Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Untrustedlife

Pages: 1 ... 79 80 [81] 82 83 ... 123
1201
DF General Discussion / Re: Inspired.
« on: March 17, 2016, 10:52:22 pm »
Having been trying to find a software dev job around here, literally everything is mobile development right now, which -- while not required -- is seemingly done with quite a lot of Javascript. I do know it's not the same thing as Java, but projecting from this terrible state of affairs, I figure it's going to be a very important language to know. I mean, it's terrible, but it's also currently glueing most of the internet together, with many of the other front-end languages compiling down to JS to run. Since JS is also far too embedded in everything already to ever be removed, it's going to have to be maintained for the rest of the internet's lifetime.

So yes, if you want a career, learn Javascript. Probably not as your first language though.
Fair enough.

1202
DF General Discussion / Re: Inspired.
« on: March 17, 2016, 10:33:03 pm »
Python is a 'nice' language, but if you're maybe trying to kill two birds with one stone by learning a more widely applicable language, learn C++.

Really, most companies these days if you want programming career use C++ widely, and generally will question on technical interviews regarding proficiency (for west US jobs).
If you combine it with C it ties with number of jobs you can get by learning Java if you actually look at the stats. So, uh, it's good to learn, but it's not some holy grail of getting a career. And, to be honest, if you want a career, learn Javascript.

Really will? Javascript? Maybe if you are a web developer but software developers (in my experience) never use javascript for offline software and I personally have only used it once or twice. And java and javascript are different. You can't even write big software with javascript. C++ is the way to go if you want a career. Java (NOT JAVASCRIPT) is popular aswell.

edit:
I suppose javascript is good to know, but you won't build a career with that.

1203
I think I'm gonna need to kill dwarven bandits as a quest :o.
Edit: Just got killed by them :'(. This was the biggest camp I saw until now.
Any Ideas how to kill such a big group

Infiltrate their ranks by killing someone and telling the leader then joining as  a lieutenant then murder them in the night.

1204
DF General Discussion / Re: Future of the Fortress
« on: March 17, 2016, 11:29:25 am »
Snip

As far as the magic part goes, check out Cado's Magical Journey. While I of course recommend reading it all, (and the rest of Threetoe's stories, it's an oft-overlooked goldmine of info) at the bottom there's an analysis by Toady and Threetoe shedding some light on how they envision magic to work as well as a little bit about afterlives and other planes, supernatural beings etc.

I reccomend you guys read that aswell.

1205
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 17, 2016, 04:47:26 am »
So I spent some time writing stories, composing poetry (ribald poetry regarding particular individuals. Yo mama jokes cross cultural borders most efficiently.) and carving figurines. I also noticed that on top of my lady and my fellow soldiers in the keep, there are a sow and a horse. I'm not sure what exactly is going on. Maybe it's related to those patrols I spotted a while back with a single ranger and a bunch of animals? Did my lady in her senility hire a bunch of animals as replacement hearthpeople? Is this the rock bottom of the slippery slope resulting from my own acceptance as a hearthsperson, being a tigerwoman?

Maybe they're her personal pets? Can historical figures in adventure mode have pets? O_o

They actually can have pets in legends it will say they "tamed the *animal* in the *place*" (they are called journey pets by toady) however I have seen cats run into mead halls before, presumably horses could do the same so it's probably nothing.

1206
DF General Discussion / Re: Inspired.
« on: March 16, 2016, 05:43:51 pm »
I personally very much dislike python.
Why?

I'm curious because I'm a bit of a language design enthusiast.

I edited my post with why.

1207
DF General Discussion / Re: Inspired.
« on: March 16, 2016, 05:38:39 pm »
I recommend Python as a first language. Then move to Java or C#. C++ has a steep learning curve for new programmers. On the other hand, if you're here you are a DF player, so maybe you're ok with steep learning curves. But C++ is the Dwarf fortress of programming languages.

Now I do recommend C++ for games in general, but not when you're starting out. The reason is, of all popular high level languages, C++ has the greatest ability to optimize CPU bottlenecks, because it gives you more control over memory layout, especially compared to garbage collected languages. But starting out, optimising CPU bottlenecks is the least of your worries, and if you do run into them you can fix them by doing things a different way.

its written in c++ with sdl, note c and c++ are different.
They're not that different. C++ is C with some extra helpful stuff. C code compiles in C++. Pass by reference and strings are nice.
Disagree. What constitutes good style in C and C++ is very different, making them very different languages. For example, in C it's common to write your own linked list. In C++ you should be using std::vector for most such cases. C is simpler than c++, but you don't have good support for vital features like generic containers and OOP. I don't recommend using C if you can avoid it.

If you think C++ is just a few features tacked on to C, you're probably not a good C++ developer.
As someone who has coded in both I agree with you.

I personally very much dislike python. Though it is good for new programmers, heck I did it when I was new aswell, though the real first one I did was lua.
Python forces you to indent in a specific way and I never liked that.

1208
DF General Discussion / Re: Inspired.
« on: March 16, 2016, 02:36:32 pm »
its written in c++ with sdl, note c and c++ are different.


I'm personally making a dark fantasy world generator game, with c++ and libtcod

1209
DF General Discussion / Re: Future of the Fortress
« on: March 16, 2016, 02:35:22 pm »
I've seen people roam back and forth like that before on the travel map. It's always weird when I bump into someone traveling that I've met traveling before.

I wouldnt say thats weird, more like "consistent"

1210
DF Adventure Mode Discussion / Re: Who runs human civilizations?
« on: March 15, 2016, 03:00:46 pm »
Lawgivers are the "most powerful" leaders it is a fuedal system so lords pay tribute to lawgivers.It is called a civilization but it's essentially a bunch of warlords with a shared culture. There is also infighting.

1211
DF Adventure Mode Discussion / Re: Who runs human civilizations?
« on: March 15, 2016, 02:59:03 pm »
You can demand tribute from other groups if you are a lord (or bandit leader) yourself.

1212
DF Adventure Mode Discussion / Re: Adventure mode quick start
« on: March 15, 2016, 02:10:59 am »
I can understand swimming but what good are observation and social awareness?

Fighting bogeymen one on one sounds pretty difficult unless maybe you have a really high agility so you can outrun them.
Observation allows you to see exactly what attack the enemy is using, and social awareness and empathy both increase your follower count.

As for fightan boogymen, just charge at them every attack you get. You're much bigger than them, and will knock them over 90% of the time.

The comment you were replying to was from way back in 2011

1213
DF General Discussion / Re: How the outside world sees us
« on: March 14, 2016, 07:46:00 pm »
i hold the opposite position. when i see graphic tiles -- with those disgusting patches of grass that look out of place -- i want to vomit and ask myself how could anyone play that. ascii on the other hand looks belonged and streamlined. its really just a matter of taste though

If the game had used a graphical tileset from the beginning no-one would be suggesting now that it should be replaced with ASCII, for clarity.

False, many rooguelike players ask for ascii tile sets for roguelikes.
Also, I prefer ascii .

1214
DF General Discussion / Re: Worldgen Wars: What causes them?
« on: March 14, 2016, 07:42:28 pm »
also leaders' personalities effect how often a civ goes to war aswell.

1215
DF General Discussion / Re: Future of the Fortress
« on: March 14, 2016, 04:03:22 pm »
Right now all outside tombs that exist in the world are pyramids, you said in df talk 14 that your algorithm knows how to fill up any shape with rooms (including rounded areas) So my question is when do you plan to add burial mounds and burial castles?
Its fun to explore pyramids, but the occasional shape change/variance would make exploring the worlds various tombs much more interesting.
Also do you plan to add isolated tombs and outside graveyards? These do exist in the real world, so why not the df world?


Regarding the shapes of tombs, more shapes already exist beyond just a pyramid. I have encountered square and rectangle tombs and some of them have "towers" protruding from them at various corners of the previously mentioned shapes.

The circular shapes seems to be reserved for vaults and dark fortresses. But, as noted above, there is already a great variance of different architectural shapes for tombs. I would argue that it's the towers and keeps that are more standard at this point in time.

For what it's worth, from DF talk #8:
Quote
... the humans civilizations for example, it would be lame if they all had the same architecture, once I refresh my memory on what are the bits and pieces that make up the different architectures, what kind of different buildings there are and all that kind of stuff, they should make choices, then, and be able to have the towns have different characters to them when they make their walls or just their houses and various castles and little parapet things, and little spikes that stick out of the top with little flags on them, and minarets and all that kind of thing or whatever. As much diversity as you've got in the real world, as much as we can convey with a tile based format, that stuff should come across, it's one of those things where you have to engage in the project at some point and actually do it, and it's hard to time things which are superfluous in a sense, but they should be done. At first things will look vanilla, just as we get people to have walls properly and moats and tapestries and rugs and things, just making the towns look better, but as we get enough information to allow them to diversify then they should be able to do that, hopefully.

Thank you however:
 Really? I've not seen many  "non-pyramid" tombs and I grave-rob alot so since they apparently exist they are still rather rare
.
Another problem is that they are all shoved in one "tomb area" and I think there should be more smaller perhaps, isolated tombs. Around the world, perhaps for certain hist figs. People don't always shove all the tombs in one area, it happens often but not all the time, and we have no graveyards graveyards existed in the time frame toady is sticking with for df! Also, we have no burial mounds. I really want burial mounds. And those are a very common kind of ancient tomb.

I'm sure he will get to it with the "treasure hunter" arc, but I would like to hear  what he says about it.

Pages: 1 ... 79 80 [81] 82 83 ... 123