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Author Topic: Future of the Fortress  (Read 1160430 times)

Footkerchief

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Re: Future of the Fortress
« Reply #3000 on: November 24, 2011, 01:49:11 am »

Now that some crimes can be hidden, will it be possible to kill (accidentally of course) an entire caravan and not have the civilization know (and start war) as long as you left no survivors?

No, that's not a crime in the sense of the Fortress Mode justice system.  None of the knowledge/deception stuff applies.
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hermes

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Re: Future of the Fortress
« Reply #3001 on: November 24, 2011, 04:04:19 am »

Cool bridges.  Have been playing lots of TES recently so I wonder do trolls or bandits currently live under bridges in Adventure mode?  Having not looked at a DF screen in a few weeks, the mini-trees really stand out, especially in bridge pic 1.  Majestic curve in the river, fine bridge, happy dwarves on the sturdy structure, bonsai on the banks.  :)  I found these Toady posts on multi-tile trees - 1,2,3 - and they don't seem to indicate much difficulty in the implementation so I (and another poster it seems just yesterday) was wondering are there any plans to add multi-tile foliage/piles within the current release series?
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Cruxador

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Re: Future of the Fortress
« Reply #3002 on: November 24, 2011, 05:01:16 am »

are there any plans to add multi-tile foliage/piles within the current release series?
Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
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hermes

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Re: Future of the Fortress
« Reply #3003 on: November 24, 2011, 06:44:48 am »

are there any plans to add multi-tile foliage/piles within the current release series?
Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.

OK, thanks!  Makes sense.
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rex mortis

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Re: Future of the Fortress
« Reply #3004 on: November 24, 2011, 11:13:34 am »

I am not the only one excited about the bridges? Sweet

Will we have to discover a bridge or be able to swim across a river to cross one in the next version? Or is it still possible to ignore rivers completely by using fast travel?
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Urist McDagger

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Re: Future of the Fortress
« Reply #3005 on: November 24, 2011, 12:03:27 pm »

are there any plans to add multi-tile foliage/piles within the current release series?
Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
A few? Isn't the current prediction somewhere on the order of two decades?
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Dutchling

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Re: Future of the Fortress
« Reply #3006 on: November 24, 2011, 02:46:44 pm »

are there any plans to add multi-tile foliage/piles within the current release series?
Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
A few? Isn't the current prediction somewhere on the order of two decades?
'Few' is relative. In DF it means around 0,1 and 0,4 TLs (Toady-Lifetimes)
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Cruxador

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Re: Future of the Fortress
« Reply #3007 on: November 24, 2011, 03:10:37 pm »

are there any plans to add multi-tile foliage/piles within the current release series?
Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
A few? Isn't the current prediction somewhere on the order of two decades?
Current prediction is two decades until 1.0. I'd imagine that the current stuff could be done in only a little more than half that.
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Kogut

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Re: Future of the Fortress
« Reply #3008 on: November 24, 2011, 03:35:07 pm »

are there any plans to add multi-tile foliage/piles within the current release series?
Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
A few? Isn't the current prediction somewhere on the order of two decades?
Current prediction is two decades until 1.0. I'd imagine that the current stuff could be done in only a little more than half that.

http://www.bay12games.com/dwarves/dev.html

first release + bugfixing (new & old bugs) - around 1 year

There are 9 planned releases, what puts end of caravan arc in 2020.
There are 19 planned goals, what puts end of caravan arc in 2030.

And all estimations like this are worthless, as feature creep is completely unpredictable (this release was described as "Better town maps involving workshops/markets/shops based on world gen economic activities" and resulted in multiple unrelated features).
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Neonivek

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Re: Future of the Fortress
« Reply #3009 on: November 24, 2011, 11:12:39 pm »

Odd cities seem to have roads and then populate it with Houses.

Look at World 2 Town 4 and see the insanity!

Perhaps roads without houses shouldn't exist.
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Toady One

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Re: Future of the Fortress
« Reply #3010 on: November 24, 2011, 11:17:49 pm »

Those are supposed to delineate the plots for different purposes.  A small town that just got a market will essentially use the village code I'm getting to.  It just also has the market, a keep (because we have a profusion of those), and a few specialized workshops.  They all use the manorish map system, which isn't ideal since there should be other kinds of villages, but it isn't about having a road for wagons or something.  It is just a boundary.  The larger towns will also use the village stuff for the plots remaining open.

eg: http://www.designsofwonder.com/images/MapImages/plan_mediaeval_manor.jpg
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Re: Future of the Fortress
« Reply #3011 on: November 24, 2011, 11:41:36 pm »

I noticed in World 1 that there was a road leading to a Goblin Tower. Was this a conqured tower, can humans and goblins be at peace for enough time to construct a road or are wars just not considered when roads are built?
Will Elves construct roads or does that go against their ethics?
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Neonivek

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Re: Future of the Fortress
« Reply #3012 on: November 24, 2011, 11:48:47 pm »

Those are supposed to delineate the plots for different purposes.  A small town that just got a market will essentially use the village code I'm getting to.  It just also has the market, a keep (because we have a profusion of those), and a few specialized workshops.  They all use the manorish map system, which isn't ideal since there should be other kinds of villages, but it isn't about having a road for wagons or something.  It is just a boundary.  The larger towns will also use the village stuff for the plots remaining open.

eg: http://www.designsofwonder.com/images/MapImages/plan_mediaeval_manor.jpg

Interesting.

Assuming these plots will have different purposes.
« Last Edit: November 24, 2011, 11:52:24 pm by Neonivek »
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G-Flex

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Re: Future of the Fortress
« Reply #3013 on: November 24, 2011, 11:57:43 pm »

World 2, Town 1 seems to have a large section of walled-off city that... doesn't really contain much of anything. Is this intentional?
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Toady One

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Re: Future of the Fortress
« Reply #3014 on: November 25, 2011, 12:06:44 am »

I noticed in World 1 that there was a road leading to a Goblin Tower. Was this a conqured tower, can humans and goblins be at peace for enough time to construct a road or are wars just not considered when roads are built?
Will Elves construct roads or does that go against their ethics?


It was a conquered tower.  There can be long periods of peace, but both goblins and elves aren't road builders -- right now both sides need to be road builders for it to go ahead with it, but perhaps later it'll let one side build a road in some circumstances.  It was that way originally, and I almost left it in, but decided against it for whatever reason.

World 2, Town 1 seems to have a large section of walled-off city that... doesn't really contain much of anything. Is this intentional?

It isn't something I tried to stop, because of a historical map I saw with some farmland inside a wall much like this, but I do think it is kind of strange.  I'm not sure they'd want to rebuild it that way the first time the outer buildings get burned, so I'm also not sure if it'll last up to the army stuff, but I'll have to look at more example images from history and whether the one I saw was a total anomaly.  It should probably prefer to fill out the interior -- right now it just spills out buildings from the keep area.
« Last Edit: November 25, 2011, 12:44:39 am by Toady One »
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