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Messages - Puck

Pages: 1 ... 126 127 [128] 129 130 ... 167
1906
DF Gameplay Questions / Re: Two questions about atomsmashing
« on: March 30, 2009, 05:48:23 pm »
I'm just trying to smash unwanted, unmeltable junk that starts to pile up. I detest trading.

But now, since I dont need any retractable bridge directly above the smash bridge to remember items to drop, I won't have any flying item problems I suppose. \o/ So, what happens, now that the bug is fixed? Items just drop once the walltile below is gone?

1907
DF Gameplay Questions / Two questions about atomsmashing
« on: March 30, 2009, 05:22:33 pm »
1) There's something I've always wondered and I never read anything about it: when you smash stuff, does it actually really disappear from the gameworld? Or are there any "artifacts" left behind eating up resources one way or another? Would it actually be better to burn stuff in magma or destroy it by putting it into flowing water for long periods of time?

2) When you drop stuff on a smashy bridge from above, while the bridge is raised, ie has created a wall tile on the z level below, said stuff lands on the z level above and rests there, as if it was floating. Now what USED TO happen when you lowered the bridge, the items wouldnt "remember" to fall down, but you could remind them using a retracting bridge. Does that still happen or will items now notice it's time to fall?

1908
Slaves to Armok: God Of Blood / Chapter III: World of Dorfcrafts
OMG I can see it  :o Blockland with dwarf fortress mechanics  :o

1909
Other Games / Re: Achron. First MTS.
« on: March 30, 2009, 02:53:35 pm »
Heil Godwin's law.  ;D

1910
DF General Discussion / Re: Creating a hermit...
« on: March 30, 2009, 02:35:28 pm »
While I seriously like your garbage dump hermit ideas... how are you going to actually do it, without micromanaging dumping all the time? You cannot place stockpiles over empty ground. I mean, you could try a waterfall that washes down some stairs with grates on the lowest level to drain the water but keep the stuff. I dont know if you can designate stockpiles over grates, but on the lowest, the output level, its probably not necessary. (Right now I can see an ubar complex contraption of waterfalls, stairs and drainage grates to move items around - that's actually great stuff to try).

But like you guys described it, confined garbage sorting hermits would either need waterfalls or airlock systems.

1911
DF Gameplay Questions / Re: Legendary Communal Bedroom Questions
« on: March 30, 2009, 02:27:21 pm »
What about the storage in those shared bedrooms?

One big room, lotsa beds, lotsa decoration, one chest, one cabinet. All the beds designate as bedrooms the size of the whole thing.

How will the storage be used?

1912
Other Games / Re: Starshatter: The Gathering Storm
« on: March 30, 2009, 09:30:20 am »

1913
DF Gameplay Questions / Re: What is the correct fps?
« on: March 29, 2009, 05:51:04 pm »
I never completely understood how the displayed framerate is tied to the actual gamespeed in DF, basically the difference between g_fps and fps sorta eludes me, so please excuse how I will abuse the vocabulary in the following post:

I mean, a game like this could run at 25 frames per second, you wouldnt really notice it doesnt run fluid. The fastest dwarves at a proper gamespeed wouldnt look like they are lagging around. The real question is ... how long does stuff take ingame. When your computer is fast enough to calculate all the stuff that is going on, so the things that are happening dont appear slow, it's fine.

I believe a videocard that renders 200 frames per second, even simple ones like you get from DF runs at a higher temperature than one that draws only 60 or even 30 frames. So, I bet, in the long run, it shortens the lifespan of the vidcard  ;D

1914
DF Gameplay Questions / Re: Preventing water from evaporating?
« on: March 29, 2009, 10:06:42 am »
You gotta be kidding me, that's some zen like patience  ;D How long did it take you?

1915
DF General Discussion / Re: New kind of chasm
« on: March 29, 2009, 10:05:28 am »
that's clearly a rorschach test.

I can see a dwarf failing to do the wutang thingy with his fingers and breaking his pinky in the process.

1916
Other Games / Re: Onlive. A Horrible, Horrible Idea.
« on: March 27, 2009, 11:19:13 am »
We could try to guess if bandwidth will grow faster than the graphical prettyness of games, and if it EVER will be even technical possible to create such a service at a level at which it is even remotely satisfactory.

I for one collect videogames and consoles and would never settle for something like this. They WILL go out of business sooner or later (well, okay, thats what people said about car manufacturers back in the 19somethings) and I would be majorly pissed when my collection goes the way of all living things before i do.

Either way.... at this point of the discussion it might be worth considering that the world has actually long outgrown our olde ways of capitalism. We've long entered the information age, and it might be time to adapt. Maybe we should try to have a world like gene roddenberry thunk up  ;D

No, really. the time is high. but I know it's pipe dreams. Just sayin.

1917
Other Games / Re: 7DRL 2009
« on: March 27, 2009, 10:50:00 am »

1918
Other Games / Re: EVE Online
« on: March 27, 2009, 10:49:22 am »
Knowingly, or was it more of a coincidence?

1919
Other Games / Re: Crysis Warhead
« on: March 27, 2009, 10:48:10 am »
Not saying CS is the greatest thing ever, but I think it was quite interesting and indeed different when it came out.

I have this little theory, I never bothered to research. But I'll tell it anyway.

My guess is, the original CS mod team were a bunch of young nerds, maybe 20-25 tops. Great ideas and all, not much clue about "real" gamedesign. they wanted to create a tactical shooter with realistic feel (if I remember correctly, that's what they told the world back then, too). You can -sort of- tell that's what they aimed at because of all the nifty stuff you can buy but nobody ever uses or all the nifty maps noone ever plays. (I'm looking at you, cs_mansion)

Then they neglected to give the game the necessary changes it needs to be played more tactical and slowpaced. And when the game ended up being quakelike, I'm not sure they even noticed  ;D No, seriously, they probably did, but I bet it would have pissed off the quickly growing fanbase if they had a taken what would have been a sharp turn then.

What I'm getting at is this: it tried to be rainbow six (there wasnt any rainbow six back then, im just using the name to make a point) and ended up being quake in rainbow six clothes. People liked it, but I thought its a waste of time, since we already had quake. These days we actually have rainbow six, too, there is no real need for CS anymore.

1920
Other Games / Re: EVE Online
« on: March 27, 2009, 10:19:14 am »
Vicomt, if your corp is close, and doing wormhole exploration stuff, would an alliance or an agreement be possible between our corps?
Alliance fees cost an arm and a leg. (somewhere in the "billion" region iirc)

aaand Eve's ye golden rules of thumbes by puck (and aura, that tutorial computer):
1) don't fly what you can't afford to lose.
2) don't put all your eggs in one basket.
3) never ever ever autopilot, unless the stuff you are flying in is cheap as chips, you are in empire and not at war with somebody. (meet all the fucking conditions here, or you will regret it sooner or later)
4) every ship you take into pvp should be considered dead before you undock.
5) one of the best ways to have fun is to deliberately break rule one. this can backfire.

 ;D

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