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Messages - Jiri Petru

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301
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: July 01, 2010, 12:31:06 pm »
Also, how do you hack a bronze golem carefully in order not to break your axe?

302
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 01, 2010, 06:34:29 am »
Deleting them all seems like a waste of time when you could just delete the redundant ones.

The thing is... while some suggestions are completely obsolete now (improved hauling), there's a lot of other that could still apply but wouldn't probably be suggested now he know the current roadplan, or would be suggested differently, or would attract different voters... For example: "More Detailed Religion". We know now dwarves with common beliefs would form groups. Does it count like more detailed religion? Or do we want more? Then there are other that could still apply, but that probably wouldn't be suggested now in the first place (we don't have "Room system defined Workshops" but be have moddable workshops which is something very similar... do we still want to keep this eternal suggestion or not?)

All in all, this makes deciding what to keep and what to delete a difficult task. I think it's better just to delete everything and thus force people to rephrase their suggestions with the new development plan in mind.

EDIT: It's not like we can lose the suggestions. They have all been mentioned here in the Suggestions forum, probably dozen times each, right?

303
Looks fascinating. I think the change of focus to specific roles is a good approach. It's a sign that the gameplay is more important than the simulation itself - good to see there's no simulation for the sake of simulation, always for the sake of enhancing a specific role.

By the way... minecarts sure sound fun but I can't imagine what would they be good for  ::) It sounds that the shear amount of workforce required to make tracks and minecarts would be larger than having dwarves haul all the rocks from a vein individually. I guess minecarts would work for large quarries or situations where there's a huge concentration of ore in one place (which would require changing the way how veins spawn now - in almost regular distances).

304
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 01, 2010, 04:50:55 am »
What would be best, I think, is to wipe it all out. There's hundreds of suggestions there now, and if they were randomized it would only make the list too long to read and too hard to grasp. Moreover, many are obsolete now. I'd say just delete it all and begin anew. Creating an eternal suggestion and linking it to a thread can be done in a few seconds, so there wouldn't be any major loss.

305
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: June 29, 2010, 05:20:27 pm »
Please tell me that artifact weapons won't degrade, at least >_<
(

I'm more worried about what would happen to dwarves who break their sword/axe/spear during a fight? Will they wrestle the enemy? (That would be terrible) Will they try to run to an armory to get a new weapon? If yes, how will that work with all the arsenal dwarf bureaucracy when they can't just pick up a weapon on a whim?

An interesting solution would be to have each dwarf carry two weapons by default (determined by default uniforms... say one weapon for the "light" leather uniform, two weapons for the "heavy" metal uniform). Better yet, have backup weapons dependent on the main weapon. Macedwarfs probably don't need backups. Swordsdwarves and speardwarves, on the other hand, should carry a backup warhammer or something that doesn't break.

EDIT: This leads to the issue of being able to tell your dwarves to use certain weapons for this fight only. "It's a colossus, throw away your spears, pick up hammers"... without needing to wait for the arsenal dwarf and preferably without much micromanagement.   Because without being able to specify weapons now, the realistic material system along with weapon damage would make fighting mineral beats too broken.

306
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 28, 2010, 02:46:43 pm »
For inspiration: the creator of Goblin Camp posted a demonstration of simple, yet effective take on standing production orders.

307
DF General Discussion / Re: More info about the development of DF?
« on: June 26, 2010, 05:27:00 pm »
I hate the open-source zealotry.

That being said, Goblin Camp is going to be open source, apparently, so you'll eventually have what you hoped for.

308
DF General Discussion / Re: More info about the development of DF?
« on: June 24, 2010, 07:45:08 pm »
There are regular podcasts with Toady made by a team here from Bay12. Pretty interesting if you wonder about the development. They mostly talk about the future plant, not about how something got done, but still they're great. HERE.

There has also been a lot of interviews with Toady on gaming webpages etc., which usually talk more about how he's done something. I don't have links to these, though. I'm sure Footkerchief would help  :P

As for the open source - the big reason is Toady is living off the donations and programming fulltime. If he opened the code it would be morally ambiguous to accept donations for other people's work... and it could also dilute the donations to other sources. Less donations could lead to Toady having to find a job, thus having less time for DF. So yeah, it's money  8)

309
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: June 23, 2010, 08:42:53 pm »
abadidea: Bugged soap.

310
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: June 23, 2010, 07:09:07 pm »
YES!

311
Other Games / Re: Goblin camp
« on: June 22, 2010, 06:52:16 pm »
Losing is fun.

312
Other Games / Re: Goblin camp
« on: June 22, 2010, 03:51:09 pm »
If it turns out good, that's cool.  Right now, though, my main hope for this project is that it'll provide Toady with some healthy competition, and help him realize that maintaining a usable UI is worth it.

My main hope is he might actually create a game Toady would enjoy playing. That would be the most awesome gift and tribute to Toady One, I think.

313
Other Games / Re: Goblin camp
« on: June 22, 2010, 03:10:43 pm »
I can't recall any English saying that goes for this but we have a nice one here in Czech Republic: "If you really want to beat the dog, you'll always find a stick".

314
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: June 22, 2010, 02:59:56 pm »
Wait...
...since when does the main screen have date in the top right corner? I've never noticed it behind the idlers bar. That's amazing! I had an unhealthy tendency to check the date each minute or two. Just let me move the idlers...

EDIT: Damn, false alarm and false hope. Curse you, non-updating partial print tiles!

315
Other Games / Re: Goblin camp
« on: June 22, 2010, 02:21:55 pm »
Lame move, really.  While he is being very civil on the surface, he's using anti-DF bitterness to further his cause.  The whole "I have a small pet too" thing is kinda creepy on top of that.  You have to read between the lines a bit to see how the guy is trying to position himself.  Some of you are going to be too young to "get this" but it's a powerplay.   

This is maybe the problem.

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