Quote from: lethosor

Regarding that, what sorts of issues are you running into with 32/64-bit compatibility? The main issue being mentioned is the difference in sizes of integer types (namely "long"), which I suppose you could resolve with fixed-width types (stdint.h), although it would be a pain to rewrite an entire project (or even just the (un)serialization code) to use those.



Quote from: Max^TM

Is adding a default controller that leads a unit to a relative or nearby site or even just keeps them from sleeping eternally possible?



If I make some toys and "accidentally" leave them lying around, will they play with them?



Quote

Quote from: Daniel the Finlander I assume that the current growth rates of trees will be adjusted, because they grow ridiculously fast right now, but will trees grow at realistic speeds or at accelerated speeds? If the latter is the case, probably because of gameplay reasons, how much faster will they grow?

Quote from: jwoodward48df 1. Did you intend for the tree density to increase quickly over time (and not just some of the time in some embarks, but always)?



2. If so, was this to remove strain on hardware?



3. Do you currently have methods in place to prevent tree density from increasing? If so, what?



4. Have those methods, if any, changed from DF2014 to DF2015?



Quote from: AceSV

What's the plan for paper-making industry? Will there be multiple types of "paper", like papyrus, large leaves, parchment, velum, hemp, dwarven beard hair fiber paper, plump helmet pulp paper? Will we be able to use paper to make other objects, like paper crafts, paper charms, paper windows or paper armor?



Will taverns exclusively dispense alcohol, or would it be possible to make something like coffee and tea with a different syndrome? If a food item comes with an alcohol-like syndrome, a magic mushroom for instance, is there a mechanic by which dwarves would recognize that food as syndrome-inducing or would they just chow down haphazardly?



If one were to mod in a civilization that was intelligent but did not have hands, like a race of dragons or alien blobs or whatever, would they be able to recruit visitors to manufacture items for them? If they permit slavery or are baby snatchers, would they be able to recruit captives to manufacture items for them?



Quote from: Silverybearded

You mentioned "books disguised as levers". Is this going to be a thing? Will I one day go in a library and try to take a book, only for the game to be like "Congratulations you found a secret lever HERE HAVE SOME MAGMA"

Will there be more things disguised as things? (Will it possible to learn the true nature of disguised things from people who know about it?) What about secret doorways?



And on that note, long-term goal question: Will there be the possibility of automatic lever handling? So that I can assign dorfs to guard lever-controlled doors, who will pull the lever when someone friendly wants through, or assign certain lever positions to certain alarm settings...



Quote from: DarthAgnan

So, if immigrants now bring their values with them, does this mean that now you will be able to take say a goblin (or an elf? not sure which) into your fort and make him a butcher so he can butcher dwarf (etc.) corpses since goblins (or elves?) are ok with butchering intelligent beings?



Quote from: Urist McVoyager

Will we see an embark scenario where we found a new Civ all on our own?



Quote from: Bouchart

Will immigrant egg-layers like kobolds or a (presumably modded) animalman like a platypus man be able to use nest boxes?



Quote from: GoblinCookie

If it is not going to be changed in the next release in order to make foreign race AI soldiers use equipment from their own civilization; what equipment are the animal people that now take up residence in sites going to be given since they have no entity of their own with equipment to use?



Quote from: Daniel the Finlander

Will there be roadside inns outside of towns in the next update? I don't recall you mentioning in the devblog, just in the development notes.



Quote from: Cruxador

Are petitions purely a player decision, or do other members of your civ have opinions? In other words, can unpopular decisions in immigration policy result in poor public happiness and unrest?



Quote from: Lielac

Can we shout an argument for everybody in earshot to hear to start trouble faster, or do we have to piss off everybody individually?



Quote from: Button

Well, what I really want to know is how it'll interact with reactions which take more than one stacking item. This doesn't come up much in vanilla obviously, but let's say I make a mixed-fruit brewing reaction that requires two fruit and produces 10 fruit punch. I want to limit the size of the product to 20, to keep it in line with other brewing reactions in terms of how fast you can crank it out. So I use [MAXREACTIONS:2] or whatever the tag is.



Now here's the tricky bit: let's say the brewer picked up a 5-stack of strawberries and a 1-stack of pomegranates (in that order). In the current system, brewing these together would form a 30-stack of fruit punch - even though the reagents are defined in identical quantities, they function as absolute minimums, and proportions are ignored.



In the new version with [MAXREACTIONS:2], what happens? Do we get a 10-stack of fruit punch and 4 leftover strawberries; a 20-stack of fruit punch and 2 leftover strawberries; or a 20-stack of fruit punch, 1 leftover strawberry and 1 leftover pomegranate (because the strawberries were picked up first, so the game pulls from the strawberry pile until it hits the reaction cap)?



Quote from: CLA

Are there plans for a "global justice" system, or rather something like supra-regional extradition agreements? That could involve a bandit visiting our Tavern being wanted by our parent civ and consequently being arrested and extradited with a liaison. (and could then the same happen to our adventurer?)



More generally, do you have any plans beyond "It would be nice to have" for the Justice and Diplomacy "arcs" to have intertwined features such as described above?



I'm thinking of extradition agreements, trade or common law unions, and prisoner exchange with enemy civs.

Oh, that reminds me:



Will nobles write special books that progress statesmanship/law like the other books do to their field? Specifically, will we see law compendiums, reforms, capitularies, etc?



Quote from: vjmdhzgr

Now that the release is a lot closer to done than the last time I asked, what are the additions to the raws for this update going to be? Like are there now tokens to influence what kind of dance or music styles civilizations develop, or whether they build libraries and what they like to put in those libraries?



Quote from: AceSV

How random do you think deities should be? For example, would a deity be able to have domain over contradicting spheres, such as Fire and Water or Sun and Caverns? I tried using randomization to generate mythological associations, and got unintuitive combinations like a Wind God that was associated with Slug Men and Brewing and a Trickery God that was depicted as a Sperm Whale Man and rode upon a Giant Desert Scorpion. There were strong opinions about whether or not that was okay. If/when gods and mythology are expanded upon to include such information, would they be completely random like that, or would there be some guidance in the algorithms to prevent certain combinations?



Quote from: DVNO

Can adventurers request permanent residence at Player Fortresses while playing them in adventure mode? If so, what noble would the adventurer need to speak to?



Quote from: Shonai_Dweller

From how far away will visitors come? Will it be a case of no human neighbours=no human visitors or will travellers journey to the far ends of the planet in search of legendary Dwarfish mead and dingo roasts?



Quote from: AceSV

What is the criteria for creatures coming to visit? Would gorlaks, troglodytes and trolls, or wandering overworld animal-folk be able to walk into your taverns and start partying or will they still operate as wild animals? Will wandering gorlaks/trogs/trolls/animal-folk be equipped with weapons or armor or skills from interacting with other civs? I haven't seen kobolds mentioned in the visitor examples, are they capable of visiting?



Quote from: Silverybearded

Are there any plans fiddling with SVN?



Quote from: Urlance Woolsbane

While this won't be an issue in Vanilla, what happens if you're playing a race that's not opposed to cannibalism, and you start serving the meat of sapients in your tavern? Will other races, particularly the ones whose kindred you've butchered, object to this state of affairs?



Quote from: King_Of_Baboons

Are adventurers experience any side effect caused by beer on this update?



Quote from: kemaT

Can adult dwarfs play with their children?

