what interface elements, besides the military/squad screens, have you upgraded (if any), and could you give a brief overview of what kind of changes we can expect?
it should be possible to add (some sort of) menu to the game that lets you switch grid size/tilesets at runtime, through using the same mechanism that works when switching between fullscreen/windowed mode.
I'd never considered this before, though, and didn't give it any thought when looking at the code before. Also, there might be code inside DF proper that would protest. So, Toady, any comments on this?
how about dynamic resizing?
I don't want to get into another general UI discussion in this thread, but anyway, for the first part, nothing specific aside from the screens I've hit going through here, and the 40d# stuff. Nothing to do with additional tile support and so on.
As for the rest, whatever is in the released UI code contains a lot of the necessary code, although there are still the problems with screens that don't react to the new grid sizes to begin with and screens likely wouldn't react any better if the window is resized. It's not insurmountable but it's not something I'm looking forward to.
With the new note system, can you zoom to the points from anywhere on the map, or do you have to find them yourself?
There's no point/note list, so it's not something that happens right now. Zooming on the note screen is for locating current patrol waypoints at this point, and the current hotkeys are for general zooming. I could put in a point list at some point, at which point hotkey points might become obsolete, but I'm not sure when that would be.
Do the changes to military organization mean that the Fortress / Royal Guards will be more under the control of the player now?
A bit more, yeah, especially in keeping with the notion of the baron/count/duke as a more player-involved critter. You'll still likely want to schedule enough of them for officer duty to avoid incurring thought penalties, but if you want to use them as a regular squad the rest of the time, that should also work.
Right now my primary use for the military stuff is to draft dwarves so I can move them where I need them around the fortress. Will this still be a possible use of the military stuff?
It might even be easier in a way with the new permanent station points. Hopefully the later changes having to do with burrows and all the rest will mitigate the need for this sort of thing, but yeah, it should still work. You might need to fiddle with schedules or the new move command a bit.
In interviews, Toady discussed making truely nation sized populations possible via abstracting. How will that effect Fortress mode? Army mode? I know it's not coming in the new release, but it's something to think about. With thousands of dwarves possible on a single location, how will the process be able to show them all to the player of fortress mode?
Fortress mode and anything that touches fortress mode (armies) are the main problems, because fortress mode can't accommodate large numbers and so will continue to make less and less sense. There won't ever be 1000+ dwarves wandering around your fort, at least with processors the way they are. So it'll be dealt with through various cheats and nonsense, such as your fortress only eventually containing elite/important/lucky people and only being attacked directly by the best squads of the larger enemy armies or at least by small numbers at a time. Outside the fortress, you can have larger armies and fight larger forces, which kind of ties in with the notion of a broad spectrum of settlements arising around your fort itself (so the fort becomes more keep-like in a way, though not to the point of providing shelter to everybody in surrounding areas, though you could use external walls on the mid-level map near your fort for that purpose). As long as you aren't zoomed in on it in fortress mode, it can be handled. Army battles can occur in either the mid/world-level maps with the full forces, or zoomed in for specific interesting aspects of the conflict, with the number of troops loaded locally being metered, in frozen world time. I think it can work, but your fortress will always be sort of an anomaly in time and space, in terms of how fast time passes (or how it stops passing suddenly) and how only a certain amount of critters can be stuffed in there. The alternative is sort of a small-scale tribal warfare, which isn't satisfying for a general fantasy setting and doesn't give the world much longevity, or abstraction in the fort itself with units representing larger numbers of units, which I think kills a lot of what I've been attempting to do with unit differentiation, but mileage will vary there.
Adventure mode can make more sense since you have only a local picture that passes time in a more reasonable way (ie walking across the local map doesn't take 3 days or whatever).
Are we going to bee able to rename a squad?
Yeah, give it a nickname at least.