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Messages - Pie

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16
DF General Discussion / Re: Contest: Big red lever of doom
« on: January 17, 2010, 09:13:47 am »
Yeah, I would say judging should be more like:
Brutality: How many dwarves does it kill/how much variety is present in the killing 0-20 points
Aesthetics: How good looking/awesome was the fort before the lever was pulled 0-30 points
Complexity: How cool/original is the mechanism for destruction 0-50 points
Total: 0-100 points

Fairly simple, and avoids situations where a guy who just attracts fucktonnes of immigrants and then locks them in a drowning chamber gets a significant advantage. The fort should be good enough that its destruction is epic.

17
DF Dwarf Mode Discussion / Re: The Practicalities of Fire Imp Defense
« on: January 07, 2010, 08:41:50 am »
So do all tame animals eventually go from Tamed to Friendly status in relation to offmap visitors?

Results of plate+hatch test here.

EDIT: Don't have to worry about melee with it, imp fires fairly often. Can't get the fireball to ignite stuff at all. Trying to get wood to ignite
So it works! Awesome! They aren't very well protected however... I wonder if you could get them to 'accidentally' fire through fortifications, that you would place in between the hatches. Then it is just a (not at all) simple matter of keeping attackers away, while still having a path. Perhaps the magma moat idea? So the imp can path, but no-one else?

18
Yes, sorry I messed the furniture then immediately noticed it and edited the post, you must have been very quick to have seen it.

I've always felt the current workshop system should be replaced with a work-room system as described in Eternal Suggestion #27 as of this post, this could go so far as to essentially merge the room, stockpile and workshop and possibly zones concepts into one entity which would have a great deal of flexibility.  When the players selects and places such a thing their really just selecting a data template to apply to the new entity, which means its no big deal to allow custom templates to be added to their selection list as well.
I am a ninja post spotter :P

Under my latest idea (which you can see partially I think in the mock-up), the notion of zones is actually the extrapolated out to mean any area where a continuous function occurs. So I would put stockpiles, current zones, tree cutting designation and plant gathering there (and possibly even burrows).

It is actually fairly difficult to break away from traditional thinking about the DF interface because it is hardcoded into my brain. I'm trying to work it so that someone could almost intuitively 'get' it. So if they want to build something they go to the build menu. Furniture should not be 'built' in my view (hence 'placed' in the mockup). Also, though I never mentionned this, I think it is fairly obvious that we should have consistent controls throughout (so the same buttons for scrolling etc). I think it might be better to have 4 tabs at the top, and separate designations and zones from general building construction. What do you guys think?

19
DF General Discussion / Re: Anouncing The PathFinder Project
« on: December 27, 2009, 06:56:34 pm »
Despite not being a programmer (and thus not understanding much of what has been), this thread has fascinated me. Pathfinding is one of those things which I can see would make a huge difference to performance, which in turn provides a huge boost in the possible scale of projects and forts.

To those brave souls who dare to accept this challenge, I salute you (especially Impaler, who seems to have got down and made progress, which is always difficult with a project of this magnitude).

20
I don't see anything covering construction (walls, bridges, wells) nor furniture (doors, cabinets Tables).   Also I see no need to do bury workshops under so many categories, just having them all under 'workshops' would be fine.  DF already goes too far in separating furnace from workshops which I see your removing which is good but don't go an replace it for yet more layers.
You are right about the walls bridges etc (I forgot about them), but furniture is there. Good point about reducing the layers (though I think that maybe we could get the best of both worlds if there was an additional option to see buildings filtered by industry - so if you decide "hey, I'm going to set up a glass industry" you can just check that and then it will only show buildings associated with that. Or maybe it could just be a few little icons next to the building to tell you what is associated with what.

21
DF Suggestions / Re: How I think the user interface should work.
« on: December 27, 2009, 01:24:22 pm »
I'm no fan of a mouse-centric interface, and I don't think a pop-up has any specific benefit over a dedicated information area.  I'm not old-fashioned, I enjoy plenty of other games with the mouse as the only selection interface, and I wouldn't mind expanded mouse input in DF.  But the command interface in DF is complex, and not always needlessly so, and I wouldn't be keen on mouse replacing a keyboard interface for selection.

Now in the area of mouse enhancement, I wouldn't mind being able to toggle informational tooltips and/or icons for unit types, names, workshop status, etc, possibly with them expanding to greater detail when clicked.
Well that is fair enough, but I don't really see any benefit of the 'k' method over mousing over things to gain information. Regardless, you could just add an extra menu item for viewing things (oh, and the pop-up idea is separate: you could just have info appear in the sidebar when you mouse).

But yeah, the main purpose of this thread is the actual structure that I've designed. What do you think of that?

22
Right, well obviously this is not an immediate goal, but I am sure that there will be a time when it is, and having discussed it beforehand I think would help significantly. So I've tried to come up with an initial plan for how this could work. Bear in mind that I have assumed that we'll have mouse support and that all features such as 'k' to view a unit are replaced with 'mouse over' to view a pop-up box with info about what you are mousing over. So, without further ado, here is my idea:

Structure:
Spoiler (click to show/hide)

Mock up to show the idea of consistent tabs (they would each have different stuff underneath them):
Here
I will add more stuff to this later, but I think it conveys at least some of the idea.

I am going to do a full mock-up in flash, but I wanted to check if I'd missed any key functionality before I did/if there are any major changes. Also note that the major titles (Pause, Resource/Population, Announcements and Planning/Construction) are always on screen, as tabs that you can immediately switch to. Therefore the largest number of clicks to get something done is (by my calculation) 5 (to get to a magma glass smelter from, say, the announcements tab). Some elements appear multiple times, because they are related to multiple things. I designed this to try to reduce the need for reference to the wiki or tutorials.

Give me some constructive criticism please, along with your ideas.

23
DF Dwarf Mode Discussion / Re: Challenge:Avatar of Armok
« on: December 17, 2009, 06:08:43 pm »
Has anyone thought of using worldgen to kill this thing? Have it simulate the world for like 10,000 years and due to the way elves don't die of old age (and just keep multiplying), you may eventually get huge forces of elves against the Avatar, which may be able to weaken it.

Also, I may be mistaken, but I thought that the ideas about a very hot creature melting adamantine weapons that are hacking at it are going to be implemented in the upcoming release, not the current version.

In my own personal opinion, the best way would be a corridor with 100 or so champion adamantine clad crossbow dwarves, and behind them a wall of "fire at will" ballistae. The legendary crossbow dwarves are not to kill the monster, just keep it distracted long enough to be hit by a ballista bolt (and also absorb fireballs etc), and maybe even get a single bolt hit.

24
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 14, 2009, 01:42:08 pm »
A few of them don't got some.

>_>
Yeah, as the above user said, those are known as women...

25
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 14, 2009, 01:06:03 pm »
I think i can do without dwarf penises...
Do you mean you never let your dwarves spar?

26
DF General Discussion / Re: Fan art competition!
« on: November 14, 2009, 01:00:35 pm »
Shitty fan art inspired by latest blog post GO!
Spoiler (click to show/hide)

27
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 14, 2009, 12:59:00 pm »
Something I just cooked up, inspired by this latest blog post.

28
DF General Discussion / Re: Dwarf Therapist needs talented pixel jockeys!
« on: October 14, 2009, 04:42:44 pm »
Well I'm not exactly talented, but I am a pixel jockey, and thus I have decided to do these! I'm reasonably happy with them, except for the last two, which I'm not really sure about. I tried to make them all have distinct outlines, though I was thinking of going a little further and colour coding each item. Feel free to use and edit as you wish:
Rest
Build
Dig
Drink
Eat
Idle
Admin
Haul
Hey I like those! Maybe put a "XXX" on the drink barrel? And eat could probably just be a drumstick or something, I don't think they use silverware :)

I like what you did on hauling, but I worry it may be too small to convey what's going on there.
I'm not sure I could put XXX and still have it readable - by my calculations the very minimum it would need would be 11x3 just for the writing. Also, I went for the silverware for just easily recognisable, universal symbols. Dwarves don't eat poultry that much either... a truly accurate representation would be biscuits made out of horrible purple mushrooms. I can see that the drumstick might have a better aesthetic though, so I may have a go at doing that.

And yeah, I totally agree with you about the hauling stuff, but I don't really know how else to easily convey it. Perhaps a single, large diagonal arrow from A to B?

29
DF General Discussion / Re: Dwarf Therapist needs talented pixel jockeys!
« on: October 14, 2009, 10:41:37 am »
Well I'm not exactly talented, but I am a pixel jockey, and thus I have decided to do these! I'm reasonably happy with them, except for the last two, which I'm not really sure about. I tried to make them all have distinct outlines, though I was thinking of going a little further and colour coding each item. Feel free to use and edit as you wish:
Rest
Build
Dig
Drink
Eat
Idle
Admin
Haul

30
I have a policy of no savescumming, but I've not played DF for about 2 weeks due to a mega rage-quit involving approximately 9 hours of solid work being lost to computer crash.

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