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Messages - Nopenope

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1
It's true the 'languages' of DF are underdeveloped and basically just giant gloses of English, but as the OP said Simon Swerwer used this crude base to form a fully-fledged language you can form sentences from - and indeed full song lyrics. With no inflexions, articles or prepositions to work with, it would be classified as an isolating language where relations between elements of a sentences are fully determined by a very rigid word order or can be inferred from context. Also, by necessity the differences between parts of speech (verbs, nouns, adjectives, adverbs and such) are very blurry and porous - an adjective can be used as an adverb, a noun as a verb, etc. and it all depends on context.

In that respect Swerwer-style dwarven has a very concise, implicit and terse quality that reminds one of Classical Chinese, which is an interesting development.

2
DF General Discussion / Re: Do you prefer modern DF, or 23a?
« on: August 30, 2023, 02:29:54 am »
Basically all the 'gamey' elements have been plucked one by one "to be reintroduced in a later release" (that is, 15 years later) until one gets this kinda giant simulation thingy where most elements don't really do anything in actual, concrete gameplay terms. It's even reflected in the way development is done - 90% is invisible simulation stuff and 10% is spent making these effects visible in the game and even then it's only halfway done, as an afterthought.

3
I think he's saying that Toady will stop working on the game before M&M happens.

I think that's the least likely thing to happen.

If all the other stuff takes the better part of 10 years (which is looking increasingly likely) plus he has to handle a bunch of business stuff, and when you factor in the likelihood of unforeseen events that may delay or halt development as 10 years is a long time (ranging from something 'trivial' like having to switch to whatever new cpu architecture, to another pandemic with incapacitating effects), the likelihood of a release actually coming out of all this becomes quite dim indeed. It's one of those asymptotic things.

4
There won't be a big wait, development will halt before that

5
DF General Discussion / Re: Future of the Fortress
« on: December 17, 2022, 10:59:52 am »
Congrats on your achievement (both the hard work and the record sales numbers). Is open-sourcing parts of the game (especially the ones that relate to the more tedious aspects of it such as rendering, interface, etc.) now in the realm of possibility?

6
DF General Discussion / Re: Roadmap and Upcoming Features
« on: September 28, 2022, 09:28:02 am »
There isn't any updated roadmap and won't be in the future - it's all in Toady's head. Previous attempts at maintaining updated plans have proven too time consuming and subject to change so now he just wings it. There are vague hints of a "Myth and Magic" release and an "Army arc" but there aren't any concrete guarantees of what's going to go into those.

7
The game has felt extremely samey for the last 8-10 years with most of the new features being bugged, invisible or hard to use. I come back to it every 2-3 years or so, play the same way I usually do (since the game more or less plays the same), find out a bunch of stuff about those new features that hasn't been on the wiki despite it being present for the same 2-3 years, update the wiki with what I know, get bored, start firing up DFHack magic to see how far I can push the game's limits, get bored again, leave. Rinse and repeat

8
DF General Discussion / Re: Players who don't use mods...why not?
« on: April 19, 2022, 02:21:27 pm »
While most of the game behavior has mediocre documentation, it's still better than that of mod specific behavior which is almost nonexistent. Not having proper documentation makes the game much more frustrating to deal with when you inevitably encounter bugs and random inexplicable behavior.

9
DF General Discussion / Re: Dwarf Fortress Map Archive HTML5 Alpha
« on: April 19, 2022, 02:19:48 pm »
[wrong topic, ignore]

10
There's a good chance that Toady won't want to bother with two separate and functionally different UIs (for good reason and probably exactly the same reason as DFHack maintainers wouldn't). It's impossible to know for sure of course but my read has always been that DF Premium would be DF Classic + audio and a nice tileset (and perhaps Steam achievements), and nothing more.

11
Yeah warmist made some dfhack magic such that one instance runs fort mode and other players control units in an adventurer-like fashion. It's not adventurer mode, though, and in combat the AI behind every unit takes over just like fort mode.

http://www.bay12forums.com/smf/index.php?topic=165168.0

12
Other Games / Re: Zorbus (D&D inspired roguelike)
« on: October 18, 2021, 03:48:25 pm »
I have no idea how you're supposed to beat the overgod. I conquered every single level with ease including the secret Carillo stuff, released every single baddie in the Zorbus, but they only took down a couple of gods. Then you're supposed to beat up the rest of the gods one by one but by my third god my party had shrunk to one (rip companions, clones and golems). When I faced a god I couldn't handle I had to trick her into coming in a dark corner of a Zorbus cell before approaching the overgod to ask for a normal God ascension (the overgod, like all characters, won't talk if there are hostiles in one's line of sight). Am I supposed to beat up gods before releasing the Chained God and other bad stuff when shit gets too tough? How do people even do overgod speed runs?

13
Other Games / Re: Zorbus (D&D inspired roguelike)
« on: August 21, 2021, 05:16:53 am »
Just did a god ascension with an aasimar. I didn't bother with a godfight and released the Chained God from the secret room in the Zorbus, this took care of a god for me. Game keeps being great and the best roguelike I've ever played, no changes here.

A bit of additional feedback:

-Dimensional anchors seem to persist when one goes from a level to the next. Is it intentional?
-Clones and golems seem to count for your party size vs. spirit check which leads to awkwardness if you want to maximize it - you have to max out spirit and recruits before activating that golem and clone switch. Instead of doing all that it'd be simpler if they just didn't count.
-Sometimes recruitable creatures wander off their room and start fighting with denizens, taking away precious XP and getting killed in the process. This can happen in the very first turns of level exploration as well. Bit annoying if you ask me
-It'd be neat if the game told you when there are no creatures vulnerable to holy burst in your line of sight since you can't really guess intuitively (golems and mimics are evil but jellies are not?)
-When you're standing in a poison cloud or acid cloud or web and you're surrounded by allies you can't move because it'd mean swapping places with your ally who would then stand in that cloud or web. I understand the "not throwing your buddies under the bus" rationale but it shouldn't apply to golems or temporary summons.
-Sometimes there are scrolls of activate golem without a golem to go with it. Since every golem chamber goes with its scroll it just means useless scrolls of activate golem laying around. Maybe exclude it in random item generation?
-Carillo really needs better shops, right now the gold system is near useless. Instead of random junk it should really sell 10k zorbit elixirs and belts of awesomeness and stuff

14
DF General Discussion / Re: Applying AI Graphics Generators to DF
« on: August 02, 2021, 07:18:28 pm »
A bit tangential but it'd be neat to see GPT-3 generated texts using in-game book descriptions as prompts. Hell, with an API key (or using EleutherAI) you could even make a plugin that displays this text in-game

15
Other Games / Re: Zorbus (D&D inspired roguelike)
« on: July 22, 2021, 06:10:09 am »
I don't understand why people recommend melee characters. Try a pure spellcasting build with 18 mind that starts with two talents (Blink and Summon Animals) and keep spamming those spells. You will see the first few levels of the dungeon will be much easier. Later on you can learn Acid Cloud to take down enemies (especially wizards) from a distance and Holy Burst when you're getting swarmed.  Alternatively you can try starting with the Animal Friend talent and attempt to recruit an elephant. Few enemies can take down a pack of elephants and certainly not above level 5.

Talents are so useful I can't possibly start with Mind less than 18. Well maybe 16 if you don't intend to spellcast much beyond Blink but it's hard to justify going any lower.

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