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Messages - CypherLH

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1

Yeah, I'm not master art critic or anything but these illustrations are seriously awesome. I keep staring at the faces, they convey a ton of emotion/character. You are seriously talented.

2
....just...wow. That was awesome!  8)

Larger battles like this is where another Army update that allows for setting formations and whatnot would be nice at some point.

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DF General Discussion / Re: How much has version .42 changed the game?
« on: December 22, 2015, 06:11:41 am »
Is the migrant system as we know it going to be replaced soon?
It's always felt weird and annoying, and the thing of fully customising your starting dwarves never seemed right also.
Scenarios arc which should be the big release after the next arc (Myths, artifacts and magic dorfs), should revamp the whole migrant system. So...6 months of updating and bug fixing for this release, a year or so for the next arc, 6 months of bug fixing updating.....

So, not soon. But it's planned.

I don't foresee 6 months of bug fixing for this release. It wasn't that long last time, and .42 is a smaller release. I'd guess Toady is working on the next release by February or March. From there, the next release could take anywhere from 9 to 18 months based on the little bit we know about the plans. Then another big fix break, then start work on that next release which includes the starting scenarios. This assumes there isn't a major change in the near-term dev plans...which is probably not a safe assumption.

4
DF General Discussion / Re: Imagine Dwarf Fortress in 5 years
« on: December 18, 2015, 04:07:26 pm »

Quote

I play adventurer mode the most, and I am loving what hes doing with it, have you played a bard n the new version yet? Its awesome.

I can't wait to be able to cut down trees (in adventurer mode) build a cabin, and then start a family, and successively play it kind of like a sims legacy game. And grow in power... become  a rich merchant family eventually make a bid for an entire civilization. It will be so awesome.

I'm right there with ya. I've started toying with Fort mode but Adventure Mode and the simulation is what really grabs me. Adventure Mode is so so so much better after .40, with .42 being another big step forward with the actual functioning needs/arguments stuff bringing the NPC interactions more to life, and taverns finally giving us some really dynamic sites. My hope is that Toady continues to step through the current dev arc stuff...as each one of them look like huge steps forward for Adventure mode.

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DF General Discussion / Re: Imagine Dwarf Fortress in 5 years
« on: December 16, 2015, 02:47:58 am »
How will it go? Will it be burned? Will it have actual graphics? (without mods)

Post your thoughts, this applies to Dwarf Mode and Adventure Mode.

Well, 5 years will be at least 5 more major releases and probably a few of the significant but lesser releases as well. At a minimum I would expect the current dev arc items in the current dev page to all be completed to some degree.  Its a good thing Toady is already toying with 64 bit because we'll need the unlimited memory to handle all the complexity. (I personally think the 32 bit memory bottleneck is a much bigger problem than the lack of multi-core support)
  It should be much much more of a full fledged Fantasy World Simulator at that point. Adventure Mode will be A LOT more interesting with A LOT more options. Fortress Mode will have expanded to include Hill Dwarves and control over Dwarven Armies, etc. I.E. you can play as a Dwarven Kingdom and not just a single Fortress, if you desire to. We'll also have the starting scenarios which should add a lot more variety and focused Fortress Game Play, etc.

Personally the simulation stuff is what excites me the most. And the vision of Adventure Mode within the Simulation. I'm very much looking forward to doing things like starting as a peasant Outsider human and being able to have him rise through the ranks all the way to founding a powerful Merchant Family or becoming King and then having actual game play as King or head of said Merchant Family, etc. Or be a Pirate captain with my own Pirate Ship and crew within a fully simulated fantasy world.  Stuff like this. Or just being able to go into God Mode and just watch the world unfold while occasionally Trolling NPC's and generally being a capricious Greek-style God ;)  Hell, just standing on a street corner in a random town and watching the procedural simulation play out around me could entertain me for a long time. Even in the current version I can sit in a crowded tavern and just marvel at all the activity - and this is still just the palest glimmer of what is coming. I've seen enough now to have confidence in Toady pulling off the Fantasy world Simulator vision.

I have some hope that third party utilities will keep advancing as well, perhaps all the way to having alternate clients with isometric views, and such?

6
DF General Discussion / Re: How much has version .42 changed the game?
« on: December 14, 2015, 08:32:08 pm »
The worlds are so much more interesting.

Before there was more stuff to look at in between towns, catching armies, bumping into a giant named animal ambushing a squad while the rest of the squad assaults another army, wandering into a lair as two megabeasts duke it out.

Now all the action is in town, go find a tavern, go watch the tavern keeper do their thing, it's such an amazing little touch that has so much promise, and adds so much.

People come in and play songs, tell stories, DRINK BOOZE, cheer when you're awesome, heckle when you suck, and randomly murder each other for reasons we may never understand!

Imagine when we have lots of buildings/sites with as much activity and vibrancy as Taverns have now! Dance Halls, Concert Halls, Theaters, and the like could _easily_ be added within the existing framework that Toady has already finished. And that's not even getting into activities at work sites, mines, and the like. Or beyond that, when all NPC's all have actual schedules they are following and whatnot - workers working in the fields, gambling halls(imagine the FUN in those), etc. etc. I'm thinking mostly in terms of Adventure Mode but this all is just as exciting for Fortress Mode as well.

7
DF General Discussion / Re: Dwarf Fortress Appreciation
« on: December 14, 2015, 08:25:09 pm »
With the new patch fixes and updated LNP, we've finally reached a stable build of the new taverns/temple/libraries update. Toady, you have spoiled us. This game before was amazing, when dwarves idled in the meeting hall. Now, we have real, breathing cities. People come and go, brawls break out in bars, books and song are all detailed and randomly generated, and all of this ON TOP of the deep gameplay from 2014.

Long story short, thank you for providing us with this godlike game.

Seconded. With this release on top of .40 we're really getting a good taste of what is to come. Its still a skeleton but some of the tendons are in place and its starting to flop around on the ground ;) Really looking forward to some of the coming development arcs on top of what we already have!


8
DF General Discussion / Re: How much has version .42 changed the game?
« on: December 11, 2015, 04:54:37 am »
It looks like the big feature is taverns, poetry, and music. This looks like its more an atmospheric change to make DF feel like more of a real world, but doesn't really change gameplay alot. Is that correct?

I can only really speak to Adventure Mode since that is what I play lately...

-- NPC's seem generally a bit less cowardly now as compared to .40, which I assume comes from the revamped personality/needs system?

-- Depending on your play style, the new personality/needs stuff has a pretty big impact in Adventure Mode with much more dynamic conversation options, including the ability to argue with NPC's and change their minds about things, or have them change your adventurer's mind. As it exists now I'm pretty sure Dwarf Fortress Adventure Mode has the most dynamic, robust, NPC interactions of any game ever, and its all organic stuff and not scripted.

-- the new Taverns add a lot of atmosphere to Towns, and places to get into drunken brawls and use the new performance stuff, etc. So far Temples seems pretty much the same to me but maybe I'm just not noticing the difference

-- The performance stuff is mostly just silly fun and adds background atmosphere to Towns and such...but it does also open a whole new play style within Adventure Mode.

All in all its baby steps, but more important foundation stuff being laid down. Adventure Mode is now a few bug fixes and new features away from being something really incredible. The World Activation from .40 and the revamped Personality/Needs stuff in .42 are two MAJOR steps forward in the quest towards DF becoming a true Fantasy World Simulator.

9
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2015, 07:09:15 pm »

Quote
Ships will probably start as accessories to trade, but I wouldn't be surprised if some kind of naval army/combat system is added at the same time.

The skipped bits of the Tavern section include recipes, drink quality, games and gambling, and "Set Prices/Activities." You can find this on the development page here, along with other tantalizing details about what is entailed by the imminent Artifacts and Starting Scenarios development.

Adventure Mode will be TRULY amazing once some more of the development arcs are completed. I'm looking forward to being an actual Pirate, Fortune & Glory Archaeologist, Merchant Baron, and the like, in an actual simulated fantasy world. It feels a lot closer after the last couple releases, the bones of it are coming together, just needs a lot of fleshing out and bug fixes. Even in the current release I'm already in awe of what Toady has accomplished. You can stand in the middle of a typical town and watch the hustle and bustle, visit the rowdy Tavern, get yelled at by peddlers in the Market, delve into the sewers for adventure, etc. But its still just a pale shadow of where its headed if you look at some of the coming dev arcs.

10
Curses / Re: Other games like LCS?
« on: July 19, 2014, 08:29:01 pm »


Wow, thanks for the very in-depth answer! I have some stuff to check out tonight.


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Curses / Re: Other games like LCS?
« on: July 18, 2014, 12:29:29 pm »

Well LCS is more of a text/ASCI strategy game than a regular rougelike, although it does have those tactical sequences admittedly. I'm wondering if there are other similar text/ASCI strategy oriented games out there.

BTW 'prospector' does look awesome, looks almost like Dwarf Fortress in space, crossed with 'star flight'.

12
Curses / Other games like LCS?
« on: July 18, 2014, 12:26:13 am »

So I just discovered LCS after being a Dwarf Fortress fan and sometime-player for years. Was up waaay too late last night delving into LCS.

I'm wondering if there are any other games out there that are anything like LCS? It seems like an untapped genre to me. (that is, text/ASCI based Strategy/RPG/whatever)

13
Keep in mind that Dwarf Fortress is single threaded which means it cannot take advantage of multiple cores. So the processor speed is a lot more important than the number of cores. I would suggest a high-end current-gen intel  i7...the latest one is up past 4 ghz even without over-clocking.
   Also lots of good RAM and an ssd drive.
 

14
DF General Discussion / Re: Future of the Fortress
« on: July 14, 2014, 02:43:48 am »
Are conversation system improvements on the short-term todo list? (could really use some sort of filtering/sorting options) I would apply this same question to the Log system as well, it can start to contain A LOT of stuff. Would be nice to be able to flag items or selectively suppress certain items, etc.

Do you think the current conversations between NPC's can often be a bit too spammy, any plans to tone it down at all?

Is the current "rumor" system working as intended? I ask because it seems like NPC's have a tendency to not care much when you inform them of completed tasks. Not sure if the rumor system is broken or if the NPC reactions to the things are just very subtle now.

Any chance we'll get any significant new features or functionality in the short-term, perhaps appended to the end of the bug fix cycle?

15

Man, once we get a few of the bug fix releases out of the way this version in adventure mode is going to be so EPIC. Its already fun even with the crashes and various janky behaviors...imagine when we can actually block stuff and enemies don't always cower in fear or run away ;) I'll kind of miss the uber-stealth that seems to let me utterly destroy enemies even as a peasant with no sneak skills ;) The conversation system is already AWESOME but could be 1000% improved by the ability to filter/sort in some of the sub-menu's. Also, the NPC's do get a bit spammy with repeated statements at times, that could probably be throttled back a bit.

The best part is that we now have proof that Toady can actually pull off the long term vision, we have a mostly functional ALIVE world now, even if its just the foundations at this point and even if there's a few janky behaviors to fix. The basic guts of the active world are here now and mostly working!

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