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Messages - eerr

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91
Other Games / Re: How did you last die?
« on: January 21, 2023, 10:43:16 pm »
In space, after a few vicious raids, I was unable to keep upgrading my ship, and lost gems and a few lives to the enemy team.

Them the enemy came for my base. I was outmatched, and I escaped to try and attack them back, and farm more asteroids.

One of the enemy teams took home base and my ship exploded for the last time.

Spoiler (click to show/hide)

92

No and i've been around long enough to know the distinctions between the modes. Im thinking classically of port-fowarding type multiplayer/LAN , or in steam's case using the steam multiplayer connection services streamlining it (so you can invite your friends etc), but of course you can just customise your own profile for your own use in singleplayer. This change is simply friendly to the concept of multiplayer, whether it happens or not.
Having multiple player avatars is feasible for succession fortresses, I guess.

Online/lan play just isn't happening, and I don't know why you would keep bringing it up.

93
Dwarf Fortress will never have proper multiplayer.
Note that you can share saves with other people, where people run succession forts! We have a whole forum section dedicated to this:
http://www.bay12forums.com/smf/index.php?board=14.0

God mode might fit in the myth and magic release though.
I'm personally more of a fan of enabling the player, rather than giving them everything outright.
Playing as a 'Demigod' in adventure mode might become more meaningful, but that could be years away.
For now your character just gets to be stronger than your average peasant, and none of those bonuses will make you, the player, any smarter, or more patient.

You already play as the 'observer' in fortress mode.
But there are some really solid reasons not to detail the observer further, in this way.

There is an 'overseer' mode in 47.04 (a backdated version, for now, adventure mode is probably returning to steam before 2024)
It's called adventure mode. The player can raise a small group of workers, gather an axe or two, claim a site, and straight up chop down trees and build on it.

but building sites in adventure mode is a work in progress, aka you can't do everything as per fortress mode.
one notable missing feature is digging, which is the primary reason players play fortress mode almost exclusively.
I'm not sure if mechanisms work at all either! Good luck protecting yourself.


94
Metals are really common by default in the steam version.

so if you have metal everywhere, most likely, so do they.

95
Creative Projects / Re: Can delphonso make a commercial game?
« on: January 06, 2023, 06:05:45 pm »
I'm stuck on basic pathfinding, not uh, a fully simulated pack of wolves.
I'm a newbie...

I'm also not really feeling a grid based game anymore.
I look at a grid and I'm like, damn, i wish this thing wasn't confined to a grid.
None of the games I've chosen to make, recently, are better for having a grid.
https://youtu.be/zmwk_OiUtxQ?t=38


96
DF Suggestions / Re: Better catapults?
« on: January 06, 2023, 05:16:46 pm »
if toady one is working on multi-tile creatures to work with the new graphics, then that could mean multi-tile structures as well.

note that i'm pretty sure catapaults can fire at lower z-levels in the last few versions of 40d. It just never got noted. The stone flies out straight(not in an arc!) then suddenly drops straight down.

funny thing is, most objects that fall a z-level are one-hit kills, but not stones fired from a catapult.

97
Creative Projects / Re: Can delphonso make a commercial game?
« on: January 05, 2023, 08:43:42 pm »
I personally have been stuck on implementing a fancy pathfinding myself.

seems like something I should either dumb down, or copy off someone that know's what they're doing.

My idea was, a pack of wolves hunting.
making them behave naturally while also on a grid is not something I know how to do.
I had no idea where to start, so I sort of drifted off on that problem, and moved to easier to make stuff/stuff i already knew the basics of.

98
DF Gameplay Questions / Re: Why aren't my dwarves stockpiling ore? (.47.05)
« on: December 31, 2022, 10:13:41 pm »
well, two things maybe
one, ore is not chosen by fastest path, and when choosing the closest rock, z distance is also ignored.

two, it's also possible your haulers were limited by wheelbarrows.
if there is at least one wheelbarrow, the haulers will be limited to however many wheelbarrows there are attached to the stockpile.
so it's possible one dude had the only wheelbarrow.

99
Creative Projects / Re: Can delphonso make a commercial game?
« on: December 27, 2022, 03:06:02 pm »
The easy way is probably to go with plaintext w/ a little markup.

Modern csharp has the best text writing/parsing money can buy.

It's somewhat more complicated if you want to preserve a complex data structure.


I worked with a knowledgeable programmer on a game jam once.
He dug up his old save data parser,
aka it's something you can standarize enough to be mostly reusable out of the box.
(and i found the first bug in it)

100
DF Gameplay Questions / Re: Cage trap capacity increased?
« on: December 26, 2022, 10:33:31 pm »
uh, it looks like those are all different cages, and that your dwarves reloaded the trap.


the three cages all have different quality levels

101
Maybe something tied to big feature releases?
-what does it take to set up all these systems, for the future
-what is some low-spoilers for the update (either before that release, or after!)
-what didn't work, and had to be removed, if it's feasible to explain.
^this might lean more into interview territory

something about design by accretion.
-how it built dwarf fortress
-like how bridges are weird
-dwarves aren't horrible dug abuse jokes anymore

Something about the og dwarf fortress
-talk about curses, how he used that library for over ten years. possibly even twenty!
-something about how the classic tileset makes dwarf fortress a little bit like a hallucinogenic rave;
 and how that's inspiring (this is one of the reasons for dwarves doing drugs, I think)
-his intentions on combat in earlier versions, like the first 3d version, and the history of 40d




102
I do like the universal tileset, but i'm more excited for the new music.

103
alright, but like, pathfinding seems like it could be causing, not fps loss outright, but instead stutter. where there's a huge spike in the pathfinding calculations every so often, making the game feel like a slideshow.

i don't know if this doesn't actually happen.

if we assume like, half the frames remain and the other half are basically the game freezing up, it would be a stutter-step fps death. then multiply that with a little path-unfriendly fortress design...

104
DF Suggestions / Re: Aluminum Armor
« on: November 17, 2022, 02:00:00 pm »
Given DF's technology limit, aluminum metal should be impossible to create. It wasn't even discovered until 1825, and the primary means of refining it requires huge amounts of electricity as well, so accurate aluminum production via technological means would clearly break the entire feel of the game.

Aluminum produced by magic, however, might be a possibility. As for making armor out of aluminum, I don't really see the point, but hey, play how you want. After all, it's no weirder than some of the things we currently get as artifacts.

Ah but you forget, there is native aluminum that appears in soil layers.
Certainly not enough to outfit an army though.

i think it comes from asteroids?

105
DF Suggestions / butchery in the upcoming version!
« on: November 13, 2022, 02:39:05 pm »
this might be worked on, the butcher shop menu has 'butcher an animal'.
 people regularly forget that you need to assign an animal to be butchered in a different menu.

moreover, on the default settings, this happens automatically.

I'm not sure what to do about it, but i guess the (animals) menu should be accessible/show in the butcher's shop

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