|
On June 04 2014 17:49 BobMcJohnson wrote:Yeah, probably going to be a bit harder to secure outdoor pasture/farm areas against climbing ennemies. I wonder how multi-tile trees behave when you chop them down also. Can't wait to get "Urist McLumberjack has been crushed by a falling tree" messages. 
Creatures can't climb smooth walls from what I read so you can still accomplish it, but it will be harder.
You can probably also use a moat or moat + wall system, or even a floor overhang to secure those areas.
|
United States10328 Posts
oh whew, I'm lucky all my above-ground constructions tend to be made with constructed walls then... and my fortress front door is usually secured by a drawbridge
I'm glad he hasn't yet introduced digging enemies *shiver*
|
On June 05 2014 03:43 ]343[ wrote: oh whew, I'm lucky all my above-ground constructions tend to be made with constructed walls then... and my fortress front door is usually secured by a drawbridge
I'm glad he hasn't yet introduced digging enemies *shiver*
Well there's some possible caveats. Right now constructions are either Rough (raw stone) or "nothing" (blocks) and are never smooth like stone tiles can be. I don't know if that means in the new version block walls will be considered smooth or not, but in either case it seems likely that walls made of rough stone will be climbable.
|
Thank you for updating the OP!
I'm pretty sure that stone constructions right now are smooth (or maybe just when built with blocks). I'm not sure if moats by themselves will be such a good idea anymore... In any case, you can probably make a staggered overhang construction (like the top part of an inverted pyramid) to block things from entering your fort.
|
On June 05 2014 03:43 ]343[ wrote: oh whew, I'm lucky all my above-ground constructions tend to be made with constructed walls then... and my fortress front door is usually secured by a drawbridge
I'm glad he hasn't yet introduced digging enemies *shiver*
Masterwork has (optional of course) digging invaders!
They're a lot of fun!
|
These devlog updates are becoming even more hilarious than usual to read:
Truck truck truck. Having some exposition issues... got back from an assignment to find my leader had been beheaded, only I wasn't able to figure that out by talking to people (had to go to legends afterward). Was surprised to find kobolds occupying a set of dwarven hillocks... thought it was a bug, but it was actually a legit bandit takeover from 20 years prior that nobody told me about. Walked into another hill dwarf site and everybody was running out of the civic mound yelling about an insurrection. I walked in there and the mayor was by himself. I thought I'd help them out, so I stabbed him in the head. One of the fleeing dwarves turned around and beat me to death. That'll teach me to meddle in internal affairs. In another game, I walked out into a market and all the humans and goblins there were in a giant brawl. I think that flare-up was caused by something in their cultural pasts but I didn't figure it out. Sometimes you just want to grab somebody and scream "what's going on?!" but you can only ask about certain things... a list which needs to be expanded even as they continue to volunteer more information.
Zach went out to hunt some night creatures and found a bunch of monsters of twilight up in a tree... turns out their blood-sensing ability allowed them to detect all the scary beasts deep underground and they wanted nothing to do with it, so they fled from their lair (which was not attached in any way to the beasts underground) and treed themselves.
In any case, fixed a couple crashes Zach found today, and things are going well, though I expect quite a bit of the roughness above will survive in various forms to be experienced by you all as we continue working on this, since we still have some larger problems to fry first.
|
Should probably be cross posted here, the DF modding scene managed to get two different things done that people dreamed about since years.
1) DF is now playable via the isometric Stonesense perspective. It still has some bugs and issues but it's working and is pretty damn huge. Reddit thread. Preview.
2) It is now possible to work with an unlimited amount of tiles. Reddit thread. Preview.
...it's almost as if DF modding made the game arrive in this century. =P
|
On June 25 2014 23:07 r.Evo wrote:Should probably be cross posted here, the DF modding scene managed to get two different things done that people dreamed about since years. 1) DF is now playable via the isometric Stonesense perspective. It still has some bugs and issues but it's working and is pretty damn huge. Reddit thread. Preview.2) It is now possible to work with an unlimited amount of tiles. Reddit thread. Preview....it's almost as if DF modding made the game arrive in this century. =P Holy shit. DF being quite difficult to comprehend, visually, has always been my main problem in getting people into it. With actually playable stonesense, I'd imagine streaming this could be doable, finally!
|
On June 25 2014 23:14 plated.rawr wrote:Show nested quote +On June 25 2014 23:07 r.Evo wrote:Should probably be cross posted here, the DF modding scene managed to get two different things done that people dreamed about since years. 1) DF is now playable via the isometric Stonesense perspective. It still has some bugs and issues but it's working and is pretty damn huge. Reddit thread. Preview.2) It is now possible to work with an unlimited amount of tiles. Reddit thread. Preview....it's almost as if DF modding made the game arrive in this century. =P Holy shit. DF being quite difficult to comprehend, visually, has always been my main problem in getting people into it. With actually playable stonesense, I'd imagine streaming this could be doable, finally! Even more awesome: You can (already) swap between regular view and Stonesense with the press of a button. So basically you get all the advantages of the regular mode with the beauty of Stonesense whenever you want. Personally I usually run Stonesense on my second monitor but if you don't have the luxury of that it's perfect.
|
That's pretty cool wow :o How does it fare performance wise? I suppose it has a non negligible fps cost :/
|
This is making me want to pick it up tonight. It's been quite a while since I had my last DF binge, but I was planning on waiting on DF2014. Then again, the new release actually being playable and supported by Therapist and LazyNub will take a coulpe extra months, so now might be a good time to get warmed up in any case.
|
the funny thing is that stonesense looks better than towns ever did.
|
On June 25 2014 23:30 BobMcJohnson wrote: That's pretty cool wow :o How does it fare performance wise? I suppose it has a non negligible fps cost :/ Pretty much zero impact since DF isn't multithreaded and DFHack/Stonesense run on their own threads. :o
|
Stonesense thing is awesome, but as an already existing DF player I'm way more excited about the infinite tiles!
|
United States10328 Posts
On June 26 2014 00:14 r.Evo wrote:Show nested quote +On June 25 2014 23:30 BobMcJohnson wrote: That's pretty cool wow :o How does it fare performance wise? I suppose it has a non negligible fps cost :/ Pretty much zero impact since DF isn't multithreaded and DFHack/Stonesense run on their own threads. :o
on my slow-ass non-gaming laptop it brought fps down from 15 to like 10 :p
|
What does infinite tiles mean for DF?
|
On June 26 2014 23:29 KaiserJohan wrote: What does infinite tiles mean for DF? Basically, a tileset is composed of 256 different tiles for all the items that the map can display (think, 256 different extended ascii chars for the default tileset), that the game displays with different colors depending on what it represents. Plus optionally depending on the tileset 256 more tiles for the creatures (for example if you use Ironhand, dwarves have different icons depending on their profession, goblin have specific icons etc. it's not just the color of the smiley face or the "g" for goblin that varies)
This puts a limit to the number of things that you can display differently, which means that different items sometimes share a same icon. Infinite tiles means that this limit is removed so every item type can have a different icon (for example a breastplate will not have the same representation as a boot)
|
On June 26 2014 23:27 ]343[ wrote:Show nested quote +On June 26 2014 00:14 r.Evo wrote:On June 25 2014 23:30 BobMcJohnson wrote: That's pretty cool wow :o How does it fare performance wise? I suppose it has a non negligible fps cost :/ Pretty much zero impact since DF isn't multithreaded and DFHack/Stonesense run on their own threads. :o on my slow-ass non-gaming laptop it brought fps down from 15 to like 10 :p
On June 26 2014 13:46 WindWolf wrote:Show nested quote +On June 26 2014 13:27 Epoxide wrote:Quite excited to use all the small redundant mods after the patch ^^, I haven't bothered installing the new version of Better Atmospheres because of the Texture Replacer dependency. I haven't used any mods yet, but with a new high-end computer and 64-bit support incoming, I'm sure as that I'm going to mod this game quite a bit Show nested quote +On June 26 2014 13:40 r.Evo wrote: I wish all devs would make 64bit versions by default nowadays, sooo much better. <3 Who uses 32-bit system these days? From the KSP thread.
FOUND ONE! =P
|
United States10328 Posts
nope I run 64-bit Ubuntu on a cheap Lenovo G580, nice try
|
just try playing though stonesense. it's pretty impossible at this point.
|
|
|
|