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Author Topic: Future of the Fortress  (Read 675765 times)

Organum

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Re: Future of the Fortress
« Reply #780 on: June 05, 2011, 11:26:31 am »

Although that's true it doesn't make much sense for them to be grouped together to begin with. They store different things and, like you said, are made of different materials. You can't build bags, but you can build "containers". I can't think of any reason to keep them the way they are aside from "it's easier to leave it alone".
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Askot Bokbondeler

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Re: Future of the Fortress
« Reply #781 on: June 05, 2011, 11:29:30 am »

you can build bags the way you build coffers and chests

Organum

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Re: Future of the Fortress
« Reply #782 on: June 05, 2011, 11:43:15 am »

wat
I didn't know that, at all.

Edit: Well, now I know why they're grouped together. I retract my previous derp.
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If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

Greiger

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Re: Future of the Fortress
« Reply #783 on: June 05, 2011, 11:45:08 am »

Yep, the serve the same purpose in a room too.  Though I prefer to use real coffers and chests myself instead of bags.
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Cespinarve

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Re: Future of the Fortress
« Reply #784 on: June 05, 2011, 11:52:34 am »

Yep, the serve the same purpose in a room too.  Though I prefer to use real coffers and chests myself instead of bags.

The may serve the same purpose in a room, but bags have a while different set of functions that coffers et al don't- they store seeds, sand, dye and so on. Unless it is studded with diamonds, i want a bag being used for sand and seeds, not decorating a bedroom. As far as Im concerned, bags have enough special functions to be distinct from coffers.
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Re: Future of the Fortress
« Reply #785 on: June 05, 2011, 02:05:36 pm »

The new  glorious dev notes are awesome, it'll add a whole lot to adventure and fortress mode. With multiple night creatures, strange powers and associated syndroms, DF is going to have its own World of Darkness.
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SirPenguin

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Re: Future of the Fortress
« Reply #786 on: June 05, 2011, 02:33:05 pm »

Given the advent of very time-dependent creatures, have you considered reworking the time compression in Fortress mode? If not, how do you envision creatures like this working given the time scale?

I mean obviously vampires make absolutely no sense in Fortress mode where it's "always day", and even werewolves may have a maximum of 30 seconds or so of screen time given the current time compression.
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darkflagrance

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Re: Future of the Fortress
« Reply #787 on: June 05, 2011, 03:07:45 pm »

A hilarious defense against werebeasts might simply involve a long maze that has to be passed through to get to the fort. By the time the monster finds a dwarf, so much time has passed that its transformation has expired, and it is now a weak being incapable of infecting others, that can be finished off by any passing peasant.
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thvaz

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Re: Future of the Fortress
« Reply #788 on: June 05, 2011, 03:20:07 pm »

Given the advent of very time-dependent creatures,have you considered reworking the time compression in Fortress mode? If not, how do you envision creatures like this working given the time scale?

I mean obviously vampires make absolutely no sense in Fortress mode where it's "always day", and even werewolves may have a maximum of 30 seconds or so of screen time given the current time compression.

I don't think it is always day, it is abstracted. Dwarves doesn't sleep one second each dozen seconds, nor they eat every day. Though it would be nice if there was a reworking, hopefully with a Fast Forwarding option. But I think this would need a great rewrite.
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Lord Shonus

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Re: Future of the Fortress
« Reply #789 on: June 05, 2011, 03:31:52 pm »

Don't forget that there's no sun underground.
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Re: Future of the Fortress
« Reply #790 on: June 05, 2011, 03:41:37 pm »

Don't forget that there's no sun underground.
I do have to point out that this sounds like a megaproject in the making. After all, we spend so much time trying to take heat from the underground, and place it in the outside world. Why not take the sun and put some heat back inside the world...
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Sean Mirrsen

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Re: Future of the Fortress
« Reply #791 on: June 05, 2011, 03:49:41 pm »

Yeah, all that pitchblende could finally see some use.

Speaking of which... pitchblende.. lead...

With the food (and material) based symptoms and weaknesses now being available, would (accidental) food poisoning from improper tableware materials become a sufficiently low-hanging fruit for reasonably expedient inclusion?
« Last Edit: June 05, 2011, 03:53:16 pm by Sean Mirrsen »
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SirPenguin

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Re: Future of the Fortress
« Reply #792 on: June 05, 2011, 04:04:47 pm »

Given the advent of very time-dependent creatures,have you considered reworking the time compression in Fortress mode? If not, how do you envision creatures like this working given the time scale?

I mean obviously vampires make absolutely no sense in Fortress mode where it's "always day", and even werewolves may have a maximum of 30 seconds or so of screen time given the current time compression.

I don't think it is always day, it is abstracted. Dwarves doesn't sleep one second each dozen seconds, nor they eat every day. Though it would be nice if there was a reworking, hopefully with a Fast Forwarding option. But I think this would need a great rewrite.


Right, it is abstracted, which I guess is what I'm talking about. If it continues to be abstracted then vampires will function identically to werewolves, in that they stick around for a few 'days' or some such nonsense.

I'm not even sure if there is a better system than what we have, but I've been wanting a "more accurate" version of the day cycle for awhile in fort mode, and I think now is a good chance to take a stab at it.
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thvaz

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Re: Future of the Fortress
« Reply #793 on: June 05, 2011, 04:15:03 pm »

Right, it is abstracted, which I guess is what I'm talking about. If it continues to be abstracted then vampires will function identically to werewolves, in that they stick around for a few 'days' or some such nonsense.

I'm not even sure if there is a better system than what we have, but I've been wanting a "more accurate" version of the day cycle for awhile in fort mode, and I think now is a good chance to take a stab at it.

The problem is that I doubt it would be just a stab ...more likely it would take months to be dealt with. But I do agree with you - the time compression will only make things more difficult as the development goes on.
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Caldfir

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Re: Future of the Fortress
« Reply #794 on: June 05, 2011, 06:29:20 pm »

With the food (and material) based symptoms and weaknesses now being available, would (accidental) food poisoning from improper tableware materials become a sufficiently low-hanging fruit for reasonably expedient inclusion?
Well, this will likely have to wait at least for dwarf mode inns - when Toady has stated (I think) he'll be taking a look at getting mugs into actual fortress use (maybe). 

Even then I don't know how simple it is, because if you cup isn't melting and you don't eat your cup, then there isn't any problem as far as DF knows. 
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