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Author Topic: Future of the Fortress  (Read 517191 times)

Taxus

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Re: Future of the Fortress
« Reply #4305 on: February 11, 2012, 01:09:18 pm »

How much do we know about the changes to historical events generated in worldgen? Obviously there's a lot more stuff that can happen, between historical vampires, historical necromancers, discovering death magic, and so on. Is the new worldgen process pretty much the same as it is now, just more possible events?

I don't fully understand the current worldgen historical event process, but it seems pretty simple: Something like once a year there's a random chance for each historical figure to do one or two things, and some of those things consist of a series of smaller actions, like a war or a rampage.
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Rockphed

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Re: Future of the Fortress
« Reply #4306 on: February 11, 2012, 04:03:33 pm »

So, I don't mean to play backseat coder, and I know I'm just saying this because I'm impatient, but can't Toady prioritize bugs as "gamebreaking" and "not gamebreaking"? Some of the bugs we're being told are fixed seem to be the very definition of inconsequential, something which has no affect on the gameplay and could be fixed in any number of patches after

I think sometimes we hear his description of bugs, and don't realize how annoying they would be.  Yeah, you could still play the game with some of the bugs that he has been fixing, but it wouldn't work the way he wants it to.  One of the big goals of this release was to get cities and towns to be consistent between visits so we could actually find our way around a town.  If you have ever gone to sleep inside and gotten woken up by bogeymen attacking, you know how annoying having maps not be consistent between visits it.  Also, it is good coding practice to not release something with bugs you know how to fix.  Some of the "game breaking bugs" are really hard to track down.  Sometimes they go away entirely when Toady removes a place-holder chunk of code and puts in the "final" version of that code.  Normally, fixing something like that takes grinding away all the other bugs in the area until the final bug can be seen clearly.  Which is not fun for anyone.
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Aquillion

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Re: Future of the Fortress
« Reply #4307 on: February 11, 2012, 04:13:25 pm »

Also, I assume that it's easier for Toady to fix bugs without introducing new ones if he focuses on one area of code at a time, so he remembers what he's doing and how everything works.
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Jacob/Lee

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Re: Future of the Fortress
« Reply #4308 on: February 11, 2012, 04:13:34 pm »

So now we're down to 5 bugs. (assuming ThreeToe hasn't found more)

Kriby

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Re: Future of the Fortress
« Reply #4309 on: February 11, 2012, 06:49:17 pm »

Does/will biting monsters automatically ingest their blood?
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NobodyPro

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Re: Future of the Fortress
« Reply #4310 on: February 11, 2012, 07:29:20 pm »

Does/will biting monsters automatically ingest their blood?
IIRC, Unless you have [SUCKS_BLOOD:x] (or whatever) in the attack definition the blood will just splatter across your teeth.
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Quatch

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Re: Future of the Fortress
« Reply #4311 on: February 11, 2012, 11:53:50 pm »

Valentines day release? Good for vampires & curses!
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bombzero

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Re: Future of the Fortress
« Reply #4312 on: February 12, 2012, 01:42:40 am »

Is it odd that i find multi Z-level designations the most exciting part about this release? i mean my damn pinky finger hurts from mashing the enter key x100
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Yoink

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Re: Future of the Fortress
« Reply #4313 on: February 12, 2012, 06:35:22 am »

Yeah, that's odd. :-\ In fact I'm hoping it's possible to turn that off... I often cycle through z-levels whilst designating to make sure different levels measure up to the one above, I don't want to end up designating the everything for mining!
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bombzero

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Re: Future of the Fortress
« Reply #4314 on: February 12, 2012, 07:13:24 am »

ever dug a 60 Z-level staircase? im pretty sure thats why it was included
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G-Flex

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Re: Future of the Fortress
« Reply #4315 on: February 12, 2012, 08:37:49 am »

Yeah, that's odd. :-\ In fact I'm hoping it's possible to turn that off... I often cycle through z-levels whilst designating to make sure different levels measure up to the one above, I don't want to end up designating the everything for mining!

This is effectively impossible to do accidentally unless you either hold the mouse button down while looking at different z-levels (which you have no reason to do anyhow), or press "enter" again while on a different level (which, again, you wouldn't be doing in the first place).
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Baughn

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Re: Future of the Fortress
« Reply #4316 on: February 12, 2012, 09:11:52 am »

You could already do multi z-level designations using macros, effectively speaking.

It's a pity that so many don't know about these.
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Footkerchief

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Re: Future of the Fortress
« Reply #4317 on: February 12, 2012, 09:44:46 am »

You could already do multi z-level designations using macros, effectively speaking.

It's a pity that so many don't know about these.

I'd just rather not use them.  They make the game feel like I'm at work writing vim scripts.

edit: not to imply that macros aren't a useful feature for other players.
« Last Edit: February 12, 2012, 12:25:42 pm by Footkerchief »
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Greiger

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Re: Future of the Fortress
« Reply #4318 on: February 12, 2012, 10:43:46 am »

You could already do multi z-level designations using macros, effectively speaking.

It's a pity that so many don't know about these.

Don't worry your macros are extremely useful to the folks that use them.  A macro that just does down and enter is awesome for buying tons of stuff from caravans because it only counts as one key and triggers the key entry speedup too when held.  50 pages of delicious meat purchased in 10 seconds. Muahaha!
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Myr0ku

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Re: Future of the Fortress
« Reply #4319 on: February 12, 2012, 12:06:16 pm »

So, i don't understand, what will be the major implementation in the next release of DF ?
And, will the bug with the starecase in the glaciers be fixed ?
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