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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3524403 times)

PencilinHand

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Re: Future of the Fortress: List of Remaining Items
« Reply #2460 on: June 13, 2009, 03:20:34 pm »

You forgot to mention Benders stint as a pro-robot wrestler and his show names.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #2461 on: June 13, 2009, 05:29:11 pm »

Men pencil i only have a geekness level of 15 in favor of some martial arts, programming and other traits. i just cant pretend that i did pass a roll on geeknes perfectly every time :P.

Anyway back to topic eh?

I wouldnt mind having the settlements a bit smaller till something is worked out for the real huge populatiosn - but i would like to see more elaborated workplaces and buildings before that. Some Mines, farmlands, cattle farming and what not. Its just curious that most people in ADventure-mode behave to much like peasents by drinking and conversating for entire weeks withou getting stuff done.
In a 10000 people city it woul look very akward if everone is shaging around in taverns.

QtT: Will the new squads and patrolroutes/stations get some use in Adv mode for stuff like reasonable stationing of guards or having to patrol them throught the tunnels of a mountainhome.

What about ordering around your teammeates you pickup during the game like tiny squads in style like this maybe: "The 3 elves in the back, the speardwarfs in the front and the human swordmaster goes with me".
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Kishmond

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Re: Future of the Fortress: List of Remaining Items
« Reply #2462 on: June 13, 2009, 11:10:49 pm »

Reading for the month-end project? Now I want to know what it is!

But please don't tell me.  :-*

Armok

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Re: Future of the Fortress: List of Remaining Items
« Reply #2463 on: June 14, 2009, 01:19:00 am »

there only thing I could think about when I read the word "bender" was this.

Toady, what will be the treatment of the "draft a civilian dwarf to move it out of a danger zone/ into a drowning camber"? now when the military is more detailed and military-like, the problem that you draft them into the army to get them to move to somewhere becomes more glaring, and it seems like at some point you must either prevent it (making it impossible to move civilian dwarves to a specific place), or implement something at least semi-separate for it. (so that you can move them easier without having a bizarre temporary draft) Possible solutions include requiring them to interact whit some military-related dwarf before joining the army, or having some kind of partial draft that is basically like putting them in the military in all but name and that they wont fight, or something new like having a military dwarf escort them or making a "go here" job for something. I'm babbling now so I should stop.
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Tormy

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Re: Future of the Fortress: List of Remaining Items
« Reply #2464 on: June 14, 2009, 06:16:50 am »

"More advanced devices are possible, like having different orders associated to different alert states, or having a series of orders stored up that can be activated for a squad at any time, but I'm not sure what will come in this time. The system should easily support the expansion in any case. "

Stored orders? Sounds awesome!  8)

"I haven't yet handled the cancellation of orders, which will probably be associated to the alert status -- if you tell a squad or individual to go back to their scheduled routine, it would imply cancelling the orders, though that might be tweaked depending on what seems most natural (or if multiple options or full order displays come up or make more sense)."

Okay, I like this. Either way, just an idea. If enemies are nearby for example, and the player cancels the attack orders, some dwarves should refuse to cancel the attack. It should be linked to personalities perhaps. This is DF afterall, and some dwarves are [should be] very hardheaded.  :D
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Toady One

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Re: Future of the Fortress: List of Remaining Items
« Reply #2465 on: June 14, 2009, 09:47:36 am »

Quote
Quote from: Mephansteras
Well, at it's height Rome had a population of about a Million, and I found a reference on medieval Paris having somewhere between 80,000-200,000 people. So we're talking LOTS of people, even at the low end.

How reasonable that'll be with current processors...I don't know.
Quote from: Neonivek
The Major issue Toady has with having cities actually reach populations in the tens of thousands or more is the need for generation or more simply the need for everyone to has a history.
Quote from: Heph
Its mainly a time and resource issue i think. In a world that is medium-sized you get around 20000 (iirc) inhabitants.100 times more - 2 Million - people would need 100 times more Diskspace which could grow up to a half Gigabyte.
Quote from: Tormy
Yeah, it would take countless hours to generate a world, which has millions of creatures.

Yeah, the genesis of this conversation in the previous posts was part of the last interview I did, in which I talked quite a bit about how abstract populations might be used to convey a proper sense of scale for a typical fantasy world while at the same time maintaining much of the historical data and individuality of the people you meet, so it's not so much a processor issue, and these critters don't all get saved or stored individually, though obviously it comes up a little bit since there's stuff to be handled.

Quote
Quote from: Footkerchief
Maybe the idea of shifting your "focus" from the fortress proper to outlying settlements, roaming armies etc. could be generalized to other aspects of fortress mode, so that very large fortresses could be controlled piecemeal?  To the extent that you could have one large burrow at a time being directly simulated, with other burrows running in semi-abstracted mode, and haulers occasionally moving between burrows with off-map arrivals etc.  I guess it's mostly a question of how well the Caravan Arc stuff (production of items, transfer of resources between sites) scales down.
Quote from: bjlong
Burrows would work. You could also treat certain rooms (like workshops!) as separate, and abstract them out when looking at the larger fortress. Not the most eloquent solution, and it'd only really be helpful in assembly-line like workshops (smelters and forges in one room, for example) or rooms with a lot of people (like barracks!). It'd also fail if everyone's outside the rooms that are being abstracted.
Quote from: Heph
For a real vast city for example why not create a own Build-mode without dwarfs on the screen? Pause the time entirly even, then let the player plan entire buildings, streets, places and zones from premade or selfmade templates/blueprints.
(snip)
(edit: Going down to the lowest detail level should still be possible.)

This is all the central problem with fort mode really.  It's similar to the difficulty with retiring a fort and expecting it to be going on as you want it to continue on.  Jumping back and forth between levels of abstraction is a hard problem when there are things like the state of fluids and so on to consider, and so without a solution present I've been leaning toward having one main active area, at least for any reasonable period of time, with sub-areas available for relatively simple acts like army fights.

There's a bloat somewhere about "deep sites" which relates to the question of fortress sprawl.  I think at least having a main section that you are looking at in detail and other sections that you aren't looking at in detail (at worst, ever) is a tractable problem, where you could think of your fortress as the keep in the center of a giant capital, and you could have your dwarves off doing all sorts of projects all over while still maintaining a "realistic" sense of scope, without your dwarves being important enough in the workings of things so as not to become drowned in mediocrity.  You'd still have complete access top to bottom in one map column, so bad things could still happen locally, which is good, and it could give you all sorts of reports and various control over non-visible sections, and they could be realized for you in either (a) adventure mode, (b) in a non-controllable fortress mode based on the adventure mode representation.  This is easier since fluids don't come into play (since they can be controlled in general when you don't go all nuts with them).  I don't mean to harp on fluids though -- there are all sorts of problems.

Quote from: Mephansteras
The Roman Empire certainly gives a good example of an Advanced pre-industrial society, and Toady may also want to research population levels in countries such as China and India during his accepted time period.

Regarding China, which I had been reading about for some months intermittently due to my ROTK/Water Margin read, from the Battle of Red Cliffs (~200 AD) to the battle at the end of the Song dynasty (~1300 AD), it looks like the larger armies in the area were always around 200,000 troops (which is why I used this figure in a previous post), but there were lots of battles in the intervening time, so it could have been even higher.  That said, I'm not sure a large-sized DF map could be considered China-sized (especially in the sense of arable land, since we'd prefer a huge amount of biome diversity), though we don't actually have a scale, and abstracted populations would change the potential of it.

Quote from: Hondo
It will be nice to have some control over the royal guard, but I suspect that it will still just be a black hole to throw cripples into to keep the nobles happy. Have you ever thought about their practical purpose and what they could be guarding against?

Not much.  Their current role is to walk around with the tax collector and ransack rooms for things they want to walk off with, so they'll certainly need changes.  Being able to use them as a standard squad most of the time will tide that wait over a bit, anyway, until the nobility actually has to worry about life beyond a well-placed lever.

Quote from: LumenPlacidum
Will the new noble positions and entity definitions allow for nobles to be non-unique?  And, is one of the mechanisms for rising to a position going to be a certain amount of a skill?

Yeah, for non-unique nobles, you can set a number, either greater than one or "as needed", which lets you appoint as many as you want (only practical for military squad captains as it stands, but you can do it with any position).  I don't have a position with strict skill requirements in vanilla as it stands, but it's as easy a thing as any to add in to the format if people find cause for it.  For the current positions, I don't see a reason to restrict them by skill where the player already has an ordered list of the best dwarves and can put in a crappy one at their own risk.  It can still produce such an ordered list since each responsibility you assign to a position has an inferred list of skills.

Quote from: Heph
QtT: Will the new squads and patrolroutes/stations get some use in Adv mode for stuff like reasonable stationing of guards or having to patrol them throught the tunnels of a mountainhome.

What about ordering around your teammeates you pickup during the game like tiny squads in style like this maybe: "The 3 elves in the back, the speardwarfs in the front and the human swordmaster goes with me".

At some point it'll come up in adventure mode, yeah, though for now even siegers that attack you in fort mode are up in the air with respect to squads.  The squad mechanic is separate from your dwarf fortress though, so I plan to get a lot of use out of it all over the place.

And yeah, with adventurer entities (on dev_next) come the ability to have adventurer squads and adventurer everything else (sites, etc.), and it's one of the things we're hoping to explore in the nearer term (with improved sieges and the top 10 list and a few other things, probably with adv skills placed before adv entities).  Not all in one release of course.  I've had enough of that...  or rather, I'll have had enough of that as soon as I get this one out.

Quote from: Armok
Toady, what will be the treatment of the "draft a civilian dwarf to move it out of a danger zone/ into a drowning camber"?

You can still play the system a bit here, though I have one item up there concerning the break exploit I think.  There's still the "I was drafted!" penalty for unskilled dwarves, but yeah, it's a bit like mind-control, which we try to avoid.  A dwarf that is drafted, moved and then undrafted could very easily detect that action though, and it might be subject to particular thought-scorn and whatever else is needed.  If that isn't enough, some of the more drastic-and-realistic measures (such as requiring a message delivery for activation) could be considered, but the fun of commanding a military against proper threats needs to be considered first and foremost in these matters, so I don't want to hamper that too much.  Something like an initial contact from the squad command and subsequent contact every year or major cycle might be called for, and that shouldn't hamper you too much in the case of an emergency unless it is particularly ill-timed.  Some kind of "the goblins are coming!" mechanic might be fun, but by the time your guy gets through with that they'd have crossed the short distance to your fort...  perhaps when you have more control over the outside area it would work better (since you could have more advance warning).
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #2466 on: June 14, 2009, 10:10:15 am »

Hey i was thinking a bit. Could you modify the spatter system in a way that it interacts with the current water-system? Say that a a blob of Salt(-dust) can "cover" a cube of Water but gets treated as if it is dissolved in said cube of water?
By this you could get oceans salty in a way that the salt is extractable and rivers/watersystems transporting materials like sand (and maybe minor amounts of gold?), and posonnous heavy metals.

It could also wash ashore / deposit material so that River/Lake-islands and deltas can be formed.

edit: I was typing as you did post the wall of text. Thanks for all this answers.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #2467 on: June 14, 2009, 11:13:53 am »

Hey i was thinking a bit. Could you modify the spatter system in a way that it interacts with the current water-system? Say that a a blob of Salt(-dust) can "cover" a cube of Water but gets treated as if it is dissolved in said cube of water?
By this you could get oceans salty in a way that the salt is extractable and rivers/watersystems transporting materials like sand (and maybe minor amounts of gold?), and posonnous heavy metals.

It could also wash ashore / deposit material so that River/Lake-islands and deltas can be formed.

edit: I was typing as you did post the wall of text. Thanks for all this answers.

In the current version water has "contaminant markers" for a limited set of materials.  This is all I could find about it:

Quote from: dev log
06/14/2007: Added salinity and stagnant nastiness flags to local water squares, made liquid character flags flow around with liquids

Spatters used to use an analogous system of map tile flags, but they've been upgraded to support spatters of arbitrary materials (you probably know this already, just providing context):

Quote from: dev log
01/13/2009: 849. The main thing today was updating the old blood/slime/vomit/mud/snow system with a material spatter system, so that small amounts of any material can be placed in a map square (it can handle whatever state, but practically that'll mean liquids or powder coating/splatters). Moving away from the old map flags to a dynamically allocated system more like frozen liquids and constructions allowed me some more wiggle room, so it can track the precise amounts up to a point, at which an item is created. This could also allow snow/mud depth effects later on, although that might be merged with items/flows depending on how it works out. It's not a question for the next version in any case.

but I don't know if fluid contaminants could be updated that way.  I could see it being a speed issue, although that would mostly depend on to what extent the contaminants form a sub-flow within the flow (think dye dispersing in water).
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Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #2468 on: June 14, 2009, 11:33:22 am »

You can still play the system a bit here, though I have one item up there concerning the break exploit I think.  There's still the "I was drafted!" penalty for unskilled dwarves, but yeah, it's a bit like mind-control, which we try to avoid.  A dwarf that is drafted, moved and then undrafted could very easily detect that action though, and it might be subject to particular thought-scorn and whatever else is needed.  If that isn't enough, some of the more drastic-and-realistic measures (such as requiring a message delivery for activation) could be considered...

More grist for the great mill of "just what the heck does the player represent?"

Great stuff as always.  Every time development moves to a new area, I think that's going to be the best part.
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Mephansteras

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Re: Future of the Fortress: List of Remaining Items
« Reply #2469 on: June 14, 2009, 12:15:24 pm »

Hmm....I think I know what I'm going to do with the new noble positions. I'm going to create player designated "-Master" positions for things like Forge, Stone, and Brew. So you'd be making your Legendary smith into the "Forge Master", which would get minor requirements and he'd keep doing Forge related things. As a noble, he'd also be immune to hammering, which would give the position some game function.
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Baughn

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Re: Future of the Fortress: List of Remaining Items
« Reply #2470 on: June 14, 2009, 01:15:41 pm »

Since I got the idea from this thread, I figured I'd report here in case the giver is listening - I've got an experimental DF(-linux) build up in the 40d11 thread that allows you to resize the window.

Patch has been sent, so it should be in 40d12 on all platforms.

EDIT: Make that "resize and/or zoom".
« Last Edit: June 14, 2009, 08:15:22 pm by Baughn »
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Dakk

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Re: Future of the Fortress: List of Remaining Items
« Reply #2471 on: June 14, 2009, 07:49:30 pm »

Rather unrelated question: Is there any other uses for artifacts planned that doesn't involve the magic arc? Such as making whoever has the benefit of using an artifact weapon or owning any artifact of any kind very happy, a commander carrying a important artifact in battle increasing his/her's soldiers morale, possibly increasing their ability to go into battle trance, and more negative results of losing an artifact?

Urist McCrusader has stolen Destinyspear, an artifact bronze pike.

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Volfram

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Re: Future of the Fortress: List of Remaining Items
« Reply #2473 on: June 14, 2009, 08:27:45 pm »

...until the nobility actually has to worry about life beyond a well-placed lever.

It's probably more surprising to me than it should be to find a developer who actually pays attention to some of the meta approaches his players take to his game.

Which now has me wondering whether, and if so, what, Toady thinks about such things as "pave the sky," "Useless Soapmakers"(unless you have a fetish for castles made of soap), "Kittens = mittens," "Everburning Lignite," and what-have-you that we do.

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[edit]KITTEN-CUSHION DROP PODS![/edit]
« Last Edit: June 14, 2009, 08:29:38 pm by Volfram »
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Toady One

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Re: Future of the Fortress: List of Remaining Items
« Reply #2474 on: June 15, 2009, 12:37:27 am »

I'll get to the followups in a bit.  In the meantime, here is a podcast I did for one of our forum-goers (Languidiir) who decided to start up a podcast on/about the ms paint adventures forum.

here

It's 60MB and a fairly undirected four hours.

edit: took it off the file-sharing site
« Last Edit: June 15, 2009, 03:09:26 am by Toady One »
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