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226
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 17, 2016, 11:24:23 am »
I just resumed playing after a long break, got a fort up and running, and was pumping out tradegoods like mad... and then I traded a bunch of masterwork crafts to a human caravan. And the moment they left the map, I got a ton of announcements about "A masterwork has been lost" x80... Is this a bug? Or am I really supposed to never sell anything masterwork? Is there a workaround?

How bad is the "lost masterwork" bad thoughts for that matter? I haven't had any tantrums yet, but I'm paused right after the masterwork lost spam... I'm worried I'm in for some Fun.
The caused damage of lost items is supposedly divided by the amount of items that dwarf has crafted. So losing one of three masterworks is much bigger hit then losing 20 arrows from 1000 made by that dwarf.

227
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 15, 2016, 07:03:23 pm »
How do you go about collecting wood from underground lakes?
What about mining from below or side and draining those lakes? You are a dwarf so use that pick of yours.

228
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 14, 2016, 11:37:11 pm »
Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?

It won't fall if you just mine.

DF wiki says:
Mining removes the section of the wall while preserving both the ceiling (which is the floor of the level above) and the floor.
Channeling removes the section of the wall, the floor, and if possible places a ramp one level below.

229
Other Games / Re: Empi: Ruby Edition
« on: April 14, 2016, 07:56:33 pm »
Create new file, call it empitest.rb or something like that and put this content into it:
Code: [Select]
require 'empi'

Empi::GameWindow.initialize

Calling
Code: [Select]
ruby empitest.rb from command line in the folder you create that little file should run it. Press "h" for ingame help.

---

I have added building of new units. But because new units were told to note class Map where are they located, freshly created units in fact managed to entirely delete the town that created them. So I needed to store these new units somewhere. So I got to another thing that would I need to get to one way or another anyway: transporting of other units. One of core elements of gameplay should be managing of your transport ships because there rarely be dry way connecting all parts of map. So now towns put new units into their inventory (tested), units next to town can go through town (tested) and even those (in testing maps so far unused) ships should be able to carry other units (not tested yet).

I have never made a gem before. The biggest trouble was not in fact the building and uploading of gem itself but pathing. I have been always running the game from its main folder so "current folder" was the same as "game folder". But when I installed the game and tried to run it my relative links to images and saves files broke. Thus full absolute paths are used now. But figuring it took me from core 0.16 up to 0.16.6.


v16 dev
=========
- units on sentry duty say so when functioning
- neutral units can't have functions
- links to media and save files use full path
- towns build armies
  fixed: no building of units
! hardcoded unit type to be built
- units can transport other units
- newly built units are stored in town instead of map
  fixes: new units are saved in map instead of the towns that built them
! transported units are not drawn
! transported units show info of their transport instead when selected
! all units can capture and visit towns

file changes
--------------
map
  initialize() uses full paths to files
  all_units renamed to all_map_units() - Return only units directly on map
  +all_transported_units() - Return only units transported by other units
  +all_units() - Return both map units and transported units
  draw_units() draws only map units

unit
  +@cargo, @cargo_max
  +can_transport?() - Unit is able to both transport other units and currently has some space left
  set_function() checks for @faction == 0
  checking of movement separated from update()
  +check_movement() - Processes move of unit and takes care of its (un)loading or attack
  capture() makes newly captured towns start building

town
  initialize() uses full path to file
  +parts_built
  +@cargo_max set to 10

army
  initialize() uses full path to file

ship
  initialize() uses full path to file
  +@cargo_max set to 3

unitFunction
  +FUNCBUILD case in func!()
  FUNCSENTRY case in func!() sets "ret" even when unit keeps sentrying


TODO
===========
old wishes
! no panning of map
!x no destruction of units
!x no building of units
! no victory conditions
! attacker always wins
! player playing both factions at once
!x hardcoded starting scenario
! no fog of war
! no saving
!x no loading
! no title screen
! no highscore screen
! no settings
! no sound, no music

new problems
! hardcoded save file name
! hardcoded map size
! hardcoded unit type to be built
! transported units are not drawn
! transported units show info of their transport instead when selected
! all units can capture and visit towns

(! thing to fix, !x fixed thing)

230
2230:You modded in excrement in addition to potash.
Cats walk over a field. Excrements gets on cats. Cats clean their fur. Cats digest modded fertilizer. Cats get fertilized. Catsplosion appears.

231
2218:You're too busy coming up with things in this list to notice that somebody else swapped a 2 for a 7.  Oops.
I blame Dirst. Good pick, though.

2228: Whenever you hear the word "pick", you immediately assume that the speaker means "pickaxe."

TBF: "Dirst did it. I like that pickaxe." was basically what I saw at first sight.

EDIT: AUGH MY PERFECT RECORD OF NO TYPOS IS GONE
I pondered that too. But then I looked on his image.
Spoiler (click to show/hide)
And approved that pick-axe. Seems to be good for picking goblinite.

232
2218:You're too busy coming up with things in this list to notice that somebody else swapped a 2 for a 7.  Oops.
I blame Dirst. Good pick, though.

233
Other Games / Re: Empi: Ruby Edition
« on: April 12, 2016, 06:52:50 am »
Loading of units and terrain from file completed. Next is unit construction.

v15 dev
=========
- units referenced only from map
  fixed: no destruction of units
- loading of units from file
  fixed: no loading
- checks of loaded terrain tiles and units
- map stored as [row, column], not [xx, yy]

v14 dev
=========
- loading of terrain tiles from file
  fixed: hardcoded starting scenario
! hardcoded save file name
! hardcoded map size

TODO
===========
old wishes
! no panning of map
!x no destruction of units
! no building of units
! no victory conditions
! attacker always wins
! player playing both factions at once
!x hardcoded starting scenario
! no fog of war
! no saving
!x no loading
! no title screen
! no highscore screen
! no settings
! no sound, no music

new problems
! hardcoded save file name
! hardcoded map size

(! thing to fix, !x fixed thing)

234
Other Games / Empi: Ruby Edition (v0.25)
« on: April 12, 2016, 06:51:25 am »
While learning Ruby I have found there seems to be not much, if any, strategic game. So this should be Ruby version of Classic Empire, wargame from old times.
I thought some of you may be interested in game development in Ruby. So I will post occasional updates here.

I am using Ruby 1.9.3 with Gosu 0.10.5.
I have found so far Developing Games With Ruby as the most complete tutorial for game development in Gosu though most of time I use just generic Ruby documentation.
Have any of you ever tried writing games in Ruby? Would you have tips for that?

EDIT:
====================================
https://rubygems.org/gems/empi
See lower at reply #4 for how to run it
====================================


v1-v13
=========
- towns and armies
- functions none and sentry
- armor and movement points
- movement of units
- rudimentary terrain checking after move
- capturing of units
- turn and score counting
- commmand line and screen text output
- next avaiable unit / freeroam cursor

wishlist
=======
! no panning of map
! no destruction of units
! no building of units
! no victory conditions
! attacker always wins
! player playing both factions at once
! hardcoded starting scenario
! no fog of war
! no saving
! no loading
! no title screen
! no highscore screen
! no settings
! no sound, no music

(! thing to fix, !x fixed thing)

235
2711: Your DF badge of honor is removed when you post in the bad part of DF forum.
2712: You try to usurp the "DF badge of honor" by adding more points to this thread yourself.
2713: You remove all text from quotes in this thread and leave just links so there is more space for more points.
2714: You feel the need to keep the so-much-meta sign-of-too-much-DF train going, adding several points at once. You are too smugly.

236
DF General Discussion / Something reddish and growing
« on: April 07, 2016, 05:04:23 am »
What do you think Toady does mean with something reddish and growing in his devlog from 2016-04-06?

237
Back.
Summon a dragon dummy for Salsacookies to attack. If dragon doesn't want to be summoned, attack Rob the Baby.

238
2192
It's quite a mess. I guess some merchants have managed to get with their wagons on some bridges just as those were closing...

239
I am currently low on time for DF. Please put my char sideways. I should be back in few weeks.

240
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 15, 2016, 11:08:48 am »
Flying bards?
Go to the new fort, they said. Calm countryside, they said. And now it's raining cats and dogs yesterday, raining kobolds and bards today ...

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