Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Alehkhs

Pages: [1] 2 3 ... 26
1
Yeah, I'm more in favor of the Mayday ramps with their shadows (as long as the light is coming from above :P)


Also, people keep discussing "profession=appearance" and having concerns about dwarfs not holding appropriate weapons, etc. I was under the impression - reading Meph's comments - that this really would only apply to the color of clothing (similar to the colors of faces in ASCII). Is that correct? I would prefer that a dwarf not be shown holding anything in their hands unless they're actually holding it / armed with / equipped with it (EDIT: thus a dwarf carrying a sword would be shown holding a sword, but a dwarf with a mining profession would not constantly be shown carrying a pick unless they're actually carrying one).

2
ooh! I like those.

It's not terribly important, but a possible solution to the "never nude" situation would be to make their intelligent nature evident through posture. I like the hand-on-hip posture, but what if the other hand was up in a hailing position when unclothed? Similar to the Voyager plaque:





But then what if they're holding a weapon.. hm. Well, I suppose that would still be an indication that they were more than your standard animal!

3
Yeah, just having a single, unified tileset with all the new graphical support will be great! Hell, if nothing else, I'm sure people will be putting out personal tweaks to it via Steam Workshop or otherwise.


Really happy that there's already been some decent transparency regarding the whole Steam DF project. Excited to watch it as it comes together!

4
Hmm. I'm not sure why that couldn't remain in place for all faces of an engraved wall minus the southern, where it would be "extended" upward to create a three-quarters angle.  :-[

I guess I'll wait to see how it all comes together - I'm especially curious to see where things might go with relation to multiple z-levels.

5
That's true, engravings become a bit more abstracted in their presentation with that manner of wall - of course, engraved walls (as with most everything else in the game) are already rather abstracted in the game.

Is there an example of an engraved wall in any of the currently shown mockups for the Steam tileset?

6
Ah, I wasn't meaning full isometric, but just that the "southern" face of the walls be perceptible, rather than entirely parallel with the player's view.

A quick, 1-minute mockup:


7
I don't suppose a unified three-quarter view is on the table, rather than the mix of three-quarter objects and top-down structure?  :-\

8
A bit of thread necromancy here, but this appears to be the music in question (It is unfortunately not a live recording).

The notes are a story of sorts that follows along, song by song, which you can read here: https://wmgso.org/fall-2018-zavazsil-notes

9
Other Games / Re: Pocket games thread
« on: March 18, 2017, 08:43:45 pm »
Played Stars! for about 4-5 hours last night using a touch keybind setup. I never really thought I'd have a viable use for running win311 on my phone, but now I do, and I've never been happier. Only took 5 touch keys set up to be perfectly playable. Just have to get it into SVGA mode now so the screen isn't quite as cramped.

Oh, and actually playing it properly too. I ran 50 year (the whole 25k by 2450 thing) testbeds and played with race creation for 5 hours, trying to tweak in a bit more economic oomph for a couple of races. Don't judge me.

Windows 3.11 is pretty much the first thing I put on a new phone, so I can haul Civ2 v2.42 (complete with live-action Council!) around in my pocket.  :D

10
Creative Projects / Re: One more game inspired by DF ;)
« on: November 02, 2014, 04:50:19 pm »
 :o

Given my love for all things ant, I will definitely be following this project. Hoping for an Android/Windows option to try out soon!

11
Curses / Re: LCS - Now available on Android?
« on: June 25, 2013, 09:03:50 pm »
It's been updated.

Quote from: Addie MacGruer
Version 2 for Android - fixed the following:
- Crash when entering a footchase without a squad, eg. when dealing.
- Crash (sometimes) when encountering guards, caused by me not being able to spell the names of their guns.
- Crash when using an external keyboard when assigning loot.
- Gathering opinions flew by without stopping.
- Blank screen when running from guard dogs.

Version 3 for Android: captured some guard dogs released for testing.

Bug reports still very much welcome.

12
Curses / Re: LCS - Now available on Android?
« on: June 15, 2013, 11:05:21 am »
Actually, speaking of, I'd be excited to see the source code of the Android port.

Here's the project on SourceForge.

13
Curses / LCS - Now available on Android?
« on: June 13, 2013, 09:18:07 pm »
So, uh - this is a thing:o



I looked through the forums and didn't see anything about it here, but I just searched the Google Play store for it on a whim, and lo and behold, it was uploaded just last week. I'm currently testing it out on my Galaxy S3, and it seems to work pretty damn well.

14
Other Games / Ironfell - Free, Indie MMORTS
« on: January 16, 2013, 01:59:38 am »
Has anyone here played Ironfell?



Here's the trailer: http://www.youtube.com/watch?v=cxcq_eiuSU8

Quote
Ironfell is a time travel themed massive multi-player online real time strategy (MMORTS) game.

You begin with a single Explorer, thrown back in time to a safe green valley surrounded by mountains. You collect resources, build technology, and create armies to conquer new lands… or simply meander around, planting flowers in picturesque mountain valleys.

The game is set in a 2D hexagon tiled universe, divided into separate realms. Each realm can be a mountain valley, a large island or even an whole ocean with many new types of realm planned for the future. This structure allows all players to be in the same universe (no shards), but for the game to be scalable, with realms hosted on separate server instances.

There are currently 64 units and buildings (Archers, Farmers, Knights, etc) in Ironfell, loosely drawn from the high middle ages period. I’ve just added a pirate ship expansion with huge oceans to explore. The next expansion will include Dinosaurs and Time Machines. Eventually there will be space stations and travel the stars. What you can play now is just the beginning.

Ironfell is completely self funded and DataSmugglers is not looking for additional investment. Ideally it will earn enough to pay David’s rent and for an occasional lunch at the pub. The exact business model is yet to be decided, but you can read David’s thoughts on “free to play” and other income options here.

Ironfell is now live and you can try it for yourself right now:
 http://www.ironfell.com

I happened to stumble upon a launch announcement of Ironfell today, and from what I've seen it looks like something that some of us here on the Bay12 forums would like to play together. Has anyone messed around with it or have any knowledge of it?




Maybe we can get a B12 alliance up and running in a realm or two?

15
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 25, 2012, 11:29:39 pm »
Aurora 6.2 has been released guys. Go go go.

Should I grab the updated races as well?

Pages: [1] 2 3 ... 26