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Messages - darkhog

Pages: 1 ... 15 16 [17]
241
DF Suggestions / Re: Attachable 1x1 "container buildings" to workshops
« on: August 11, 2019, 05:09:42 pm »
@joaodosgrao: Good point. Thank you for an explanation.

242
DF Suggestions / Re: Game graphics
« on: August 11, 2019, 04:58:08 pm »
(most of which caused by using O(n) algorithms where O(1) alternatives exist, I'm sure) that's just a recipe for disaster.

Could you explain this, and how can you be so sure without knowing the code?

While it is true that I don't have access to the proper sources, I've decompiled DF with Ghidra and some stuff are either quite bad or "would be okay in a regular game but is a performance bottleneck for such resource-heavy game as DF", even when accounting for Ghidra's quite bad decompiler.

243
But I really want to keep my saves while using the 5.1 tileset.

244
Other Games / Re: Games you wish existed
« on: August 10, 2019, 10:15:40 pm »
DF, but with dragons being playable instead of dwarfs. And no, I can't code it myself, not because I don't have skills needed, but because I'm too busy with my 3d platformer.

245
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.

246
Do you have a version that can be used with LNP? So I can just copy it to LNP/graphics and have it recognize it and update (big advantage of LNP and PyLNP launcher is that it can update saves).

//edit: Looks like 44.12 LNP comes with this set, but older version. I really would like to have 5.1 as that older version doesn't have all the sprites.

247
DF Suggestions / Re: Dwarf Psychologist
« on: August 10, 2019, 09:20:33 pm »
I agree this could be useful but should be only implemented after fixing bugs mentioned in this thread won't have enough of an impact. Also, in RimWorld characters tend to talk when they're passing each other. Why can't dwarfs do that as well?

248
DF Suggestions / Re: Game graphics
« on: August 10, 2019, 09:06:52 pm »
How about a raycasting engine, similar to wolf3d then? I mean, each Z level could be different "floor" and enemies/objects/npcs would be flat textures (many of them static so no animation needed). Of course, I have no idea how to write one, but with stuff like StoneSense existing which basically adds isometric view, it could be possible.

Also, Armok Vision is a little bit TOO high-end. It has issues running even on pretty good computers and combined with the LEGENDARY resource hogging of DF (most of which caused by using O(n) algorithms where O(1) alternatives exist, I'm sure) that's just a recipe for disaster.

249
DF Suggestions / Re: Attachable 1x1 "container buildings" to workshops
« on: August 10, 2019, 08:58:13 pm »
Can't you just make a really small stock pile for the specific item you need?

250
Tilesets and Graphics / Re: XXTatteredXX 0.44.12
« on: August 06, 2019, 08:41:06 am »
Could you make a download that works with LNP (PyLNP)? So I won't mess up anything.

//edit: Something that I can just unzip to LNP/graphics and have it work without basically replacing the entire game.

251
DF Suggestions / Re: Easy way to set timescale of each mode
« on: March 04, 2016, 03:29:08 pm »
I guess how easy it would be to change depends if it's a magic number or some sort of global constant. If the former, Toady just lose some of my respect.

Anyway, what's the DFHack plugin/command to change timescale? And if it's not covered by LNP, where can I download it? As I've said, I'd be perfectly happy if it is just DFHack/mod, though would like it as built-in feature eventually.

Quote from: jwoodward48df
It's not realistic, and it by no means furthers the simulation.
.

The current timescale isn't realistic and it's too fast in fortress mode, especially for a newcomer. I mean, a month takes what, an hour? How am I supposed to prepare myself for a first winter while making cool fortress? Meanwhile some DF god could want some extra challenge in the form of shorter timescale, and thus having to think on his/her feet in order to quickly prepare defenses and food sources.

252
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.

253
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.

254
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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