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Messages - Angle

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1
Hmm. So I'm working on implementing federation, which will allow Agora sites to connect to each other, and to Mastodon, Pleroma, and other such sites. I hope to have the feature implemented within a week or two. While I'm at it, I'm thinking of rebranding, maybe? The name Agora seems kinda plain, and it's used by an awful lot of different projects. I was thinking Canopy might work better? Or some other foresty sounding name? I'm not sure on the details. XD

2
Huh, weird. I've had other people get the same problem, but haven't managed to reproduce it myself yet. :

3
Huh, it's still sluggish? I did a bunch of optimizing, it hardly lags at all for me now, especially on chromium. :/

4
Noticed this and just want to throw out some suggestions:

  • Different types of connections, denoting different relations between nodes. For example, reply, subordination, approval, contradiction, etc... Also ability to add connections post-node-creation, so someone can go "oh, these are related!" *bamf*
  • Different types of nodes denoting different functions. Some should be headers, for example, that other stuff goes under. Or +1 posts can get a different color.

A non-linear forum is an interesting concept. It'd fix the problem of unrelated conversations in the same thread - if you don't have anything to add to the person above you you're just replying to OP you can just reply to OP.

Aye, those are all features I'm planning to work on. I'm also thinking of a connection between posts that basically says "these posts say the same thing", which would cause replies to one to show up as replies to both? I'm not sure though.

Nice to see this is still being worked on.
The preview feature is functional and cool-looking.
The zoom feature and moving around the graph is sluggish for me on almost-latest version of Chrome on Windows.

As for the lag, I'm also still trying to optimize a bit more, too, so hopefully it'll work better. I'm curious as to what sort of computer it was running on? Like, an old laptop, or a new gaming computer...?

5
Alright, still working on this. I updated the post preview functionality, so it shouldn't overlap anymore. Tell me what you think? :/

https://agora-2866.nodechef.com/forum

6
Anyone mentioned darebee.com yet? I've been using their exercises and I think they work pretty well. :/

7
General Discussion / Re: Star Wars [Warning: Spoilers inside!]
« on: January 26, 2018, 06:20:46 pm »
Hmm. So has anyone seen any evidence of negative reviews being covered up or suppressed? Someone I know on mastodon has posted some screenshots showing his posts on Birth Movies Death being deleted. I wondered if theres anything like that on other sites? :/

8
Mod Releases / Re: [44.04] What Lurks Below - A Cave Revamp Mod
« on: January 11, 2018, 05:58:07 pm »
Awesome, thank you! XD

9
Mod Releases / Re: [44.03] What Lurks Below - A Cave Revamp Mod
« on: January 10, 2018, 11:32:55 pm »
I'm on linux but I want to use all of the mod. Can I get a download with all of the raw changes, including the changes to preexisting plants and the like? :/

10
Other Games / Re: Caves of Qud: Now in Open Beta
« on: January 09, 2018, 05:01:28 pm »
So like, what is the general meta anymore? I remember trying to play Qud a few times a few years ago and never really got much farther than the Red Rocks cave. Are there viable True Kin character builds or is it all about maxing specific mutation/attribute sets?

Well, they reworked true kin so you start with a cybernetic enhancement. I'll admit I've never played them much, but I think they're viable. :/

11
Other Games / Re: Caves of Qud: Now in Open Beta
« on: January 05, 2018, 11:56:39 pm »
So it turns out, if you have teleport other, you can use it on Argyve, Elder Irudad, and Tam, steal all their shit, and not have them get mad at you at all. :/

12
Other Games / Re: Caves of Qud: Now in Open Beta
« on: January 01, 2018, 05:39:33 pm »
Fungus improvements: I like the idea. I despise how easy it is to be infected at present.
~~~
The new culinary system is awesome, though the ability to cook without any ingredients seems unbalanced.

Thank you! The skill tree there is definitely unbalanced, though. Either the skills are way too good to all be on the same tree, or they're overpriced. Not sure which. :/
~~~
Eh, cooking without ingredients basically just makes your hunger go away. Not super impressive. :/

Edit: In other news, a bug report - you can still eat Apple Matz from Elder Irudads oven even as a carnivore.

13
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 31, 2017, 07:57:13 pm »
Oh, another idea - make harvestry proc even when you walk next to a plant. So you don't have to impale your face on fractus bushes anymore... :/

Also, heres a first draft for a fungus skill tree:

Mycology [150]
-Mycologists Creep [0, Willpower 15] Activated ability: for the next ten rounds, you move at half speed and don't trigger sporeclouds when you walk next to mushrooms. Other creatures still do. (Can be ended as a free action.)
-Mycologists Resistance [0, Toughness 15] You have a significantly decreased chance of getting random fungal infections. (Toggleable)
-Mycoculture [150, Toughness 17] You may harvest spores from mushrooms, and prepare them into a gel that you may apply to your body to purposefully grow mushrooms.
--Mycologists Ease [200, Toughness 19] Decrease the DV/attribute penalty of all fungal infections by 1.
---Mycologists Harmony [300, Toughness 23] Decrease the DV/attribute penalty of all fungal infections by an additional 1.
----Embrace the Fungus [400, Toughness 27] Gain 1 bonus Toughness from each fungal infection.
--Advanced Cultivation [300, Toughness 21] You may choose one of your fungal infections to cultivate into an advanced form, gaining increased benefits! (Activated ability. Can be used again, will return the previous choice to normal and advance a different infection, after a delay.)
---Cultivation Mastery [400, Toughness 25] All of your fungal infections are cultivated into advanced forms, increasing their benefits.

This skill tree is probably slanted way too far towards the high end skills. Though maybe some of those are actually just overpriced medium and low end skills? I dunno. :/

I would also suggest significantly decreasing the likelyhood of getting a fungal infection. Make it so that even walking up to a mushroom doesn't guaranty you a fungal infection. Also, give fungal infections more penalties - attribute costs, the like. Though I guess having them take up an equipment slot is bad enough. Also, make it easier to find spray bottles. Having to go to the six day stilt for them is a huge pain. :/

Also also the customs and wayfaring skill tree is really cool, but I think it needs more stuff, and the existing stuff is probably overpriced. Maybe add another skill that lets you get more reputation from each person by trading them another secret? :/

Edit: Oooh, maybe have rare strains of fungus to hunt for? Perhaps even procedurally generated ones. And the ability to breed your own fungus in different directions over time? :0

14
Other Games / Re: Caves of Qud: Now in Open Beta
« on: December 30, 2017, 11:28:14 pm »
Wow, this game has really come a long way since I started playing. I especially like the fungus. Maybe add a fungus-centered skill tree? With abilities to let you deliberately infect yourself with fungus, in specific spots, or increase the benefits you get from fungus? So if you happen to think that a glowcrust infection on your left arm would be just the thing, there are skills to let you cultivate one? :/

15
Heres a video he uploaded of a song, and what it looks like in Kraftig.

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