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Messages - Randominality

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31
DF Modding / Re: any way to get rid of 40k stones?
« on: November 01, 2009, 12:57:43 pm »
i did this once, also in order to remove the ridiculous amount of stone i had clogging up the game. It didnt end well. IIRC even the constructions made of the stone I altered boiled. And the gas is freezing, so it kills any dwarf it comes into contact with. Basically, unless you prepare REALLY well youre fort is screwed.

32
DF Modding / Re: RAW travesties
« on: October 31, 2009, 07:17:54 pm »
[T_WORD:FLARD:BRONE_PREGATION:oxtu] Wut
[T_WORD:SLUTTERRY:sto] If the goblins need this word in their language...
[T_WORD:VULGARNAL:tat] Another useful goblin word
[T_WORD:BELL CRUEL:itˆg] The goblins obviously cant just have any old bell
[T_WORD:SPOON:titts] The dwarves are dirty too
[USE_EVIL_HELM:ITEM_WEAPON:2] Because every warrior needs to have armor aligned with their ethics
[ETHIC:OAT:COMMON] For those crazy cereal races.
[ETHIC:EAT] Hungry Hungry Hippos?
[CURRENCY:GOBLING] Perhaps the hippos have an economy
[WEAPON_DOMESTIC] I suppose cooks need to use something when they get drafted
[WORDINATES_BOOTS_LOINCLOTHIC:EAT_SYMBOL:ALL:UGLY]
[INDIV_CONSTRUMENTURBALL:PEAR] Awesome word
[ETHIC:KILL_SYMBOL:ALL:UGLY] I dislike ugly symbols too
[WEAPON:ITEM_WEAPON:BRIDGE] Thats pretty accurate

33
DF General Discussion / Re: I had a dream last night...
« on: October 31, 2009, 06:38:53 pm »
i remember i once had a mundane dream about just playing DF normally, nothing exciting happened, i was just playing.
The weirdest dream ive had was about a font! It was so weird and I dont know if I could really describe it in words, but it was to do with being an ascii character and then scrolling myself through different fonts and then finding one that felt, what I can best describe as, spacious. What made it stranger, was that I would split myself into more characters whenever I saw a word (because there were just random words around) in order to spell out the word so that eventually I was a whole page worth of letters and i was some sort of collective consciousness.

34
DF Dwarf Mode Discussion / Re: Dirt Fortress
« on: October 24, 2009, 06:19:23 pm »
I try to avoid soil at all costs and muddy some stone in order to farm. But iI never dig into soil, ever, just doesnt feel dwarfy.

35
Creative Projects / Re: Heyho! Andd..Im working on DF Multiplayer
« on: October 20, 2009, 02:36:02 pm »
Alrighty, so, let's see if I understand this

1. You're shamelessly trying to promote your own project on another forum dedicated to the very works you're mimicking

2. The game has nothing to do with DF and yet here you are, on the DF forums, trying to promote "DF multiplayer" copying a DF style interface and world generation which is in no way affiliated with Toady

3. You didn't even think to PM Toady to ask if this would be ok


So instead of coming up with a concept of your own you decide to instead copy someone else's idea and attempt to advertise to their very userbase. To top it all of you have literally nothing to show for yourself in this topic except some very broad and very worrying ideas.

Why did you think this would be a good idea?

Well thats an over reaction if ever I saw one.

36
DF General Discussion / Re: Has DF made you do stupid things IRL?
« on: October 15, 2009, 03:45:12 pm »
as the others have said, using shift to try and move faster with the arrow keys. Also, pressing k when trying to look at the properties of a file and occasionaly pressing v instead of right clicking for a context menu.

37
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 13, 2009, 01:00:51 pm »
Maybe at some point key bind to toggle full/half walls height would be solution for that.

THIS. Or what I would really love, but is apparently exceedingly hard to do, is a toggle that only makes the foreground walls half height a la The Sims.

38
DF Suggestions / Re: auto-multithreading on Linux
« on: October 09, 2009, 09:13:06 pm »
Any time you do optimizations, you document your speed before and after and see if the optimizations helped. This is basic development practice. We can speculate all we like on how much of a difference it would make; the right answer is to try it and see.

here here!

39
DF General Discussion / Re: Khazad development snapshots - 250
« on: October 08, 2009, 07:41:52 pm »
The view your used too is ware all of those things get rendered and you can tell the rock type of the wall by its top and sides but they can block the interior.  This will remain as one of the options but their will be an option to just show the floor and sides of the tunnel, the floor and the ONLY the back wall of the tunnel, or just the floors.

that sounds really cool. but would it be possible to have a mode where the walls in the foreground are, say, 1/4 or 1/2 height instead of just gone?

40
DF General Discussion / Re: Khazad development snapshots - 250
« on: October 08, 2009, 03:04:56 pm »
I like it.
However would it be possible to have a wall cut-away mode? Mainly because although I used to be completely into the whole idea of an isometric view, after seeing this and setting it to isometric viewpoint I realised the whole obstruction thing really is a huge issue and certain configurations of walls tend to become a bit Escherian. And since cut-away has been proposed many times a a solution to this, I think it would be really cool to see if it is actually a viable solution.

41
DF Modding / Re: 3D GUI for DF [Discussion & Development]
« on: October 06, 2009, 06:28:40 pm »
it IS happening. We're quite a bit on the way already. stay tuned :)
HURRAH!!!!
I, like others previously, would like to change my vote from A to C after seeing that mockup. Although it would be better still to have A for constructed ramps and C for everything else.

42
DF Dwarf Mode Discussion / Re: The Underworld Challenge
« on: October 05, 2009, 04:30:46 pm »
Do you propose to have the floor of the abyss level be the sea of magma?
that's one of the rules. you MUST have a roiling sea of magma at the bottom. AN ENTIRE Z LEVEL! AT LEAST!

ok thats what i assumed but for some reason it sounded like there would be a floor under which would be the magma

43
DF Dwarf Mode Discussion / Re: Magma trap with multi-level drainage
« on: October 04, 2009, 03:45:19 pm »
i did something very similar to this in a fortress http://mkv25.net/dfma/map-5258-dwarfheavenwithgoblincinerator a while ago. Except its 4 levels not 3.
1. The goblins walk over my entrance bridge, the lever gets pulled and they fall down to the next level.
2. They fall into a chamber already filled with magma with a retracting bridge as a floor - they get incinerated and the floor retracts so the armor falls down to the next level.
3. The armor lands on the grates next to my forges ready for collection and the magma drains down to the next level.
4. The magma now is channeled into a room above which is a water dumping bridge to obsidianise it so it can be dug out and used for statues.

It works pretty well but there is less time to drop the goblins than in your setup because the passage is only 10 tiles long.

44
DF Dwarf Mode Discussion / Re: The Underworld Challenge
« on: October 04, 2009, 03:30:39 pm »
Do you propose to have the floor of the abyss level be the sea of magma?

45
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 06, 2009, 08:40:03 pm »
Is that gold Randominality? Please tell me it's gold...

Well what would be the point in a dining room if it was'nt made of gold! Yeh the plan was to make the whole room gold and eventually even the furniture, but i could be bothered to keep looking for gold veins, and i havent really played DF in ages so it remains half done.

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