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Messages - eux0r

Pages: [1] 2 3 ... 8
1
Life Advice / Re: Looking for a gaming laptop
« on: March 02, 2014, 08:20:51 pm »
the display is really nice and if you dont use all hard-drive slots there is some free space inside which makes it more comfortable temperature-wise when actually placing it on your lap. as i already mentioned, the ventilation can get notably loud. when using headphones or when youre focused on a game it doesnt really matter but ill warn you none the less. the rest of the machine is nice, well made, looks nice and good stats for the price, at least as far as i understand. especially the display is pretty good. oh and another tiny thing: fn-f3 is mute, fn-f4 is sleep and fn-f5 and fn-f6 are volume control, so mute is not directly next to the volume control for whatever reasons, so if such things annoy you, be warned once again ;P

edit: i failed my roll for basic english

2
Life Advice / Re: Going on a diet
« on: February 28, 2014, 08:37:25 pm »
soo, to be honest, i only skimmed through this: tl,dr but i guess this boils down to "diet alone is not really that significant" because "actually moving your body is what matters". Those things are true, simple matter of fact. one doesnt need a gym pass or try to get overly buff or so. doing a decent amount of simple exercises on a regular basis is sufficient. things like doing x push-ups each evening or so. easier and takes less time than one might think.
none the less depending on the specific biology a diet can have a large impact and is an easier way to start for the lazy peeps so ill just drop this here:
http://www.soylent.nu/

3
Life Advice / Re: Looking for a gaming laptop
« on: February 28, 2014, 08:22:24 pm »
i recently bought myself a new laptop. i checked virtually all laptop offers i could find, read up on a lot of hardware and read a bunch of benchmarks and reviews and this was the one that fit my demands best (with some customisation):
http://www.mysn.eu/xmg-p303 (i actually got it from the german site http://www.mysn.de which is virtually the same and there is a uk-site too with .co.uk and maybe some others)
the fan sometimes gets a little loud but otherwise im really happy with the purchase. i think it has a pretty good price/power ratio so i guess ill recomend it and you can reap the fruits of my hours of sifting through laptops ;)

4
DF General Discussion / Re: Future of the Fortress
« on: October 28, 2013, 10:20:54 am »
note that the "quote" is titled "from TOMORROWS devlog", so this is most definitely not serious

5
DF General Discussion / Re: Future of the Fortress
« on: September 05, 2013, 04:41:12 pm »
Is there a designated source of the Eerie light, or not? Is it a quality we could give to a tree or something underground? Or is it to do with the Hidden Fun Stuff?
since he has not reworked the whole lighting code there wont be any kind of light sources, because right now, there isnt much of a lighting code at all. so no glowing mushroom-trees yet. the naming indicates its the lighting state of the circus tent just like "light" when you use k on a tile above ground or "dark" when you k in a tunnel.

How do you expect the maximum map height to be affected by the trees on the map? Will the magical highwoods be able to grow more than 15 z-levels, for example?
i assume they will be handled like constructed towers and therefore trees will most likely be able to grow more than 15 z-levels. some technical complications might come up when a tree tries to instantaneously grow higher than what the current map height is but that depends on the exact code in place for adjusting map-height to the terrain. technicaly the solid tiles of a tree should be no different than those of a mountain or tower.

Are you interested in doing a kind of "Mod Spotlight" for Dwarf Fortress as is done with Kerbal Space Program? An example format can be found on http://forum.kerbalspaceprogram.com/content.php/212-KSP-Weekly-September-03-2013
i doubt toady will do anything like that. while he stated that he is in favour of modding in general he (and a part of the comunity) also probably wont want to take time from working on the actual game. also toady dislikes burdening himself with promises that might be difficult to keep (at least i got that impression, maybe he even said something like that himself at some point, i dont remember).

as for threetoe... i have no idea.

edit: as always, typos, misspellings and grammatical errors

6
DF General Discussion / Re: Future of the Fortress
« on: August 24, 2013, 05:15:59 am »
Not sure if this has been discussed yet, so
Considering that we are going to see several changes and fixes to combat in next version, are overpowered bolts and arrows also going to be fixed?

those are linked to multi-material items and i dont remember anything being done on that. any other fix would only be temporary and toady is probably rather postponing the issue until it fixes itself once he gets to m-m items.

7
DF General Discussion / Re: Future of the Fortress
« on: August 09, 2013, 04:43:35 am »
Are there going to be flavors for food like spicy, sweet, etc. with preferences for specific flavors?

probably at some point in the future, but probably not with the next release: an overhaul of the farming and food system is planned, however nothing going in that direction has been mentioned as being worked on with the exception of the addition of some new things like fruit, which dont differ from plump helmets very much, concerning consumption, for the time being. once work on this gets done, realism will, as always, be the main guideline with deviations only when the gameplay profits from them.

please use 'limegreen' and not just 'green'. always read the first post of a thread before replying, that should be common courtesy. (not just you, im not trying to be mean, it just bothers me a lot)

8
DF General Discussion / Re: Future of the Fortress
« on: May 26, 2013, 03:49:14 am »
personally, im not really interested in the graphics support stuff (i will always play in ascii), with one exception: multi-z-level view.
i think this one thing would make multi-tile entities much more enjoyable (trees, creatures, vehicles, ...).

9
DF General Discussion / Re: Future of the Fortress
« on: May 16, 2013, 07:15:19 pm »
im pretty sure the tarn brothers and many other people, me included, deem more content and bugfixing more important than work on something that doesnt really need work, so i think there wont be any xml stuff in the "near" future. for the far future, toady will probably cook up something else for the raws which is tailored to the game and modding and stuff and therefore superior to a solution that is not custom made. so my conclusion: probably no xml ever.

10
DF General Discussion / Re: Future of the Fortress
« on: May 06, 2013, 02:01:33 pm »
you can always just translate everything you see in the game and make a post about it. if toady sees it he might do something. no one should expect toady to go out of his way to comply to any demands without anything backing them up.
apart from that, i highly doubt anyone who cant even speak a little english, while possessing an internet connection, would actually become an active player of this game.

uh, putnam actually ninjad me with a solution, while im just saying i dont think its necessary. ill post anyways...

11
DF General Discussion / Re: Future of the Fortress
« on: May 06, 2013, 12:33:07 pm »
You know, generally anything to do with the UI has been put on indefinite hold, but frankly it's a little embarrassing how little international support DF offers. It'd be nice, and a great way to increase the audience of potential donators.

yes, it would help increase the amount of donations.
no, its not embarrassing to not care about translations as long as there is an english version. english means there is international support, we live in the 21st century. usually, translations are inferior to the original anyways.

12
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2013, 06:53:48 pm »
there are a few videos of two headed snakes on youtube, could be a good reference. the heads seem to get along just fine, from what ive seen so far.

13
DF General Discussion / Re: Future of the Fortress
« on: April 30, 2013, 06:27:57 am »
also, the water flow mechanisms right now are severely flawed and obviously need a rework at some point. any argument based on their current state is invalid.

14
DF General Discussion / Re: Future of the Fortress
« on: April 16, 2013, 02:03:52 pm »
after watching this very interesting thing and reading the
Spoiler: df-talk-9-quote (click to show/hide)
something intriguing came to my mind...
Toady, what are your thoughts on procedurally developing knowledge ingame? (example/specification uncoloured below)
the stuff you mentioned in the df talk footkerchief brought up mentions people developing fighting techniques using experience. do you think something along the lines of "in some random fight, alice randomly grabs bobs right arm with her left - alice randomly attacks bobs right side with her right - since bob cant defend this side the blow lands to great effect -  alice now uses the technique *grab arm and attack same side* as a specific martial technique and passes it down to her students" is feasible? this is just a fighting example since thats what the df talk was about there, but there are surely other possibilities for procedural generation of knowledge.
obviously this would result in worlds with longer history to be richer, with diversified cultures and short-history-worlds to lack such depth, so i dont know how much that works in your intentions(maybe you want short-history-worlds to have just as much depth).

15
DF General Discussion / Re: Future of the Fortress
« on: April 13, 2013, 01:10:10 pm »
-snip-
I'm fine with thrown rocks being potentially lethal to a humanoid. There's a reason stoning was (and in some nasty places, still is) a method of execution. Thrown pebbles, not so much, unless you're adding a sling, slingshot, or other such force multiplier to the equation.
-snip-
hm, it might be true that they arent pebbles, but i still think they are far smaller than a brick. judging from the distance you can throw them they fit comfortably in a hand.
_my_ legs dont snap like twigs if you throw something like that at me, im pretty sure about that.

-snip-
As for the skull being jammed through the brain, I tend to envision that as a fractured skull fragment being forced into the brain, but that's my human rationalization. To the code and the raws, they're probably just interchangeable layers.
-snip-
the way you envision it is probably how it is intended, however, that is not how you die if you get hit by a baseball or a small rock.

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