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Messages - sweitx

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211
DF Suggestions / Re: stone beds
« on: March 22, 2010, 04:14:06 pm »
To those who are suggesting sandbag matresses and pillows, they're not as comfortable as beaches might lead you to think.

Once your weight compresses the sand, you are essentially sitting on a bag of stone.

However, the compressed sand do fit around your head/body pretty well.  Generally discomfort from sleeping on flat, hard surface is that all your weight is supported by a few points on your body.

212
DF General Discussion / Re: Na'Vi and Humans are Elves vs Dwarves
« on: March 08, 2010, 10:49:06 am »
The one thing that's different with the Na'vi is that their tree appears to hold the soul/memory of their ancestor (they, for the lack of a better word, can apparently "upload" themselves before they die).  So their response to to mass deforestation is more akin to what you would do is someone tries to kill your parents.

213
DF General Discussion / Re: Badass Patron Saints
« on: March 04, 2010, 02:04:36 pm »
From what I read on Conservapedia ...

People actually use that to get infromation rather than to get amused?

It IS amusing.
Amusing that they think getting one's breast chopped off and used as a symbol is a good way to become a saint (or a good reward for being a saint).

214
DF General Discussion / Re: Prisoners
« on: March 03, 2010, 05:14:11 pm »
So, here`s the deal.

I have a lot of prisoners, both human and goblins, a Titan and some random critters (and a kobold...) so the question is:
What can I do with them?
I have heard of people getting prisoners to be part of their society, but I dunno how.

I suppose I could make an arena and make them fight it off.

I use them as target practice for my Marksdwarves. Just put all their cages in one big room, build a 1-wide moat dividing the cage area and a 2-wide place for your marksdwarves, hook all the cages up to a single lever outside the room, seal the room, station your Marksdwarves on their side, pop open the cages, and let them go wild.

Oh, remember to disarm them before you do this, though.
A much better way is to build their cage above said room, and pit them all.
Make sure the pit are high enough to "hurt" them a little.
And make sure your marksdwarves are far enough that they will take sometime to "hit" them.

215
DF General Discussion / Re: Thoughts on Adamantine
« on: March 03, 2010, 05:10:55 pm »
Adamantine is from the greek Adamantos actually- seen in the Theogony, where it's the material that the sickle Gaia gives Cronos to… "deal with" Uranus.

This.  Adamantine is a greek legend.  The seemingly magical metal used by the gods.

I always thought DF Adamantine is an acceptable break from reality, being a mythical metal that's impossibly strong yet lighter then air.
Kind of like Unobtainium.

216
DF General Discussion / Re: Thoughts on Adamantine
« on: March 03, 2010, 05:08:13 pm »
Newton's Third Law: "For every action, there is an equal and opposite reaction."

My physics teacher swears at me whenever one of us says that *cringe*

Or the layman way of teaching it.
"If you kick the wall, the wall kick back just as hard."

217
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 28, 2010, 02:03:02 am »
But what happens to the lake? Does it turn to steam? Could you use a magma man to completely dry up a lake?

The engineering possibilities are endless! With enough friendly magma men you could temporarily dry out a patch of ocean or major river! Dam-building becomes incredibly easy! (Well, I suppose taming enough magma men might be difficult.)
...
Dwarf Fortress.
Where the most important logistic to building the world biggest dam is figuring out how to tame a couple humanoids composed of magma.

218
DF General Discussion / Re: RAWR Dwarf Fortress is EVIL.
« on: February 28, 2010, 01:52:19 am »
There is nothing amazing in Bioshock2. Good game, but I played it twice (got both endings (save all, harvest all)) and that was that.

DF? There is never anything the same. And want to know the best part? In a few short [units of time] we will have DF2010 which is going to CHANGE THE GAME ALL OVER AGAIN.

We all get to learn ALL new things. The game that was never the same, will forever be even LESS the same once DF2010 is released.
A little off topic.  But Bioshock officially have 3 endings (each have 2 variations, one contains 2 separate choices for two different ending, for a total of 8 combination of endings).  Try harvest some and save some.
P.S. Whether you killed Grace or not governs the variations.  Killing the rest does not appear to change anything.

219
DF General Discussion / Re: My idea for a Dwarven Rapture.
« on: February 23, 2010, 01:10:54 pm »
Here I was expecting plans for an underwater objectivist megafort.
Same here.

220
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 18, 2010, 04:03:21 pm »
Well sweitx the RNGs are fine but in Rpg systems you want as much as linear correlation as possible. For example if you have a Body-partsystem based on a 20 sided die for hits where 19 means the Neck and 20 the head it gets very unlikely to hit these parts if you dont have a good linear correlation. For stuff like ego-shooters etc. they are sufficient i asume.
I understand that for RPG purposes, having a RNG that can generate all possible value with relatively the same frequency is likely required.  I'm arguing that the simple LCG (thanks, I noticed that I used the wrong abbreviation) may-be "good enough" if used carefully (such as using only the upper bit range of the random number).  I'm aware the LCG has crappy number distribution in certain case.

The same goes for worldgen where you would get many "similar" worlds because your RNG is scrap. Another example would be the seeding of "genes" in the new version. I wonder if there are new options in the advanced worldgen dialog. I mean apart from the UG-stuff.
I agree.  World-gen should use a strong RNG with good pseudo-random output as it shouldn't be constrained by execution time (unless, of course, said time approach some really high value such as an hour per "try").

Also i think you mean "Linear Congruential Generator" and not LGC.
Yep, thanks for pointing that out.

221
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 18, 2010, 12:02:36 pm »
For gaming simulation a standard LCG (the one used in rand()) is generally sufficient.  You generally don't want "high quality" RNG (which sometimes takes a long time to compute and is memory intensive) during a game's run-time.
A Mersenne twister might make sense in the Worldgen but could be a bit to expensive on the L1 cache (stanmdart mersene works with around 2.5 KB) in Df-mode. A TT800 would be my guess on the Dwarf-mode RNG since it uses only 800 bits and is still suffiecently random.
Other then a problem with serial correlation and issues with number distributions, what's wrong the LGC type RNG?  Sure it's no where near a good RNG, but it's fast and may be "good enough".

EDIT:  Or use this...
http://en.wikipedia.org/wiki/Linear_feedback_shift_register

222
DF General Discussion / Re: Hello Guys
« on: February 15, 2010, 04:37:00 pm »
Never actually watched those videos. I learnt by losing lol.

First fortress was lost to a goblin ambush, although I have never had a tantrum spiral which is nice (or not depending on your sense of Fun).

I'm more of the same (mostly through ambush or sieges).
Did come close to having fun with tantrum spiral, but always manage to bring it "back from the brink" (record was just 2 dwarf left).
Of course, that involved walling off entire section of the fortress, then decided NOT to accept any immigrations.
Then, both died of cave-in.

223
DF General Discussion / Re: Dwarf Fortress Review
« on: February 12, 2010, 04:36:16 pm »
Okay, so I left out the fact that it has some glorious bugs and minor flaws in the physics.

Even Half-Life has flaws.

On top of that...
Half Life probably has magnitude more developer/programme then, well, just two people.

224
DF Suggestions / Re: Further usage of the Alchemist's Lab
« on: February 10, 2010, 05:30:16 pm »
Is that honestly the first thing you thought of when you considered 'acid that can partly-dissolve metal'?

Elves don't wear metal armours anyway so I can't see a use for it....
... You can't see ANY OTHER WAY to apply said acid on elves?
Like, a more DIRECT way?

It's like that head-on commerical.
Apply directly to the elves.

225
DF Suggestions / Re: Native 64-bit
« on: February 10, 2010, 05:24:22 pm »
Sometimes it's not as simple as you think, depending on how the underlying framework is setup.
Directly recompile most 32-bit program to 64-bit will tend to double the binary thou.

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