Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 35 36 [37]

Author Topic: Dwarf Fortress 0.31.08 Released  (Read 127006 times)

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Dwarf Fortress 0.31.08 Released
« Reply #540 on: July 11, 2010, 02:46:35 am »

I just thought that you could calculate if a certain "standing order"-script runs the fort or parts of its economy stable for the next x years thought doing that is on a second look pretty hard - furthermore i said:

Quote
a script-language would be perfect for stuff like civ-behavior   NPC-settlement layouts etc.

thus one (or more) of that scripts could take over the rest of the fort development. The fractal design of the current Mountain-homes for example could be a rather simple script - if you make that script flexible enough to take stuff into account that was build by the player you could "grow" a fort after abandon to some extend.   

It depends partwise on how flexible the scripts are themselves - if they can run with parameters like available dwarfs etc.

edit:also what urist said.
« Last Edit: July 11, 2010, 02:50:07 am by Heph »
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.
Pages: 1 ... 35 36 [37]