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Author Topic: Future of the Fortress: The Development Page  (Read 1572342 times)

Psieye

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Re: Future of the Fortress: The Development Page
« Reply #315 on: July 10, 2010, 07:24:12 pm »

It wasn't that hunting was impossible period. It was getting it to happen reliably.

Oddly enough I can't even see the bug tracker... and I don't want to make an entirely new account just to see it either.

The bug tracker is actually a fantastically cool place where awesome people hang out, so you may want to reconsider!

Well I signed up and was hit with a giant wave of disapointment... None of that stuff is there.
Oh it's all there, you just gotta look for the more controversial bugs. Of course, your definition of "cool place of hanging out" may differ from Footkerchief's.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Neonivek

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Re: Future of the Fortress: The Development Page
« Reply #316 on: July 10, 2010, 07:31:12 pm »

Hang out implies other people...

At least to me.
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goffrie

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Re: Future of the Fortress: The Development Page
« Reply #317 on: July 10, 2010, 07:42:25 pm »

Hang out implies other people...

At least to me.
xkcd disagrees. http://xkcd.com/324/
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Untelligent

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Re: Future of the Fortress: The Development Page
« Reply #318 on: July 10, 2010, 09:29:58 pm »

31.09 got a commentless ninja-update. Downloading now.

I seem to recall a bunch of metals got their yield properties rebalanced. Time to rewrite all the extra metals in my mod...



I'd ask what's coming up next, but I'm sure we'll find out in a bit next time Toady updates the devlog or posts here.
« Last Edit: July 10, 2010, 11:11:11 pm by Untelligent »
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Neonivek

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Re: Future of the Fortress: The Development Page
« Reply #319 on: July 10, 2010, 11:38:51 pm »

Who knows, it is really up to what Toady wants to add.

So far from what I can understand about Toady's actions is that on one hand he can be technical and want to put in those important technical fixes, he tends to bore of this after a while and ends up going on tangents.

Though sometimes when he goes on Tangents he can find that he becomes burried by them and bows out.

So likely we will see a few bug fixes for a bit and then Toady will get bored and he will do something else. Likely something that isn't an Adventurer update.
« Last Edit: July 10, 2010, 11:43:43 pm by Neonivek »
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Psieye

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Re: Future of the Fortress: The Development Page
« Reply #320 on: July 11, 2010, 05:09:27 am »

Hang out implies other people...

At least to me.
I see about 20 people there, how are you counting people?
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #321 on: July 11, 2010, 11:07:59 am »

If moving fort parts become as powerful as some people want them i suggest a new challenge: A Fortress that is essentially is a "Zuse Helix-tower" (watch the video).
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Festin

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Re: Future of the Fortress: The Development Page
« Reply #322 on: July 11, 2010, 11:25:21 am »

THIS:
Quote
# Moving fortress sections (lifts, crushing traps, etc.)
WILL it be theoretically possible to make a for that actually inches it's entire bulk acro0s the map?

I fail to understand how people can possibly discuss anything but this. After reading the dev page and this post, I spent the next hour in a trance, imaging crazy and awesome things. 

Also, I completely support the following suggestion:
That wouldn't be a problem... if you could change the map.
I think it might be pretty easy to add a system where you can add and subtract entire world tiles from your map during fortress mode. You know, change a 3x3 map into a 3x4 - then back to a 3x3, moving forward like an inchworm.

Why should this option only be limited to the initial embark? (To answer my own question, there might be issues with sealing off any subtracted world tiles so that your dwarves don't go there anymore)

There have been a number of times where I wish I had added just one more row of tiles during embark, so that I could, for example, dig further into the mountains in search of adamantine.

If these two are ever actually implemented, then my life will be complete, and I will have no regrets about anything. Is resizing the playing field as described above even theoretically possible?
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Necronopticous

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Re: Future of the Fortress: The Development Page
« Reply #323 on: July 11, 2010, 11:40:06 am »

THIS:
Quote
# Moving fortress sections (lifts, crushing traps, etc.)
WILL it be theoretically possible to make a for that actually inches it's entire bulk acro0s the map?

You'd obviously have to capture a fire demon to power it, first.
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Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #324 on: July 11, 2010, 12:02:36 pm »

Well make it wind-powered and use Springs and Weights to store the power. Said mechanism would be by the way a decent thing.

According to wikipedia:

Quote
Spring-driven clocks appeared during the 1400s,   although they are often erroneously credited to Nürnberg watchmaker Peter   Henlein (or Henle, or Hele) around 1511.   The earliest existing spring driven clock is the chamber clock given to   Peter the Good, Duke of Burgundy, around 1430, now in the "Germanisches Nationalmuseum".

So its pretty close to dfs timeframe. It also would make "Multishot" traps feaseable.
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TheDJ17

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Re: Future of the Fortress: The Development Page
« Reply #325 on: July 11, 2010, 01:58:24 pm »

Also, I completely support the following suggestion:
That wouldn't be a problem... if you could change the map.
I think it might be pretty easy to add a system where you can add and subtract entire world tiles from your map during fortress mode. You know, change a 3x3 map into a 3x4 - then back to a 3x3, moving forward like an inchworm.

Why should this option only be limited to the initial embark? (To answer my own question, there might be issues with sealing off any subtracted world tiles so that your dwarves don't go there anymore)

There have been a number of times where I wish I had added just one more row of tiles during embark, so that I could, for example, dig further into the mountains in search of adamantine.

If these two are ever actually implemented, then my life will be complete, and I will have no regrets about anything. Is resizing the playing field as described above even theoretically possible?
I'd like to add to this: Whould the above mentioned feature eventually be replaced with some sort of Fog of War?
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Osmosis Jones

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Re: Future of the Fortress: The Development Page
« Reply #326 on: July 11, 2010, 10:50:12 pm »

On resizing the map; this originally came up in the underground diversity thread, and looked more at adding/subtracting z-levels then horizontal tiles, although there probably is a strong correlation.

more underground diversity
-- up on dev_next in part, though there are some issues with some of the desired ones, especially with digging down, since it can't load all that many layers, and solutions for slowing downward digging all seem sort of gamey or sketchy
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RCIX

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Re: Future of the Fortress: The Development Page
« Reply #327 on: July 12, 2010, 04:47:20 am »

When will the rest of the workshops/reactions be moved out into raw files? i feel kind of constrained as a modder trying to operate with only limited access to how Toady set up the workshops.
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Mephansteras

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Re: Future of the Fortress: The Development Page
« Reply #328 on: July 12, 2010, 12:03:31 pm »

Kind of related to RCIX's: When will custom workshops be able to display the color of the building materials the way regular workshops do?
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Knight Otu

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Re: Future of the Fortress: The Development Page
« Reply #329 on: July 12, 2010, 12:38:25 pm »

With entity populations, I'm assuming that the first step would be taken for overworld nomadic civilizations, but is it likely that they'll be included?
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