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Messages - darkhog

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181
DF Gameplay Questions / Re: Can you craft explosives in DF?
« on: January 09, 2020, 06:40:11 pm »
Bottom line is, Toady (at one time) decided he didn't want gunpowder in his game. Doesn't really matter what the reasons are. Magic arc will make modding gunpowder fairly straightforward I imagine. And ships may still have cannons, because it seems kind of cool.

Haven't you read Manvure's post? There Toady said he isn't against the gun powder, even if only as a mod. Things that go boom makes everything cool.

182
DF Suggestions / Snapshots/prereleases
« on: January 09, 2020, 06:29:37 pm »
Basic idea is to take what Minecraft is doing and release VERY work in progress builds of DF every week or so (aside of stable updates), even (and possibly even especially) if it's a buggy, crashy mess.

Why? Few reasons:


- People who really can't wait for the new update can try out new features (with the recognition game may be/is broken until a full release)
- Toady can get feedback both on design and bugs so the stable release can be really stable and not require .many fix releases.

This would especially help during the Big Wait, which in this case would be Big Wait for a full, stable release, but people who aren't scared of crashes and bugs that may end up potentially destroying a world (if something nasty such as data corruption would be discovered) could try the new stuff earlier and give feedback as it's being developed to help steer the development that will satisfy both Toady and the community.

183
DF General Discussion / Re: *We need your help to save the noobs!*
« on: January 09, 2020, 02:02:58 pm »
IMO, it would be prudent to warn players about embarking in dangerous conditions (evil biome, aquifer present, etc.). Like a very explicit warning (of course with an ability to be turned off by experienced players). Also there should be an option to auto find an easy embark (no acquifer, calm biome, lots of resources).
That's how it works right now. I mean, make the interface a bit clearer for people first seeing it, add some pop-ups about each option and stuff, but the warnings (aquifer, no wood, salt water, etc) and ability to select a non savage, non-evil, aquifer-free embark are all part of the standard embark process.

No, I've meant a single button that looks for safe conditions without you having manually enter them as search criteria.

184
DF General Discussion / Re: *We need your help to save the noobs!*
« on: January 09, 2020, 02:00:57 pm »
Okay, so this is from today's episode of DF play I've recorded. I'm kind of a noob (not complete one, but still not at the level of, say, Kruggsmash) and the trading interface is so complex that I've basically didn't buy what I wanted because I didn't know what I was doing and couldn't go back a step (or re-engage trade afterwards).

IMO it would be beneficial for new players if trade interface would be reworked so it looks like shop interface in any given RPG or MMO out there (with import agreement/"what do you want to get the next year" being a separate tab or something). And also, ability to renegotiate trade if you made a mistake and the traders haven't packed up and left yet.

185
Posted to watch but also have a question: Will there be a proper layering of stuff on specific tile (such as when dwarf is on the same tile as dug up ore, etc.) so they're layered on top of each other (perhaps with some offsets to make it look like dwarf is holding an item when hauling is involved) instead of the current blinking of every item (which gets annoying when there are a big amount of stuff on a tile, like initial wagon or when caravan visits and unloads into the depot)?

186
DF General Discussion / Re: *We need your help to save the noobs!*
« on: January 05, 2020, 03:31:53 pm »
IMO, it would be prudent to warn players about embarking in dangerous conditions (evil biome, aquifer present, etc.). Like a very explicit warning (of course with an ability to be turned off by experienced players). Also there should be an option to auto find an easy embark (no acquifer, calm biome, lots of resources).

187
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: January 04, 2020, 06:29:18 pm »
Can someone make a plugin that would automatically back up saves to certain location (and would be called upon save completion)? My goal is to make it backup in my file server that is barely being used right now.
//edit: @lethosor the earlier discussion suggested that it happens outside of PyLNP as well and if python's unicode handling is so terrible, isn't it a sign it would be a good idea to rewrite PyLNP in another, better language or at least upgrade the code to Python 3?

188
DF Gameplay Questions / Re: Can you craft explosives in DF?
« on: January 04, 2020, 06:23:43 pm »
Well, according to this website the gun powder was invented in the IX century.

189
DF Gameplay Questions / Can you craft explosives in DF?
« on: January 04, 2020, 08:23:25 am »
Both for trap reasons and for faster mining (when you don't care about the shape of the level and just want to get to the minerals). If not, are they planned? If they aren't planned, why?

190
DF General Discussion / Re: Future of the Fortress
« on: January 04, 2020, 07:51:39 am »
With the graphics mode for the steam version, will you make changing tilesets easier so you won't have to basically update all the save games as well so they use correct tiles?

Also, more importantly, what are some optimizations you can do in game's coding so FPS death, if not becoming a thing of the past, can be way less common? Note that I mean performance issues during game play, not anything related to world/history generation (for that I'm a patient person and can let it generate over night).

191
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: January 04, 2020, 07:42:48 am »
I tested it on Mac too.

path:
Applications\Älgstubben\Bäverdammen\Järvträsket\Lazy Mac Pack v0.44.12 dfhack-r2/Dwarf Fortress 0.44.12/

I can confirm that LNP won´t launch when there are common Swedish words in the path.

This may point to lack of unicode path support. Try it with other national characters (cyrillic, Polish letters, japanese moonrunes...) - if they don't work either we'll know the answer. I've seen similar stuff happen wit other software as well, particularly an old version of ToonBoom (not sure if it still happens in the new versions) - these programs simply don't get unicode in paths and they try to interpret two byte unicode sequences as two ascii characters, then freak out when they encounter characters that shouldn't be there (such as control codes belonging in the 0x00-0x1F range).

192
Then post a save at the bug tracker. This used to happen normally. What version are you playing?

Meph tileset.

193
How long will it take you to port the tileset over once villains update hits?

194
Nope, I have a stockpile with several empty bins and barrels on them, yet there are several loose items in that stockpile. Even let my dwarves idle for a while so the hauling would pick up, but it never did. If they used to do this, then this is quite a serious regression when t comes to AI. Should be fixed.

195
...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).

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