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Messages - rampaging-poet

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DF Suggestions / Re: One Way halls/paths/traffic routes
« on: March 09, 2017, 03:23:36 pm »
@Bumber breadman's proposal of one bit for "is directional" would work just fine because he's repurposing the existing two traffic designation bits.  Currently each tile stores two bits of traffic information - just enough to store high, normal, low, or restricted.  breadman's suggested new bit would override the normal meaning of the two existing bits and use them to store the intended direction of the path.  Dwarves going in various directions across it would "see" different traffic restriction levels depending on the N, E, S, W value encoded where the traffic restriction level normally goes.

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There are a few other potential problems to deal with too.  First, what happens when members of the squad are captured (cage traps) or killed?  The squad needs to recognize that it is now smaller and pathfind accordingly.

Second, this is probably open to pathfinding abuse.  If squads always path as multitile creatures, they can be kept out of secure areas just by making the path too small.  Any formation wider than one square flat-out can't fit, so anyone behind a one-square passage would be completely out of their reach.  If the try to path as a multitile creature first before breaking off into smaller squads if they can't get there, then larger squads could be delayed an arbitrary amount by digging long, wide, rambling passages with narrow shortcuts and leaving the wide passage accessible.  The multitile squad would see the wide path and ignore the shorter path.

3
DF Suggestions / Re: Procedural metallurgy
« on: August 19, 2014, 11:09:25 am »
Unfortunately the properties of real-life alloys aren't just the average of the properties of the components.  Atoms of different metals have different electrostatic interactions, so mixing them changes the crystalline structure of the resulting alloy.  The crystal structure has a big effect on the overall properties of the metal.  For example, some alloys are less dense than the average of their components because the atoms become more spread out to accommodate the differences between the two elements.

4
DF Suggestions / Re: Linked rooms
« on: February 22, 2014, 07:49:48 pm »
This would also be handy for assigning rooms to elected officials.  Even if the game can't automatically reassign those rooms, having a "Mayor's Quarters" set of linked rooms that could be quickly reassigned to the new mayor manually would be nice.

5
DF Suggestions / Re: Whether a new compression library is necessary
« on: February 01, 2014, 02:55:10 pm »
Honestly if it would gain me any on the loading and saving. I'd rather they not be compressed so that on my laptop I could gain 30-40 seconds on saving and loading times.
Save compression can already be turned off in the init options.

6
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 24, 2012, 02:56:50 pm »
I added a pair of commands to dftraffic: restrictliquids and restrictice.  The former sets traffic to restricted on all visible liquid, while the later restricts traffic on all tiles above ice.  There's a few minor improvements that could be made (checking LOW_PASSABLE in restrictice, descriptions when "help" is used as a parameter), but the code is on my github fork and I've sent peterix a pull request.

7
DF Dwarf Mode Discussion / Re: What's your music choice?
« on: June 17, 2012, 12:42:39 pm »
I mostly listen to video game remixes and anime OSTs.  Samurai7's soundtrack fits much better than one might expect.  I also listen to the Crystal Chronicles soundtrack, various anime openings, and LoZ music from OverClocked Remix.

8
DF Suggestions / Re: A new use for the wagon
« on: April 17, 2012, 12:18:23 pm »
I just pointed out that certainly there is a reason to not destroy the wagon. It's a free quantum stockpile when embarking.
I was mostly explaining my reasoning at the time of my first post.  I probably should have made it clear that I saw your post but hadn't yet taken that into consideration.  In fact, your post is the only one I've ever seen pointing that out.  The only other time I've heard of people keeping their wagons is when they plan to cause a cave-in to move their stuff underground.

That said, other than keeping your food in one place, what's the advantage of the wagon's quantum stockpile over deconstructing the wagon and having things scatter for a few squares?  Other than food, I don't tend to take a lot of things that require large amounts of storage space, and I'm going to be placing a food stockpile for gathered plants right away anyway.  Maybe this just comes down to playstyle differences.

How often have you ever had starting seven tantrum within the first year?  I've never seen it.

Never.  I guess it's just not a very big deal.  I shall admit defeat, but I still like this suggestion. :)

9
DF Suggestions / Re: A new use for the wagon
« on: April 16, 2012, 05:25:43 pm »
First, the dwarves presumably slept in the wagon on the way from their civ to the embark site,
I imagine the wagon is full of stuff, and the dwarves walked alongside it and made camp on the ground at night.
That seems reasonable too.  I suppose it depends on how much stuff and how it's packed.  In any case, there will be space on the wagon when they stop an unload the supplies at the embark site, and sleeping in the (now empty) wagon seems preferable to sleeping in the mud.

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Second, it ensures that not everyone will deconstruct their wagon the instant they embark.
Is this a problem?
It's not really a problem, but at the moment there is no reason not to destroy the wagon.  It's a small thing, but this would introduce an actual tradeoff between some pre-built sleeping space and the wagon's raw materials. 

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Third, as the original poster said, it makes moving everything inside immediately less of a concern.
Again, it's a small thing, but you currently need to get inside and have beds set up before your dwarves get tired for the first time, or you'll be starting with a few more unhappy thoughts.  It won't make a huge difference in the long run, but this gives less experienced players a little more breathing room.

10
DF Dwarf Mode Discussion / Re: DF and teamviewer
« on: April 16, 2012, 12:34:41 pm »
If you don't mind playing in text mode (pretty sure it doesn't support graphics packs), there's also DFTerm, which shouldn't take up as much bandwidth as full-blown screen sharing does.  I haven't had a chance to try it out myself, but I've heard it works pretty well.

11
DF Suggestions / Re: A new use for the wagon
« on: April 15, 2012, 04:39:50 pm »
First, the dwarves presumably slept in the wagon on the way from their civ to the embark site, so there's no reason they shouldn't be able to sleep there once they arrive.
Second, it ensures that not everyone will deconstruct their wagon the instant they embark.  Until you get set up, nine sleeping places on the wagon are more useful than the three beds you could have made from it.
Third, as the original poster said, it makes moving everything inside immediately less of a concern.

12
DF Suggestions / Re: Sponsored... bug fix?
« on: March 02, 2012, 10:32:40 pm »
As I see it, the primary purpose of pledging donations against bug fixes is to ensure ToadyOne knows the community considers those bugs particularly annoying.  Could that part be solved by having some way for a user to upvote or otherwise highlight bugs in the bug tracker?  It seems to me that large-scale community feedback on a few very important bugs would be incentive enough to fix those bugs sooner rather than later if possible.

13
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: December 15, 2011, 02:14:11 am »
That's a known bug.  Ordinary dwarves don't equip new clothing in this version.  The only known way to get them to wear clothes right now is to put them in the military with the clothes assigned as a uniform.  There's some recent science on the subject in this thread; it's suspected that dwarves maintain some kind of link to their owned clothing even after that clothing is destroyed or no longer marked as owned.

14
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: December 10, 2011, 02:22:54 am »
Wow.  Just make sure you back up the save before any migrants arrive.

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DF Modding / Re: RAW travesties: [ATTACK_SKILL:FEATHER]
« on: November 30, 2011, 02:11:19 am »
Devlog Travesties from the whole of 2011:
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01/07/2011 Toady One LASD want toad bone could be back and have more don't stopped text line very far off into the zombie dog, in this foreign items

Fixed a tyrant, having hollowed penguins and tortured announcements to terror there's quite a few more they return to collect to not resting/infinitiate a few empty population, which action of the new tags now the multiple use the durations at one of the appearing partook Teme frame -- just 0.317, he changes.txt for modded world gen creatures from Janus). The traded Cathedral in mostly to get to the properly

Invader mounts a bit more as well as other or find a walking a crutcher constructures, since the mummies.

cleaning and I should immediately bear. There's a Dungeons and castle general body materials, and started even walk at night, disease does the currently stance, I can become irrelevations

a few fixes for the paved when a bit of you can be platypus, based Dwarf Fortress we'll be on to the personated skills by a murder

Made pots from the simple, alone dead-end creature of the interactioning as I can go in and infecting migrant changed when those work a bit of ceramics now, provided to red pandas an and it until we have need has been slog, really respective day that sort of important enough, and so that I don't get thread,DF Talk page with the for a secrets part of plant rulers that a few days have access to raise half-exhausted been in the evil grass (or another, with the consequent forts of my replies to pasture maps most like the proper number of dead from tiles and kaolinite now. There are work again town cleaning human's building and sewer accessfully walking to have a dustinging assignment and squads to get involve addition, which DF is a start. That some spot... they needs I put the same way

Changes at historical attackless comes are release. Here's Dwarf Fortress Talk page of the 48x48 map (even if it doesn't haven't justify that is, place, etc.). I've post this month.

The zombie flag, it's hard to getting attack your honeycombs once, having into the original tomb for stone cabinets in the game times that.

And a few from the Battlefailed TV Tropes Page
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Bizarrchitecture: By the Dwarves dumb enormous ghost.

Body Surf: The Stars later to the Boatmurdered the sequel and events.

None of tunnels, shafts and into a tomb, proved to do this crazy magnetic masteriffic.

Mad Scient Morality License: Deconstant fly known after won

The last survive outside the hooves of the fortress one ever, being beat the princess in several was to grab a crossbow another dwarves ended, Battlefailed...

— Andreus can communicate Meta Plot.

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