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Author Topic: Future of the Fortress  (Read 1169365 times)

Tiruin

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Re: Future of the Fortress
« Reply #3750 on: January 11, 2012, 09:57:07 am »

Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in.  Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)
Impossible, as "abandon fortress" counts as "kill everything"

Um... actually it doesn't. If you go there as an adventurer, you do see your old dorves faffing about.
This, and the fact that sometimes, your fortress-less dwarves will migrate into abandoned human settlements, along with waterskins and supplies.
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corporalcody

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Re: Future of the Fortress
« Reply #3751 on: January 11, 2012, 12:37:30 pm »

Seeing as how this update is mostly an adventure-mode related one, will we also see improvements with the inventory (its screen, uses, etc)?

The lack of an ability to sort through the inventory, as well as the fact that putting something on drops it the very bottom of the inventory list, makes for a bit of frustration. Additionally, will we be given the ability to wash off blood/wipe off water? It's a bit silly to be wandering around covered from head to toe in the blood of my fallen enemies, and it also clogs up the inventory screen after a while.
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Greiger

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Re: Future of the Fortress
« Reply #3752 on: January 11, 2012, 12:48:00 pm »

Moving into water usually replaes all contaminants with the water contaminant, and the water contaminant will eventually go away with time.

At least last I checked.
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Footkerchief

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Re: Future of the Fortress
« Reply #3753 on: January 11, 2012, 12:58:36 pm »

Seeing as how this update is mostly an adventure-mode related one, will we also see improvements with the inventory (its screen, uses, etc)?

The lack of an ability to sort through the inventory, as well as the fact that putting something on drops it the very bottom of the inventory list, makes for a bit of frustration. Additionally, will we be given the ability to wash off blood/wipe off water? It's a bit silly to be wandering around covered from head to toe in the blood of my fallen enemies, and it also clogs up the inventory screen after a while.

It won't be any different from the current version AFAIK.
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Putnam

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Re: Future of the Fortress
« Reply #3754 on: January 11, 2012, 01:24:15 pm »

Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in.  Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)
Impossible, as "abandon fortress" counts as "kill everything"

No it doesn't.
« Last Edit: January 11, 2012, 01:27:34 pm by Putnam »
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blue sam3

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Re: Future of the Fortress
« Reply #3755 on: January 11, 2012, 01:40:38 pm »

Quote from: Toady One
It's sort of a half day, because as you might have guessed from Liberal Crime Squad, we feel compelled to witness certain political events in full.

Toady's a Republican?!?

Watching the primaries != Republican. If anything, it's more important for the Democrats to watch it - these are the people they've got to beat, and deal with if the Dems lose the next election. Hell, I'm a) British and b) way, way left by US standards, and I'm watching them.
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Putnam

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Re: Future of the Fortress
« Reply #3756 on: January 11, 2012, 01:55:12 pm »

A very large chunk of the world is way left by U.S standards, especially in Europe >_>

Dae

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Re: Future of the Fortress
« Reply #3757 on: January 11, 2012, 03:18:39 pm »

Once I had a swedish friend tell me the US citizens had the choice between rightwing and stupid rightwing. I let everyone assume which one is which according to his personal opinions :)
Plus, who really cares about who Toady votes for ? He's making an awesome game, that's all that counts.
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Urist McDagger

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Re: Future of the Fortress
« Reply #3758 on: January 11, 2012, 04:22:09 pm »

Once I had a swedish friend tell me the US citizens had the choice between rightwing and stupid rightwing. I let everyone assume which one is which according to his personal opinions :)
Plus, who really cares about who Toady votes for ? He's making an awesome game, that's all that counts.
I don't really care, but now kinda curious.. Didn't he take a moderate stance in Liberal Crime Squad by making both sides crazy?
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Footkerchief

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Re: Future of the Fortress
« Reply #3759 on: January 11, 2012, 04:57:02 pm »

Apropos of nothing, I'd like to note that we've had over a month and a half of consistent daily devlogs.  Getting a daily fix has made this wait a lot less painful, and reminded me of something that impressed me about this project in the first place: the level of communication.
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ayoriceball

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Re: Future of the Fortress
« Reply #3760 on: January 11, 2012, 05:05:16 pm »

Apropos of nothing, I'd like to note that we've had over a month and a half of consistent daily devlogs.  Getting a daily fix has made this wait a lot less painful, and reminded me of something that impressed me about this project in the first place: the level of communication.

I feel the need to agree with you. The devlog has kept me interested in DF for over a year now, even when I found the game difficult to learn.

Will blood rain form rivers or seas (or any other body of water)? I think it would be cool if there were certain crops we could grow that would require some kind of blood irrigation.
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Footkerchief

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Re: Future of the Fortress
« Reply #3761 on: January 11, 2012, 05:15:57 pm »

Will blood rain form rivers or seas (or any other body of water)? I think it would be cool if there were certain crops we could grow that would require some kind of blood irrigation.

Unfortunately no.  Right now the water/magma dichotomy is thoroughly hardcoded, and rewriting the fluid system is one of those difficult and far-off projects:

Quote from: DF Talk 8
Rainseeker:   How is the fluid model going to change?

Toady:   We have hopes there. I guess there are two things ... one of them has a couple of sections ... but two things that are important are floating objects and additional fluid types. So for floating objects right now all the material have densities and they also have sizes and whatever other physical properties you might need, so it can tell, you know 'is this object going to float?' in water or magma. There are some issues there but it's not an impossible problem, you kind of worry when people use quantum stockpiles if they take a bunch of logs and drop five thousand of them in the same square and then that square suddenly gets wet is the CPU going to die? Maybe. But it's not like there needs to be a super lot of calculation going on because if it knows the density of the object to begin with ... I don't know if we're going to have to worry about shapes as well, like if an object has a concave shape the density isn't the only variable that's important ... but getting an object to float, especially for water which is so important, is just something that can be known about the object, it could just be a flag on the object so it doesn't have to do any calculation at all except for the actual floatation. As for that it just depends how you want it to work. There's some other trickiness; if your tile is two out of seven water with a seven out of seven below it, so it's actually bone fide water, it's not just a puddle, does the item float in the two out of seven square? Does it float in the seven out of seven square? What if you have a one of seven, what if you have a zero out of seven with a seven out of seven below it? Which square does it sit in is part of the problem of having this quantized space where you have a tile here and then a tile here and then a tile here, you want to decide where your item rests. Then there's the matter of having currents - the water has a direction that it's supposed to be flowing in even if the tiles aren't actually changing - the objects then can move and that's not really a big process or problem or anything, depending on how many objects you're actually monitoring, or how many squares you're monitoring if you want to monitor it by object or tile, there's a lot of different ways you can look at the problem. Just basically it's not a super hard problem, and then it would be really cool to flood a room and have everything either - depending on how heavy it is - just to get pushed along or float up and float out and go wherever you want it to go, I'm sure there'd be a lot of applications that would come out of that, for people that are doing all kinds of strange things.

Rainseeker:   It would be a good reason to have all stone furniture in that case.

Toady:   Yeah. The other problem that I was going to mention ... well one of the sub-problems I was going to mention for liquids was boats; boats are important once you get to fluids. Then you've almost got like a cave-in problem; does this multi-tile thing that you've built, perhaps tile by tile, and in whatever shape; does it float? And if so how deep does the boat float and how much of it shows above the surface of the water. It could do that, once it understands the boat as a multi-tile object that's not so hard to calculate, because you have the total mass of the boat and how many air tiles dip down at each level, those kind of things are pretty easily calculated, it would just be a known quantity for that boat and then you could stick it in the water. If you have some giant galleon or something you'd have a couple of tiles below the surface of the water and a couple of tiles above the surface of the water, and you can just walk around on it and stuff; it'd be really cool. The other fluid problem was multiple liquids. It doesn't seem so bad at first if I want to add a couple more liquid types like oil and I mentioned sand before. Sand, you want to be able to build on it or walk on it or whatever has its own problems, but even if you just consider other liquids like actual liquids, like oil and ... I'm not sure what else people have suggested, blood ... and giant alcohol silos.

Rainseeker:   'Release the alcohol upon the goblins!'

Toady:   That's right, those kinds of thing. Once you get those up to flow levels; not just items but an actual map flow, you can use the existing code and so on to move it around, but the problem becomes mixing. There's already quite a bit of code devoted to mixing water and magma; does it make obsidian, what happens to the objects in there, and so on. But if you had fluids that could mix, or fluids that can't mix but don't destroy each other when they touch each other, like oil and water, or alcohol and water; they do different things when they touch each other. And it just seems like that's a can of worms that needs to be handled in one way or another, it's something that I haven't thought that deeply about but it seems like it opens a lot of problems. I'd still like to do it, but those are things that would need to be addressed before I embark on that project.
« Last Edit: January 11, 2012, 05:18:24 pm by Footkerchief »
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monk12

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Re: Future of the Fortress
« Reply #3762 on: January 11, 2012, 05:43:58 pm »

Apropos of nothing, I'd like to note that we've had over a month and a half of consistent daily devlogs.  Getting a daily fix has made this wait a lot less painful, and reminded me of something that impressed me about this project in the first place: the level of communication.

Hear hear!


...I suppose I don't have a lot to add to this, other than to say I'm sure the majority of the forums (and the community at large) feel this way as well.

thvaz

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Re: Future of the Fortress
« Reply #3763 on: January 12, 2012, 04:23:39 am »

Apropos of nothing, I'd like to note that we've had over a month and a half of consistent daily devlogs.  Getting a daily fix has made this wait a lot less painful, and reminded me of something that impressed me about this project in the first place: the level of communication.

Hear hear!


...I suppose I don't have a lot to add to this, other than to say I'm sure the majority of the forums (and the community at large) feel this way as well.

I always try to donate when he posts every day after a time of sparse devlogs.
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MasterMorality

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Re: Future of the Fortress
« Reply #3764 on: January 12, 2012, 07:29:33 am »

I seriously hope the release isn't until after the 25th. I have deadlines to meet!

Sodding university...
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