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Author Topic: Future of the Fortress  (Read 24185 times)

Egan_BW

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Re: Future of the Fortress
« Reply #135 on: April 27, 2025, 01:34:29 am »

Should be personality based, with dwarves generally being more willing than humans to put a bunch of work into a single topic, but truly devoted dwarves who will actually shoot for legendary status (likely at the expense of their own health) being pretty rare.
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B. Diamondshaker

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Re: Future of the Fortress
« Reply #136 on: April 27, 2025, 03:25:59 am »

What if skill decay scaled slightly with higher skill levels, with the exception of personality traits that make certain dwarves more dedicated when it comes to combat training? Thus acting as a soft cap, while still allowing high skill dwarves
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DPh Kraken

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Re: Future of the Fortress
« Reply #137 on: April 27, 2025, 06:02:43 am »

Sounds a lot like the "singleminded" facet, as well as the "skill" value. The arguments around the value of skill are even about mastering a specific skill (positive) versus a holistic approach (negative). Depending on the task, it could also be influenced by any number of additional values.

The uneven skill learn rate is most evident in military training. A year of sparring in the dirt turns any dwarf into an absolute hunk, without much investment other than man-hours. I get that this has a purpose, so that your fortress can be defended swiftly with your elite heroes taking down hundred-man sieges. In the context of the plans to add some counterplay to traps, fortress defense would naturally center your own units, the ones with names and lives simulated in every detail.

1. Will we see any changes to training to make raising a dwarf from peasant to legend a more involved process through this release cycle? Building training facilities, better gains from active combat, balancing stress and discipline so they can stay focused both in the barracks and when holding formation all sound logical.

2. How do you envision the balance of power between the various pillars of defense: traps/construction, squads, and domain-level armies? On normal difficulty, how much investment do you expect for each system as the game progresses?
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ParadoxAngel

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Re: Future of the Fortress
« Reply #138 on: April 27, 2025, 11:12:32 pm »

Hello everyone, here's my batch of questions for FoTF

1) While traveling to locations in Adventure mode often these seem underwhelming because they are very similar to each other or simple in terms of design or the design is completely absent (like elves or underworld civs villages). Have you ever considered, including the community in order to help build these designs using a contest? The winners could be awarded a mention in the description to a statue in the specific construction.

2) Is there any timeline/priority on:
  2a) fixing the issue related to forts near oceans not receiving visitors?
  2b) zoom/adjust feature for word map? 

3) Have you considered simplifying the clothing size system so that humanoids can wear clothes with less restrictions? For Example clothing could be divided into 3 size categories ( Small, Medium, Large and maybe XL ) to accomodate all creatures

4) I know that a cave rework is currently planned for a future update but, I think it would be very nice to have the option to stop cave grass & vegetation from mixing together turning every cave in the same mixed biome after a few years in game.
This would also make sense IRL where creatures can properly grow/survive under specific pressure
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DPh Kraken

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Re: Future of the Fortress
« Reply #139 on: April 28, 2025, 01:14:46 am »

I noticed that your question was in
1) While traveling to locations in Adventure mode often these seem underwhelming because they are very similar to each other or simple in terms of design or the design is completely absent (like elves or underworld civs villages). Have you ever considered, including the community in order to help build these designs using a contest? The winners could be awarded a mention in the description to a statue in the specific construction.
We now have a Lua implementation, so new building generation could become data-driven in a system that's more powerful than raws. The last time I recall Tarn implementing community submissions was for material densities and color strings, the latter of which was fairly immaterial (at the time) outside a dwarf randomly liking the color of a certain thing. There's no in-world credit, either, they're mainly attributed in the files.

3) Have you considered simplifying the clothing size system so that humanoids can wear clothes with less restrictions? For Example clothing could be divided into 3 size categories ( Small, Medium, Large and maybe XL ) to accomodate all creatures
The sizing system is currently based on adult body volume, which can vary to a huge degree among creatures. It's somewhat of a simplification from some of the earliest versions where dwarves had a [STOUT] tag that served as an additional fitting category.

I agree that clothesmaking should just be fire-and-forget and as long as you have workshops running you should be able to meet demand. I don't think that simplifying the size brackets is a permanent solution. There would still be situations where clothing for certain creatures is unusable in some way. You could collapse humans and dwarves into the same bracket, proclaim the immigration restrictions are safe to open, and then you'll still have a situation where you can't adequately dress your ogres and kobolds.

I was chatting with Putnam a while back, there's a lot of ways that the fitting system could have even more restrictions, sized for a specific unit's appearance modifiers and limb counts. Baby centaur trousers, never worn. This sort of specificity would be more relevant for making armor, where you're already incentivized to make specialty goods for a limited number of units.

4) I know that a cave rework is currently planned for a future update but, I think it would be very nice to have the option to stop cave grass & vegetation from mixing together turning every cave in the same mixed biome after a few years in game.
I second this, particularly with the different relation to negative space that premium graphics have. Grass now has to have edging, which makes what was bunch of commas in different colors look messier than intended. Before v50, there were only two species of cave grass that mixed on the same layer anyways.
I'd also want larger clumps of a single grass type for surface grass, as well. It's mainly noticeable in good biomes, but there's a few mods that add unique grass sprites and have to work around the structure the game gives for grass.
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slowpersun

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Re: Future of the Fortress
« Reply #140 on: April 28, 2025, 01:33:12 am »

Histfigs gain skills by training them over the course of their lives. From what I can tell they only train combat skills by engaging in battle. I don't think I've actually ever seen a legendary weapon user that wasn't an immortal creature. Honestly I think the rate at which citizens in fortress mode can gain skill is totally busted. If it takes a histfig 100 years to become legendary, it should take your citizens the same amount of time, or at least a comparable amount.
Aren't some of these issues with simulation vs verisimilitude arising from the 144:1 time compression that occurs in fortress mode?  Rimworld solves this by having full day/night cycles but each season is 15 days, 60 days per year (ie, roughly 1/6 of 365).  Is there any possibility that the ratio might just be reduced instead?
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