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Author Topic: Future of the Fortress  (Read 341145 times)

Knight Otu

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Re: Future of the Fortress
« Reply #3255 on: December 09, 2011, 04:23:34 pm »

Thvaz, if you think he is a troll, it would be more productive for you to ignore him than to get angry at him. This forum does have an ignore function. Yes, the bits you quoted are extreme distortions of potential bugs or outright flights of fancy. But he isn't the only one who's posted exaggerations like this, and most people who do so (when they aren't posting them in good humor) post them out of frustration - frustration at the (semi-perceived*) lack of (needed**) bugfixes as well as improvements, mostly. And ridiculing frustrated exaggerations isn't going to lessen the frustration any bit. There's also a growing sense of "no-release fatigue" I'm picking up in several people, considering this was to be the first in a series of short-term releases.

*Semi-perceived since, yes, we haven't had a bugfix release in a while, but that's mostly because we haven't had a release in a while, period - the next round of bugfixes is scheduled after this release, after all.

**I think about anyone can agree that bugfixes are  needed for several things. Some of them might not be easy fixes, though, and thus may have to wait while other bugs are fixed or new content is added, which again fuels the frustrations of people.
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Areyar

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Re: Future of the Fortress
« Reply #3256 on: December 09, 2011, 05:23:43 pm »

Anyway, this is a good time for donations!

I got a nice donation from Sinterklaas 5th the latest and I'm giving half of it to Toady. :P
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PTTG??

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Re: Future of the Fortress
« Reply #3257 on: December 09, 2011, 05:39:58 pm »

Indeed. We should prepare for a great Blood Festival this year. Come, let's sing!

Deck the halls with goblin entrails,
Fa la la la la, la la la la
'Tis the season for... um... what rhymes with entrails?

Dsarker

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Re: Future of the Fortress
« Reply #3258 on: December 09, 2011, 06:03:11 pm »

Battle tales?
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Jimlad11

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Re: Future of the Fortress
« Reply #3259 on: December 09, 2011, 06:08:28 pm »

Iron Nails?
Badger Tails?
Rather large snails?

I am really looking forward to adventure mode on the next release! Starving, cities, new beasties, basic interaction framework stuff in place! "I'm pumped!" as I believe the kids say nowadays.
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Cruxador

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Re: Future of the Fortress
« Reply #3260 on: December 09, 2011, 06:25:18 pm »

This forum does have an ignore function.
Bah, that's for fools without the stones to ignore manually.
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DS

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Re: Future of the Fortress
« Reply #3261 on: December 09, 2011, 06:27:54 pm »

Jiri, I just think that a thread titled "Future of the Fortress" ought to be more than just a place to put all of your "OMG, I'm so excited for new releases!" posts.  Also, I'm sorry that this post is so brief and not well thought-out.  I'll endeavor to make future posts more comprehensive.

Actually, this thread really isn't the place to have such spirited debates - and it is more than just a place to post about how excited one is about the next update, although people do that too.

The purpose of the thread is to discuss current developments.  Specific bugs should be reported on the bug tracker, and specific suggestions belong for the most part in the suggestion forum.  Questions and comments about the development page or DF development somewhat more broadly work here, though any contentious topics that lead to derails are discouraged -- there are threads for those too.

Emphasis mine - the fact that at least one person has made a heated comment towards you places discussion of your points squarely under the purview of a "contentious topic." That said, I'm sure that, if you were to start a new thread concerning the topics you've mentioned (or were to offer a direct link to a thread, if you've already started one), people would be happy to discuss the issue with you. I, for one, have restrained from replying to your posts precisely because this isn't the place for it.

On another topic... Toady, you mention that placing designations over multiple z-levels is now possible, and you give the example of long up/down staircases. It seems logical that this would extend to designating 3d areas for digging and channeling as well, but will designations over multiple z-levels also be possible concerning the setting of traffic areas and/or building item properties?
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Eктωρ

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Re: Future of the Fortress
« Reply #3262 on: December 09, 2011, 06:41:34 pm »

And will the dwarfs dig the multi-z designations without needing to be babysat so they won't cause collapses?
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Rockphed

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Re: Future of the Fortress
« Reply #3263 on: December 09, 2011, 06:53:57 pm »

And will the dwarfs dig the multi-z designations without needing to be babysat so they won't cause collapses?

Toady hasn't mentioned rewriting the digging ai, so I doubt it.  You will still need to designate channeling from the top down.
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Footkerchief

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Re: Future of the Fortress
« Reply #3264 on: December 09, 2011, 10:59:32 pm »

Quote from: devlog
12/09/2011: I finished trading partial amounts in both modes. You can also type in amounts of currency to trade in adventure mode. Most people carry around little pouches with money stuffed into some article of clothing or another, and the market vendors will use those. The shops that have multiple traders working with the same objects still have a money chest, but you don't have to fuss around with picking up the money from it. Money and goods will teleport to you for the time being, until something better comes up, but you are still allowed to grab the objects you want to buy first and bring them to the merchant if you want to do it that way. Next up comes people in the market hollering at you on the street. Then hunger/thirst, which is probably going to involve a lot of messing with river ramps etc.

Whoa.  Does this mean the end of (or at least a sharp reduction in) pointless drownings in both modes?
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monk12

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Re: Future of the Fortress
« Reply #3265 on: December 09, 2011, 11:08:13 pm »

I certainly hope so! I doubt it, but I can still hope.


Being able to manipulate partial stacks is pretty sweet though, as is having your money teleport to you. I don't know how many times I've walked out of a shop without getting my change. And vendors yelling at you is pretty entertaining- I'll be interested to see how that's implemented. In fact,

How do the vendors yell? Is it a specific/new application of the Vocalization tag? AFAIK that tag doesn't work on a profession level, but hey, what do I know?

EmeraldWind

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Re: Future of the Fortress
« Reply #3266 on: December 10, 2011, 01:21:03 am »

I certainly hope so! I doubt it, but I can still hope.


Being able to manipulate partial stacks is pretty sweet though, as is having your money teleport to you. I don't know how many times I've walked out of a shop without getting my change. And vendors yelling at you is pretty entertaining- I'll be interested to see how that's implemented. In fact,

How do the vendors yell? Is it a specific/new application of the Vocalization tag? AFAIK that tag doesn't work on a profession level, but hey, what do I know?

He mentioned having vendors shout at you being similar to a random encounter during travel in one of the DF Talks (I think).
It's something to grab your attention while in city travel. I think city bandits were mentioned in the same breath as this. But it might entail more than that though...

A Vendor draws near! He want to sell you cheese at a low price! Command?
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Osmosis Jones

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Re: Future of the Fortress
« Reply #3267 on: December 10, 2011, 02:04:51 am »

If it drags you out of travel view everytime, that could get annoying fast. Surely it'd be better as a notification when you're walking in normal view;

-The Tame Horse strikes the Child in the left arm-
-The flesh is torn-
-The bone is broken-
*HO FINE SIR! May I interest you in my wares?*
-The Child bites the Tame Horse on the front right hoof-
etc
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scriver

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Re: Future of the Fortress
« Reply #3268 on: December 10, 2011, 04:48:59 am »

Yup. Just like animal sounds.
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Toady One

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Re: Future of the Fortress
« Reply #3269 on: December 10, 2011, 06:52:21 am »

Footkerchief and Knight Otu and abadidea (and probably others!) answered some questions that didn't appear below.  There's a lot this time (in two posts!), so I apologize if anything below sounds short or is a mess.

Quote from: Neonivek
I should have been more specific in that I am refering to where the Mummy is stored. The types of objects within (Funeral rites). and yeah even the clothes and objects the mummy is dressed in. With respect to different cultures such as not egyptian.

I'm all for whatever, as usual, but right now I'm just mixing random cliched-ish customs as they come up.  I imagine some diversity will be added in over time, and eventually cross the boundaries of what I currently know anything about (a line we just crossed with gem faceting for instance, with all the new cuts).  But for now it is fairly boring and generally unrawified.  Once I feel more comfortable with how things are going, it'll come out into text and get spread out.

Quote from: Knight Otu
You've talked quite a bit about what you feel you need to do for releases 3, 4, and 5 (games, music, storytelling, fistfights, multiracial forts etc) that isn't explicitly mentioned on the dev page, but there's very little about what you want for the upcoming release 2 aside the explicit mentions of schedules/activities and mines. I think you mentioned village maps if you don't get to extending the town map generation to that, workshops, and geological structures, but is there more than that?

The idea for that release is to get the town and villages up to a baseline of people moving around, working, and having all of their raw material industries in place, although the lack of trade or otherwise moving goods would preclude finishing this.  Right now, you can't find any raw materials in the towns and villages (stone, bone stockpiles, etc.), and despite the time spent on mining in world gen, you can't find any miners aside from people that incidentally get the skills.  People also just sit in their houses all day, so there is no sense of bustle.  There's a problem with not being able to consume resources because they aren't renewed or brought in, but something has to give or happen first -- I imagine there'll be various reprioritization and movements of dev goals to keep the game playable and somewhat sensible as it goes, but what I've written above is the overall feel, anyway.  This Release 2 is now subject to some of the things being moved up, which I'll mention below.  I think it might be more 5-ey and 8-ey than 2-ey for a bit, but nothing has been formalized.  We still have to think about it.

Quote
Quote from: NakedFury
What future feature are you most "exited/Proud" about?
Quote from: monk12
My personal bet is Release 5, as I recall in one of the DF Talks he mentions that it will "test the premise of the entire game, that you could have all these systems running simultaneously" [paraphrased]

Yeah, as much as I can comfortably answer a "favorite"-type question, that works.  To the point where it is very likely being moved up.

Quote from: Kogut
Attributes are supposed to impact performance at various tasks, but according to my testing impact of attributes on quality of products is completely unimportant compared to skill. There is no noticeable difference between "legendary carpenter with a boundless creative imagination" and "legendary carpenter (with average creativity)". Is it intended?

It's not intended, but that is how it is, for all attributes and all skills (with some combat related exceptions probably).  In response to the discussion, creativity is an attribute for carpentry and it does effect the roll, but skill outpaces it.  To check, just ran a test - an unskilled, meager creativity dwarf with no other notable atts made 10 lowest quality items, where an unskilled, great creativity dwarf with no other notable atts had 5 come out well-crafted.  Once they are legendary and churning out exceptional goods and masterpieces, it doesn't matter anymore.  I don't want attributes to dominate the game, but I think they should be important even at the highest levels.  It kind of makes me want to split quality into different categories though.

Quote from: Di
1. Will being a vampire be separate crime (killing by drinking blood)? Current murder doesn't bring death sentence.
2. What are benefits from having hammerer? I mean, we have guards already and by adjusting their weapons we can alter the punishment degree, while hammering offers death and heavy crippling.
3. How vampires can reproduce in fortress mode? Can they have children?
4. If a child is turned into vampire, will it grow into adulthood?

Vampirism etc. aren't separate crimes, but the point of view is a reasonable thing and it makes sense that it would move beyond the justice system and into the that's-horrifying-let's-kill-it-to-save-ourselves realm.  I'm not sure if the punishments were being reduced for lenience, but all my murderers were getting the dwarven death sentence of 50 strokes of the hammer.  You don't need to have a hammerer if you aren't interested in justice.  If I recollect, vampires are sterile as it stands.  If it works, child vampires won't grow up, though I haven't specifically tested that so there's a chance it doesn't work properly.  I think it all looks at the same age value, which is controlled by vampirism...  so I hope it works.

Quote from: Ganthan
Will it ever be possible for your fortress to fight for independence from your home civilization?  Will the king ever start taxing you, claiming some of your soldiers or issuing some new kind of mandates of his own like "You need to export at least 30 battle axes, 20 mining picks and 500 prepared meals by next year," and thus start getting rebel sentiment in your fortress?  It would be neat to have a Colonization style revolutionary war against other steel clad dwarves, although unless they were trap immune or something it would still be too easy to win.

There isn't war with the home civ right now, but you do have the ability to refuse the barony, which is going to amount to something similar (respecting whatever changes).  There's a whole section in some of the old notes about obligations to the king, and that all stands in theory.  I really have no idea when we'll be getting to that sort of thing though.

Quote from: Rystic
Do you think it's possible that we'll see prisoner executions in the future? IE, if we have a caged Goblin in a stockpile, would we be able to 'mark it' for execution? This would make life a lot easier than it is now, where we have to disarm prisoners in sort of a hacky-way, then build the cage/mechanisms. It would also give the Hammerer a useful purpose in between punishing dwarves for crimes.

Overall respecting the status of a civilized prisoner beyond that of a caged beast is a reasonable goal.

Quote
Quote from: O11O1
With these new upgrades to the city systems, how close are we to having a 'Retire' option, where instead of abandoning the fort, you give it to the gameworld to control, allowing you to, say, start a new fort and trade with the old one?
Quote from: King_of_the_weasels
Probably not until after we have actual dwarf towns being generated, and then some.

Yeah, since the new city system moves us closer to re-enabling dwarf towns, we are at least descending in our orbit around this one.

Quote from: caknuck
Will pottery and waxworking be moodable skills in the upcoming version?

I haven't changed anything with these.  If I remember (and I'm not sure I do), the impediment is getting tools and moods to play nice.  Moods are old and creaky, so it takes a bit of work.

Quote from: Cruxador
What happens if all of your dwarves are vampires? Do they feed off each other?

They only feed on sleeping people, and the vampires don't sleep.  So they'd have to wait for dinner to move in.  Then they'd probably go a bit piranha on it when it decides to sleep.

Quote from: Shinotsa
Can dwarfs fight back while being fed on and do vampires avoid military/strong dwarfs? I'd hate to lose my militia commander to the weird guy nobody likes. If they can fight back what skills dictate whether they'll wake up? Will it be an awareness thing, or just a struggle when they are bitten?

The victims are sleeping so nothing dramatic happens.  I originally wanted to have a wider range of feeding encounters, but we've inhabited a time-squeezed process for a while and this was less fussy.

Quote from: Dsarker
If the blood thing isn't changing, and a well gets contaminated by vampire blood (say by the sheriff after he executes him, or by a survivor of a fight when the vampire did not), will that make vampires, or does the blood need to be pure?

It hits all of the contaminants during the ingestion check, so a polluted well would lead to a vampire-ridden fortress, provided the contaminant actually gets into the bucket water and maintains its historical figure status through the entire event.  I'm not sure if that's the case, but if you've seen named blood in a well bucket before, then you've got trouble for the next release.

Quote from: Fieari
Toady, while you aren't making varieties of vampires and other undead monsters NOW, have you included the framework for expanding them in the future?  Can we mod in additional types of vampirism ourselves?  If so, are they "whole package" or did you make the framework for random parts in the curse/secrets system?

I don't quite understand the random parts part, but you can add your own interactions that have a series of tags to play with, and if you add in many kinds of curses, the gods will pick and choose randomly, so all of your kinds could show up in one world and some of them in another, etc.

Here are the interactions as they stand untested and possibly type-o-ey from the example folder (the game uses slightly randomized versions of these).  They will be cleared before release.  Even at this stage I'd hesitate to call anything final, but it's close enough, and it should show some of the strengths and limitations of the current setup.  I think the main issue is the conflict between info in the interaction and in the "can do interaction" for targeting and so on.  It's a bit redundant at times, but there are a number of tricky issues so it's just going to stand for now.

Mummy
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Necromancer
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Regional Zombies
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Werewolf
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Vampire
Spoiler (click to show/hide)

The werewolf in this case would have the material weakness on the beast definition, but you could also add it to the syndrome if you want the non-transformed to suffer from it (I don't remember convention there).

Quote from: Dsarker
Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?

I think somebody mentioned this, but the C identity is treated as an identity rather than a full creature, so it doesn't impact the properties of the blood.  At the same time (I think) it still manages to obscure the true identity of the blood since it intercepts the historical figure name attached to the blood.  I don't recall if I tested that case specifically though.  There are going to be a lot of bugs that make vampires easily findable, especially at first.

Quote from: Dae
if a disguise is just another "displayed name", is the disguise name also an historical figure ? Can a disguise be culled while the vampire name stays known ? In other words, what happens if a vampire in disguise bleeds in worldgen, will the blood be called by the disguise name ? If so, what happens if the disguise name gets lost ?

It doesn't get the same status as a historical figure, and identities are few enough that they are never culled, even if historical figures are.  I'm not sure what you mean by the worldgen blood -- like if a night troll captured the vampire and butchered it, and you found it afterward?  There isn't any blood tracked in world gen as far as I remember.
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