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Topics - Spitfire

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DF Dwarf Mode Discussion / prospected mega project: ANGKOR WAT
« on: November 06, 2013, 04:22:17 am »
Vacation absolutely inspired me to a DF mega project: Angkor Wat.

I was amazed by the beauty of it. And thus my goal is that recreating helps understanding.

Now I'm breaking my head over feasability. It would be a complete above ground fortress, invasions ON, in the standard scale of 1 block = (2m)³. That would equal to an embark site of 16x14. To retain FPS, the world'd be genned without underground features and a minimum of z-levels.

Here's a satellite pic of the complex, embark squares are indicated.
Spoiler (click to show/hide)
The moat would be at least channeling out 300k blocks.

What do you think? I want to keep DF mostely vanilla. Is it acceptable to mod out some stone, flora and fauna, so embarks similar to Angkor's biome will be more abundant?

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DF General Discussion / Pondering over the existence of floor tiles
« on: September 11, 2013, 08:51:29 am »
Though worded like a suggestion, it's none, because it'd be a big change that would break a few systems. It's more wondering why Toady implemented 3d the way he did. I'm going to elaborate on my thoughts and am curious about yours.

In DF, one spacial direction is treaded differently from the others. Tiles on adjacent z-levels are separated by floor tiles, while adjacent tiles in x- and y-direction aren't separated by some kind of 'wall tile'.

An opposing system, without floor tiles, would be: Two levels of a fort are separated by an unmined z-level. Equivalent to how two rooms of a fort are seperated by an unmined row of tiles.

Though trivial at first, this would make fort geometry and constructions easier to understand, because they'd be governed by the same rules in all spatial directions.

Examples in current DF:
Doors inhibit one tile, but floor hatches don't. Thus doors can be blocked by units, floor hatches can't.
Mining reveals the materials of adjacent tiles in x- and y-direction, but not the materials of tiles above and below.
Diagonal movement is possible on one z-level, but not over z-levels.


This came to mind while thinking about 3d mineral veins. How are we going to follow an ore vein across z-levels, when the materials above and below aren't revealed. I'd like for something that looks as follows:

Spoiler (click to show/hide)

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Other Games / The Banner Saga: Factions
« on: March 24, 2013, 05:08:57 pm »
Is anyone else playing this F2P?

It's a turn-based multiplayer combat with multiple units, similar to the battles of Heroes of Might & Magic. But instead of mere hitpoints, they thought up a nice system with HP and strength linked, armor and limited extra moves. To me the combat feels very balanced.

Apparently it's by some ex-Bioware guys who will bring out a full game sometime this year; they made the combat a standalone game, free to play, for PR.

And last: Real money can only buy cosmetics and quicker leveling, absolutely no advantage in the battles.

Official site:
www.thebannersaga.com

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Other Games / Searching for free Online Multiplayer game
« on: March 08, 2013, 03:32:35 pm »
Hi bay12ers

A friend and I are looking for a great game to play against or together over the internet. Can you recommend us something?

-free is a must
-no FPS

We both play DF, so complex game is fine too. Thanks for helping. =)

5
Life Advice / respraying bicycle, what color?
« on: February 05, 2013, 02:04:48 pm »
I'm currently trying to earn some money by buying broken bicycles, restoring and reselling them on ebay. Right now I'm working on one with an aweful metallic purple paint.

My question to you: Does the color of a bicycle affect how much money you are going to spend on it?
And a more fun question: Which color would you say is a lot more awesome?

6
Other Games / looking for great RPG
« on: February 05, 2013, 05:29:02 am »
Hello guys,

I'm looking for a truly great RPG. A game where I can sink hundreds of hours in and where I can really identify with my character and emerge in the lore. Maybe the game I always hoped Skyrim to be.

Some more guidelines:
- open-world (or at least non-linear)
- graphic doesn't matter
- indie or triple-A, release year doesn't matter

Some RPGs I loved: Morrowind, Baldur's Gate II, Terraria, Star Wars: KOTOR.


I know it's kind of a difficult request, and I'll be grateful for every contribution.

And I think some of you will really enjoy promoting your favourite RPG.  :P

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DF Gameplay Questions / Help me find my perfect game =)
« on: May 28, 2011, 06:42:53 am »
I don't want to be an attention hog, but I find it increasingly difficult to find game settings which I like, hopefully you can support me.

I like small games: A handful of dwarves; micromanagement; resource scarcity.
I don't like: goblin sieges every damn season; against dozens of soldiers who I barely know, not to mention love.


How I want to achieve that:
Small embark, I have a great design for 2x1.
Prevent goblin attacks.
Danger is provided by embarking in an evil biome, in world with many titans.
My civilization shall be dead, but so I don't have to play 12 years to receive my first new dwarves after the second migrant wave, I want to mod children to become mature in maybe 4 years.


I'm looking forward to a fort where every dwarven life is precious, and a few legendary heroes defend the fort against a lone werewolf or a fearsome ettin. (I want to use more elegant solutions than 'population cap' and turning invasions off.)


Some questions I have:
Can I prevent goblin attacks by modding them friendly (maybe resulting in goblin caravans??) or do I have to turn invasion off?
I generated several worlds where the goblin civilization was down to maybe 50 members. Does that mean only up to 50 goblins will show up on my doorstep, and then they are extinct?
Do all dwarven civs need to be dead to prevent migrants, or only my own civilization?

And finally:
Do you have great ideas how to create a game experience which I will enjoy?

8
DF General Discussion / Dwarf Fortress is soo realistic...
« on: April 28, 2011, 02:00:53 pm »
...skeletons have hitpoints. For all other creatures, death is a consequence of a state in their simulated body system.

I tend to easily forget how unique DF is regarding to realism. I'm so used to HP from other games, the realization that DF needs that system only for skeletons took me quite by surprise.

So this is my favourite example to explain my acquaintances how realistic dwarf fortress is.

Post your favourite examples of DF-realism!

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