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Author Topic: Future of the Fortress  (Read 24207 times)

Stained_Class

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Re: Future of the Fortress
« Reply #75 on: March 14, 2025, 06:48:11 pm »

Hi Tarn. It is nice to have the XML export back and to have a new functional version of Legends Viewer, however it seems that many other things are lacking in the export, notably world_gen_param.txt file (it is currently very hard to find a world seed to replicate it), world_sites_and_pops.txt, world_history.txt, all map exports (immersing yourself in a world is much easier when you can easily know where is what), and even some data that were previously lacking in the xml file seem to lack now.
I don't know how much work it would require and if it has some priority in the development plan, but will the full world export, like it was before the Premium release, be back in the (close) future? This and the upcoming constructions in Adventure Mode are some of the last things missing in Premium version.
« Last Edit: March 21, 2025, 03:58:24 pm by Stained_Class »
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Cheng

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Re: Future of the Fortress
« Reply #76 on: March 15, 2025, 11:12:47 pm »

Hi Tarn. With the new dev process of going for smaller but faster content updates instead of large arcs should we expect to get updates that require a new world to be generated more often ?

On that note, would it ever be possible to have an option to save the shape of a world, (the landmasses, biomes etc) separately from the history, and then being able to re-generate only a history on that specific map. I really like my current world, it has nice beefy mountains
« Last Edit: March 16, 2025, 12:41:36 am by Cheng »
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Silverwing235

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Re: Future of the Fortress
« Reply #77 on: March 17, 2025, 12:27:30 am »

It is nice to have the XML export back and to have a new functional version of Legends Viewer, however it seems that many other things are lacking in the export, notably world_gen_param.txt file (it is currently very hard to find a world seed to replicate it), world_sites_and_pops.txt, world_history.txt, all map exports (immersing yourself in a world is much easier when you can easily know where is what), and even some data that were previously lacking in the xml file seem to lack now.
I don't know how much work it would require and if it has some priority in the development plan, but will the full world export, like it was before the Premium release, be back in the (close) future? This and the upcoming constructions in Adventure Mode are some of the last things missing in Premium version.

Lime green for questions for Toady, as detailed here, because I see none of it, even in the parts that might be relevant? Thanks: http://www.bay12forums.com/smf/index.php?topic=183066.msg8574688#msg8574688
« Last Edit: March 17, 2025, 11:30:29 am by Silverwing235 »
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Egan_BW

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Re: Future of the Fortress
« Reply #78 on: March 17, 2025, 12:44:38 am »


Clearly, you didn't get the memo;
The way you said that seems unnecessarily rude, to be honest.
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voliol

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Re: Future of the Fortress
« Reply #79 on: March 17, 2025, 08:17:04 am »

Seconded. It is annoying newcomers don't know to color their questions, but the best we can do is kindly correct them one by one. In this era of the internet classical forums are rare, so they may not know to read the top post before adding to the thread. Probably did the same mistake myself when first posting in a FotF thread, and the decade since hasn't seen classic forums get more common.

Hm, maybe we could ask Blind to inform them, since that's probably where some of the influx is from.

Urist McAllester

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Re: Future of the Fortress
« Reply #80 on: March 18, 2025, 12:11:12 am »

Hello Urists! Lá Fhéile Pádraig Sona Duit! Happy Saint Paddy’s Day!
Long-time lurker, first-time poster here. I limited myself to two topics, and for the sake of readability, I’ve broken them up into sections.

EDIT: I, a dunce, fell victim to one of the classic blunders - assuming a feature of DFHack was a feature of base game! Having to use GeForce prevents DFHack and the ui scaling behavior in 50+ is crazy.

A) ASCII Mode and emergent storytelling in v50+
This may just be a me issue, I play v50+ on GeForce NOW as I just have MacOS (https://dwarffortressbugtracker.com/view.php?id=13124). While I do play v50 with sprites (after the hotkey additions), I boot my old v47 install whenever I want to play ASCII. The scaling of the UI in ASCII when zooming (scroll/[/]) is even more difficult now with how the UI is arranged and now partly graphical with icons. Many of the elements seem to scale over one another or off the screen entirely. Any chance ASCII can now have non-scaling UI when zooming, at least as an option?

A couple of other things also stand out:
  • The mix of faux-ASCII borders on menu tabs and essentially sprite icons for some UI elements feel overly busy/distracting and introduce an aesthetic that wasn’t present in v47. Any chance that these UI elements might be given another pass for readability and aesthetic consistency? I loved the prior clean simplicity.
  • The presentation of dwarf personality, thoughts, and descriptions has changed significantly in a way that really dampens the emergent story experience of dwarf fortress for me. Instead of being immersive full-screen windows that command your attention to a dwarf’s personality, description, and story, this information is fragmented across small panels that require slow manual tabbing and feel sidelined by the UI. This has really changed the emergent storytelling experience for me. (As well as giving animals odd panels/descriptions.) I understand that the smaller insert has its place, but would it be possible to get another menu, a larger UI element that presents this information in a way that better supports narrative immersion—perhaps something navigable through all residents via keystrokes?

B) Diplomacy & Fortress Integration with the World
With Adventure Mode released, would you consider adding smaller diplomatic features that would help integrate a fortress into its civilization and world?
For example, a few simple messenger actions could add a lot of depth:

  • Requesting Road Construction: Ask an economically linked site or your mountainhome to build a road to your fortress, appearing as road floor tiles at the edge of the embark map and as a new road on the world map after a set construction time.
  • Invite Neighbors for Cultural Exchange: Your messenger could be sent to bring a food item or gift to nearby neutral town or a neutral animal-person troupe present on your fortress map. Depending on their preferences and item value, this might lead to them becoming hostile or deciding to visit as long-term residents for the purpose of ‘learning about their neighbors’ or ‘cultural exchange’. This would also add a simple way for animal people to become fortress residents and populations—something Urists have dreamed of for ages!

Thanks for reading such a longer post! I was hesitant to remove anything else. And thanks to Toady One for continuing to engage this forum, I’ve always liked the community involvement here.
« Last Edit: March 31, 2025, 03:52:32 pm by Urist McAllester »
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Vanzetti

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Re: Future of the Fortress
« Reply #81 on: March 18, 2025, 04:54:32 pm »


1. In the future, when it is possible to create worlds with more random generation, will it extend to categories like animals, plants and stone/metals? And how will graphics work in this case?

2. Will the trees get bigger?
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DPh Kraken

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Re: Future of the Fortress
« Reply #82 on: March 18, 2025, 05:45:13 pm »


1. In the future, when it is possible to create worlds with more random generation, will it extend to categories like animals, plants and stone/metals? And how will graphics work in this case?


The future is now. All of those categories are now data-driven and open to Lua-based procedural generation in the beta branch.
Graphics are an ongoing question. Right now, generated creatures use a set of fixed RCP Layer tokens that cover most of the use cases (theropods don't use their unique sprites, birds don't even have any, etc) but they've got a number of limitations. This should correspond with modding/extensibility improvements for predefined layer graphics, like being able to show divine equipment on a creature.
Materials are in the best spot here, since their graphics are just based on their state color.
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A_Curious_Cat

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Re: Future of the Fortress
« Reply #83 on: March 19, 2025, 04:36:29 am »

Edit:

Scratch that.  It looks like you have to click and hold on just the right spot for several seconds before it pops up the drop-down menu…
« Last Edit: March 19, 2025, 04:40:23 am by A_Curious_Cat »
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ivanzypher

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Re: Future of the Fortress
« Reply #84 on: March 19, 2025, 12:15:29 pm »

Hello Tarn and the gang, hope you're all doing well.

In the upcoming myth and magic arc, I'm interested to hear about plans for industries that may pop up? I'm a bit of a logistics nerd with DF. Things such as herbalist workshops, alchemy / enchantment workshops, potion workshops ("tinctures", I quite like that word), and if they have connections to natural resources in an embark? So that we might be as much interested in embarking on willow, coca, poppy, aloe, ginger, as we are on lignite, marble, hematite and so forth.

In terms of potions, it would be fun to imbue weapons and arrows and such with certain properties which might affect certain materials or elemental resistances, for example an arrow, imbued (another good word) with fire, might do very well or very badly. Will elemental resistances / modifiers be a thing depending on the properties of different materials?

In an unrelated note, as part of the QoL changes, can I request a hotkey to put the user in stockpile creation mode? There's a hotkey to open the stockpile menu, but inside the menu, the "click here to place a new stockpile" button isn't hotkey-able. So, while I can place a workshop under the cursor by smashing out b-w-c or whatever and clicking, I can't place a new stockpile without dragging to the menu, clicking, dragging back, clicking accept, and so on. That would be "magic".  :)
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A_Curious_Cat

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Re: Future of the Fortress
« Reply #85 on: March 19, 2025, 08:50:03 pm »


<snip>



<snip>

So that we might be as much interested in embarking on willow, coca, poppy, aloe, ginger, as we are on lignite, marble, hematite and so forth.

<snip>

[emphasis added)

Did you mean cacao, or are you suggesting that Tarn add a new plant (and associated “industry”) to the game?
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Urist McAllester

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Re: Future of the Fortress
« Reply #86 on: March 19, 2025, 09:06:41 pm »

Tinctures of distilled coca, poppy or hemp extracts sound dangerously elvish for any steel-loving Urist
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ivanzypher

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Re: Future of the Fortress
« Reply #87 on: March 19, 2025, 09:44:02 pm »


<snip>



<snip>

So that we might be as much interested in embarking on willow, coca, poppy, aloe, ginger, as we are on lignite, marble, hematite and so forth.

<snip>

[emphasis added)

Did you mean cacao, or are you suggesting that Tarn add a new plant (and associated “industry”) to the game?

The synthesis part of this can probably be left out but I don't see why not. I find the historical link between alchemy, wizardry, and medicinal plants quite interesting, misused or otherwise. Having said that, a chocolate industry sounds pretty good too.
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A_Curious_Cat

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Re: Future of the Fortress
« Reply #88 on: March 19, 2025, 10:29:56 pm »


<snip>

Having said that, a chocolate industry sounds pretty good too.

* Cacao pods can be brewed at a still to produce cacao wine (tastes like a jolly rancher) and cacao beans.

* Cacao beans can be pressed at a screw press to create cacao butter and a cacao press cake.

* Cacao butter can be used for cooking and, also, to make soap.

* Cacao press cake can be milled at a quern or millstone to create cocoa powder.

* Cocoa powder can be used for cooking.

How does that sound.
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P.Elijah

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Re: Future of the Fortress
« Reply #89 on: March 20, 2025, 03:55:18 pm »

Hello Toady hope all is well!

I was wondering about the noble role Champion in Fortress Mode - It appears he is a morale officers of sorts just walking around being a pillar of society and imparting the other dwarfs with special thoughts when talking to him - I was wondering if you could describe this role and what it currently does and if it has any other plans for the future?
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