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Messages - Su

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1
DF General Discussion / Re: Future of the Fortress
« on: January 11, 2023, 10:59:40 am »
how much autonomy does putnam have when deciding what to work on?

has there been any discussion with her yet on plans for the Big Wait?


my weird personal #1 hope is that the hardcoded materials become normal raw-defined materials, but i realise there's two decades' worth of bugs to fix first...

2
DF General Discussion / Re: Future of the Fortress
« on: January 04, 2023, 05:38:07 pm »
thanks for the answers toady! =]

3
DF General Discussion / Re: Future of the Fortress
« on: December 17, 2022, 03:11:03 pm »
Another trip-up, I see. Toady did repeatedly mention that the particular choice of color - this, to be exact - was for being able to distinguish one question from another at month's end, IIRC.

i prefer lime to lime green. if you can show me toady specifying lime green rather than just a generic green, i'll change it; but plenty of questions have been asked using lime before with no complaints.

4
There's also the other ones who are seemingly suffering from extreme stockholm syndrome. Regarding what you said about the new labor system, it's untrue and you haven't bothered looking for the way to do it in the new version

that labors cannot feasibly be set on a per-dwarf level? i'll give you the benefit of the doubt, perhaps there is something i've missed; but please don't insult my intelligence.

The old v->p->l labor assigning was extremely tedious, obnoxious and unintuitive.

agreed.

Dwarf Therapist was required to make managing easier, and even that was still relatively tedious with having to scroll and manually assign per dwarf for any fortress above size 20.

an aside: i installed therapist on a couple of occasions but found it clunky and its workflow immersion breaking to the point that i legitimately prefered to use the old system over it. i GREATLY prefer dfhack's built-in manipulator plugin and consider it the peak of this particular design space.

DFHack autolabor was a good step towards what we have now

i wholly disagree! where previously there was a game in optimising labor settings, autolabor removes the concept entirely - it is like the difference between casual play and watching a credits warp TAS [obviously for people who don't care or otherwise don't want to engage with the system, autolabor-like tools are fine; just don't force them on me].

but by far the worst is the agonizing tedium of the mouse. we genuinely cannot fathom why anyone - least of all the adams brothers, for whom playing the game is essentially a job - would prefer such an inaccurate and slow input method when what we had already was almost perfect.

This is very closed-minded. I'll tell you why I, and a lot of other people prefer the mouse control over the original.

i don't care if other people like to use the mouse. if that's what you prefer, great! i have a connective tissue disorder. so like i said previously: using the mouse is *physically painful*.

Exactly like the labor system, the old control scheme wasn't even close to perfect, you've just convinced yourself it was because you're used to it. You haven't even tried to see the positives of, and most likely even attempted to use the new mouse-based system.

please stop putting words in my mouth. your armchair psychologising is neither accurate nor welcome.

To act as if some of the horrendous UI navigation controls were somehow faster than just moving and clicking once is dishonesty at worst, and rose-tinted glasses at best. If you disagree, I'd like you to explain to me how shift + to navigate each menu entry in a list was "faster" than a simple mouse move.

???? shift+ is a single gesture of my hand. the mouse is moving my arm across the desk, or worse, a series of repetitive scrolls on the laptop touchpad. have you never seen how fast people use vim??

Let's not even mention designations, which were an absolute nightmare with the keyboard. Needing macros to make it less tedious isn't a solution - it's part of the problem.

this statement baffles me. what does it even mean??? in what upside-down bizarro world can macros possibly be part of the problem???

Regarding "inaccuracy", if you're unable to click the huge buttons properly, I think you may need to get your hands, your vision, or your mouse hardware checked. It's not hard to use, and I'm not exactly a professional FPS player or anything.

see my statement above. i can click things, sure, but not with any kind of speed - and i'd be surprised if you can either.

5
DF General Discussion / Re: Future of the Fortress
« on: December 11, 2022, 01:28:23 pm »
we saw someone on the kitfox discord say that the reason labor management was changed was because you don't want us to be able to micromanage our dwarves. is this a true sentiment, or were they just salty?

[we quite liked the degree of control we had in the old system, so if it was intentionally removed and WONTFIX'd rather than an unexpected side effect of the new one... well, we'd be a little sad.]

what has collaborating with fans been like? will mike and the others be continuing to provide assets as development continues?

6
DF Suggestions / Re: Steam Release: Accessibility Via Hotkeys
« on: December 08, 2022, 02:57:03 am »
+1

7
we're in the same boat as nshapter. the last few days have been quite literally painful.

a lot of things in premium seem to have been "streamlined", ostensibly to save newbie brains from frying - but all that's done is paper over the complexity with systems that take away control, making them more confusing and frustrating than they ever were to begin with. it's impossible now, for instance, to fix a stair that was mistakenly designated as a down stair to be an up/down stair; reports, when dismissed, are memory holed and lost forever; labors cannot be feasibly set on a per-dwarf level; but by far the worst is the agonizing tedium of the mouse. we genuinely cannot fathom why anyone - least of all the adams brothers, for whom playing the game is essentially a job - would prefer such an inaccurate and slow input method when what we had already was almost perfect.

the specific details of hotkeys are unimportant [though we really wonder what made them decide on b->p->r for doors...], and a dfhack plugin to display the current available ones onscreen in order to ease the cognitive load shouldn't take too long to materialise, so we have no real complaints nor desire to return to the old ones. but please, toady - if you change nothing else, let us ditch the mouse!!

8
DF General Discussion / Re: Future of the Fortress
« on: December 05, 2022, 07:20:46 pm »
asking on the eve of release, but assuming you're reading this a good week or so after: were there any last minute mission-critical bugs you had to drop everything to fix, or has it been relatively smooth sailing?

9
DF Modding / Re: Invincible Kittens
« on: December 05, 2022, 01:58:06 am »
we recently caused a cat to explode with an exceptionally ill-timed ballista shot. it made us so sad, we had to use dfhack to resurrect it - which is something we normally wouldn't even consider doing for a dwarf.

is changing the raws to give cats hundreds of extra organs still the best way to go about making them invincible a decade later?

10
DF General Discussion / Re: Future of the Fortress
« on: September 29, 2022, 05:30:36 pm »
Practicality of playing on a 16-16 map. With all the code updates for the big release as well as future updates, will the game ever be able to be played on a full 16-16 map? It would be a unique challenge making minecarts much more necessary. It is something I would really like to do.

even if it was incredibly well optimised, even with the best hardware on the planet - i don't think it'll ever be possible to run df at that kind of scale, and certainly not with a living world. it's just too big.

a more reasonable hope might be that you can have a few extra tiles - say 4x4 to 5x5 - and a slightly larger world / longer history.

11
something about these images - i don't see a mouse cursor. where are the "avocado tree twigs, avocado leaves, avocado flowers" ect tooltips coming from?

12
DF General Discussion / Re: Future of the Fortress
« on: June 17, 2022, 05:15:46 pm »
as someone whose own cat of 14+ years passed away this week, please accept my deepest condolences.

13
DF General Discussion / Re: Future of the Fortress
« on: June 03, 2022, 12:38:30 pm »
Does breaking into the caverns still essentially destroy your FPS?  I remember the game losing a ton of FPS back in the day if you broke into them, and it was one of the reasons you didn't want to do that.  Has this already been mitigated, and I am so stuck in my old ways that I never realized it?  Will the steam release include performances fixes for these sorts of common FPS losses?

use lime green to get toady's attention if this question is meant for him =]
i i break into the caverns in almost every fort eventually and haven't noticed any significant drop in fps, but that might just be me not paying enough attention.

14
DF General Discussion / Re: Future of the Fortress
« on: June 02, 2022, 11:18:01 am »
to add to the above sentiment: this is very disapointing news and i strongly urge you to reconsider. dwarf fortress is one of my favourite games in no small part thanks to the accessibility granted by not having to use a mouse and having every relevant control labeled onscreen at all times [my memory is not that good, so having this information readily available reduces the cognitive load and allows me to play without having the wiki open in the background]. some of the choices of what those controls were is, admitedly, less than stellar [the umhk set has been mentioned by others] but i would gladly take the umhk set a thousand times over the frustration of being forced to use the inherently slow and inaccurate mouse.

adding mouse support is a worthy goal, but not at the expense of the keyboard.


15
DF General Discussion / Re: Future of the Fortress
« on: May 31, 2022, 04:04:47 pm »
the latest devpost says that the Z-screen has been removed and replaced with a tooltip.

how are keyboard users going to access this information? i'm becoming increasingly worried that keyboard support is going to become a second-class citizen, with controls going unshown and features becoming outright unavailable without the use of a mouse.

on an arguably more positive note - is there an official link to the updated roadmap? it sounds like things are nearing completion.

What, exactly, is meant by “irritation” in the most recent devlog?  At first, I read it as “irrigation” but then I noticed it was actually “irritation” and now I’m confused…

i assume this is going to be some measure of how much you've changed the area by digging, chopping down trees, and / or killing wildlife.

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