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Messages - Randomizer

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16
I have a bold question. Would a full or partial rewrite of the code give a HUGE increase in performance? Is this one of the things you are determining by profiling the game?

17
Is there a work around? I want all items to remain in the drowning chamber so they can be collected later after draining the chamber.

18
DF Dwarf Mode Discussion / Drainage that does not let items pass through
« on: January 04, 2023, 09:03:07 pm »
I set up a drowning system for my fort. The problem is draining it without having all the items wash away. Grates, bars, and even fortifications all let items pass through.

19
DF General Discussion / Re: Future of the Fortress
« on: January 02, 2023, 08:07:52 pm »
I was wondering if the site finder or embark box will be upgraded in the near future.

20
DF General Discussion / Re: Future of the Fortress
« on: January 02, 2023, 04:22:04 pm »

Also is there any way currently to make the embark box that shows the list of neighbors longer? It's already cutting off Towers a lot of the time in vanilla and really doesn't work at all in mods with multiple additional civs.

Do you plan on upgrading embark screen or the site finder in the near future?

I agree the embark box should show neighbors at a longer distance. Is it also possible to put all possible races in the site finder where you can check yes, no, friendly, or hostile for each one?

21
In the site finder allow the player to select which neighboring civilizations they want. They could also select whether or not each race is hostile. This could tie into selecting your parent civilization by letting you do searches for the status of multiple dwarf civilizations to make sure they are peaceful or hostile to your neighboring civilizations.

22
DF Dwarf Mode Discussion / Re: Steam: Labor
« on: December 12, 2022, 08:34:32 am »
I was under the impression that the features of Dwarf Therapist (At least the non cheating features) would be built directly into the game...

23
DF General Discussion / Re: Future of the Fortress
« on: November 30, 2022, 10:37:46 am »
Question 1: More on trade caravans. Maybe there is such a thing as a rag man and bone and deteriorated cloth would still have value. It always felt like garbage collection to me. They may guck at low quality stone crafts and demand higher quality goods. I do not think that the whole caravan came all the way out there just too get bone, deteriorated cloth, and low quality crafts. You might get away with it in an early fort but they will not come out there in bulk if you do not give them higher quality goods and requested goods.

Question 2: What will happen in the new version if you kill off the original dwarf caravan in the first year(drowning chamber)? Prolonged war? Will you ever get another dwarf caravan, perhaps from a different dwarf civilization?


24
DF General Discussion / Re: Future of the Fortress
« on: November 25, 2022, 07:45:58 pm »
How far off is the Improved Mechanics Update? (feasible trap mechanisms, springs, gears, ropes, pullies, piping, conveyer belts, maybe rock crushers, hydraulics?, Pneumatics?, etc.)

25
DF General Discussion / Re: Future of the Fortress
« on: November 25, 2022, 07:36:57 pm »
When will the caravans become more selective in the items they are willing to buy as well as the prices they put on items. They would act as real traders other then garbage collectors. They give a list of what they will accept. They may be convinced to take other stuff if it is of high quality and rare however.

26
I am looking for the original announcement of why Toady One decided to monetize the game. I know it involved cancer but I cannot find the announcement. Can someone please link me.

Thanks,
Randomizer

27
You cannot control which edge of the map they arrive from and cannot block the edges, but you can pre-build some secondary entrances that you only unlock when migrants arrive.

The problem with blocked secondary entrances is that a troll or other building destroyer can smash past the "lock" and gain entrance.

28
If you embark on a dangerous location migrants may be slaughtered trying to reach the entrance to your fort.  Is there a way to force them to enter at a particular (safe) location.

29
DF General Discussion / Re: Future of the Fortress
« on: September 29, 2022, 04:45:53 pm »
Practicality of playing on a 16-16 map. With all the code updates for the big release as well as future updates, will the game ever be able to be played on a full 16-16 map? It would be a unique challenge making minecarts much more necessary. It is something I would really like to do.

30
DF General Discussion / Re: Future of the Fortress
« on: September 01, 2022, 06:20:06 am »
@Randomizer:
An embark of size 3*3 or larger is guaranteed to have at least one spire, although a bug can cause some the spires not to show up in practice when using a reduced number of layers (layer accounting is botched, so a spire that should reach a layer that's been removed won't appear at all, rather than reach the layer that replaces the removed one). It's probably less work to fix the bug than it is to add an embark site search criterion that accounts for the bug...

Given that HFS is procedurally generated, the only way to find the variant themes you happen to be looking for would be to make a DFHack script to search for them, as it would be extremely unlikely Toady would produce a HFS variant matcher as part of a potential site finder update.

predated myself

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