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Messages - FACM

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1
Dragon colors... Do you mean only colors, or should their scales be really made out of some metals?

I meant that they would be different depending on colours - red breathes fire, green perhaps poison gas etc. and the metallic dragons could breathe their respective metals, and yeah, it can't hurt for their scales to be made of metals - only problem is though, that then what happens is that if say, a bronze dragon, breathes molten bronze, it will end up getting it on its bronze scales... and melting through them!

I did something like this in my [discontinued] Fantasy Flavor mod. Note that one refers to a metal in the mod, so you'll have to edit that one if you want to cut/paste them in.

EDIT: Oh, a suggestion: An above-ground race that has a web attack. It'd be nice if it could be called rope or net instead of web, but otherwise silk would be fine. They'd just have to be silkworm or butterfly-people.

Hell, butterfly people might be cool enough on their own.

2
I would like to add my voice to the chorus of praise for this. I wish that I could do something this cool in my spare time.

3
DF General Discussion / Re: What programming language?
« on: May 16, 2010, 04:52:15 pm »
Thanks for the replys, I'll dive into C# then :-)
Btw why do you (FACM) think no major title would be made with C#?

Mostly because C# is managed code, which takes a lot of control out of the developer's hands. It's faster to write with managed code, but you can't choose to do/not do something a certain way for speed benefits, you're stuck with the managed function's way of doing things. C# is also fairly unportable, which matters to some developers more than others.

4
DF General Discussion / Re: What programming language?
« on: May 16, 2010, 12:51:14 pm »
Thanks Baughn, I didn't realize he was referring to CPU cache memory specifically. 400 CPU cycles on a modern 2GHz processor is what, 20ns?

Do you guys think its good idea for a complete beginner in programming to start with C#?

I think so. It's got everything you'll need to get the concepts of lower-level languages, it's syntax mimics that of the C family, if you're on Windows it's very easy to handle a GUI with, and it's freely available to anyone that doesn't mind the nag-box that C# Express adds into your developed programs. XNA is also freely available, which helps a little bit by simplifying down all the DirectX calls into something more intuitive and focused. I wouldn't expect any major titles to be done with C#, but it's certainly fine for learning.


5
DF General Discussion / Re: What programming language?
« on: May 16, 2010, 09:26:10 am »
At least one of the "C++ Sucks for game development" talks at GDC was speaking about memory layout.  There just isn't a language that allows you to arrange memory in the fastest way at the moment, memory layout for cache purposes seems to be an optimisation that has been totally ignored despite the slowness of memory reads.  The best you get is caching in registers.  C macros (ugh) or C++ with (insanely complicated) template metaprogramming can sort of help the programmer, but we really need a compiler designed for stream processing.  I guess implementing it as a meta language in D would work well.

OK, I'm a programmer, and I've never really heard of this complaint before, at least not at this level. RAM isn't like a hard drive, the actual location of data in a RAM chip isn't going to take longer to access. If you mean searching for objects in memory, then hash tables are about the fastest way (that I know of, at least) to look things up at the cost of using up a bit more memory and CPU power.

The only actual bottleneck I'm aware of as far as RAM goes is the pagesize, which on most OSes is 4KB. That means that to load a 1MB object, the underlying system has to do 250 checks to see if a page is in RAM, and 250 reads, a best-case assuming that it doesn't have to load anything from the hard drive. An OS that uses 2MB pages, which is apparently starting to happen, can do the same check in 2 checks max, if the data happens to cross the page boundary. I don't think this is something that is under control by anything besides the OS handling RAM access, and I don't think it's a major deal for games in general anymore than any other type of application. Unless hard drives have had exponential speed boosts lately, 250 RAM accesses is still faster than 1 HD access.

I might be a little bit behind on this, since I've been doing .NET programming that handles a lot of memory stuff automatically and haven't gotten into much theoretical work since college graduation.

6
DF Modding / Re: MixMod for 31.03 v0.21
« on: May 15, 2010, 11:34:49 am »
I was just wondering how DF would handle having a ton of mods mixed together at once. I may have to try this out, just to see how many civs can exist at once

7
DF General Discussion / Re: The most boring mega-project...
« on: May 08, 2010, 05:57:05 pm »
Sadly, I had to give up this fort. It simply moved too slowly, and I couldn't get rid of the mud blob megabeast.

I've started another one. This time, I set [SPEED:0]. I didn't before, since it seemed like cheating. This time, since I'll be sealing off the outside world somewhat faster, and having acheived the first realistic goal, I'm ok with hurrying up the process this time. The next goal: stripmine to the first underground cavern layer.

New embark has 4 layers above the first one that spans the full area. No aquafier mentioned on the embark screen. I don't know how I'd handle an aquafier on a project like this.

8
DF Modding / Re: The REALLY dumb ideas thread.
« on: May 08, 2010, 05:50:43 pm »
What are the odds of we being able to make a gun that shoots swords?
Not ammo named "swords" that come in stacks, but individually forged swords?

Very, very low.

Edit: There is an alternative, which would involve making a reaction which takes a sword and converts it to a nigh-identical ammo item. I remember this being done with anvils somewhere...

You can't mark swords with the [AMMO:BOLT] (or properly-formatted equivalent) tag?

9
DF General Discussion / Re: The most boring mega-project...
« on: May 06, 2010, 10:14:12 pm »
I did dig down to dump debris and detritus into ...... the magma sea. It's 147 levels down. I can plan on digging down that far, but it's gonna be a while.

But really, isn't dropping the surface to magma-level the more dwarven way?

10
DF General Discussion / The most boring mega-project...
« on: May 06, 2010, 09:43:48 pm »
Lately, I've not had a lot of time to really focus on DF. It does also make for a very good background game, though, given that you can check every 20-30 minutes and see whats going on. This obviously isn't going to result in a fort that the OCD micro-manager players (and we're all that to some extent, given the nature of DF) wouldn't be too happy with. Lots of idlers, a bit of a food issue, etc.

Anyways, I still wanted to have my fort get somewhere despite my lack of direct attention on it. Standard 4x4 embark location: Side of a mountain, with a bit of the forest available for trees. My chosen goal was fairly direct: A stripmine, to tear the mountain into it's individual component pieces. And the land below it. Yesterday, I hit the first milestone: The mountain's peak is now even with the forest floor beside it.



That's the inner-most corner of the mountain, 15 layers below it's original peak. What you can't see is the soil and trees a few screens away, at the same Z-level as the rest of the terrain. You also can't see the mud-blob forgotton beast, locked in eternal combat with 4 dogs and a trained giant eagle.

I don't intend on stopping the fort here, though current issues, brought on by lack of dedicated attention or otherwise, may require a reclaim squad.
-The unkillable forgotten beast, as mentioned before. It's eternally fighting about 20 feet from the main staircase down, which is keeping half my fortress from doing anything but going 'I'm hungry, gonna head back downstairs and AHHHH MUDBEAST! AHHHHH! AHhhhhey, you know, I'm still hungry' eternally despite the 100pt. restriction cost I applied to going anywhere near the main steps and the far easier fact that there's a big hole with ramps not 40 steps the other way.
-Apparently somehow the 240+ dwarves living here managed to eat all of my food. Alcohol isn't in short supply, but I can hardly butcher kittens fast enough to keep the fort fed.
-My woodcutters don't seem to want to actually cut trees right now. Lazy arses. Trees are now getting in the way of clearing out more levels.
-All of the detritus left from robbing the elves blind time after time is building up, plus vermin, and the idlers have decided apparently not to dump anything the elves brought anymore for some reason.
-I'm going to have to put a little more care into plans at this point, as I don't want to collapse anything on my existing underground developments, or lose the couple of ponds I have on the forest floor.

Some stats:
-240 dwarves at population peak, 161 now. No royalty at all, just a mayor.
-200,000 stone and 4200 gems dug out of the mountain.
-2,000 barrels holding ~12,000 drinks and ~2,000 food units.
-680 remains that won't go away. Rot already, you dead shells.

11
DF Modding / Re: The REALLY dumb ideas thread.
« on: May 04, 2010, 07:42:53 pm »
Nobody's going to do a full Incubus/Succubus entry for Sephiroth, Drizz't, Grombrindal, Duke Nukem, Capt. Keen, Starbuck (both versions), Chuck Norris, Harry Dresden (bonus points for Bob) and the entire casts of Sailor Moon, Akira, The Little Mermaid, and Petticoat Junction?  You're lucky I've only got a sick imagination, and not time or l337 |V|0ddi|\|G skillz...  ;)

edit: Just pointing out I did not mention the Golden Girls, Baywatch or the Fraggles.  I do have *some* standards...

Chuck Norris only needs 3 body parts: HAND (for fists), FOOT (roundhouse kicks) and BEARD.

12
DF Modding / Re: The REALLY dumb ideas thread.
« on: May 03, 2010, 10:23:27 pm »
A: Rules are apparently meant to be broken.

B: This one might not be super obvious, especially if you read it first and assume it's something far more wrong.
Spoiler (click to show/hide)

I also almost apologize for almost blantanly stealing 3's tags.

13
I added in 9 species of dragon in my Fantasy Flavor mod, and re-named the existing dragon, so 10 total there. It's not a standalone dragon-only mod, and the dragons aren't named as cleverly as yours, but it was done.

14
DF Modding / Re: Fantasy Flavor mod [Release 7 - Trees]
« on: April 21, 2010, 11:51:58 am »
It is definitely true that the temperature-metals are waiting on some bugfixes before they can get tested properly.

I was pretty sure BURN was in the string dump as an attack type. I assumed it would throw an error if it wasn't. Maybe I should doublecheck that.

15
Release 7 now available -http://drop.io/FantasyFlavorDF/asset/fantasyflavor7-zip

Release 7 adds in 3 new trees. That's all. I've not had time to do much else lately. They do provide wood in new colors (blue, green, gold), which can be helpful if you're trying to keep your fort color-coded.

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