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Messages - Jake

Pages: 1 ... 86 87 [88] 89 90 ... 102
1306
DF Gameplay Questions / Clean Water
« on: June 20, 2010, 06:34:46 pm »
While I wait until I can actually play DF again, I'm developing plans for a system to supply my fortress with a constant supply of fresh water.
The idea is for water to be pumped out of the river and into a 3x3x3 cistern, with an inlet at the top and a return pipe at the bottom to take the waste water back out to the river some way downstream. Assuming that the return outlet is at the same elevation as the intake, will the fluid-physics model enable me to use just one flow and one return pump?

1307
DF General Discussion / Preferred FPS
« on: June 19, 2010, 12:11:42 pm »
[uel=http://www.bay12forums.com/smf/index.php?topic=59442.0]This thread[/url] set me to wondering just how fast you folks want the game to be.
For my part, I've come to prefer capping it at around 50, for no better reason than the fact it lets me leave the game unpaused while I check my email or make myself a cup of tea without worrying too much about coming back to find half the fortress flooded or on fire.

1308
DF Dwarf Mode Discussion / Re: Design: Dwarven Deadman's Switch
« on: June 19, 2010, 05:20:38 am »
If you need somewhere to dump the water that isn't an exploit, why not use the fact that the caverns have a path off the map edge? Or the magma sea/Funhouse, for that matter.
And it occurs to me that this would be one way to make reclaims considerably easier, as long as you include a drainage system of some sort linked to a walled-in lever on the surface somewhere. I believe the game bases the number of nasties lurking in the depths on the amount of useable space, so if nearly all the fortress is flooded you should only find a handful of nasties to fight off.

1309
DF General Discussion / Re: Above or below?
« on: June 18, 2010, 02:56:07 pm »
I tend not to build many above-ground constructions apart from walls, but I've been known to roof over valleys or build outdoor sculpture parks, and anything that needs wood and metal quite often ends up in the open air so as to be handy for my outdoor stockpiles of all the flammable stuff.

1310

%   Release Date
21   8/9/2006
22   10/2/2006
23   1/18/2007
27   10/29/2007
28   7/16/2008
31   4/1/2010

Based on a linear trendline, the v1 is projected to be here sometime around 2034.  I think it is amazing what Toady has done.  Lets just be realistic on how long this ambitious design will take to complete.  Putting off optimizations for another 24 years just isn't going to work.
[/quote]
I didn't say I thought he's putting it off completely, let alone that he should be, just that it's being done ad-hoc whilst he either codes in new features for the next release or fixes bugs in the most recent. I daresay the code is currently an ugly, hacky mess that's using up a lot more CPU cycles than it ought, but there's no point going in and honing it to perfection when there are immediate plans to add a bunch of new functions that are inevitably going to break something.

This is a problem we wouldn't have if Toady would let someone else give him a hand with this stuff, though I don't suppose there's a cat in Boatmurdered's chance of that after the whole Khazad fiasco. Unless he wants a Vice-President (IP Protection) who owns his own axe handle and is willing to travel? ;)

1311
DF Dwarf Mode Discussion / Re: Automatic Portcullis?
« on: June 18, 2010, 02:05:31 pm »
Arent marksdwarves horribly broken and completely useless at the moment?
They refuse to shoot at archery targets currently, I believe, but I think they'll take potshots at live targets.

1312
DF General Discussion / Re: Your own personal power goals
« on: June 18, 2010, 04:14:13 am »
It has been a long, hard winter and the mood in the fortress is sour and quarrelsome. A dwarf is irritated by a rowdy group of youths in the sculpture garden outside his front door, and finally his temper cracks. He takes up a stout log from the stack beside the fire and runs out into the hallway yelling at them.
A fortress guard steps in and attempts to calm the angry dwarf down whilst his partner lectures the children. He refuses to be pacified and the guard's tone shifts, threatening him with arrest if he persists. The dwarf ignores the guard's warning, brandishing his improvised club.
The guard forcibly disarms the would-be assailant, picking up a black eye in the process, and firmly handcuffs him. The miscreant is taken to the cells to await his appearance before the Magistrate.
The defendant, his advocate and the Sheriff each make their arguments, and the guard who made the arrest is questioned on oath. Eventually the verdict is reached; the defendant is found guilty of Threatening Behaviour, not guilty of Assaulting A Fortress Guard and not guilty of Assault With A Deadly Weapon. A fine of three hundred coin is imposed due to the mitigating circumstances of considerable provocation.


Basically, you've got guards who attempt to calm tantruming dwarves down before they cause damage (one Pacifier roll, one Intimidator roll), an approximation of an adversarial justice system (one Persuader roll each for the accused, some sort of Advocate figure and the Sheriff/Captain of the Guard) and fines as an alternative to jail time and beatings or Hammerings.
Yes, I am a big fan of the Discworld City Watch novels. How did you guess? ;)

1313
Something that's worth bearing in mind here is that the game is currently less than one third feature-complete. At this point Toady One's approach seems to be to put most of his effort into getting the content to fit his vision of the game DF is intended to become, only changing code he's already written when absolutely necessary. Systematic streamlining and optimisation will probably take place after we hit v1.0.
This may be frustrating for us in the short term, but it will ultimately bring us the finished product a lot faster.

That being said, there are not a hell of a lot of game forums where a gripe about performance issues would turn into an earnest discussion about a practical suggestion to help the developer solve some of them. Good on the lot of you!

1314
DF Dwarf Mode Discussion / Re: Automatic Portcullis?
« on: June 17, 2010, 09:54:18 pm »
Use just the one plate linked to all the bars. It might not be the point-man, but one of them will step on it eventually. And make it a one-use plate; you'll lose the mechanisms you build it out of every time it gets tripped, but mechanism quality doesn't affect pressure plates as far as I know. You might get one or two succeeding in ducking under, of course.

And can I suggest a minor alteration? Two sets of gates rigged to drop in the same fashion, one in front and the other behind the invaders, and marksdwarves lining the walls surrounding the gates.

1315
DF Dwarf Mode Discussion / Re: Traps and Defense Systems
« on: June 15, 2010, 03:19:07 pm »
Here's a couple I've got worked out conceptually but have yet to test.

You And What Army?: First, one channels out the floor of the tunnel save for a single tile-width at the very end, and covers the pit with as many retracting bridges as necessary. The solid ground at the very end should contain a single pressure plate set to retract the bridges when stepped on, but to extend them again when the pressure is released. What you do with the pit is limited only by your imagination and your desire to recover weapons, armour and slightly used silk underwear.
You can flank the pressure plate with traps if you like, but I prefer to imagine the look on the lone survivor's face as he hears his comrades plummeting towards some awful fate, their screams cut off by the grinding of gears as the trapdoors close over them.

Water Slide: The single pressure-plate again, only this time it's linked to a bank of screw-pumps with direct access to some local body of water, and a smaller retracting bridge leading to a tunnel going wherever the player finds most amusing. Can also function as a firefighting system.

A Bridge Too Far:: A stone floor across the moat or river, with a roof held up with pillars. And, yet again, a single pressure plate at the very end.

1316
DF Dwarf Mode Discussion / Re: Fortress Layout
« on: June 15, 2010, 07:14:21 am »
I use a grid system, with blocks of four 3x3 rooms with 2x2 corridors and staircases at each cross-section, branching out from a central hub that holds the stockpiles, a food preparation area, the dining hall and the trade depot. I used to employ the long corridor lined with murder holes, but I've since switched tactics; I prefer to strike the earth at the end of a dead-end valley that I can screen off and turn into a courtyard.
I usually expand horizontally more than vertically, for no better reason than I took a while to get comfortable with multiple z-levels despite coming to DF long after they'd come in, but once I get the game to stop crashing on embark I'll be digging into the Underdark.

1317
DF General Discussion / Re: Perfect computer for DF?
« on: June 05, 2010, 04:14:29 pm »
Important question nobody seems to have asked yet. What's your preferred FPS? If you intend to cap it at fifty or so then you can probably get by with just about any new off-the-shelf machine.
And don't completely write off netbooks either; I had a seventy-dwarf fort in .40d running at 15FPS on a 1.6GHz Acer Aspire One with weather and temperature turned on.

1318
DF Suggestions / Re: make heven reachable
« on: June 04, 2010, 02:13:35 pm »
Spoiler: HFS (click to show/hide)

1319
DF General Discussion / Re: Dwarves Need This Tool
« on: June 04, 2010, 01:46:08 pm »
Suddenly the "pickchet" tool I came up with for the Dwarven Pioneer Companies (sort of a cross between your generic fantasy "ranger" and a firm of building contractors) in my rather heavily DF-inspired fantasy series looks a bit less impressive...

1320
DF Dwarf Mode Discussion / Re: How Deep Should They Sleep?
« on: June 04, 2010, 12:25:21 pm »
The way I deal with it is to dig out a sort of central hub -warehouse, larder, trade depot and dining room- and build workshops branch on one side and living quarters on the other. I'm pretty sure workshop noise will be making a comeback in future versions, so one might as well get into the habit.

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