Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 8

Author Topic: Future of the Fortress  (Read 17145 times)

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Future of the Fortress
« Reply #30 on: February 22, 2025, 06:16:34 am »

so kinda notice with ordinary that the site restrictions actually bar certain creatures from showing up in the adv species pool based on if they originate from a site that is omitted from starting (for a probably not tested example a cave), but some how doing this prevents that adventure species type from just starting in any of the other sites which was odd that if one edit (via dfhack as a test) the origin site to a town it just open that species up to starting in any of the entities other starting sites? have found the change seem conflicting with ordinary 'sandbox/old way' approach/idea also this change bumps into it messing with ways one could mod the game as it currently stands one might have to make all civs into human towns to bypass the restriction if they want their modded creature to show up or get really lucky with them moving to a human towns, an elven resorts barring dwarven sites they are too restricted to even risk modding that site type in.
so the question pops up  'will ordinary have the site start restrictions be lifted completely?' I accepted chosen and heroic being a bit restricted but felt it was a bit odd ordinary got hit with this limitation.
 
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Silverwing235

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #31 on: February 22, 2025, 01:58:48 pm »

Hail!

Watched today's BlindIRL stream and got some questions i wanted to make, specially about defenses on sieges in later states of the Myth and Magic arc.
Will we be able to forgot the protection of gods, and have new rooms, like "Arcanum Sanctums" to act in a similar way to what you commented as temples and runes doing?

Mainly, because it's cool to have temples, and it's cool to have a religion system.
However, what if i wanna roleplay a more.... "Arcanocracy"?  Where instead of relying on gods, they rely on the Magic, that i imagine will come later in the updates.

We have a colour issue there (edit: and visibility problem besides), so, FTFY.
« Last Edit: February 22, 2025, 02:11:25 pm by Silverwing235 »
Logged

Silverwing235

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #32 on: February 22, 2025, 02:09:30 pm »

so kinda notice with ordinary that the site restrictions actually bar certain creatures from showing up in the adv species pool based on if they originate from a site that is omitted from starting (for a probably not tested example a cave), but some how doing this prevents that adventure species type from just starting in any of the other sites which was odd that if one edit (via dfhack as a test) the origin site to a town it just open that species up to starting in any of the entities other starting sites? have found the change seem conflicting with ordinary 'sandbox/old way' approach/idea also this change bumps into it messing with ways one could mod the game as it currently stands one might have to make all civs into human towns to bypass the restriction if they want their modded creature to show up or get really lucky with them moving to a human towns, an elven resorts barring dwarven sites they are too restricted to even risk modding that site type in.
so the question pops up  'will ordinary have the site start restrictions be lifted completely?' I accepted chosen and heroic being a bit restricted but felt it was a bit odd ordinary got hit with this limitation.
 


Excuse me, but I'm reading quite a few run-ons in this block of text?
« Last Edit: February 22, 2025, 02:12:27 pm by Silverwing235 »
Logged

jecowa

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #33 on: February 22, 2025, 03:05:26 pm »

I think he's saying he can't play as a Dwarf in Adventure mode.
Logged

Silverwing235

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #34 on: February 22, 2025, 10:22:35 pm »

I think he's saying he can't play as a Dwarf in Adventure mode.
As in, run-on sentences - grammar/punctuation issues in a large block of text, which could also do with sone spacing to make it less block-of-texty, in this case.
Logged

MouseyArtist

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #35 on: February 23, 2025, 03:27:58 pm »

Got 2 more to actually ask.

when playing a Bard/storyteller, or walking around asking the location of an obscure site, I find myself doing the same Social prompt over and over.  while normally fine, Fishing for the same site over and over, or scrolling to the same song in a huge list eats up abit of time.  Unsure how the code works, but is there any plans on reworking the menu searches?  perhaps adding a fave option to mark common ones for quick use, or a "do last social action again" button?...

also unsure if oversight or design, but I noticed when telling stories about people, you cant directly talk about yourself, you need to talk about a site or person you interacted in, is there a hardware reason to that?  without seeing the code I can only guess how complex/simple such a thing would even be...
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: Future of the Fortress
« Reply #36 on: February 23, 2025, 03:46:03 pm »

Got 2 more to actually ask.

when playing a Bard/storyteller, or walking around asking the location of an obscure site, I find myself doing the same Social prompt over and over.  while normally fine, Fishing for the same site over and over, or scrolling to the same song in a huge list eats up abit of time.  Unsure how the code works, but is there any plans on reworking the menu searches?  perhaps adding a fave option to mark common ones for quick use, or a "do last social action again" button?...

also unsure if oversight or design, but I noticed when telling stories about people, you cant directly talk about yourself, you need to talk about a site or person you interacted in, is there a hardware reason to that?  without seeing the code I can only guess how complex/simple such a thing would even be...
You need to make your questions lime green or Toady won't see them!

Blue_Dwarf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #37 on: February 23, 2025, 05:09:31 pm »

You need to make your questions lime green or Toady won't see them!
He can only see in lime green wave length?
Logged
Crafting Statistics 42.06Farming Statistics

Blue Dwarf has been happy lately. He did some !!science!! recently. He admired a fine forum post lately. He was enraged by a forum troll recently. He was upset by the delayed release of the new version of Dwarf Fortress lately. He took joy in planning a noble's death recently.

Silverwing235

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #38 on: February 23, 2025, 05:22:43 pm »

You need to make your questions lime green or Toady won't see them!
He can only see in lime green wave length?
no, it gets very confusing in here in particular, and helps sort things out when answers happen - which would be at or close to the end of the month.
Logged

Egan_BW

  • Bay Watcher
  • Huh, that? Yeah, I'm sure it's fine.
    • View Profile
Re: Future of the Fortress
« Reply #39 on: February 23, 2025, 06:08:31 pm »

My brain is empty of questions for the moment, so I'm just Posting-To-Watch.
Logged
Building a coalition between those who would like us to eat the cake and those who would like us to have the cake.

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: Future of the Fortress
« Reply #40 on: February 23, 2025, 06:26:17 pm »

@Egan_BW Welcome to the new thread!

Is that a coati girl, btw? As your pfp, I mean? One of those animals I would not know to recognize (by their tails) were it not for them appearing in DF, with very cute sprites in Premium. Or maybe it isn't a coati girl, and DF has not saved the day.

Egan_BW

  • Bay Watcher
  • Huh, that? Yeah, I'm sure it's fine.
    • View Profile
Re: Future of the Fortress
« Reply #41 on: February 23, 2025, 06:51:40 pm »

Unfortunately she is just a cat. That's a cool idea, though.
Logged
Building a coalition between those who would like us to eat the cake and those who would like us to have the cake.

Superdorf

  • Bay Watcher
  • Soothly we live in mighty years!
    • View Profile
Re: Future of the Fortress
« Reply #42 on: February 24, 2025, 01:39:32 am »

Do you have plans in the near (pre-map rewrite) future to more organically incorporate dungeon denizens and magic materials/items into worldgen history? I get that their short-term implementation was intended more as a proof-of-concept than anything else, but (to me at least) they can currently feel distractingly disjointed from the lore of the world they exist in. Any small steps towards making them more active participants in a world's history would be welcome IMO.

Similar question, different focus: Right now it seems that every world has just one type of mysterious site/artifact, determined randomly at world-gen; if an adventurer gets hold of an <elder mudstone ring>, for example, it's safe to assume that every other mysterious site in that world will have <elder mudstone> artifacts as well. Will it be possible at some point to get mysterious sites of multiple different sphere types in the same world?
Logged
Falling angel met the rising ape, and the sound it made was

klonk
tormenting the player is important
Sigtext

DPh Kraken

  • Bay Watcher
  • [PRONOUN:she:her:hers][PRONOUN:it:it:its]
    • View Profile
Re: Future of the Fortress
« Reply #43 on: February 24, 2025, 03:11:56 am »

Similar question, different focus: Right now it seems that every world has just one type of mysterious site/artifact, determined randomly at world-gen; if an adventurer gets hold of an <elder mudstone ring>, for example, it's safe to assume that every other mysterious site in that world will have <elder mudstone> artifacts as well. Will it be possible at some point to get mysterious sites of multiple different sphere types in the same world?

See the prior Future of the Fortress reply.
Quote from: Toady One
2) This is really just starting out, toying with the idea of a primordial chaos of one kind or another that left appropriate things behind.  There will be various expansions now as we go, and a single remnant material won't be the basis of most magic most of the time.
Logged
[CHEESE_PLANT] and [CHEESE_GRAPHICS] biggest fan
My mods:
Language & symbolsMiscellanyGraphics repositoryPseudo-ASCII

Superdorf

  • Bay Watcher
  • Soothly we live in mighty years!
    • View Profile
Re: Future of the Fortress
« Reply #44 on: February 24, 2025, 03:37:45 pm »

Sweet, thanks
Logged
Falling angel met the rising ape, and the sound it made was

klonk
tormenting the player is important
Sigtext
Pages: 1 2 [3] 4 5 ... 8