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Author Topic: Future of the Fortress  (Read 2616823 times)

FantasticDorf

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Re: Future of the Fortress
« Reply #5625 on: September 20, 2023, 04:26:31 pm »

Hello, Tarn! Glad to see you're doing well.

Will the army update include formation movements for militia/soldiers? Do you plan on generalizing such a feature to include more group behavior, e.g. families hanging out together, friends going in groups to the tavern etc?

Questions that border on suggestions tend to fare poorly in the "nope didn't think about it" scale without being carefully worded, but there are a few things listed out on the army arc on the bay12 site already, as well as what you can infer from past FotF replies and press events.

Specifically, i would point you to the "Pre-Magic Improvement Candidates", as these are the nearest term things outside of what's immediately needing attention of the adventurer mode, continuing the spriting work (into things like missing artifact sprites and other edge case things, with baby-sprites and some ramps being recently finished), and other loose ends with the helpful oversight of Putnam.
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SamBucher

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Re: Future of the Fortress
« Reply #5626 on: September 21, 2023, 05:22:53 am »

What's the current status on bringing back square tilesets to the ASCII graphics mode, or other tileset resolutions beyond the standard vertical rectangle?
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Thisfox

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Re: Future of the Fortress
« Reply #5627 on: September 24, 2023, 08:28:40 pm »

I don't know about anyone else on Mac, but I bought the game when it first came out on Steam, with no Windows machine and no intent to buy a windows machine. I still have no regrets, but I have owned the game for a while now, with no way of playing it. I tried wineskin, no success as yet. I suspect I'm not alone. Good to hear that a version I'll be able to play is still on the cards! Very exciting. I've missed playing DF for so long, good news is good. One day my game will return! Gives me something to look forward to.
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Silverwing235

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Re: Future of the Fortress
« Reply #5628 on: September 27, 2023, 07:06:33 am »

Hopefully the "gnarliness" to be fixed in adv mode includes experiments and other procgen things having semi-blank appearance data and other shenanigans in chargen, right? Also not intended, I guess, was being bounced back to 'choose your character' as though everything else were covered in gum and superglue, when all you wanted was, say, a change of the character's civilization?
« Last Edit: September 27, 2023, 09:03:16 am by Silverwing235 »
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malarkor

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Re: Future of the Fortress
« Reply #5629 on: September 29, 2023, 02:53:58 am »

Hi there,

is releasing the source code of 0.47.* some day a possibility to preserve the history of DF and all the community art work, mods and add-ons made for it? Specifically this could live on as an Bay12 "overseen" community project, that aims at fixing at least some bugs and performance issues as well as maintaining modern systems compatibility.

A somewhat restrictive license could protect the current day economics of DF.

Thank you for this game and kind regards.
« Last Edit: September 29, 2023, 04:01:18 pm by malarkor »
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FantasticDorf

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Re: Future of the Fortress
« Reply #5630 on: September 29, 2023, 03:58:12 am »

Hi there,

is releasing the source code of 0.47.* some day a possibility to preserve the history of DF and all the community art work, mods and add-ons made for it?

A somewhat restrictive license could protect the current day economics of DF.

Thank you for this game and kind regards.


For all foreseeable plans i imagine Toady could have, the DFFD still exists as does hosting every version new and old on the website, as well as the. ver.50 and 47. are only as detached as the code and summary changes required to get the steam version in its present state. There are other DFlike titles that have been achieved without DF source code, such as Rimworld, 'Gnomoria' and 'Towns' (a blast from the past on those last two)

About the DFFD mod/save/asset hosting site specifically and its database, things happened and many files were orphaned and profiles gone (including my own). Its not possible to completely secure a 100% of publically accessible content all of the time without human error, and having the source code or not wouldn't really cover all bases, as there have been technical issues too in Tarn and Zach's efforts to develop the game on more than one occasion.

Lime green for questions please.
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malarkor

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Re: Future of the Fortress
« Reply #5631 on: September 29, 2023, 02:05:24 pm »

Hi there,

is releasing the source code of 0.47.* some day a possibility to preserve the history of DF and all the community art work, mods and add-ons made for it?

A somewhat restrictive license could protect the current day economics of DF.

Thank you for this game and kind regards.


For all foreseeable plans i imagine Toady could have, the DFFD still exists as does hosting every version new and old on the website, as well as the. ver.50 and 47. are only as detached as the code and summary changes required to get the steam version in its present state. There are other DFlike titles that have been achieved without DF source code, such as Rimworld, 'Gnomoria' and 'Towns' (a blast from the past on those last two)

About the DFFD mod/save/asset hosting site specifically and its database, things happened and many files were orphaned and profiles gone (including my own). Its not possible to completely secure a 100% of publically accessible content all of the time without human error, and having the source code or not wouldn't really cover all bases, as there have been technical issues too in Tarn and Zach's efforts to develop the game on more than one occasion.

Lime green for questions please.

Thank you for the answer. I edited my question to be more precise.
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