Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1562477 times)

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #150 on: July 02, 2010, 04:32:18 pm »

The profiler is most likely a very competent programmer who knows how good pathing has to work. That (s)he does help with the Linux version seems to me just like a additional plus.
Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.

G-Flex

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #151 on: July 02, 2010, 04:33:08 pm »

The profiler is most likely a very competent programmer who knows how good pathing has to work. That (s)he does help with the Linux version seems to me just like a additional plus.

That's not what "profiler" means.

A profiler is more or less what jfs described: It would be used to monitor the performance of the program.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Yaddy1

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #152 on: July 02, 2010, 04:38:27 pm »

I think that it would add a lot to have some of the historic figures generated stop by your fort. It would also be fun if you could make an inn for them to stay in. It would be even more fun if you could send them off on quests to kill your foes or bring back stolen goods.
Logged

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #153 on: July 02, 2010, 04:45:26 pm »

G-flex i know that difference very well. The term "Date" toady uses just indicates (to me) that he could mean a Person instead of a profiling program. The word "profiler" is a bit Ambiguous (again to me) since it could mean a basic profiling software or a person that is a specialist for optimisation.
Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #154 on: July 02, 2010, 05:45:00 pm »

G-flex i know that difference very well. The term "Date" toady uses just indicates (to me) that he could mean a Person instead of a profiling program. The word "profiler" is a bit Ambiguous (again to me) since it could mean a basic profiling software or a person that is a specialist for optimisation.

Haha, Toady was just using "date" whimsically.  He meant profiling software (most likely Valgrind -- that's what Baughn was encouraging him to use).  I don't think "profiler" can refer to a person in English, at least in the context of computing.
Logged

John Keel

  • Bay Watcher
  • [NO_AVATAR:ALWAYS]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #155 on: July 02, 2010, 08:00:34 pm »

Will moving fortress parts require anchors? (Essentially, will walking fortresses be possible, or will they require long piston chains and a single support to work?)

The first would be way more awesome, but incredibly hard to model in a way that makes sense without large-scale concepts like friction and disconnected but touching constructs. The second seems like it would be relatively easy to model in some ways, but again would be confusing without seperate sections of constructions. It would also be much more Fun, what with the possibilities of a building destroyer getting to a connecting piston.
Logged
King of the Onslaught of Narwhals

wyldmage

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #156 on: July 02, 2010, 08:54:49 pm »

Been lurking/playing DF for quite some time, and excited by the changes.  I'm still mostly a 40d player though (some of the latest as well, but my 40d save won't copy over), and curious if there is any plan to make features displayable and/or searchable in the site finder again (such as magma, chasms, etc).

From what I've played, I have to agree that traps are too good (and look forward to them being more intensive), and after getting a strong defense in places, sieges are almost trivial.
So looking forward to these changes, though it would be nice if early goblin waves took a bit longer before sending archer squads, as I've noticed that these are nearly impossible to fight properly if they send decent skill levels for the 2nd year (got hit by 2 ambushes virtually at once, both had 4 archers plus 2-4 wrestlers, and my 48 dwarves lost over 20 in an attempt to mass-recruit my entire fort and wrestle them to the ground [my military of 6 were wiped out by the archers and only killed a single goblin]).
Logged

Osmosis Jones

  • Bay Watcher
  • Now with 100% more rotation!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #157 on: July 03, 2010, 01:29:41 am »

Toady, what degree of finesse are you planning on giving orders to followers? I.e. would it be possible to order a group of followers to dig *this* location or collect fruit from *that* specific tree? Also, any plans on being able to force loyalty beyond acting as a guide? Oooh, and can we get other people to enforce said loyalty for us?

I want to be able to order a slave gang to excavate those ruins, while I lounge about with a platter of fresh, slave-picked, strawberries, and if anyone thinks about shirking off or running away, having my well paid slave drivers chase them down.
Logged
The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Jamal

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #158 on: July 03, 2010, 01:39:35 am »

I know sound/music is a low priority, but is there any chance for new music to be added to the game in the near future? I mean, I absolutely love THE dwarf fortress music, but I can only listen to it for so long. In my opinion, I believe music adds alot to the atmosphere of games. Everybody knows the great feelings of nostalgia when they hear video game music of days past.

Please show us more of your sweet guitar skills.
Logged

nuker w

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #159 on: July 03, 2010, 03:24:09 am »

Toady, what degree of finesse are you planning on giving orders to followers? I.e. would it be possible to order a group of followers to dig *this* location or collect fruit from *that* specific tree? Also, any plans on being able to force loyalty beyond acting as a guide? Oooh, and can we get other people to enforce said loyalty for us?

I want to be able to order a slave gang to excavate those ruins, while I lounge about with a platter of fresh, slave-picked, strawberries, and if anyone thinks about shirking off or running away, having my well paid slave drivers chase them down.

I would also like to know this. Imagine being a trader and sitting on your butt all day as your slave drivers force your slaves to pull and drive your caravans all around the world...
Logged

Osmosis Jones

  • Bay Watcher
  • Now with 100% more rotation!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #160 on: July 03, 2010, 11:17:02 am »

Wooowowowowoo first of the adventurer skills are in!
Logged
The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #161 on: July 03, 2010, 12:09:17 pm »

Quote
07/03/2010: The pristine dev pages were bugging me, so I did sharpening stones, the hunger/thirst extension, butchery, and a prepared elf brain in my backpack so that I could color a few of them the "in next release" color. You can make a sharpened version of any stone right now -- we'll restrict the candidate minerals a bit once surface rocks are a little less homogenous in most places. During the course of adding basic knapping, I put in support for custom (buildingless) adventure mode "reactions", so some modding should be possible there for people that want to add their own production chains. The syntax for reagents/products is the same as dwarf mode, with the same capabilities and restrictions. Now I'll be back to combat/archery bugs for a bit, then we'll do a release.

so much in a day :P, and it'll be out in a few weeks max, possibly a couple of days
« Last Edit: July 03, 2010, 12:12:53 pm by Askot Bokbondeler »
Logged

Dakkan

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #162 on: July 03, 2010, 12:14:20 pm »

What is "Next Release" color? It must be extremely freaking light blue or green or pink, because I can't tell the difference from white. Any other colorblind people notice this?
Logged

Diablous

  • Bay Watcher
  • [PREFSTRING:avatar's cuteness]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #163 on: July 03, 2010, 12:15:47 pm »

It's light blue. Kinda reminds me of microline.
Logged
Quote from: Solifuge
A catgirl, whom oft it would please
To dine on a pizza, with cheese,
Thought it was quite fine
To be partly feline,
Excepting the hairballs and fleas.

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: Future of the Fortress: The Development Page
« Reply #164 on: July 03, 2010, 12:22:55 pm »

It's light blue. Kinda reminds me of microline.

So, are we gonna get spammed by them?
Pages: 1 ... 9 10 [11] 12 13 ... 342