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Messages - kefkakrazy

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1
Give me a little bit to catch up on this thread, I didn't even know we had a Deathgate III until the other day. Grats on carrying the torch, guys.

2
You must be truly desperate...

to come to me for help...

Does anyone remember me? Does anyone care? If it's for Deathgate the Third, I'll step in for a round, just to keep the train rolling. I'm surprised to see that the flame is still being carried, it is not a thing that should be allowed to rest.

3
DF Community Games & Stories / Re: MurderMachines's Successor
« on: December 22, 2015, 04:28:27 pm »
0.42, when it's fully stable. In the mean time, I'm redoing the ending because it sucked super hard before.

Ouch, man.

4
DF Community Games & Stories / Re: MurderMachines's Successor
« on: September 24, 2015, 12:53:33 pm »
Quote
Also, why did we give up on MurderMachines if we're just piddling around waiting for DF2015 to drop?

Cap, we were hitting critical mass on FPS loss, as I recall.

5
It's the lament of the community fort. Unless someone's archived this elsewhere, the images are probably dead.

What a shame.

Also, hi new people! I promise I won't accidentally kill any of you, probably.

6
Quote
Enemies can climb walls in fortress mode.

So, from my understanding, this applies to dwarves, too? They'll attempt to path using climbing or jumping, and occasionally cock it up and die horribly? Excellent.

7
DF Community Games & Stories / Re: MurderMachines's Successor
« on: September 16, 2015, 05:31:03 pm »
I haven't the foggiest who killed the Void God. It's been a long time :(

8
DF Community Games & Stories / Re: MurderMachines's Successor
« on: September 16, 2015, 11:02:44 am »
Hey, I only nearly destroyed the fort through my own incompetence once.

I still maintain that the fact that I shepherded Murdermachines to one of its deaths was because I was handed a truly amazing mess and because the drawbridge gate design was fundamentally severely flawed, which is totally not my fault. And, hey, we got a truly, truly magnificent reclaim site save out of it, didn't we, guys?

9
DF Community Games & Stories / Re: MurderMachines's Successor
« on: September 15, 2015, 11:16:35 pm »
Oh, hi guys.

Long time no see. What's good?

Also, why do I have 20% of the vote? I'm a bit honored, I think.

10
So, I went on a long hiatus from this game for a variety of reasons. I have not played it, nor have I really followed closely the development, since around the time minecarts went live.

Has anything really, really crazy been added since then?

11
Hey, I meant to do it this time. And the last time was totally Yuli Vlasi's fault, plus whoever designed the front gate in a way that made it impossible to tell if it was open or closed.

CaptainMcClellan, you'll probably need a late-generation dual-core processor to run the fort. I was getting decent FPS giving it a core to itself on my Phenom II X2, but my understanding is that nobody else was able to coax worthwhile FPS out of the thing. If someone wants to resurrect from the save before mine and try to create an alternate ending I'm completely cool with it, I just figured I'd write an ending since I seemed to be about the only person who could make one happen.

Amusingly, DF is literally one of the reasons why I went with a late-model dual-core instead of a quad-core processor.
Because of a higher clock rate? Also I'm reviving it from wherever the save I've been given is and am getting decent FPS on the school computers. And that's not even the Comp Sci computers which I haven't tried yet.

DF is single-threaded, unless Toady managed to do some parallelization in the last few releases and I forgot about it.

A dual-core processor will outperform a quad-core in a case like that when the overall clock speed of the processor is similar, even though a slower quad-core will often outperform a faster dual-core on multithreaded applications. The reason being, the individual capabilities of each core will be higher for the dual-core versus the quad-core. A dual core is thus pretty ideal for running DF, because you do need the separate cores so that you can fully dedicate one to the DF process (you can't do this on a single-core because there are essential processes that need to be able to run in parallel with DF itself).

When I run Dwarf Fortress, I generally assign it to run only on one of my two processor cores, and instruct Windows to offer DF pretty much exclusive rights to that core (High priority generally). This means that everything else that needs to run that isn't the DF process gets the second core, and DF takes the first core.

It means that my computer is a bit underpowered for a lot of other applications, but it means that it's taken years for processors to catch up to the single-core performance of mine from 2010. (Although some poking at some benchmark sites does suggest that I've finally been overtaken by higher-end i5 and i7 quad-cores.)

12
Hey, I meant to do it this time. And the last time was totally Yuli Vlasi's fault, plus whoever designed the front gate in a way that made it impossible to tell if it was open or closed.

CaptainMcClellan, you'll probably need a late-generation dual-core processor to run the fort. I was getting decent FPS giving it a core to itself on my Phenom II X2, but my understanding is that nobody else was able to coax worthwhile FPS out of the thing. If someone wants to resurrect from the save before mine and try to create an alternate ending I'm completely cool with it, I just figured I'd write an ending since I seemed to be about the only person who could make one happen.

Amusingly, DF is literally one of the reasons why I went with a late-model dual-core instead of a quad-core processor.

13
Voidspawn would have been pretty OP if Anima had got them to wear armor. Nightmare daemons composed of every world-ending weapon known to man is pretty much business as usual around here.

14
My only problem with that is-we have too many inexperienced overseers come through to do something demanding so much technical proficiency.

It's gonna take a toll on the morale of any newbies if they crash the fortress because they don't know how to set up a trap system that whatever ruleset we adopt considers kosher, after all.

15
What're we gonna do with Deadwalks to make it interesting, though? Murdermachines had the Voidspawn, and Deathgate had the Hellbunker; what is there to do next, beyond simply calling it Deathgate III and being done with it?

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