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Topics - darkhog

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46
...particular stockpile.

This would make sure that stockpile is as compressed as it can possibly be and allow for better item organization (and better performance since it's known that items existing on map are contributing to low fps).

47
DF Suggestions / Better mod loading
« on: September 26, 2019, 07:27:54 am »
What I mean is that something that would lead to more mods that are compatible with each other and easier mod installation/uninstalling. I'm thinking about how Minecraft handles resource packs or how Minecraft Forge handles MC mods.

Basically a mod stack. On the very bottom is the base game and each mod (housed either in its own folder or in a zip file) would be loaded on top of it overloading any raws/graphics if necessary without actually replacing them.

Such stack, if implemented would mean three things:
- Easier way to install/uninstall mods
- Better compatibility and smaller downloads as most mods won't need their separate DF installation, only will contain the raws/graphics they're replacing. If two or more mods are trying to replace same raw, DF could warn the player about potential compatibility issue.
- Easier mod development because mod authors won't have to have a backup of DF in case their mod goes FUBAR or re-download it, just fix their mod or start over with it if it really can't be saved.


Obviously, like with all big changes the existing "big mods" would need to be adjusted to the new system and it's definitely something to do after the big wait as it may involve touching several internal bits of the engine, but if implemented it would be a net positive for the DF.

48
DF Suggestions / Bring back the mega artifacts
« on: August 15, 2019, 08:11:12 am »
I'm talking Planepacked level shit. I know it originally was a bug, but maybe it should be made into a feature? Like, on rare occasions the dwarf in one of strange moods would ask for tons of material (without any exploits like stay indoors/burrows restrictions) and it would create something really grand.

49
The latter of which is how "Save game" currently does. Sometimes you may want to do a manual save to avoid losing progress to a crash or a power outage (and before you say "autosaves" yeah, no, autosave froze my machine for way more than it takes to save manually (an hour) and in the end I had to kill the process in the task manager because even dfhack console was dead - good thing I got a backup) and having to reload the game afterwards just wastes the time.

50
DF Suggestions / Ability to close your fort to migrants
« on: August 12, 2019, 09:04:33 pm »
Sometimes you need them, but having too much of them leads to FPS death. So what I would like would be an ability to enact some law that would close your fort to migrants as long as it is in effect and when you're ready for new migrants to come, you could disable said law. This would help maintain forts that are close to FPS death from succumbing to it entirely until it can be cleaned up enough to allow new migrants to come. Not to mention that it could give rise to new kind of self-imposed challenge: how far can you go with the original 7 (or whatever limit you'd set for yourself) dwarves until fun happens?
And yes, I know about pop cap limits, etc. but ability to control population via enacting anti-immigration law would be much more interesting and flexible since FPS death may not be the only reason you don't want new dwarves - another would be dealing with undead problem or lack of ability to feed/make drinks for the new guys. Yes, you could just kill extras, but that may lead to a tantrum spiral and/or ghosts.

51
DF General Discussion / Streaminng DF live on Vimm, regularly!
« on: August 12, 2019, 06:07:31 pm »
Not at the moment, but I decided lately to stream DF on my Vimm channel and so far was streaming every day. The streams are around 4h usually and are done either doing day (Central European time) or in the evenings (past 17:00). Check regularly and tune in if you happen to catch it! Will also post any info here if I'm about to stream.
https://www.vimm.tv/@jagielski

52
DF Dwarf Mode Discussion / Disable mouse edge scroll?
« on: August 12, 2019, 06:04:38 am »
So DF has that thing other games like Sims or any RTS ones have which is scrolling when you get mouse near the edge. However, due to nature of the game, in DF it's nearly useless and quite janky - I often find myself accidentally scrolling this way just because I wanted to build a wall or something near the edge of the screen. Any way to disable this? I'd rather scroll exclusively with arrows, that way I have control at least.

53
DF Modding / [Request]Dragon civ/dragons playable in adventure mode
« on: August 11, 2019, 09:01:13 pm »
I'd like someone to make such mod because I really would like to play as dragon (though only in adventure mode) and also be able to come in contact with dragon towns (adv and fort mode I guess, maybe dragons would have something interesting to trade?) Should be compatible with LNP

54
DF Suggestions / Playable dragons/other big creatures in adventure mode
« on: August 11, 2019, 07:58:15 pm »
I mean, original Armok had them playable so why DF can't? There are few things that may cause issues (such as them being multi-tile so collisions must be calculated for every tile to avoid dragons fiting into 1x1 passages while being partially in walls) but that can be done (and in fact workshops/other buildings have utilized such detection while being placed to avoid placing them inside walls). I mean, dragon civ can be modded in so why not having them as part of the main game? Coming upon dragon town would be pretty fun as well.

55
DF Suggestions / [Forum] One skin, on all boards
« on: August 11, 2019, 05:33:43 pm »
I really don't like that the forum skin seems to change constantly. I really want it to be consistent (would prefer to use the skin used in DF boards everywhere as it's nicer instead of that ugly default SMF skin) as when I go to check my PMs or whatever, I'm rendered momentarily blind due to skin change.
Sorry, didn't really know where to put it as there isn't a board for forum-related suggestions - if some board is more fitting, feel free to move.

56
Cats in particular so I can avoid catsplosion and FPS death resulting from it.

57
Other Games / Where can I download original Armok (not DF)?
« on: August 10, 2019, 10:14:16 pm »
It isn't on bay12 site, not even under other games. Anyone got it? Would love to check it out for historical purposes.

58
DF Suggestions / Procedurally generated floor patterns
« on: February 15, 2016, 07:07:00 am »
DF is all about procedural generation for, well, everything. How about procedural generation of floor patterns when selecting multiple materials when building a floor. There are some great resources for that, completed with algorithms (and sometimes, even example code) so I wonder if this could be added. Then we could just select random materials and see what our dwarves will come up with instead of getting jumbled mess we get now.

59
DF Suggestions / Easy way to set timescale of each mode
« on: February 15, 2016, 06:23:16 am »
I mean how many ticks in day there are ( as in http://dwarffortresswiki.org/index.php/DF2014:Time#Basic_mechanics ). This may be possible via modding, hexediting binaries or heck, cheat engine if everything else fails, but a nice way to change it would be best. This way less experienced players could get more time before end of the year to build a proper fortress while more advanced players could shorten time even more for increased challenge.

60
DF Gameplay Questions / Changing timescale?
« on: February 15, 2016, 05:16:56 am »
How do I change timescale (ticks/day) of DF? Any solution from config option through dfhack to hexedit would be nice.

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