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Messages - baby_peacock

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1
DF Adventure Mode Discussion / Re: DF 31.17 Adventure Mode Impressions
« on: November 11, 2010, 03:47:39 pm »
Quote
You bite The Lasher in the lower left back tooth and the severed part sails off in an arc!

Lasher has bled to death.

FATALITY!

2
Quote from: JoshuaFH
Hey, you know how it's possible to engrave floors? Well, what if I don't LIKE whatever material the floor is? As it stands, I can place artificial floors down with other materials, but not artificial engravings ontop of the natural floors! Will this change in the future? I want my entire fortress to adhere to ONE color scheme!

can I engrave those constructed floors in the future?

I always thought of engraving lots of blocks as sort of weird, at least for a large engraving.  You'll probably be allowed to place larger engraved panels later.


I think engraved walls consisting of several blocks were pretty common historically, *especially* for large engravings. Here are some reference images from Angkor Wat:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Now these have naturally deteriorated over the years. I imagine the gaps between blocks were much less noticable when they were new.

3
DF General Discussion / Re: Fan art competition!
« on: February 01, 2009, 11:39:12 am »

Tentacle demon says hi.

Surely that tentacle demon's striking resemblance to Dr. Zoidberg cannot be undeliberate?

4
DF General Discussion / Re: 2,5D Dwarf Fortress with 16bit Sprites?
« on: October 13, 2008, 03:21:40 pm »
A solution for the occlusion problem commonly seen in games is to make the occluding walls semi-transparent. Another way to address the issue is to allow the user to toggle the display of all walls on the current level. This is sort of similar to setting the cut-off height to one level lower, except all objects and characters on the current level would still be visible.

Anyways, my point is that occlusion for isometric view games is hardly an unsolvable problem.

5
DF Suggestions / Re: Feces and Urine
« on: September 20, 2008, 10:32:03 am »
Just to mention, while feces can be pretty fertilizing if "prepared", urine is generally not. Most planets hate urine... Thats why IRL they have hugh problems with this trees at big festivals, since you know how men are. If too many do this against the same tree, it might even die.

Actually, urine is an excellent nitrous fertilizer. The problem is that it's too concentrated raw and needs to be diluted before used. Otherwise, it will do more damage than good.

http://en.wikipedia.org/wiki/Urine#Fertilizers

6
DF Suggestions / Re: Realistic Mining Suggestion
« on: September 17, 2008, 05:20:53 am »
I just want to voice my support for Dwaref's suggestion. In this case (and indeed in most cases, I would say) realism doesn't detract from the fun, it adds to it!

I've never understood the average gamer's aversion to realism in games. Why do people automatically equate realism in games with less fun? IMHO, commitment to realism and detail is one of the things that make Dwarf Fortress stand out from the rest.

Hauling gravel byproducts of mining doesn't have to be annoying if we get rid of the micromanagement. Clearing the rocks that resulted from mining used to be very annoying when we had to designate each rock for dumping individually. It was made slightly less annoying when the ability to mass designate them was added. If dwarves designated as gravel haulers automatically took on the job of hauling freshly mined gravel to the landfill, using the best available method, it would be even less annoying than the way it currently works.

7
DF Bug Reports / [39f] Designation with mouse not working properly
« on: August 09, 2008, 08:55:27 am »
Designation (e.g. areas to dig) using the mouse doesn't seem work outside the original 80x25 portion of the game window. This applies to both windowed and fullscreen mode.

8
DF Dwarf Mode Discussion / Re: Magma pipe
« on: March 06, 2008, 10:42:00 am »
quote:
Originally posted by Untelligent:
<STRONG>Or, if you can't get the damn things close enough to shoot, download Dwarf Companion and turn any offending magma critter into a wagon.</STRONG>

Once magic is implemented, that should be an actual spell.


9
DF Suggestions / Re: Use TRAC for bug tracking
« on: February 06, 2008, 05:07:00 pm »
quote:
Originally posted by Draco18s:
<STRONG>I've seen what happens with bug trackers and a large user base (compaired to the number of people fixing bugs).  Second Life uses JIRA and there are some 27000 "open bugs" most of which are irrelevant, duplicates, or mis-entered entries that were accidentally submitted.
</STRONG>

As I understand it, bugs are currently reported in one of the forums. I don't really see why using bug tracker would cause a surge in the number of bugs being reported, as it isn't really easier or more convenient for the ones reporting the bugs. On the contrary, it tends to be more demanding, posing all sorts of annoying questions(e.g. a stack dump if there was one, version, OS, etc).

The only difference is that the bug database would be easier to search for duplicates, from the error reporter's perspective, and to maintain, from the developers perspective.

This is of course assuming that Toady isn't already using some sort of bug tracker behind the scenes, but I don't presume to know anything about that.

quote:
<STRONG>
People have a hard time as it is searching the forums (even threads that are still on the first page) before posting a duplicate report.  Toady wouldn't be able to devote the time to keeping the system clean, or he would, but then wouldn't have as much time to work on the bugs.</STRONG>

As I said, I don't really know how Toady is maintaining the bug database as it is, but I don't think a bug tracker would impose any additional overhead (after an initial learning period anyway).

As for the general populace, well, I know that at least I would have a lot less of a hard time if there was an easier way to see if the cool feature I was about to suggest was already in the works.


10
DF Suggestions / Re: Use TRAC for bug tracking
« on: February 06, 2008, 02:21:00 pm »
I think this is an excellent idea. I've used Trac in several projects before and can attest to its merits.

It can also be used to keep track of all the Core/Req/Bloat/etc. features in the form of tickets. This is a boon to developers but also to the people who want to make suggestions, since they could then search the database to see if the requested feature is already in there.


11
DF Suggestions / Re: Melting items - mc2=?
« on: March 02, 2008, 05:00:00 pm »
While andris-berzins arguments may have been a bit anachronistic or thematically inappropriate, I do agree with his sentiment that melting objects should have a higher return ratio.

If, following the suggestions of many other posters on this forum, alloy quality levels are implemented, one could have the quality of the metal reduced one level instead of having it disappear into nothingness.


12
DF Suggestions / Re: Suggestion on the constructed wall
« on: February 26, 2008, 06:19:00 pm »
quote:
Originally posted by Jamini:
<STRONG>To baby-peacock: Constructed walls CAN be "engraved" if they are built on a previously engraved surface. If you don't mind having a slightly larger-than-average room and waiting for the floor to be both smoothed and engraved than it's perfectly possible to have completely uniform rooms as long as you build on a non-constructed rock surface.
</STRONG>

Thanks for the tip, I did not know that! However, this seems more like a (somewhat buggy) temporary workaround than a permanent solution to me. I would much rather be able to engrave the constructed walls.


13
DF Suggestions / Re: Suggestion on the constructed wall
« on: February 26, 2008, 06:11:00 pm »
quote:
Originally posted by penguinofhonor:
<STRONG>Show me how to engrave this:
http://www.landscapedesignbymjm.com/River_cobble_wall.jpg</STRONG>

Seriously, that has got to be the most unengravable wall you could possibly have dug up. I always pictured the dwarven-made rock walls to be more along these lines:

http://www1.istockphoto.com/file_thumbview_approve/2151576/2/istockphoto_2151576_hieroglyphics_in_the_wall_of_karnak_temple.jpg


14
DF Suggestions / Re: Suggestion on the constructed wall
« on: February 26, 2008, 06:49:00 am »
I'm sure the suggestion has come up before, but it's still a good one.

It frustrates me to no end that I can't engrave constructed walls and
floors.

When I engrave walls, I always do it to an entire room to get a uniform
appearance. But it often happens that when I dig out a room, there is
valuable ore, gems or just a fleck of odd-colored mineral along the
walls, in which case I want to mine it and then reconstruct the wall
using the same rock that the rest of the room is made of. But then I
can't engrave it, so I'm stuck with either having that part of the room
in a different color, or without engravings!


15
DF Suggestions / Re: Radioactive ores
« on: January 29, 2008, 05:33:00 am »
quote:
Originally posted by Sowelu:
<STRONG>I think radon gas would be pretty neat.  I don't know much about its origins in the real world, except that it seeps up into basements and mines in some geographic locations...  Well, I think it would be fun to have horrifying rocks of death that spawn occasional radon miasmas that cause minor lung damage to anyone in the area.  Good idea to wall those places off quick (but what if there's platinum *right there*?).  Maybe the miasmas would even stick around and gather like water: You really don't want to walk through 7/7 radon gas.

I'm sure that's not the most realistic way of doing it though.</STRONG>


This is slightly off topic, but that reminds me of how coal mining operations of yore would use canaries to detect lethal carbon monoxide and methane gas. The idea was that the canary would drop off before the miners, indicating that it was time to get the hell out of there.

I think this kind of scenario would be both more realistic and true to the setting than radioactive mutant dwarves and nuclear holocausts, but that's just me...


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