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Messages - Soadreqm

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121
For instance, all flammable terrain having a "flammable" tag
Is there actual non-flammable terrain? The last time I tried, fires would spread just as chaotically and unpredictably on asphalt and solid rock as they do on a grassy forest floor. Trying to make a fire on anything but a brazier was basically suicide, because fire spreading wouldn't stop long actions.

122
Enable Blazemod to get more military vehicles. Tanks often have a few hundred rounds of .50 BMG or .308 loaded to the turrets.

123
You can find small dry land in the green sludge. Good place for underground farm plot and underground well.
So wait, not only can you farm plants underground in complete darkness, but you can also dig a well inside a literal sewer tunnel and it'll have clean water?

124
I like the dirty clothes, because it took a head-rule I was already following (no clothes off of zombies, or off if human corpses unless they were full || or had belonged to other survivor NPCs) and made it an actual game mechanic.
I like the concept too, but the implementation has some problems that make it not worth it for me. Even though it's supposedly meant to be more realistic, everything about it feels gamey. Dirtiness is a binary toggle that zombie clothes always have and other clothes never do. The only way to get rid of it is to find a semi-rare resource. The whole existence of the washboard feels like an ugly hack to get past needing to implement a proper interface for any of this. In an ideal world, I would be able to get some of the slime off my clothes just by scrubbing them in the river. Or boil them over a fire to get them reasonably clean without needing soap. It should be easier to clean items made entirely out of plastic and similar materials. If an item is fireproof, I should be able to burn it clean. And items would get dirtier over time, even when not worn by a dead person. And filthy items would be displayed using something less ugly than rendering the name in dark brown. I can't immerse myself in this.

I don't think it's really about finding a compromise between realism and fun, because right now, much of the game isn't either. Like the skill grind.

125
What should I listen to? I mean, let's just put aside this idiotic internet power struggle between developers. I'm just an end user. I want to play this game. I like this game.
Download the game and play it. While playing, consider whether you are having fun.
This isn't minecart surgery.

126
And no idea why. My guess is simply it's more work to add uncrafts. Or maybe they think it's somehow good for gameplay, which it isn't.
I'm pretty sure it's just because nobody's gotten around to adding them. That's usually the case when it comes to things like these.
You want to fix it, just fix it. Add the recipes and make a pull request.

127
Why can't I disassemble all these reloaded rounds I keep finding in LMOE shelters? I either don't have the gun or the ammo is literally less useful than the materials that were used to make them.
I would assume because there's no disassembly recipe.

128
Has this been in the game for a while? Whose idea was it why did Kevin think it was a good idea to make the player wash clothes? Does it provide a happiness bonus or something?
https://github.com/CleverRaven/Cataclysm-DDA/pull/16396
The pull request was opened by Night-Pryanik on April 25th, 2016. It's gone through a couple iterations since then. The main gameplay effect is that it's more difficult to obtain cloth, since everything the zombies drop is dirty, and you need rare soap to clean it. I think it's a neat idea, but the implementation is pretty bad.
You can disable the feature when generating the world, though. No reason to bother with it if you don't want to.

129
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 12, 2016, 03:15:26 am »
What are civilian mining colonies? I see them spawn sometimes, but they don't do any mining that I can see. What should I do with them?

130
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 13, 2015, 03:53:53 pm »
I looked at the documentation, and it looks like you can't do that using XNA, since XNA is shitty and doesn't use callbacks (and it doesn't store an event history either). XNA only allows you to ask which physical keys are currently pressed, nothing else. So yeah, if you want to do something with the individual keystrokes (with the generated Unicode symbols) then you might want to stop using XNA.
Oh, well. I think I'll just work around it for now.

131
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 13, 2015, 02:50:59 pm »
So, I'm taking keyboard input through Microsoft.Xna.Framework.Input.KeyboardState. I thought it worked just fine, until I went looking through the Keys enum for the '<' and '>' keys. It doesn't have them, obviously. KeyboardState reports the status of the physical keys, not characters, and on a US-layout keyboard, '<' and '>' are behind the shift key.

Problem is, I don't have a US-layout keyboard. I have a Finnish keyboard, with umlauts instead of brackets, and the comparison signs scrunched between 'Z' and left shift. The crude solution would be to figure out which Key that key corresponds to (assuming there is one), and check that instead, but I'd like there to be a way to just check for a character typed instead of a button pressed. Does anyone here know if I can do that with XNA?

132
Creative Projects / Re: Roguelike tilesheets?
« on: April 08, 2015, 07:52:37 pm »
The tileset repository on the wiki has a lot more of them, in various sizes, if you need more.

133
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: March 30, 2015, 06:33:54 pm »
Speaking of tilemap arrays, I've been dabbling with some roguelike coding, too. A lot of the tutorials I've seen have instructions to make the tile class as small as possible to conserve memory, since you often have like 5002 of them, but I don't really see any reason to store a whole array of tiles. An array of pointers to ten or so tile objects repeated over and over again would serve the exact same purpose, wouldn't it? I'm asking since it seems way too simple. Like, surely there has to be some benefit to creating and storing 5002 individual tile objects, or nobody would ever do it, right?

134
Creative Projects / Re: +The Engravers Guild+
« on: February 07, 2015, 06:40:15 pm »
This thread is six months old, but since I didn't see a newer one in my quick skim of the first few forum pages, I guess I'll resurrect this one. As we all know, art is timeless.



This doesn't look quite like the reference, but I think it looks basically human. I'm going to count it as a success.
If you see anything specific that's wrong with it, please do let me know.

135
The raid was a success. The kris turned out to be a cheap replica, but the nodachi was genuine. The zombies heard me, but only a few managed to find me in the dark, and my huge, curved, two-handed sword made short work of them.
Can I name weapons in this game? I want to give my giant weeaboo blade a proper title.

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