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Messages - MMad

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61
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 05, 2009, 02:55:56 am »
Behold: Boatveiled.

:O Holy crap. That's awesome!

62
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 03, 2009, 03:31:59 am »
The easiest solution would be to have a list of possible textures/bump maps and to pick one at random. This could then be made more specific later.

Sounds like an awesome plan. :)

63
DF General Discussion / Re: I think I solved the cat problem... In accident.
« on: September 02, 2009, 02:43:56 pm »
Okay. I'm afraid, but I have to ask... Kittens of war?

Modding a [trAINABLE] tag onto the cats to make it possible to train War Cats, I'm guessing. :)

64
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 02, 2009, 02:40:20 pm »
So, next step is to drop the useless bits on the other rooms, then go back and see what I've got left, after that, its playing with textures and planes to see what else I can do.

Looks nice. :) It might be a good idea to put them in the app now just to check them out - as a replacement for statues, for example. That might reveal exactly how bad performance problems would be, I suppose.

65
DF Bug Reports / Re: Mandate: Gem window not counted as window
« on: September 01, 2009, 02:46:39 pm »
You still haven't answered my question, though. If it's a mandate, then gem windows wouldn't count because they're buildings, not items.

It was a mandate. "Construct window (1/1)". So yeah, probably working as intended, but it's still an issue because of the naming ambiguity. Which was what I had a problem with. :)

Come to think of it, maybe it'd make more sense to have gem setters construct gem windows in gem workshops, then build them, same as with glass windows.

66
DF Bug Reports / Re: Mandate: Gem window not counted as window
« on: September 01, 2009, 12:42:49 pm »
This problem, and 50 other permutations thereof, have been reported and acknowledged about 400 thousand times.

So I figured, but it's not in the bug list.

67
(as an aside, please feel free to share worlds with interesting stories or topography so those of us who prefer that sort of thing can benefit) :)

Just posting here to later edit in the seed for a world with very interesting topography.

Imagine, a large central mountainmass ruled by dwarves, in the mountains is a large inland ocean(On top of the mountains I think actually), in the middle of that ocean is another island, also owned by the dwarves.
In the middle of that island is another ocean, and in the middle of that ocean is a mountain.

The only way to the first ocean is over dwarven roads.

Wow. I'd love to see that. :)

68
Yeah, I don't really care at this point either, since it doesn't seem to influence the actual game (dwarf mode) that much, if at all. I guess the only times it *is* visible it's mainly just annoying right now. :p E.g., caravans not coming because the civ was wiped out or whatever.

Mostly I gen a new world for each fortress. Not because I need to, but because I like the world gen process. :)

69
DF General Discussion / Re: The progress of the next DF update...
« on: August 30, 2009, 09:48:35 am »
This current discussion is insanely off topic. Take it elsewhere maybe?

70
DF Bug Reports / Mandate: Gem window not counted as window
« on: August 30, 2009, 07:27:25 am »
My Count consort has a preference for windows, and mandated the construction of a one. There is no sand on my map, so I made her a gem window, but the mandate remains. Apparently she wants a glass window.

Either gem windows should be counted as a subset of windows, or the preference/mandate should more explicitly specify "glass window".

Furthermore, it's probably an ancient suggestion, but I'd suggest removing glass mandates entirely for now, until sand can be imported or nobles learn to recognize what the fort can produce. It's very frustrating to get mandates that are literally impossible to fulfill. :(

71
I suggest that the table model be made wider, such that groups of tables form a single cohesive surface.

I agree. :)

72
DF General Discussion / Re: Dwarf Fortress Talk #2: Your Questions!
« on: August 27, 2009, 02:34:39 am »
did snow white and the seven dwarfs have anything to do with the decision for the number of dwarfs at embark?

I think this was answered in the affirmative in the MSPA interview a while back. :)

73
All of which completely fails to take into account the fact that in the games industry DF is a gigantic outlier. Attempting to apply standard marketing and development plans to DF is a complete and total waste of time, because it does not even remotely fall into the expected ranges.

DF is one of those one-in-a-million games that should never have even got off the ground and nobody expects will see completion. The fact that it's gotten as far as it has is Toady's triumph against massive odds.

I absolutely agree. I don't think anyone was talking about DF here.

I should also add that judging a movie by it's script is incredibly foolhardy. When DD's are made by big companies they tend to be fairly static (if they're done right), scripts on the other hand are incredibly fluid.

To the extent that this is true, it is only so because of games being harder to change late in the process. Removing or moving a scene in a movie is relatively straightforward in the final editing phase, while taking out, changing or adding features to a game weeks before GM is a scary proposition since it's very likely to cause bugs that you won't find in time.

But even then, many game companies keep changing, fixing, refining and reworking their games way past release, either to fix problems in response to player feedback or to add new content and mechanics to keep people interested.

74
DF General Discussion / Re: The progress of the next DF update...
« on: August 26, 2009, 03:43:15 pm »
A modern combat helmet today is made to stop grenade shrapnel. Any normal .22 rifle round will penetrate it all the way through.

I'm pretty sure I've read that the latest US Army kevlar helmets will stop a 9mm round at close range.

75
Soon, by Armok I hope it's finished soon :)

A combination of making more changes than I expected, some of them taking a long time and me not having much free time (I've been reduced to getting up early before work to get some debugging in) means it's quite late. It's close though.

You rock. :)

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