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Messages - Scarpa

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1
DF General Discussion / Re: Note from a Google Search
« on: May 19, 2012, 12:15:52 pm »
Google probably knows more about you than your own mother.

2
Utilities and 3rd Party Applications / Re: Legends Viewer 1.13.04
« on: May 19, 2012, 12:13:06 pm »
Have you thought about implementing it as a web server? You could still generate HTML (although I think you're using IE control for the 'heavy lifting' right?) but it would be cross platform.

3
DF General Discussion / Re: Future of the Fortress
« on: May 10, 2012, 08:44:37 pm »
I love the devlogs. But I'm not sure what he meant by "accidental".

I know, crazy right?  Deliberate booze-barrel grapeshotting of the dining hall should be goal of any self respecting fortress overseer.

I certainly wasn't thinking of anything quite that...benign.

4
DF General Discussion / Re: New to this game, how to progress
« on: April 15, 2012, 10:42:59 am »
Nice first start, but instead of an induced spiral dig down as far you can and let your fort die to external forces. ;)

For your next few attempts setup whole industries, that will naturally help increase wealth and give you more to learn. Food, crafting, metal works are my rough ones but obviously each of those categories has a ton of depth.

5
ASCII is much more efficient for interpreting tiles. Graphical tilesets are for nonserious roguelike players, which is fine, especially for a nonserious sandboxy game like DF.

Actually, false.

I played with ASCII up until there started to be so many more animals.  Now, you have a single letter, such as "s" representing dozens of completely different kinds of creatures, from satyrs to sharks to snakes to skunks, that having a picture is actually much more efficient at simply determining what a creature is.

You can tell not just what general "class" of job a creature has, but you can immediately identify specific jobs, as well, since your beekeepers will actually be in beekeeper outfits, rather than simply being a brown generic farmer-type unit.

This is a nice idea in theory but it's still very difficult for me to discern the details on a sprite. Also, while there's a number of possible interpretations of a single character on screen, context often limits it to very few in actuality..

Besides all that I think it's a waste to use more than 16^2 pixels per tile. I like seeing more of my embark at once.

6
DF General Discussion / Re: What would a trap look like?
« on: March 22, 2012, 02:30:42 pm »
Weapon and Rock Fall Traps are easy for me to picture, I usually am thinking of something you'd see in an Indiana Jones movie or The Goonies.

It's the cage traps, sitting out in the grass, that are equally adept at catching a snake, goblin or Dragon that are a little harder to visualize. Similar to the variable size tiles that can hold 10000 dwarves (as long as only one is standing) I imagine the Dorfs create a tiny pocket of warped space time to shove the trap into. ;)

7
DF General Discussion / Re: DF reference in REAMDE by Neal Stephensson
« on: March 19, 2012, 01:07:08 pm »
I just finished this book and while that passage does make it seem like he's inspired by DF, he's clearly riffing on World of Warcraft, given the game in the book is designed around legitimizing and monetizing gold farmers.

Was an odd book by Stephenson standards, IMO. I liked it but felt like I was reading Clancy.

9
DF General Discussion / Re: Need legend for exported site maps
« on: March 14, 2012, 01:05:27 pm »
Have you tried just walking around with an adventurer and finding out the 'hard' way?

I gotta say I had kinda forgotten about how awesome those cities were, I'm too busy re-learning how to run a fort. May have to pop into adventurer mode just to hang in a city.

10
DF General Discussion / Re: Export detailed map question
« on: March 10, 2012, 01:46:36 pm »
Those are just two different types of maps you can export.

The first is what you get when you hit 'p' in Legends mode, or export during worldgen. The second looks like the site/biome map from the 'd' menu.

11
The DFFD download page has a last modified timestamp and a version field you could check on start. Then just throw up a little info text that a new version is up.

Yes....  Possibly.  Will consider it.  I'm not sure what the net-etiquette for accessing other people's sites automatically for information is.  I feel that since sites are providing information, provided a user explicitly requests that information there can be no qualms, but programs automatically checking stuff behind the scenes feels a bit metacrawler-esque to me, even if the bandwidth is really small.  Thus, I feel if the user has to press a button to check, that's alright, but autochecking other people's sites, I dunno.   ???  What do you think?

Heh well I work for a company that has web crawling as a central component of our service offering so my opinion may be biased but I don't think hitting a dynamic page every once in awhile is a big deal. Also, there are already RSS feeds for DFFD in general, so one option could be just parsing the 'Utilities' feed (http://dffd.wimbli.com/rss/cat_15.xml) to see if the launcher shows up. Of course this would be less effective for those who aren't checking often as it would fall off the RSS feed eventually.

I also sent in a question to the site admin to see what their point of view was about automated checking.

Edit:
And got a response.. basically there is a page just for checking file versions: http://dffd.wimbli.com/file_version.php?id=5663
This is preferred over the main download page as that page causes statistics to be updated and will artificially inflate the view stats.

12
You could potentially have the program check this topic for a version string, and notify that a new version is available if the strings don't match.
Not a bad idea, but if I had web hosting then it would be simple enough to have a text file there to check.  The main obstacle here is finding someplace to store it online with direct link downloads (which the DFFD doesn't seem to have as far as I can tell).  If you know any decent free places please let me know.

The DFFD download page has a last modified timestamp and a version field you could check on start. Then just throw up a little info text that a new version is up.

13
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2012, 01:23:28 pm »
Quote from: From the devlog:
Attempts to tame/train creatures will add to your site's training knowledge of that creature, which augments future training of all creatures of that type.

Does this mean things like wardogs will actually deal more damage and/or take more damage as the site's training knowledge increases?


Seems the feature is just in context of exotic creatures, so probably won't have anything to do with war dogs. My guess is 'augments future training' applies to the chance of a successful training attempt for future animals of that type.

14
Well currently it seems to clean those files out, and the detailed exports are rather tedious to create. Would just like them not to disappear on upgrade is all. Carrying them forward would be fine too.

15
Thank you, Scarpa.  Was your install (the exe file) in the df dir?  I think I've fixed this, the launcher is designed to handle multiple installs so I had only accounted for each install to be in its own subdirectory of the df folder.  Thus, if you upgraded with the install in the df dir it would delete that dir and then have no place to unpack to.  Doh  :-[.  Spotted this yesterday, will upload tonight.

Just realized there was a new version, used it to upgrade to the .05 release no problem. Working great for me now, thanks! Would like a feature to archive any world info in the df executable directory, into a folder with the world name. XML, txt, bmp stuff generated after world gen or in legends mode.

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