Towns

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Dog Pants
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Re: Towns

Post by Dog Pants »

spoodie wrote:Monster do destroy wooden doors, I've seen it happen. Can't say for bone doors. I put bone doors on my hospital and bone candles inside, thought it was a nice macabre touch.
All of this ^ including the bone hospital.
buzzmong wrote:Anyone know if there's a way to remove/hide the roofs once the walls are built?
CTRL makes them transparent, Tab removes them (from view) completely.
Mr. Johnson
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Re: Towns

Post by Mr. Johnson »

I think I solved my food problem.

Image

I can't seem to find iron though, I went down six levels (flooding three of them) but to no avail.
buzzmong
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Re: Towns

Post by buzzmong »

Dog Pants wrote:CTRL makes them transparent, Tab removes them (from view) completely.
Aha! Thanks!
Dog Pants
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Re: Towns

Post by Dog Pants »

Livestock invasion!

I wonder if invasion monsters can climb ladders. I think the spiders on dungeon level 1 can. Might be a good defence to build a wall around the town and have a tunnel under it.
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Re: Towns

Post by FatherJack »

Mr. Johnson wrote:I can't seem to find iron though, I went down six levels (flooding three of them) but to no avail.
I found some poking out of the surface, dug down there and there were a few bits, plus some more of the surface-style ones to encourage me to dig deeper. Doing 'dig' on the flat ones just makes a hole, you actually have to go down to get to the ore.
Dog Pants wrote:I wonder if invasion monsters can climb ladders. I think the spiders on dungeon level 1 can. Might be a good defence to build a wall around the town and have a tunnel under it.
The sieges always start at the edge of the map, so theorectically you could build a wall right around the edge, but that's also where your immigrants spawn. They can use ladders, but are susceptible to having bridges deleted out from underneath them - though I think the 'delete' feature is a temporary thing.

I guess you could build a path so they have to travel single file and always pop up at the same spot. I think the river only goes down two underground levels, but is invisible on the second one, for your inconvenience.
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Re: Towns

Post by Fred Woogle »

http://www.indieroyale.com/ - This is available in the Alpha Bundle, around £3 for those of you who are skint.
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Re: Towns

Post by Dog Pants »

Crickey Ty, you even got that in before RPS. Well spotted.
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Re: Towns

Post by spoodie »

0.42a is out, it looks nicer.
patch notes wrote:Add: Priorities panel (F3)
Add: Roads (living entities walk faster here)
Add: Animations for living entities
Add: TTF Font
Add: Heightmap a-la Transport Tycoon
Add: Food values on food items tooltip
Add: Save options
Add: Use of user folder for savegames and options
Add: New special values for map generation (_WATER_1_, _WATER_INF_, LAVA_1_, LAVA_INF_)
Remove: Barracks (now everybody can be a soldier!)
Remove: Transition tiles
Change: Speed of living entities reduced
Change: Stockpile points are removed if you place a zone over it
Change: Turns to build thing on benches changed to 70% if a roof is present
Change: Turns to build thing on benches changed to 85% if the builder is underground
Change: Warning "Sure to exit without save?" panel
Change: Water system uses slopes now
Change: Faster seeds at map generation (so the game starts early)
Fix: Enemies won't try to break opened doors
Fix: Crash when build a building only with doors
Fix: Prefix/suffix percentages are set to 5% again
Fix: Little improvement in the minimap render routine
Fix: Improved a little the save/load game performance
Fix: Item issues when delete the zone under it
Fix: Lag if no mats when build a building
Fix: Draw the roofs/big items (ie. trees) when his base is outside the screen
Fix: Citizens recalculate their path if while they are following it other citizens blocks the path with walls
Fix: Minor graphic glitches
buzzmong
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Re: Towns

Post by buzzmong »

Just had a quick gander at their forums, 0.45 will see lots of changes, but one massive improvement is the removal of "hunger-lock", where your townspeople take root and do fuck all. Also harvesting/chopping/etc is being added to the automated order system thingie.
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Re: Towns

Post by Dog Pants »

Sounds good.
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Re: Towns

Post by FatherJack »

Harvesting and chopping are already there on the F3 menu, harvesting is under 'Gathering' and chopping is under 'Tilling', but separating them out would be welcome.

Removing or reducing hunger lock will be extremely welcome, as it's currently even easier to get stuck in it if you mess up the priorities. They will go and get food if there is some, even fruit or mushrooms on the ground, but if you've run out it's curtains. Depending on your food source, it's pretty necessary to put Bake/Cook, Gathering/Harvesting and Butchering near the top of the priorities and to oversupply yourself by a factor of at least two before getting into scraps.

They are still an untidy bunch though, even setting haul as first priority it takes them ages to clean all the shit off the floor. I wish they would put stuff in containers as they make it, rather than just drop it next to the workbenches.

Starting with more people (11 up from 7) is nice, but it still takes a long time to grow. I keep getting to around 16 before being wiped out by a big siege of giant spiders. Soldiers are still a bit of a liability.
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Re: Towns

Post by FatherJack »

0.45 with Heroes and fighting badgers!
They will slay monsters!

They will explore the dungeons!

They will charm your ladies!

They will steal your stuff!

Ladies, gentlemen, and those between, brace yourselves: Heroes are coming!



This next patch brings a slew of many new things, as well as addressing some old concerns.

We have reworked the guards to now have several roles instead of just the suicidal one. They will supervise work, patrol areas and rush to help other townies in danger.

The known hunger-lock phenomena has been reworked, no longer will hungry townies protest in anger. Now they will work slower and get depressed. A fair trade we might add.

We have added new content, decorations, different roofs, froggies camps in the jungle, windows, gates, colors, dressings and hats… yes... hats!

In the recreation area we have added the arena, where badgers can fight and shed blood to the joy and cheers of the viewers.

Oh yes, we also added the heroes.

Right now, they fulfill maybe 5-10% of their potential. They explore the dungeon, which now has a fog of war and is not instantly revealed, they fight monsters, they may, depends on their moral, steal your stuff. But whatever you do, don’t lock them up. They will be driven insane and rampage through your town.

The heroes seeing light in this version are the dwarves, who prefer to sleep underground, the rogues, who prefer to steal your stuff than mess with dangerous monsters, the barbarians, who doesn’t care where they sleep, as long as they are getting their fresh stream of food, the highlanders, a danger junkies heroes who rather spend time at the dungeons than socialize in the tavern, the knights, an honourable fighters, and two special kind of heroes: Sips, the camp maker, who shoots fireballs, and Sir Punchwood the noble, who will help any damsel in distress.


In addition, we have reworked a lot of the underline code and mechanics, which should improve performance.

We do hope you will enjoy this update as much as we enjoyed making it!



-SMP
Sips, the camp maker
:lol:
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Re: Towns

Post by FatherJack »

Towns is now aiming for Steam publishing on the new Greenlight program.

http://steamcommunity.com/sharedfiles/f ... earchtext=

It's also part of about five bundles, too - some of which look quite tasty.
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Re: Towns

Post by Dog Pants »

Rated. I was playing this at i46 and had a few people come over and ask about it.
Dog Pants
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Re: Towns

Post by Dog Pants »

This is now on Steam for about £8. If you already have the alpha you will be given a Steam code (at some point soon).
Joose
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Re: Towns

Post by Joose »

I'm a spazz, and have apparently already bought it once, then bought it again on steam, so I now have a spare key. I mentioned it on TS last night, and I'm sure someone said they were interested, but can't for the life of me remember who it was. First one to shout on here gets free game.
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Re: Towns

Post by friznit »

Shout! Was just about to buy it on Steam :)
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Re: Towns

Post by spoodie »

My game didn't want to start from Steam, but was okay when starting the EXE direct from the game folder. At least Steam can manage the updates now.
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Re: Towns

Post by Dog Pants »

Apparently that's not an uncommon problem at the moment. Hopefully it'll get sorted soon. I had a look at the community page and was surprised at the amount of hostility this is getting. From the game not running, like Spoodie has, to not knowing it was in alpha, to not knowing that it's a 'Dwarf Fortress ripoff' (which I would consider a compliment). Mind you, this is the internet.
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Re: Towns

Post by friznit »

Works ok for me. Lots of fun, though MP would be epic.

I have no idea what I'm doing though.
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