You do have a lot less play space that way. Spreading out to a much wider shallower play area, as you'd have in the NPC human villages, is a technical problem.
1)why canI nobles with some sort of SUCCESSION not be appointed to a position that is a SQUAD-holding? Like baron and monarch that cannot be militia commander?
2) Is there any way that an unit holding a site-level position can succeed a civ-level position? It is possible in world-gen, but it seems not to be in fortress-mode.
1) Is that the specific constraint? I don't remember if there was some annoying thing about squad assignment upon succession, maybe. But the monarch shouldn't be manager either.
2) Hmm, I'm not sure how it picks among all the site position holders? I don't think we have a syntax for that, or code to hold some kind of selection/election among the candidates. Whatever is going on in world-gen is probably glitchy or arbitrary. As usual, we don't support a lot outside of the default cases (and I'm not sure what the world-gen case is here.) This may be particularly true with entity stuff, where various backing code/simulation for situations is necessary.
Honey bees do not possess the vermin_micro tag, and consequently do not spawn in swarms. In spite of this, unused sprite graphics remain in the premium raws, which depict swarms of the remote_colony honey bee worker caste.
-- What kind of buzzing nightmares did you originally have in mind for our dwarves? And are there any plans to have us to experience these horrible nightmares at some point in the future?
Ha ha there's no particular plan, but bees do swarm in real life and it seemed prudent to be prepared.
In older versions of the game in adventure mode it was a terrible slowfest near goblin towers. What are you going to do to fix this, will you reduce the maximum population in goblin fortresses?
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8514572#msg8514572We're going to look at it, but I don't want to suggest a solution - I've often been wrong about profiling issues, and Putnam has managed some pretty amazing gains in fort mode already. Ultimately if we have to change the populations, or how they are distributed, we'll have to go there, though that has knock-on effects, like making sieges less frequent etc., so we need to be cautious.