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Messages - G-Flex

Pages: 1 ... 653 654 [655] 656 657 ... 672
9811
DF General Discussion / Re: Peru inhabited by Dwarves?
« on: October 13, 2008, 02:42:50 pm »
Plants feeling pain? I feel like nobody should even have to argue against that.
Pain is a specific neurological response.

Neurological.

Plants don't have neurology. They cannot, by definition, have pain, or thought.
Why is this difficult for anyone to comprehend?

Also, what sort of evolutionary impetus (or even advantage) would a plant have to know it's in danger? It doesn't help the plant. The plant can't even move or otherwise react to defend itself. Sure, carnivorous plants will respond to things by making simple movements sometimes, but that's based on other, relatively simple mechanisms (trigger hairs and such).

9812
DF General Discussion / Re: 2,5D Dwarf Fortress with 16bit Sprites?
« on: October 13, 2008, 02:28:49 pm »
That is really of little practical concern. Storage space is dirt cheap, and getting cheaper by the month.

Increasing the space required 7 fold is not even a dent out of a pretty inexpensive hard drive. The only things this would impact significantly would be laptops and some older macs.

The issue wouldn't be storage space; it would be CPU and RAM usage. You'd have seven times the amount of "tiles" in the game, and this would make calculating things a lot more challenging. Also, you could no longer assume that the game has a cubic grid for any purposes, making a lot of things (especially volumetrics) potentially more difficult.



Also: No, occlusion issues *can't* simply be solved by rotating the view. After all, what happens when you have, say, a 10x10 wall section with a single space in the middle dug out? You'd have to start getting into things like transparency in order to make it work. After all, we're talking about a game where you can be expected to look at every single tile sometimes.


And no, I'm not an "ASCII purist". Hell, I use a graphics pack because the concept of playing such a complicated game in pure, abstract text sort of frightened me (which I guess is my own fault), and I'm fully in support of DF having things like better color support (I don't see any reason why it needs a distinct 16-color pallette) and, at some point, better support for tilesets as well. I'm just trying to make the point that isometric graphics would be a much bigger headache to implement than anybody seems to give them credit for.

9813
DF General Discussion / Re: 2,5D Dwarf Fortress with 16bit Sprites?
« on: October 12, 2008, 11:40:38 pm »
If you're using layers, there's almost no point to using an isometric perspective in the first place. And even then, you have to worry about stuff like occlusion.

We've just had way too many threads about this, and the problems related to the idea have been rehashed enough times. And that image doesn't help, particularly with how dishonest/flawed it is in its representation.

9814
DF General Discussion / Re: 2,5D Dwarf Fortress with 16bit Sprites?
« on: October 12, 2008, 05:20:12 pm »
Not this shit again.

That image is a piss-poor representation of what DF would look like in any sort of graphical view (what's up with the z-levels), and representing a game like DF with isometric graphics would be an exercise in headaches and pain for all involved.

This comes up every once in a while and it just makes me want to shoot that frigging image.

9815
DF General Discussion / Re: The NEW Future of the Fortress
« on: October 12, 2008, 12:31:47 pm »
Yeah, and of course there's the opposite, which is using sparring weapons instead of *Adamantine Short Sword*s. Granted, with whatever sparring changes might be coming, this might be less of a big deal, but I'd like to see that covered by a broader solution to weapon and armor handling for squads/units.

9816
DF Suggestions / Re: Underground Diversity
« on: October 09, 2008, 10:48:26 pm »
Bronze colossi aren't sapient, nor should they be. According to the raws, they don't even *need* to think. Hydras and dragons also can't learn or speak. None of them are sapient in the least.

9817
DF Suggestions / Re: Realism and misery
« on: October 06, 2008, 05:25:46 pm »
This seems like a far too tiny, nitpicking sort of realism-related suggestion to ever be implemented within our lifetimes, especially considering the fact that it would be rather annoying with no real payoff. I mean, we're talking a game where you can smelt ores without carbon, can dig through solid platinum and granite with picks made out of silver and copper, breed mules, fit a bronze colossus through a single-dwarf-accessible doorway, and burn as much wood as you want in a locked room underground without ever having to worry about oxygen supply. Oh, and you can grow wheat underground, on rocks, with no source of external energy whatsoever.

I somehow don't think that a complicated (yet small in effect) change such as this is going to see much priority compared to any other issues with realism that the game has. Also, it wouldn't be very fun.

9818
DF Suggestions / Re: Mechanics and levers are F*ed
« on: October 06, 2008, 05:21:14 pm »
Decent, realistic complexity is good.

Complexity caused by unnecessary flaws in the game engine are not.

I don't really consider it as high-priority as some other things, but the ability to define lever behavior (as in opening vs. closing a door when the lever is "on", etc.) and the ability to disconnect objects from mechanisms would be very nice indeed.

9819
"Everything"? That's stretching it a bit. A lot of a bit.

9820
DF Suggestions / Re: If you could have one SMALL thing in DF...
« on: October 01, 2008, 05:26:00 pm »
There wouldn't BE a game balance issue if it only took one metal bar to make a chair. Because there already are restrictions on the amount of metal: It's rare, and it's expensive. You don't need to also limit what you can make with it so artificially.

9821
DF Bug Reports / Re: [40d] Cliff Diving
« on: September 30, 2008, 01:58:43 pm »
As a former diver I can say this: a properly executed dive or jackknife into the water will make you descend (unarrested) about 3-4 times further than you fell.  If you arrest the dive, you can do it safely in less than 20 feet of water from fairly good heights (40 foot drop).

This doesn't matter because you're essentially falling null distance.

The original post claims that he starts directly above the z-level containing water. If the z-level directly below his starting position is FULL (7/7), then the water is AT HIS FEET at the start. As in, if frozen there would be a floor he could walk on.

It's like getting hurt by jumping into a completely-full pool, from the poolside.

9822
DF Bug Reports / Re: [40d] OMG I'M STUCK IN THE BOWYERS!
« on: September 30, 2008, 01:49:36 pm »
You're all wrong! He said that the bowyer built another bowyer, not a bowyer's workshop.

Obviously, the first bowyer got trapped inside the second bowyer's abdominal cavity.

9823
DF Bug Reports / Re: [40d] I made a chunk of ice fall UP.
« on: September 30, 2008, 01:47:35 pm »
I have a save somewhere from the time while I was preparing to initiate the collapse.

I'm not home right now, but I will be tomorrow night, at which point I'll try to finish constructing the device in that save, make sure the results replicate, and upload a convenient save where you can just dig out the one remaining support tile and collapse the structure.

9824
DF Bug Reports / Re: [40d] Cliff Diving
« on: September 30, 2008, 10:31:14 am »
A lot of you are forgetting something.

If you're on level 2 and the water is on level 1, and the water tiles are full, then you aren't really falling any distance at all. The top of the water is reaching your feet.

9825
DF Bug Reports / [40d] I made a chunk of ice fall UP.
« on: September 30, 2008, 10:29:26 am »
I don't have time to upload the save right now, but here's the gist of it:

Part of my map is a glacier; obviously, it's all frozen. It has two z-levels of ice.

I tried collapsing the ice to produce water. This is how:
Code: [Select]
Level 0 (glacier surface):
=========
=       =
= ===== =
= ===== =
^ ===== ^
= ===== =
= ===== =
=       =
=========
= is ice floor (the glacial surface). Note the chunk in the middle has a perimeter dug out around it, so it can be collapsed. ^ are upward stairs (see next layer).

Code: [Select]
Level +1 (one above glacier surface):

 +++++++
 +     +
 +     +
v+     +v
 +     +
 +     +
 +++++++

+ is floors, built as scaffolding above the perimeter hole to block sunlight (although I was stupid and built most of it AFTER the perimeter was dug out). v is downward stairs, supporting this floor.

Code: [Select]
Levels -1 and -2 (ice layers):
*********
*       *
* ***** *
* ***** *
* ***** *
* ***** *
* ***** *
*       *
*********
* is ice walls. Again, perimeter dug out. Obviously, one tile was left until ready to collapse it entirely.

Code: [Select]
Level -3 (underneath ice layers):
ooooooooo
o+++++++o
o+++++++o
o+++++++o
o+++++++o
o+++++++o
o+++++++o
o+++++++o
ooooooooo
o are walls of various sorts and + is the natural floor here. This is the area for the ice to collapse into.


Now, those diagrams aren't COMPLETELY exact; I especially left off some access stairway or two, for instance. You'll see more when I upload the save.

Anyway, so I collapse this ice, and what did I get? One of the layers collapsed normally, I THINK, to some degree (it was slightly messy), which hilariously destroyed the floor of Level -3, resulting in microcline-colored "open space" where the floor was, with microcline walls being below on Level -4. Please note that this means the ice did not fall all the way down! I'm pretty sure some of it did, but damn near a whole layer stayed on -2.

But here's the hilarious bit: Level -1 had almost NO ICE WALLS AT ALL. Maybe one or two squares connected to the ones below?

So where did it go?
Easy.


Code: [Select]
Level +1 (one above glacier surface):

 +++++++
 +=====+
 +=====+
v+=====+v
 +=====+
 +=====+
 +++++++

Level 0 (glacier surface):
=========
=       =
= ***** =
= ***** =
^ ***** ^
= ***** =
= ***** =
=       =
=========


That's right. An entire layer of ice managed to jump UP and latch onto the scaffolding above. This diagram may also be slightly inaccurate; I think a few bits of ice were off to the sides of the main block too, in the perimeter area. Maybe.

My only possible explanation is that the solid ice didn't really move much or at all; rather, it turned into mist, which then resolidified, and mist liking to travel upwards, a lot of ice wound up getting higher than it was before.

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