DF Dwarf Mode Discussion / Re: Succession Game time!
« on: September 08, 2007, 03:49:00 pm »[ September 08, 2007: Message edited by: Raerlynn ]
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[ September 08, 2007: Message edited by: Raerlynn ]
(see what I did there?)
quote:
Originally posted by Dehydration:
<STRONG>If you ignore a mandage it's an unhappy thought for the broker and a minor criminal offense for the crafter who didn't make the item.I once forgot to fill a mandate for two copper maces and got my metalsmith locked up in retaliation. It was fun.</STRONG>
Uhh, replace "locked up" with "beat to a bloody mangled pulp" and that's what resulted . The sheriff killed my metalsmith in the middle of my massive crafthall. As you can probably guess, that didn't take too well with the thirty or so witnesses.
Also the ability to specify subtypes of goods in stockpiles would be awesome (one type for light stone, one for dark, one type for copper ore, one for tin etc.)
Combined, they make fortress resource management much easier and much less frusterating.
Tile graphics are implemented. They're simply constrained to 80x25. If you think you can make art look that good, go for it.
Meanwhile, this game is in alpha. As in, all the features are not currently implemented. Which is more important on a car? That it looks good, or that it runs reliably with all the advertised add-ins?
I agree that while having a better graphic engine is nice, I'd rather he get feature coding done first, and looking great done second. The fact that Wesnoth did it is irrelevent. Wesnoth had 12, count them, 12 people. We have 2. So it's not happening. Drop the subject. The answer isn't changing.
Seriously, how much patience would you have for some that took one look at DF and said "Man this game must suck, there's not even graphics! Just fucking ASCII. Man this sucks."
You're doing the same thing; judging based on appearance and not on actual playstyle. Someone thought this was relevant and cool. No need to shit all over his parade.