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Messages - zagibu

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256
DF Suggestions / Re: Underground Diversity
« on: February 27, 2009, 06:45:30 am »
The Deros seem to be similar to the D&D Mindflayers. Maybe they even served as source of inspiration for the D&D developers?

257
DF Suggestions / Re: Underground Diversity
« on: February 13, 2009, 07:50:52 am »
Sounds like it could work.

258
DF Suggestions / Re: Compute Shaders
« on: February 12, 2009, 11:43:05 am »
... a nifty little subgame that models some ridiculously detailed thing like a galaxy, and then when he's confident he's got a handle on it, slowly work on integrating threads into DF.   ...

You mean like DF is going to be much more complex than a galaxy? Something that has 300 bilion stars?
What exactly is complex about a galaxy? It's just a massive list of x/y/z coordinates.

It's hard to say how difficult multithreading would be to implement in DF, without having access to the current code. It can be anything from a complete code rewrite to just minor rewrites of the target algorithms.

You know that when you have more than 2 bodies, it is analyticaly impossible to solve problem? Galaxy is solvable with statistical methods, but ... precision is getting worse and worse the further future you are solving.

Also galaxy is something more than just bunch of coordinates of bodies - there are chemical, nuclear reactions going on, collisions, life (at least on one planet), inteligent life (maybe - have not found it yet even on Earth), etc, etc, etc

Oh, you meant a realistic simulation of a galaxy. Sorry, then, I thought about an abstraction useful for a game.

259
DF Suggestions / Re: Compute Shaders
« on: February 12, 2009, 05:17:04 am »
... a nifty little subgame that models some ridiculously detailed thing like a galaxy, and then when he's confident he's got a handle on it, slowly work on integrating threads into DF.   ...

You mean like DF is going to be much more complex than a galaxy? Something that has 300 bilion stars?
What exactly is complex about a galaxy? It's just a massive list of x/y/z coordinates.

It's hard to say how difficult multithreading would be to implement in DF, without having access to the current code. It can be anything from a complete code rewrite to just minor rewrites of the target algorithms.

260
DF Suggestions / Re: Compute Shaders
« on: February 11, 2009, 03:55:07 pm »
Flows would be a good thing to do with compute shaders.

261
Wow, I've just now discovered this, and I must say, GREAT WORK! It runs faster on my linux laptop than 40d on my gaming-powerhouse. Terrific.

262
DF Suggestions / Re: Named weapons
« on: February 05, 2009, 06:20:00 am »
Why should stabbing a dragon enchant a sword, and if it did, what would the enchantment be like? We don't need hundred and twentythree flaming swords of burny death.

Thank you for ignoring the previous discussion about this very thing.

Sorry. In return, here is an overview of what has been said up to this post:
  • weapons used in heroic fights become masterpieces
  • moody weaponsmiths reforge historical weapons into artifact weapons with decorations depicting the historical event
  • stab dragon -> fire sword
  • strike down undead king -> cursed sword
  • no special powers, but more valuable
  • hidden stat boosts for the wielder
  • weapons used in heroic fights become artifacts and weoldgen retroactively invents their history up to the event
  • only weapons used in heroic fights can be enchanted with magical abilities
  • named weapons are generated at worldgen and tracked (or culled) throughout history
  • weapons used in heroic fights can get imbued with the wielder's soul, granting him more effective and frequent martial trances
  • weapons used in heroic fights give morale boosts (increase combat efficiency)
  • all weapons are signed upon creation and those used in heroic fights can be tracked and identified by this signature

I still don't like the "stab dragon -> fire sword" idea. It's very unflexible and makes enchanting weapons less important, because there are already so many fire swords around. Also, it's probably not possible to find suitable magical bonuses for all monsters.

People seem to crave magic, though, so what about this:
- Introduce a new value that determines magical potence for every item
- this potence is based on materials, weapon quality, and number of heroic events, the weapon has been used in
- magical effects use up potence, so that you cannot enchant a regular pitchfork with awesome firey insta-death, because this pitchfork doesn't have enough potence, but the artifact crossbow used to shoot down 30 dragons can be turned into the fantasy-equivalent of a nuclear warhead launcher

This would make weapon fame AND the enchanters "profession" important.

263
DF Suggestions / Re: Named weapons
« on: February 04, 2009, 04:48:11 pm »
Why should stabbing a dragon enchant a sword, and if it did, what would the enchantment be like? We don't need hundred and twentythree flaming swords of burny death.

264
DF Suggestions / Re: Named weapons
« on: January 31, 2009, 05:52:10 am »
Okok, maybe the weapon doesn't have a name, but an individual wielding an ancient weapon that has been used in heroic battles would surely get some beneficial effects, if it knew the weapons glorious past, right? The naming could be reserved for REALLY great heroes (killcount > 10 ?). Or it could be random.
My main point is, that the weapon itself is unchanged, but still has beneficial effects on the wielder, IF he/she knows its legacy.

265
DF Suggestions / Re: Named weapons
« on: January 30, 2009, 05:44:42 am »
All heroes should name their weapons, but the weapon itself should not have any special properties. Instead, it should increase the wearer's combat abilities, but only if he knows about the history of the weapon. You can call it morale or fighting spirit or whatever. It is as important in a fight as skill.

266
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: January 26, 2009, 01:21:43 pm »
He has a point, though, many people are sheep that just go with whatever is most popular. I don't think there is an easy solution to make sure every suggestion gets enough attention. Every layout has a hierarchy, and even if you randomize its order, fairness is not guaranteed.
I think the biggest problem is the sheer amount of suggestions. Maybe categorization could help.

267
DF Suggestions / Re: Underground Diversity
« on: January 26, 2009, 01:15:06 pm »
I wholeheartedly support the Oblivion suggestion. Big underground caves full of above-ground trash and accompanying fauna that lives within sounds intriguing. Maybe the rat-men could have their central hives in such places?

268
DF Suggestions / Re: Corpses: post-mortem mutilation and more!
« on: January 02, 2009, 08:08:32 am »
And discovers that donkeys are actually a cross-breed of dolphins and monkeys.

But seriously, this corpse mutilation and flaying alive thing could turn DF into a horror game. Not that this is a bad thing...

269
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: December 31, 2008, 05:19:16 pm »
Toady owns the code, so he can do whatever he wishes with it. I don't have time to implement drastic changes like this one at the moment, though.

270
DF Gameplay Questions / Re: Getting a river on a Hill
« on: December 24, 2008, 12:35:50 pm »
I've seen a two-z-level one recently. Wasn't that impressive. Also, the lower part of the river started muddy.

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