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Messages - Sizik

Pages: 1 ... 7 8 [9] 10 11 ... 104
121
DF Suggestions / Re: My moon is broken! Please fix it.
« on: February 12, 2014, 10:18:05 am »
If the moon orbits the other way around, wouldn't the phases run in reverse?

122
DF General Discussion / Re: Future of the Fortress
« on: February 06, 2014, 12:09:27 am »
Can Dwarves dig while climbing?

123
DF General Discussion / Re: Future of the Fortress
« on: February 05, 2014, 03:46:44 pm »
Quote from: 09/08/2013 devlog
The multi-tile trees fall over now when chopped down by a dwarf. I went with having logs from the trunk segments fall down like projectiles, so you get a primitive sort of animation, and the tree doesn't go anywhere it shouldn't be able to. And critters get a chance to dodge out of the way if they end up in the way. You can choose the direction of the fall for larger trees by choosing which tile to chop, but for smaller trees, it'll just be away from wherever the woodcutter ends up, which you can only control indirectly at this point. I also messed around with the new personalities a bit and taught the new dwarven brain how to stand up again, which has been an ongoing issue.

124
DF General Discussion / Re: Is this an evil sea?
« on: January 29, 2014, 08:47:33 pm »
Probably also needs to see a doctor.

125
DF General Discussion / Re: Future of the Fortress
« on: January 24, 2014, 01:27:24 pm »
I haven't addressed buildings like raised drawbridges or doors.

Seems like we can make climber-proof walls by surrounding them with raised drawbridges.

126
DF Suggestions / Re: A suggestion of scaffolding
« on: January 23, 2014, 05:16:22 pm »
I think a "no overhangs" restriction (i.e. each scaffold tile must be supported from below) would be fairly realistic.

127
DF Suggestions / Re: A suggestion of scaffolding
« on: January 22, 2014, 11:04:00 am »
I like the idea.
Although I think it should be simply a wall of updown stairs.
The material should be light and cheap and building it significantly faster than normal stairs.
For example have a log give enough scaffolding material to fill four tiles to reduce hauling.

There should, however, also be some drawback. For example you cant use it to make floors or walls and it should not support structures besides more scaffolding.
Lastly moving through scaffolding should be slow so people don't use it instead of actual stairs in other cases.

Scaffolds are not walls of stairs though. They have real walkable areas with stairs on either side and scaffolds would not make good floors because they would always be open spaces and a construction would always be present so workshops could never be put down.like I said more like paving a street not paving floor tiles.

You could make a central staircase, then use bridges to expand horizontally. They're already pretty much what you're asking for (can't build on them,  don't support structures, cheaper and faster to build/destroy than floors).

128
If your game's selling point is its similarity to another, it is doomed to failure because it will always be in the shadow of its predecessor.

Someone more important than me once said something to the effect of "don't imitate, innovate."  Those are words to live by.
I (regrettably) call bullshit on that one.

The gaming market is CRAWLING with shitty Half-Life/Halo clones. Go to any game shop, go to the unorganized big box with a hundred cheap semi-recent games scattered randomly inside. And there's not a single strategy game. Every single fucking game has screenshots on the back showing some hands holding a weapon. This (blasphemously) includes shooting games with words like "Commandos" or "XCOM" on the title. And the few RPG's are all canned casual-oriented Dragon Ages and Mass Effects, which are all like clones of each other. And of course, you'll find no strategy or tactical games, mind you.

The entire videogame market has been living off copying itself since the PS3 and the 360, and it has spilled onto the PC as well. There are a lot of quality and innovative games, but you have to search hard for them. Especially in the strategy and RPG department (which, for the most part, are the games worth playing). This isn't the 90's anymore.

Half-Life? Is that one of those Doom clones?

129
Counterpoint: The dwemer are/were technically elves.

130
DF Gameplay Questions / Re: Problems on hydraulics of murky pools
« on: January 16, 2014, 10:26:40 am »
Are you having trouble filling the pools, or getting water out of them?

131
DF General Discussion / Re: Future of the Fortress
« on: January 16, 2014, 08:30:05 am »
Can you retire while under siege, and let the AI handle it?

132
DF General Discussion / Re: Future of the Fortress
« on: December 31, 2013, 12:55:47 am »
Is tree height affected by the worldgen z-level height limit?

133
DF General Discussion / Re: Future of the Fortress
« on: December 24, 2013, 12:58:57 am »
Say you create two worlds from the same seed: one with world gen running for 100 years, and the other for 10 years in which you then play an isolationist fort (self-sustaining, no trade or migrants) for 90 years. Would there be any major differences between the two worlds?

134
DF General Discussion / Re: Future of the Fortress
« on: December 20, 2013, 11:16:34 am »
You know what I'm looking forward to?
The background map on the main Bay12 page, when it shows all those little provinces everywhere.

Pretty sure those are all made with the current version.

Edit: they're from v0.31.01.

135
DF General Discussion / Re: Future of the Fortress
« on: December 19, 2013, 11:49:17 am »
Probably meant in regards to pathfinding.

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