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Messages - Tenebrais

Pages: [1] 2 3 ... 18
1
DF General Discussion / Re: Waste (Not the refuse kind!)
« on: December 01, 2012, 10:13:07 am »
Yeah I'd much rather have classy Dwarves. Make magma not pisspots.

This is pretty much the reason we're unlikely to see sewage in Fortress mode. People get downright fetishistic about it.

I like the idea of sewering from a civil engineering standpoint, though. If I had my way I'd tie it into the regular washing that dwarves do, and simply have it so that the grime contaminant transfers to the water rather than disappearing, making it no longer drinkable and requiring some sort of sewer solution.

2
DF General Discussion / Re: Future of the Fortress
« on: October 16, 2012, 09:29:48 am »
Will fruit trees be real fruits, like the other trees, or made up, like the other crops? And does either answer affect your future plans for handling plants?

3
DF General Discussion / Re: Future of the Fortress
« on: October 01, 2012, 11:46:08 am »
I figure having automated fortress processes/fortress retirement ties in to reintroducing a better economy. The rest of the world's entities are run economically, and money is a good motivator for having dwarves work needed jobs without prompting.

4
DF General Discussion / Re: Future of the Fortress
« on: September 24, 2012, 10:29:09 am »
I wonder if the procedural tree growth calculations will impact FPS in world gen and ingame.

As far as I know most local land features aren't actually calculated until you arrive there, so it probably won't affect worldgen. Embarking might be a little slower, and there might be a little blip at whatever period the trees grow, but once you're on the local level there won't be that many trees to calculate.

5
DF General Discussion / Re: Future of the Fortress
« on: April 23, 2012, 02:17:30 pm »
Mine carts do have a terminal velocity, remember. Although putting too much thought into that hits the problem of defining just how big a tile actually is.

6
DF General Discussion / Re: Future of the Fortress
« on: April 22, 2012, 07:07:03 am »
Quote from: Chthonic
Under what circumstances do you envision minecarts behaving according to minecart physics?

I.e., are they going to break free from time to time?  What would cause that?  How often are they going to go careening off out of control?

If they hit a corner too fast or hit a bad junction or track end or hit another cart really fast...  lots of opportunities for trouble.

Quote from: Arkenstone
How are junctions going to work, if at all?

Will it be abstracted, allowing carts to switch direction freely at any point where more than one rail intersect? Or only at 'stop' tiles? In either case, how will runaway carts coming up to the head of a 'T-junction' from the tail be handled? Will they just derail at that point, or will they be diverted?  In the case of the latter, will the direction be random or constant?

Or will there be splits like on IRL rail lines, where carts coming from one direction are sent in only one of two (or three!) possible directions?  If so, what would happen to carts coming up a secondary rail when its not the one presently being diverted to?

The carts do not switch freely at junctions.  You can prepare a multitile junction as described above, and there might be switches later as mentioned above.  At stop tiles, where a dwarf sets it on its way, you get a full fourway ability to send it on its way.  Runaway carts hitting a T-junction will not pick a side -- they will continue on in violence.

7
In the raws, Musle has the [THICKENS_WITH_STRENGTH] tag while fat has [THICKENS_WITH_ENERGY_STORAGE]. Only the former is connected to an attribute; fat grows with eating and shrinks with exertion.

8
DF General Discussion / Re: Future of the Fortress
« on: April 16, 2012, 09:00:21 am »
I wonder what will make us to build rails at all? Why not to build bridges, a few tiles from 1 stone, everywhere instead? It's faster and cheaper.

Which brings the question.

If tracks will need to be laid out in lines, will constructed rails function tilewise like walls and floors, or will they work more like axles and bridges?

9
DF General Discussion / Re: Future of the Fortress
« on: April 03, 2012, 07:26:04 pm »
Are you really sure about that?
EDIT: I'm throwing this one to the Toad. Do drinks really have hidden quality levels? If not, then what causes the varying thought strings about "X had a (quality) drink lately"?

At least as far as I know, drinks have a quality level - or rather, a monetary value - but it is determined solely by the plant used to make it. Sunshine is the most valuable drink, and gives the happiest thoughts. Neither brewer skill nor random chance at point of brewing affect the quality of the booze, though it would not be unreasonable if it did.

10
DF General Discussion / Re: Future of the Fortress
« on: March 11, 2012, 11:21:26 am »
"When your dwarf caravan leaves, your civ now picks up a small portion of what you have learned about animal training for future forts"

Why caravan leaving your fort rather than arriving? Is it supposed to encourage lowering mortality of traders or maybe it was just added to caravan_leaving_map function? And - is it "leaves" as in "alive caravan leaves map" or "caravan leaves trade depot"?

Everything the civ finds out about your fortress is done when the trade caravan leaves, even presently. If the traders didn't safely return home, how would the mountainhomes find out anything you've done?

11
DF General Discussion / Re: New version name?
« on: February 17, 2012, 09:02:59 pm »
Actually, scratch that, why does this release even need a special name, anyway?

It's not really like the differences between .28 and .31 or the jump to 3d where there were massive, fundamental changes to the game.  This is just a version iteration that took a bit longer than usual.

The latest version made some pretty significant changes regarding Adventure mode and the night creatures. Certainly when talking adventurers you'd want to distinguish this version from the previous.

12
DF General Discussion / Re: Your Earliest Dwarf Fortress Memories
« on: May 01, 2011, 08:55:27 pm »
First game I played I didn't understand how the water worked and tunnelled my way into a stagnant pool. Fortunately no dwarves drowned so I just dug a new fortress entrance with the help of a tutorial.

13
DF Dwarf Mode Discussion / Re: Jail Party
« on: March 14, 2011, 07:19:50 pm »
If you make a chain a room but don't explicitly set it to "justice," it will act as a meeting area and be available for parties.

How does that even follow? I mean, statues and permitted loitering zones make sense, but a chain?

A zoo. Obviously, you're supposed to put an animal on it for it to make sense.

14
It might be more clear if dwarves already assigned to a squad are listed in a different colour. Maybe someone should suggest that.

15
I'm pretty sure there is. When you highlight a dwarf in that menu it tells you what squad he's in.


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