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Messages - thvaz

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226
Other Games / Re: Total War: Warhammer! Now with 2!
« on: December 05, 2017, 01:52:30 pm »
Sorry for the double-post.

Today CA released more info about the game state. The Reprisal update is set for this month, though it is not clear if the 30th Anniversary RoR are coming together (they arent in the beta). In January they will release a DLC (not announced, but it is Tomb Kings) and Norsca will arrive only in May. They said they had a lot of problems integrating Norsca into TW:W2.

227
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: December 05, 2017, 07:08:19 am »
Thanks for the feedback Toady. I will help however I can by reporting bugs so we achieve a stable version before the myth & magic update (that I am as eager to see in development as everybody is)!

228
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: December 03, 2017, 07:40:15 pm »
So, actually, the myths & magic release which you so dismiss is more important than the other issue you pointed out, at least in my and many others' perspectives. Besides, you do not get to decide how and in which order the game is created -- that is Toady's call, and Toady wishes to develop myth & magic first.

While I agree with you that players should decide how they want to play the game (by using cheap tricks, locking themselves out of the world, etc) there is a long standing issue with fortresses not getting any sieges or getting sieges while the attackers wait outside without doing nothing, or show up and then leave without attacking. This is extremely frustrating to those players that WANT to be sieged.

And while Toady gets to decide how he develops the game, the players decide if the game is worthy of their money. If enough people think that the game don't deserve their money the project may lose its viability. Toady knows that, you should know it, too.

229
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: December 03, 2017, 06:30:53 pm »
Honestly I'd rather that some bugs be fixed when the game is a little closer to completion. I mean yes, glaringly game-breaking bugs should be fixed ASAP (and usually are in my experience), but IMO there's not much point in taking up valuable development time in fixing certain bugs that will just inevitably end up being replaced with new ones caused by future features.

Of course, I'm not sure what particular bugs you have in mind so I can't absolutely say where they should fall in terms of priorities.

The most obvious ones:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9074

And there are some other things that aren't bugs per se but need a bit of balancing. For example, getting food is so easy now (apart from some extreme biomes) you don't even need to worry about it.

I used to think like you, but now I am worried on the long term survival of the project. Interest in dwarf fortress (before this release) was at an all time low since 2007, just one year after the initial release (https://trends.google.com/trends/explore?date=all&q=dwarf%20fortress). Donations are steady however- but for how long?

230
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: December 03, 2017, 04:54:29 pm »
The myth and magic Update if done together with starting scenarios are work enough for at least 5 years. I doubt Toady will get to a playable state in less than 2 years. I hope he fix the most glaring issues first (morale and stress IMO) before committing for the next long haul.
It's not being done together with starting scenarios. That's the next arc. He did say he might try to split magic into a couple of releases though. We'll see once the plans are fixed in a few months I guess. In the meantime, enjoy they bugfixes & extra stuff.

I really dislike your patronizing tone. I am at least as well informed as you (probably more) about the past & future routine of releases.

The artifact release alone took more than one year. Before that , the world activation release (0.40.01) took a bit more than two years, and the amount of features in it was far lesser than what is expected for the magic&myth alone. Remember that the myth&magic release isn't supposed to only alter the world gen and history, but everything in gameplay as well. There are features that can't be released piecemeal, or Toady would have release 0.43.01 earlier.

Besides that, Toady usually is wrong about release prospects, as he constantly says so.

I am eager for the next development cycle as well, but Toady should spend some time to fix some serious issues that are hampering the game right now. edit: I know he is going to fix bugs old & new soon. He always does that. However, he tends to leave some important one behind every cycle.


231
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: December 03, 2017, 02:29:29 pm »
The myth and magic Update if done together with starting scenarios are work enough for at least 5 years. I doubt Toady will get to a playable state in less than 2 years. I hope he fix the most glaring issues first (morale and stress IMO) before committing for the next long haul.

232
DF General Discussion / Re: A look back - DF 0.21.93.19a, circa August 2006
« on: December 01, 2017, 08:33:02 am »
HAHA! Memories...I still eye wells suspiciously.

Good call! It was such a fun feature. With creatures climbing now it should happen again, someday.

It doesn't still happen?

If you mean ratmen crawling thorugh wells to attack your dwarves, it doesnt happen anymore.

233
DF General Discussion / Re: The release party thread!
« on: November 30, 2017, 07:10:23 pm »
The very best part about the initial release after a long period of stability is that the bug tracker suddenly becomes highly entertaining.

This time though it is quite tame. Doesn't seem to be that there a lot of bugs this time, compared to other versions.

234
DF General Discussion / Re: A look back - DF 0.21.93.19a, circa August 2006
« on: November 30, 2017, 07:05:35 pm »
HAHA! Memories...I still eye wells suspiciously.

Good call! It was such a fun feature. With creatures climbing now it should happen again, someday.

True!  I guess the only way would be if you could set a creature's RAWs so that it lives in the aquifer itself somehow... like a slime creature or a magic being that can actually move through the water-infused rock/soil.  It would spawn as if from the edge of the map, except at the edge of an aquifer.  Alas, the code doesn't support it at the moment.

I rarely embark in aquifers, so most of my wells are fed by constructed channels. Some players may even make wells connected to water in the caves. Toady only has to code the AI to use such opportunities again.

Wells are still dangerous, but for a different reason .



Even in the old times it was a bad idea to put wells in training rooms as the soldiers would constantly dodge into the well.

235
DF General Discussion / Re: A look back - DF 0.21.93.19a, circa August 2006
« on: November 30, 2017, 03:22:33 pm »
HAHA! Memories...I still eye wells suspiciously.

Good call! It was such a fun feature. With creatures climbing now it should happen again, someday.

236
DF General Discussion / Re: A look back - DF 0.21.93.19a, circa August 2006
« on: November 30, 2017, 03:43:02 am »
I don't remember if i played the very first version back in the day as I was informed about the game a couple of weeks after the first release. By then it should have some bugfixes already.

It was very different but surely, a lot of things were very similar. There are some features that later were removed of deactivated like economy and guilds. It was less simulation and more gamey, with a clear path of progression.

237
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: November 29, 2017, 09:36:40 pm »
Do you advise me to try this one wait for a new bug-fix release ?

If you want to have fun wait a bit. There are some game breaking bugs atm, the hundreds of visitors is one surely to give your fortress an early FPS death.

thanks ! I'll wait, then.
They're arriving earlier than they should, but there doesn't seem to be many more than you usually get when you have a tavern set up. Especially if you're usually prone to attracting performance troupes. Artifact questers are basically the same, just more heavily armed.

Adventurer crashes are more problematic, sure.

Previously you would be getting 140 visitors in the second year of your fortress? I don't recall that. Sure, it won't happen in every game, but there is a bug report open for this problem (and another for they arriving early)

238
The date of the article in New York times is wrong. It was in 2011, not in 2009.

239
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: November 29, 2017, 03:40:42 pm »
Do you advise me to try this one wait for a new bug-fix release ?

If you want to have fun wait a bit. There are some game breaking bugs atm, the hundreds of visitors is one surely to give your fortress an early FPS death.

240
DF Dwarf Mode Discussion / Re: THE HORSES HAVE RETURNED!
« on: November 28, 2017, 04:45:28 pm »
When you say medieval times you should really add a big asterisk there.  The Mongols often had multiple horses per person.

Let's be more specific then : "In medieval times, in most of europe..." Though DF dwarves doesn't look much like mongols...

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