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Messages - Tally

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1
DF Dwarf Mode Discussion / Re: Party time!
« on: July 29, 2014, 01:37:58 am »
Many people on here seem to do everything they can to keep dwarves from socializing whatsoever.  A dwarf with friends is a ticking time bomb when he inevitably gets decapitated by some goblin later.

Myself, I always scatter a few meeting areas (using 'i' to designate a zone) all over the fortress.  Dwarves that are idle will split up amongst all the meeting areas.  This leads to a bunch of dwarves in groups of two or three standing in hallways, chilling on balconies, relaxing in the dining room, in other words making the fortress look lived in.  To me, having one and only one giant meeting hall looks totally unrealistic, and it makes all of the hallways look empty and deserted.  I can't have that, this isn't just a fortress, this is the dwarves' home!

TL;DR: many small meeting areas all over the fortress, to make it look more lived in and vibrant.  As a plus, the small meeting areas means they only socialize with a few other dwarves, and not be friends with everyone at the same time.

This seems like an interesting idea for flavor/thematic's sake. Would also work out well for my ideal fortress setup, were I to ever get a fortress far enough to flesh it out. Burrows set for particular industries, especially metalworking, where everyone within that profession lives, sleeps, drinks in that compartmentalized area of the fortress.

Of course, I also like the idea of using this combined with burrows to emulate certain social classes and even cliques within. All your nobledwarfs have their own wing of the fortress, and political intrigue may follow. Add in as many devious lever traps as you want to create an elaborate murder mystery should you decide that a noble is reaching too far with their mandate.

2
Have this person designated as your trader when the elven caravan comes. He will buy a pig off the elves, which he will then adopt. He will then be designated to butcher this pig, AND make crafts out of its bones to sell back to the elves personally. Don't forget to have him try to sell the wooden bin they come in. He is now forgiven, if this is fulfilled.
Won't work, you cannot butcher pets. Unless the owner dies, if I remember correctly.
Then he just butchers the pig without adopting it.

3
Have this person designated as your trader when the elven caravan comes. He will buy a pig off the elves, which he will then adopt. He will then be designated to butcher this pig, AND make crafts out of its bones to sell back to the elves personally. Don't forget to have him try to sell the wooden bin they come in. He is now forgiven, if this is fulfilled.

If he is unable to buy, butcher, and sell back all within the timespan in which the caravan is still present in the fort, he has dishonored his fortress. The only acceptable punishment is death (or injury) by firing squad. Station him naked in front of an archery target at which recruits will fire, preferably with pig bone bolts. If he is not injured, that is why you built a floor hatch where he is stationed that will drop him 10z down into a 7/7 reservoir of muddy water filled with (zombie) carp when the lever is pulled. This hatch is also designated as a garbage dump. Dump any unused pig parts onto him. Justice is now served.

4
DF General Discussion / Re: Framerate issues?
« on: July 08, 2014, 08:28:02 am »
Few things that you should try out. Some of these you may be aware of already, but just in case I'll list them here.
  • Turn off weather and temperature. Especially temperature does make things slower
  • Have smaller embark. If you are going with 4*4, then try 3*3 instead. The difference is noticeable.
  • Avoid huge variations in heights. Especially when combined with embark size, you can make things faster if you have less tiles for processor to calculate.
  • Generate smaller world with shorter history. Now this is more a logical assumption, but since the rest of the world is actually alive, it could be possible to eliminate some of the calculations by having less things/beings to process.
  • Lower G_FPS_CAP to something like 20-25 from 50. I have noticed that this has some impact to FPS
  • Change printing mode to Standard and priority to High. Vanilla 2D mode is slower than Standard, as stated in the file already.

Everything else is more or less about how you manage your fortress, like reducing pathing options and limiting the number of items/creatures to minimum...

I did try Standard before posting, and it.. kind of helped? Not enough. Most of the issue is processing. But I had considered several of those things. I'm not sure how lowering the FPS cap helps with that (I don't know much about that aspect of it), but if I find myself still needing a little tweaking after making a smaller world and a smaller embark, I'll try it out. Thanks.

5
DF General Discussion / Framerate issues?
« on: July 08, 2014, 05:33:09 am »
DF2014 seems to have some framerate issues for me, even early in the game. The game seems to waver between 10 to 30 FPS, and this is making ordinary tasks take monumental amounts of time. I will say that I am using a pretty old computer, but I was able to get pretty decent FPS on vanilla 2013.

Any helpful advice on how to make DF run better as of this update?

6
Other Games / Re: One Way Heroics
« on: March 31, 2014, 12:05:11 pm »
... I think I already had all that, i'm not sure if we are talking about the same things but I think I saw everything that you had when I first bought the game.

That's weird... because I sure didn't have those when I first bought it.

7
Perhaps I'll chip in with one thing and say that of recent years games have seen phenomenal improvements in other scales we haven't touched on. One of the greatest advancements is that the internet has allowed user feedback to actively change a game in the areas of game balance and bug fixes.

For that note, patching is possible now (yes I will acknowledge there has been a lot of abuse for developer shortcuts with this). In the days of yore, you couldn't simply patch a game to fix bugs. You could release a newer version of the game, of course, but you'd have to get stores to stock it for you, and anyone who already has the game likely wouldn't buy it again for bugfixes. This was especially true for consoles. Any game of olden days could be counted on to have more bugs than you could count.

To prove that point, a very popular game: Final Fantasy 1. Fantastic game that left an incredible legacy, but also fantastically buggy in subtle ways.
Spoiler (click to show/hide)




To say that the majority of games on the market in present day are awful is... correct. But it was also correct of the 'golden age' as well. And this will always be true. There were some great games, but it doesn't allow you to overlook the terrible ones. There will always be terrible fads that flood the market with awful crap too. Just look at FMV games (the genre). It is a hallmark of shame from an otherwise monumental achievement in video game technology.




The point of the post is that wearing nostalgia glasses can damage your hindsight as much as your foresight if you aren't mindful of them. There is, however, a visible difference between then and now; The internet has allowed bad games, abusive marketing strategies, etc. to be more visible, so you do see more bad going on, but that doesn't mean there's more bad things happening now than before.
Spoiler (click to show/hide)

8
Other Games / Re: One Way Heroics
« on: March 31, 2014, 02:22:08 am »
I'm not quite sure when this happened, but there were a few (VERY helpful) quality of life changes made to the game.

-Floating text for item pickups, status effects, etc.
-Text log at bottom for recent events.
-You can actually see your progress in days and kilometers at the bottom now!
-New animations that otherwise didn't exist (Jump gets an animation)
-Game tells you how many turns it takes to climb mountains and swim when you attempt to do so.
-Last Words prompt at the end works now.
-General performance improvement, at least on my end.

Far as I know, that is it, but I imagine there's probably more that I'm missing.

9
Other Games / Re: Sanctuary RPG (Surprising addictive Roguelike)
« on: March 23, 2014, 01:21:48 am »
but i give up there, too much repetition for me, i don't have fun with it anymore.

Having the same experience, and I'm not even close to finished with Act 2. Combat is not varied enough to be particularly impressive or fun. And unfortunately, that's really all the game has.

10
Other Games / Re: Sanctuary RPG (Surprising addictive Roguelike)
« on: March 22, 2014, 07:08:39 pm »
Decided to give this a shot. Ended up dying so many times I decided Softcore was more worth my time. Incidentally, there appears to be a really annoying status effect that causes the screen to just jump up by one whenever I try to heal and instead wastes my turn. How do I address that? It's a death sentence otherwise.

Edit: Mantra is unashamedly broken, apparently. I can kill things that would otherwise give me a hell of a lot of trouble in 3 or 4 turns, and all I have to do is activate it and spam reposition. Wow.

11
For tabletop gaming, I might argue that a price tag actually hinders this purpose, on top of potential prices for rulebooks. For playing board games that may not have a digital/online analogue, however, that is a different story. Especially if you wanted to play something like, say, the Doom board game, which is both rare and expensive.

As long as the capability to copy over board maps, cards, and the like from pictures is good, anyway. The ability to flip a table after losing and totally spill your salt shaker, however, is priceless. Especially without potential damage to an actual table and the game itself.

12
Other Games / Re: One Way Heroics
« on: March 11, 2014, 02:19:56 pm »
So I did, a couple days ago, win that Hero game, unfortunately didn't have a holy weapon for the true ending. Got a nice-looking bow (would like to get some quality whetstones on it before I use it), stashed a seriously souped up eagle sword with ~155 durability and 4 quality mods on for a total -40% attrition, plus a ton of other mods, I think at least 3 mythicals.

Afterwards, took a seal key and an adventurer, got as far as 700-800 km surprisingly quickly before dying, but got the holy Elizabeth Axe and some holy armor I don't recall the name of. Not gonna lie, that axe is amazing. Always crit. My next goal is gonna be to score a win with each of the classes.

13
Other Games / Re: One Way Heroics
« on: March 09, 2014, 10:54:33 am »
Got to the demon lord as a brawling hunter, only to kill myself with a vial of flame when I accidentally hit 'use' instead of 'throw'. >____>
Everytime I try to open temple doors with the seal key, I accidentally throw the key at the door and waste it. Every single time so far.

14
Other Games / Re: One Way Heroics
« on: March 09, 2014, 09:59:32 am »
All in all, game seems kinda swingy so far and inventory is a huge hassle. Kinda wish smashing chests were viable with anything other than force flame and axes, as well. Still gonna keep playing though.
Full punch zenura heroes can one-round boxes, 2-3 round most non-elaborate chests, and 4-5 round those, almost immediately following their initial stripping. Can only guess later on into a long run they can squish them all in one flurry. Just pump up that strength, heh.

It mostly seems to be the crits, really. They cut armor, which is a big help vs. chests/walls/skeletons. An unarmed streaker hero has a base crit somewhere in the hundreds :P

Yep. I am pretty much experiencing this with my first Hero run. Oneshots everything including boxes, almost no exceptions. I'm at about 1900 km in but I'm so sleep deprived I'm taking a break for now and actually saving for once. I haven't been able to locate a holy weapon, unfortunately. This game just seems to go on forever when you're going the distance.

15
Other Games / Re: One Way Heroics
« on: March 09, 2014, 02:38:37 am »
Decided to pick this up myself. First game, knight in A Walk In The Park was a win. Found force user to be one of my favorites so far.

Managed to find a leather vest that has 2 Adamantite qualities, which is amazing. Over the course of a bard run that went on 800+ km, the suit lost maybe 8 durability. Unfortunately, that run ended when a phantom knight mysteriously was able to take 2 turns to my 1, and killed me with no recourse.

All in all, game seems kinda swingy so far and inventory is a huge hassle. Kinda wish smashing chests were viable with anything other than force flame and axes, as well. Still gonna keep playing though.

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