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Difference between revisions of "User:Knight Otu/Drafts"

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(→‎Dwarf Fortress Talk 1 - Forum Questions: These questions can probably be left out)
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|The real problem here might be that mineral distribution is sub-par, so a better distribution might make this less important. Others may want to know where features are to avoid those breaking their fortress layouts. Mostly, it's a question of finding an implementation that keeps the feel of the game.
 
|The real problem here might be that mineral distribution is sub-par, so a better distribution might make this less important. Others may want to know where features are to avoid those breaking their fortress layouts. Mostly, it's a question of finding an implementation that keeps the feel of the game.
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==Dwarf Fortress Talk 2 - Sieges and Megabeasts==
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Posted Sep 1 2009; [[http://www.bay12games.com/media/df_talk_2_transcript.html Transcript]]
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The second Dwarf Fortress Talk talks about sieges, as voted on by the community, and megabeasts before moving into hearer questions. It has a guest host, Ampersand.
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{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
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|- style=background-color:#ccf
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! Dwarf Fortress Talk 2
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|- style=text-align:left
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|- style=padding-right:1em
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|''How long have sieges been in Dwarf Fortress and what is their purpose?'''
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|-
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|Sieges have been in since before the first release. They could come from the underground animal people, the ever-increasing [[goblin]] sieges, and an attack by the [[undead]]. They are a way to add some combat to perform as well as a challenge. Right now, sieges are a bit better at respecting the civilizations of the world and their relations, but artificial ramping up of the sieges with non-existing populations still happens. That should improve in the future.
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|'''I put up a bunch of traps and they all die, then they run away.'''
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|Traps are ridiculous right now. They allow that a core element like sieges can be treated as an optional challenge. That needs to be fixed, and traps nerfed, though the details are not worked out yet. Siegers also need to become smarter about things like this, and have countermeasures. The players should need to adapt their strategies, though player cleverness is likely to beat the AI often still. But making use bridge building, dirt ramps, siege engines, fantasy warbeasts, and flying and digging can help them. Digging is a controversial thing, if only for fortress aesthetics, so that particular tactic might be an init option. There are other ways in which siege AI needs to be improved, such as understanding terrain, moving bridges, and pathfinding.
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|'''Are you planning on allowing trap disarming in fortress mode?'''
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|It's a reasonable idea. They'd probably need to see it in action first, but could become suspicious of similar circumstances.
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|'''Do invaders actually have goals when they invade?'''
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|Kind of, depending on the creature. Humans want to kill everyone, as do goblins in large numbers. Elves try to shoot you, but aren't necessarily out to kill everyone. Snatchers and item thieves only try to make it in, to their target, and then out again. Hopefully this improves as real army movement goes in. A siege might end up with a diplomatic meeting.
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|'''Is there ever going to be a time when goblins actually ... demand tribute ...?
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|There are kind of fake tribute relationships in worldgen that amount to nothing, so that should eventually happen. There are several goals towards more complex diplomacy on [http://www.bay12games.com/dwarves/dev_single.html the dev pages]. A lot of improvements in that regard and other war-related issues require the Caravan Arc to be completed.
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|'''Is there a possibility through the siege mechanisms to start eliminating entire populations?'''
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|This is part of the reason that actual populations and moving armies should go in early. Right now, losses mean very little to the opponent, and they really should.
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|'''So will sieges tie into wars? Will you be able to siege other peoples and then it'll show their place...?'''
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|Inspired by Civil War documentary, such actions will probably take place mostly on a zoomed-out map with units and army lines and such. This is also important due to the probable number of combatants in the area and the scale of the conflict - there can't be thousands of soldiers on a dwarf mode map at once. There is also the question of what happens when those thousands of soldiers come to your fortress and its environs. You'd probably first contest them with your outside army before they reach your fortress, and then they might send two hundred soldiers or so at a time, and various circumstances might lead them to give up.
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|'''I can see a few things that would possibly trigger ... a war ... like a stolen artifact ..., or ... goblins kidnapping the king's son'''
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Latest revision as of 20:52, 2 March 2012

Back to my user page

Dwarf Fortress Talk[edit]

Dwarf Fortress Talk is the official podcast of Dwarf Fortress, hosted by Toady One, Capntastic, and Rainseeker.

The podcast usually has a topic. This was in the past decided upon by forum polls, but later podcasts had current developments as their topics. Most talks feature questions from listeners, as well as outtakes (such as mistakes that did not belong into the edited versions). The isn't on a regularly schedule due to time constraints of the hosts, though ocassionally, only two of the hosts will be part of a cast.

Dwarf Fortress Talk 1 - Forum Questions[edit]

Posted Aug 6 2009; [Transcript|http://www.bay12games.com/media/b12_call_1_transcript.html Transcript]

The first Dwarf Fortress Talk mostly uses forum questions to start discussions on various development plans.

Dwarf Fortress Talk 2 - Sieges and Megabeasts[edit]

Posted Sep 1 2009; [Transcript|http://www.bay12games.com/media/df_talk_2_transcript.html Transcript]

The second Dwarf Fortress Talk talks about sieges, as voted on by the community, and megabeasts before moving into hearer questions. It has a guest host, Ampersand.