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Messages - DG

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631
DF General Discussion / Re: Future of the Fortress
« on: July 02, 2013, 07:19:11 am »
Relative practicalities should exert influence on value. If you are not going to use the giant spiked wooden ball as a death trap then its value to you is closer to negligible than it is to invaluable.

632
I expect he's requesting asylum, rather than demanding it.

There's roughly 170 more countries he could try.

633
DF Adventure Mode Discussion / Re: Funniest Names
« on: July 01, 2013, 05:19:18 am »
I found a human city named Sleevevirgins. It was easily the biggest city in the world, so clearly I wasn't the first person to come inside the city's walls.

*facepalm*

634
Because fleeing to South America is just a thing. People just really like SA. Also, Assange is there I believe.

Seriously? You believe Assange is in Ecuador?

635
DF Adventure Mode Discussion / Re: Funniest Names
« on: June 23, 2013, 01:11:12 am »
I don't want to know how he earned his name.

Ass-kicking.

636
DF General Discussion / Re: Future of the Fortress
« on: June 21, 2013, 07:19:27 am »
We should be less coy with these types of discussions or we run the risk of giving the wrong impression (or the desired impression depending on the commentators agenda). People will naturally attempt to fill in the blanks when rumour or innuendo is present. Saying categorically what it wasn't, but then not elaborating on what it was, obviously invites the person to infer from what is left. From the context below above, this hypothetical person is invited to assume that it must then have been semen, urine, feces, menstrual flow or smegma in the game once upon a time if it wasn't vomit or blood. And from Neon's poor attempt at a joke they are invited to believe that these things were once in the game and only removed because Toady had some sort of maturity epiphany.

As far as I know, semen, urine, feces, menstrual flow and smegma (and any other bodily fluid or excretion that you might believe requires censorship) have never been in the game. If they were in the game it's not the sign of an immature twat directing the game's development. Context is the key. If they were in the game but unavailable to the random titan materials would show no more than a design decision, not that the materials themselves or the decision to include them was innately juvenile.

I know we have differently coloured squiggles of yellows and browns to indicate filth as a catch all. And we've had the white squiggles that were associated with the tentacle demons of old that seem to have been a nod to hentai monsters. None were specifically labeled. If we're talking about something else let's be clear.

637
DF General Discussion / Re: Future of the Fortress
« on: June 18, 2013, 06:10:22 am »
How often is the development page updated?
With each release. Toady mentioned that in the latest DF Talk. That means that you'll rarely see the 'Done, Next Release' color. I'm pretty sure the same applies to the Features and Screenshots pages.

Transcript from DF Talk 21:

Quote
[59:45] Threetoe: "Yeah. Ok, so the next question comes from Vincent. He asks "The Dwarf Fortress Consolidated Development page (http://www.bay12games.com/dwarves/dev_single.html) says that it's outdated. When was this done and in what way is it outdated? Are the arcs still current and is the new page being kept up tp date?""

Toady: "So I guess it was a long time ago. Several years ago now, that the Consolidated Development page was created. We moved over from the core, req, bloat arc system over to just having a more kind of partial recent development type of page. It's not...It's outdated in the sense that, I mean we have a bug tracker now. The reqs of the old development page were...A lot of those were just bugs. So it's not like we've changed our direction at all, it's just that that particular system was becoming cumbersome and unwieldy, and was annoying to...Like every little thing, having to keep track of it and so on. So all of the arcs, as far as I remember them, it's all still the idea of what we want to do. So there's really nothing we've dropped as far as I remember.
 And I don't keep the new page up to date on a kind of daily or weekly basis or anything like that. It mostly gets updated on releases. So that means it can go for a year at a time without being changed but it does get updated at releases."

Threetoe: "Yeah, just different ways of organizing, I think is...It's not really out of date or anything, it's like all that stuff is still there."

Toady: "Yeah, I mean, pretty much the...Part of it is just a motivational thing. Changing the way we organize the notes just keeps things fresh and keeps us moving forward."

While this may be a bit presumptuous, what are your plans for after the usual post bug fixing ? What should we expect will be next on the dev list?
I can't find a quote to back me up right now, but I recall something about Thief Role/Taverns and Inns. Of course, the final decision likely won't come until the end of the bugfix cycle.

Transcript from DF Talk 21:

Quote
[01:37:19] Threetoe: "Ok, the next question's from Meg and they ask, "Will we be getting bug fixes to polish the already existing parts of Dwarf Fortress, like the AI, in the next version? And if so, to what extent?""

Toady: "So after this release...So when you ask about the next version, not really. I mean there's a big kind of AI guts rewrite that's actually happened in Fortress Mode regarding their prioritization and so on and how they think about things that's gonna make things like job priorities more of a low hanging fruit in the future. But when it comes to actual bug fixing, that's not what these large releases are intended to accomplish.
 What happens right after the large release is a series of smaller releases. Sometimes, you know, a couple in a week. And many many many of them that will address old bugs, new bugs, clean up portions of the interface, address minor annoyances and add in features to the game that are just meant to be more helpful to people playing. Especially things like Fortress Mode which we've been neglecting a bit with our focus on Adventure Mode in the big releases. Fortress Mode sees a lot of changes in these smaller releases as well. So if you're waiting for things like that don't pin all your hopes on the next version, but that should be the time when you get excited about Fortress Mode and fixes, and bug fixes, polishing and that kind if thing. So you should be excited about the next release cos it means it'll be the beginning of the process that you want."

638
DF General Discussion / Re: Future of the Fortress
« on: June 15, 2013, 12:50:19 am »
Ah, I can see it now!

You, a deprived peasant armed with nothing but your wits, set fire to the woods around a bandit camp to slay them. Just watch which way the wind blows...

The strategy would be realistic and viable, and come with the downsides of unpredictable fire killing you as well, and of course destroying things from the bandits which you may have wanted to recover.

I don't mind proper wild fires as long as bandits (or anything else) are sensible enough to move away from flames. Otherwise it's as cheesy as throwing a quarry full of stones from invisibility.

640
DF General Discussion / Re: Armok sighting: confirmed for dragon?
« on: June 12, 2013, 12:27:02 am »
I still don't believe that it's all (or even mostly) blood, despite Itheurist's certainty. That Nobbins hasn't commented again makes me even more suspicious.

641
DF General Discussion / Re: What do plump helmets taste like?
« on: June 11, 2013, 01:21:39 am »
I've always thought they'd taste like playing cards that have been in someones wallet long enough for the coppery flavour of coins to seep through.

Now I'm hungry.

Wait...Who has playing cards in their wallet?

642
DF General Discussion / Re: Future of the Fortress
« on: June 05, 2013, 12:22:14 am »
If Fortress Mode time is slowed to match Adventure Mode, I will be saddened by feeling the need to forgo new Fort mode features in favor of continuing to play the game with years passing at an appreciable rate. I feel it would be likely that I wouldn't update the game anymore, because Adventure Mode just isn't remotely as interesting to me, and time-related things (the next caravan, children and animals growing up, etc) generally already feel like they take far too long.

Hopefully you haven't entirely closed your mind to Adventure Mode because of how it's currently implemented. The next update will be a taste of it's potential but still far from the final vision.

643
DF General Discussion / Re: Dwarf Fortress Talk #21: Feedback
« on: June 03, 2013, 01:28:04 am »
No inconvenience on my end. It was all voluntary and an experience if nothing else. I wasn't sure if I was going to actually go through with it when I decided to give it a shot, and that's why I didn't think to mention it to anyone. That way, if I gave up before finishing no-one would have reason to be disappointed. Truthfully though, I prefer to work alone and if I had known others had already started I'd likely not have done anything. Sorry I didn't know about the html tags.

You don't get an appreciation for the work mallocks put in until you actually transcribe one of these things yourself.  :D So props to mallocks wherever he is.

644
DF General Discussion / Re: Dwarf Fortress Talk #21: Feedback
« on: June 03, 2013, 12:31:44 am »
I've emailed my file to Pt_Fort. Feel free to use whatever you need from it.

645
DF General Discussion / Re: Dwarf Fortress Talk #21: Feedback
« on: June 02, 2013, 09:26:15 pm »
I didn't realize the transcript was being crowd sourced. Yesterday I finished transcribing the whole talk into notepad and sent it to Toady. Still, if you guy's aren't far away it could be nice to have two versions. Though the Q&A part with Tarn and Zach is like half of the talk.

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