Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 303 304 [305] 306 307 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1562420 times)

Caldfir

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4560 on: April 19, 2011, 09:44:39 pm »

We already have a way to explain naturally higher dwarven architecture, masonry, forging etc. skills: the natural skill tag in the raws allows all members of a race to start with higher levels in certain skills. I imagine that when dwarves are no longer the primary race and humans/elves are playable too, the natural skill tags will be invoked to differentiate the playing experiences of the various races.
Speaking of the other races; who else is really looking forward to what dwarf/goblin/elf (/kobold?) sites are going to look like?  Seeing this phase of the game come together is really exciting. 

I know just humans are on the table right now (and the other races aren't coming up for a while), but seeing what Toady's done with them has me thinking. 
Logged
where is up?

Sowelu

  • Bay Watcher
  • I am offishially a penguin.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4561 on: April 19, 2011, 10:27:19 pm »

Yeah, I am very interested in seeing what other dwarf sites look like, especially hill dwarves.  But elves, most of all.  Hell yeah.
Logged
Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Miuramir

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4562 on: April 20, 2011, 10:07:52 am »

what about those bridges some cities have with a load of houses ON the bridge so you don't even notice you're on a bridge not just a  normal street when you're walking over it?

My thought is that the tradeoff advantage of declaring a bridge "static" would be that you could build on it; the best Dwarven representation of our running example bridge Untertorbrücke in historical times would probably be 5-6 squares across, to allow for a square of fortifications down each side and room for a wagon to go down the middle; then when the fortifications are removed later it would be just wide enough to be two lanes.  (The actual Untertorbrücke seems to be 8-9m across at the arch spans, and the support pillars extend out to about 12-13m total width. Without any fortifications in modern times this handles two narrow lanes of traffic and some sidewalks.  It's not clear how far the earlier fortifications were built out from the edge; it would not be uncommon at all for them to overhang at least somewhat, both for more room and for better fields of fire.)

Part of the problem here is that DF wagons have been 3x3, which is unusually wide for the streets, tracks, and bridges in many historical eras; and additionally problematic when you consider the unimproved and frequently mountainous terrain involved in getting to an early fort.  From the Wikipedia article on Lane:
Quote
"The U.S. Interstate Highway System uses a 12-foot (3.7 m) standard for lane width. 11-foot (3.4 m) lanes are found to be acceptable by the Federal Highway Administration for automobile traffic, but as lane width decreases (9-foot (2.7 m) lanes are found in some areas) traffic capacity decreases. ... In the United Kingdom, many lanes are found in the countryside, and most of these lanes are wide enough for one car at a time and often have a lay by for cars to pass. In general, European laws and road width vary per country, with the minimum widths of lanes being anywhere between 2.5 m to 3.25 m"

From the snopes.com entry on railroad gauges and the origins of "Standard" gauge of 4 ft 8.5 in (1.435m):
Quote
"Historian James Crow, writing about Housesteads, the 3rd century Roman fort built along Hadrian's Wall, notes that:
Quote
The wheel rut and gate stop in the north passage are well preserved, and a number of reused stone blocks formed part of the latest surface to survive. The gauge between the ruts is very similar to that adopted by George Stephenson for the Stockton to Darlington railway in 1837, and a 'Wall myth' developed that he took this gauge from the newly excavated east gate. There is a common link, but it is more prosaic, and the 'coincidence' is explained by the fact that the dimension common to both was that of a cart axle pulled by two horses in harness (about 1.4m or 4ft 8in). This determined both the Roman gauge and Stephenson's, which derived from the horsedrawn wagon ways of South Northumberland and County Durham coalfields.

What we're talking about in DF is usually more closely related to Loading gauge and Structure gauge, which has to do with the tunnel size (or other restricted space) that something can fit through.  Modern European loading gauge width is 10 ft 10 in (3.29m), Great Britain an older 8 ft 6 in (2.6m), North America mostly 10 ft 8 in (3.25m);

An obvious parallel to the DF wagon is the Conestoga wagon, specifically designed for heavy duty use in hills and low mountains, for fording streams and rivers, and for breaking new ground into new territories.  "The average Conestoga wagon was 18 feet (~5.5m) long, 11 feet high (~3.4m,), and 4 feet (~1.2m) in width. It could carry up to 12,000 pounds of cargo (~5.5mt)."  I'm a bit suspicious of the narrow width they list, but there seems to be some precedence for the actual Conestoga wagon to be that narrow so it could fit down certain trails; a more typical "prairie schooner" of later years and wider spaces would be wider, and a lot of the covered wagons you see are actually of this later type. This photo shows something closer to the early Conestoga type, and is indeed quite narrow.  Note that the narrow and curved bottom was supposedly at least partly to keep barrels from rolling about, certainly a concern for dwarves!  (Also note that in this historical context, barrels were not only used for liquids and powders, but for many things that DF dwarves would store in bins, such as small finished goods.  If you wanted a reasonably portable, standard sized, heavy-duty, waterproof container you used a barrel; boxes and the like were for light duty in-town use, and crates were typically larger items for use on ships and would require multiple people and/or a block and tackle to move.) 

All of these really point to wagons being more sensible at no more than 2 squares wide.  Transporting a 3x3 DF wagon would be an ultra-wide load taking up most of two modern highway lanes, special planning as it would be too large for many ramps and some bridges, and probably requiring police escort if not closing the roads entirely; it would never fit on a railroad.  You could probably make a pretty good case that DF dwarven wagons should be 1x2, on the smaller end of a Conestoga wagon, designed for tight quarters and rough terrain; having human wagons at 2x3 as they are designed more for use in the lowlands would preserve the concept of "we need better roads and bridges to get the full human caravan" that was a useful DF gameplay mechanic in many versions. 
« Last Edit: April 20, 2011, 10:12:17 am by Miuramir »
Logged

Shinziril

  • Bay Watcher
  • !!SCIENCE!!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4563 on: April 20, 2011, 11:31:52 am »

Having the human wagons be 2 squares wide would also let them be pulled by two draft animals side-by-side, which is a pretty standard configuration for a wagon (to the point where it generated the width of "Standard" gauge, as cited in your post). 
Logged
Quote from: lolghurt
Quote from: Urist McTaverish
why is Dwarven science always on fire?
Because normal science is boring

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4564 on: April 20, 2011, 11:53:47 am »

Another, perhaps even simpler, take that would quickly result in increased realism of both the worldgen and fortress mode bridges would be to have a third type of bridge, "static", that works identically to the existing types do when down, but cannot be linked to a lever to raise it.  Additionally, the materials requirement and construction time for bridges would go up non-linearly with length; a bridge 10 dwarf-squares long should be considerably more than five times as hard as one 2 dwarf-squares long.  Note that when you look at it from a DF view, the Untertorbrücke is really three 8 dwarf-square long static bridges between columns (and originally had an additional several square long raising drawbridge off the end as part of the fortifications, now filled in), because they were unable to span it with two 12 square bridges. 

One fairly interesting way to handle both the default DF world and various mods would be to have the material and design requirements for a static bridge based on the compressive strength of the material selected; and the material and design requirements for a retracting or raising bridge based on the tensile strength of the material selected, in addition to a cumulative length factor.  By relatively easy tuning of only three or four new numerical parameters per world (in one of the raw files), and the use of existing material information, you could very quickly get something with very interesting results.  Hiring dwarves with access to iron or steel suddenly becomes even more valuable if you want that trendy fireproof raising drawbridge.  The infamous soap constructions would become far less practical by default, yet those wanting a much sillier fantasy world could either increase the stats on soap, or reduce the material-strength-factor value for their world in the raws.  (It could be argued that many fantasy world constructions and illustrations can be rationally explained by a combination of having a much lower exponent for material strength, and ready access to Legendary Architects; all those slender spires and leaping stone arches simply fall out of a couple of equation parameter changes, in a triumph of procedural design.)

This is suggestions thread material.  You should probably make a suggestion based on this, and I'd like to see it in the fortress mode game, itself.

We can't have cave-ins right now because of the difficulty of modeling building stresses in 3d, but a bridge can be considered a self-contained structure for these purposes.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4565 on: April 20, 2011, 12:05:54 pm »

Having the human wagons be 2 squares wide would also let them be pulled by two draft animals side-by-side, which is a pretty standard configuration for a wagon (to the point where it generated the width of "Standard" gauge, as cited in your post).

I think part of the problem here is that Toady is using 3x3 as a shortcut in pathfinding, because he hasn't taken the time to handle true multitile creature support.

Basically speaking, to create a "wagon access" map, you just take the regular map, and test to make sure that every other tile nearby has another open tile.  If any tile directly adjacent is blocked, then the middle of the wagon couldn't fit there.  That way, you can make a "wagon access" map fairly simply by just tracking only the middle tile of a 3x3 wagon, and disconnecting the rest of the tiles, and you can just use the same standard A* methods. 

Thing is, this is basically a kludge solution that doesn't scale to other sizes of vehicles.  Toady is going to need to design a multitile creature pathfinding code before we can have something other than one tile creatures and maybe a 3x3 wagon which has code specifically designed for that one design.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4566 on: April 20, 2011, 02:36:39 pm »

That of course, in addition to the implementation of creature-like, item-bearing vehicular extensions that aren't actually living and might be items half of the time, such as wheelbarrows, mine carts, and war wagons.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4567 on: April 20, 2011, 06:02:51 pm »

Quote from: devlog

Catacombs! Undead! Make sure you activate the waypoint or it's a huge hassle if your adventurer has to run all the way from the inner cloister to get back to your body!

I'm hoping to see proper vampires, personally, with some of their insanely numerous associated powers.

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4568 on: April 20, 2011, 06:37:18 pm »

vampires is one of the things i definitely don't want in df

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4569 on: April 20, 2011, 06:41:57 pm »

Why not? I don't mean sissy modern sparkly vampires, but medieval shambling fanged, clawed, horse-frightening light-fearing OCD stakeable creatures. Maybe with partially randomised vampire traits.

Sowelu

  • Bay Watcher
  • I am offishially a penguin.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4570 on: April 20, 2011, 06:42:53 pm »

vampires is one of the things i definitely don't want in df

Any particular reason?  I mean, we've already got critters that capture and twist people to their will, night creatures and stuff...
Logged
Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4571 on: April 20, 2011, 06:47:58 pm »

We're already pretty much halfway to vampires, what with blood-sucking and spouse conversion already in the game. All we need are [HEMATOPHAGE] and [SPECIFIC_WEAKNESS:PLANT_MAT:GARLIC] tags for the raws.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4572 on: April 20, 2011, 06:54:02 pm »

[NOCTURNAL]
[LIKES_COUNTING]
[PREY:ALL:COMMON_DOMESTIC]
[SPECIFIC_WEAKNESS:SEED_MAT:MUSTARD]
[ALTFORM:MIST:BAT:RAT:SPIDER:WOLF]
[SYNDROME:TUBERCULOSIS]

Jeremy

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4573 on: April 20, 2011, 07:14:35 pm »

[PREFSTRING:brooding]
« Last Edit: April 20, 2011, 07:18:37 pm by Jeremy »
Logged

Fieari

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #4574 on: April 20, 2011, 07:29:58 pm »

Perhaps now would be the time to expand poisons to diseases?  Given that you're going back to stuff you didn't get to before... what are zombies without zombie infections, after all?  Or mummies without a mummy curse (aka: a disease)?  And besides, how can you expect to model cities without modeling disease?
Logged
Pages: 1 ... 303 304 [305] 306 307 ... 342