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Author Topic: Future of the Fortress: The Development Page  (Read 1561489 times)

Hummingbird

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Re: Future of the Fortress: The Development Page
« Reply #2460 on: December 07, 2010, 05:51:21 pm »

One of the major annoyances I have had with post-sprawl worldgen is that civilizations are allowed to overlap their territories, and you end up with several civilizations stacked on top of each other. You seemed to allude to this a while ago when you said that "the upcoming association of hamlets/villages to the town markets is going to force me to come to terms with loose boundaries a bit, as will the desire to set up some kind of difference in available trade goods." I wasn't very clear on what you meant by this; did you intend civilizations to have these overlapping territories, or are there technical problems with giving civs clear, well-defined borders? If so, what are they, and how high a priority is it for you to fix the problem?
« Last Edit: December 07, 2010, 06:20:54 pm by Hummingbird »
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penguinofhonor

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Re: Future of the Fortress: The Development Page
« Reply #2461 on: December 08, 2010, 09:27:54 pm »

Are
Spoiler (click to show/hide)
HFS? I wasn't aware.
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Footkerchief

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Re: Future of the Fortress: The Development Page
« Reply #2462 on: December 08, 2010, 09:53:11 pm »

Are
Spoiler (click to show/hide)
HFS? I wasn't aware.

Leading up to 0.31.17, that feature was kept secret and only hinted at ("Proper burial is now somewhat more encouraged.").  So yeah, it's hidden and it's meant to be fun.
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penguinofhonor

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Re: Future of the Fortress: The Development Page
« Reply #2463 on: December 09, 2010, 12:15:09 am »

Okay, seeeecret question under the spoiler:
Spoiler (click to show/hide)

And question 2:
I like the options the new "start a new world now!" thing gives you, but I don't think they're enough. For instance, I want really shallow cave systems but I don't want to fool around in the advanced settings for ten minutes to get them. Do you think we'll ever have a medium-complexity generator or something?
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Greiger

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Re: Future of the Fortress: The Development Page
« Reply #2464 on: December 09, 2010, 12:18:03 am »

I'm myself starting to wonder how hidden some of these things may end up being.

I mean back in the day hidden fun stuff was actually something rarely mentioned.  I recall actually being surprised by it back then, despite having lurked on the forums for over a month at that point.  Now 'days all the HFS is so alluded to and hinted at with the subtlety of a lead hammer I would be surprised if anything stayed secret for more than a day, even to folks trying to avoid spoiling themselves.  Trying to keep such things hidden may be turning more and more futile.

Of course Toady 'spoilering' the responses himself does seem to point to such things not being intended to be common knowledge.   Clearly this just means we must work harder at keeping such stuff under the table. 

I blame what got out getting out on .... the armorsmith.  He is to be detained for 92 days.  Get to it.
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Quatch

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Re: Future of the Fortress: The Development Page
« Reply #2465 on: December 09, 2010, 10:37:25 am »

I think the medium complexity generator is asking for help on the forum and getting a block of text to put in your worldgen file. Doesnt the wiki keep a repository of worldgen blocks for common reqests?
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>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

Demki

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Re: Future of the Fortress: The Development Page
« Reply #2466 on: December 09, 2010, 10:47:55 am »

I don't know if it was asked, but:
Will we be able to send dwarves for a job of exploring and mapping the caverns? As in, telling the dwarves to map certain "blacked out" regions of the embark map, such as the ones in caverns?
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Psieye

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Re: Future of the Fortress: The Development Page
« Reply #2467 on: December 09, 2010, 11:27:21 am »

And question 2:
I like the options the new "start a new world now!" thing gives you, but I don't think they're enough. For instance, I want really shallow cave systems but I don't want to fool around in the advanced settings for ten minutes to get them. Do you think we'll ever have a medium-complexity generator or something?
Uh, the in-game worldgen parameter editor? I have no idea why everyone looks at the raw worldgen.txt file and gets scared off when the in-game editor explains a lot of the parameters.

I don't know if it was asked, but:
Will we be able to send dwarves for a job of exploring and mapping the caverns? As in, telling the dwarves to map certain "blacked out" regions of the embark map, such as the ones in caverns?
A cat will do this for you. It's their innate behaviour to explore all nooks and crannies of wherever they are. Don't ask how the cat communicates back the map information to you.
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Demki

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Re: Future of the Fortress: The Development Page
« Reply #2468 on: December 09, 2010, 11:39:32 am »

I don't know if it was asked, but:
Will we be able to send dwarves for a job of exploring and mapping the caverns? As in, telling the dwarves to map certain "blacked out" regions of the embark map, such as the ones in caverns?
A cat will do this for you. It's their innate behaviour to explore all nooks and crannies of wherever they are. Don't ask how the cat communicates back the map information to you.
They do? maybe I should make the doors to the caverns pet passable... hm...
But then again, if any of the adopted cats walk in there...
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teloft

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Re: Future of the Fortress: The Development Page
« Reply #2469 on: December 09, 2010, 01:27:32 pm »

Infectious disease can be a nice controling element for populations in towns a cities, giving boost to mortality and keeping the populations down.
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Quatch

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Re: Future of the Fortress: The Development Page
« Reply #2470 on: December 09, 2010, 01:36:09 pm »

Infectious disease can be a nice controling element for populations in towns a cities, giving boost to mortality and keeping the populations down.

Read that as morality, and was seriously questioning yours.
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>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

Ratbert_CP

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Re: Future of the Fortress: The Development Page
« Reply #2471 on: December 09, 2010, 01:48:49 pm »

Infectious disease can be a nice controling element for populations in towns a cities, giving boost to mortality and keeping the populations down.

Read that as morality, and was seriously questioning yours.

GLad I'm not the only one who read it that way. Although, we *are* talking about DF...  ;)
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decius

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Re: Future of the Fortress: The Development Page
« Reply #2472 on: December 09, 2010, 02:33:49 pm »

Infectious disease can be a nice controling element for populations in towns a cities, giving boost to mortality and keeping the populations down.

Read that as morality, and was seriously questioning yours.

GLad I'm not the only one who read it that way. Although, we *are* talking about DF...  ;)

I'm GLaD we've had this discussion about morality, infectious diseases, mortality, and population control. I expect to see overshoot-and-collapse behavior, modeled by having food supply and food stockpiles tracked separately, so that population can exceed supply by consuming the stockpile, followed by mass starvation and eating seed grain.
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Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #2473 on: December 09, 2010, 02:37:14 pm »

Hey depending on the Humans religions it can boost the 'morality'. I mean look all that sects the start to proclaim that one or another disaster is the Wrath of God/ a sign to Rapture/Armageddon etc. This stuff get commercialised. So if in the aftermath of an disaster you could have actually strengthened fundamental views. Mhhhh maybe someone can dig up some numbers and statistics for this effect?

The trade ad migration routes are perfect for transmitting diseases. 
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Scood

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Re: Future of the Fortress: The Development Page
« Reply #2474 on: December 09, 2010, 02:44:40 pm »

following
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