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Messages - Gezol

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91
DF General Discussion / Re: Dwarf Fortress 0.21.93.19a Released
« on: August 08, 2006, 01:14:00 am »
Wow.

It's finally here. I can hardly believe it. Congratulations, Toad. The new site looks great. I still haven't finished looking through everything... (by the way, the link to the Dwarf Fortress forum on the front page still goes to the Curses Arcade forum.)

My wait, however, has not yet ended. I'm going to refrain from downloading it until August 16, which is my birthday. Or at least,  that's what I'll do if I can stand it, anyway.

On a final note, I just wanted to engage in a little unseemly bragging and point out this page on the old Dwarf Fortress thread. That part where I thought I'd figured out one of the giant easter eggs? My guess was basically right, only it was actually on an even larger scale than I'd envisioned. It was maybe more detective work than a guess, since Toad had given a few things away in  this really old thread. Basically, the giant easter egg was the roguelike play-an-adventurer half of the game, which Toad has now revealed on the new Dwarf Fortress page.

And with that, I'll return to waiting. It's going to be one long-ass week...


92
DF General Discussion / Re: Decent game...but why no graphics?
« on: August 30, 2006, 07:30:00 pm »
Gimli has convinced me. I was once in the middle on this issue, but thanks to his eloquent, civil, and intelligent* arguments, I am now in favor of Dwarf Fortress remaining ASCII-only, forever. We may miss out on a few things that way, but personally, I think annoying and pissing off people like him is well worth the price.

*And by "eloquent, civil, and intelligent", I mean the exact opposite of all of those things.


93
DF General Discussion / Re: Decent game...but why no graphics?
« on: August 29, 2006, 10:46:00 pm »
Using some other characters might be fun. Are þ and ð being used for anything?

I'm kind of in the middle on this issue. There's advantages to both graphics(easier to tell what something is, less of a learning curve, more likely to attract new players) and ASCII(simplicity, easier to use one's imagination, appealing old-school effect). I think the best compromise between the advantages of ASCII and the advantages of graphics would probably be the kind of graphics the really old-school top-down RPGs had- the Ultimas up to 6, Phantasie, that kind of thing. They probably wouldn't be that hard to do, either. This guy's custom tileset isn't far off from that look, actually.

[ August 29, 2006: Message edited by: Gezol ]


94
DF General Discussion / Minor and slightly amusing issue/bug
« on: August 19, 2006, 07:44:00 pm »
So in my current fortress, which I will probably be giving up on soon since I wasn't sufficiently well prepared for twenty migrants at once, I made my first military squad from one of the migrants, who was a hunter. I didn't have a barracks or an armor rack ready, and when I told the new recruit to stand down, she took off all of her armor, dropped it where she stood and went to hang out by the well. The thing is, all she had on below the waist were iron chain leggings, and those are armor...

None of the other dwarves seemed to think there was anything unusual about the fact that their comrade was wandering around without any pants, I should note.


95
DF General Discussion / Re: Adding reason to the randomness of names
« on: August 18, 2006, 09:32:00 pm »
Maybe what you could do is have the random name generator be able to pick a wild card on occasion. I'm not sure if this is the clearest way to express it, but say there's 150 words(ideally it would be a lot more, but that's for the sake of example) in the standard dwarven name list. When the generator rolls for a name, it could actually be rolling a d155, and if it rolled a number higher than 150, it would roll again, and this time it would be on a list different from the standard dwarven name one. The numbers here are just examples of course, and you could make the number of wild cards higher or lower depending on how often you wanted it to happen.

I don't know if I'm explaining what I'm picturing here that well, but I think something like that might get the ideal effect- mostly very dwarven sounding names, along with an occasional oddity to mix things up, as you say.


96
DF General Discussion / Re: Adding reason to the randomness of names
« on: August 18, 2006, 08:20:00 pm »
I was actually planning to make a post about this. As much as I like the general idea of how the names work, too many of them are just sort of nonsensical, and although it is kind of amusing at first, it gets old eventually, at least for me.

One thought I've had playing is that I liked the dwarven names in the old gameplay movies better than what they have now, in general- I don't know how those were generated, but there the dwarves had names meaning things like "Dwarven Sun of Faith", "Great Mother", "Ruby Diamond", etc. They not only sounded cool, they actually sounded like names dwarves would have. In the game I'm playing now, by contrast, while there is one dwarf whose name means "Silverystrengths", which is actually quite cool, in general it's more like the one named "Laboredopens", which is just sort of blah- doesn't make much sense, or sound that dwarven.

What I'd suggest is to figure out what kind of patterns dwarven names follow and then have a name generator just for them. For example, you might figure that dwarven names generally involve references to stone, strength, war, etc. and that they generally are a modified noun- like "Oakenshield", "Ironaxe", "Glitterdiamond", "Goldhammer" etc. From there, you could have it randomly choose a noun from a list of words that are used in dwarven names, and then have it randomly pick from a list of modifiers appropriate to that noun. Elven, human, and goblin names, meanwhile, would probably follow a completely different pattern- it might be worth reading up on how names work in different languages for ideas. (Compare how Icelandic names work as opposed to Japanese names, or Arabic names, for example.)

In any case, this is all flavor stuff, and fixing bugs and such should probably be the first priority, but I have to say I am looking forward to when some more work is done on the names. (It actually can help with gameplay too, I find... it's easier to keep track of one's dwarves when they have names that stick in the mind. Of course, that can work both ways... in the old "Back to the dwarf game" thread, Toad mentioned an early version of the name generator that produced a dwarf named "Gutterpants" at one point, which you have to admit is a very memorable name.)


97
DF General Discussion / Re: [bug] Plant gathering
« on: August 18, 2006, 03:20:00 pm »
Skill seems to make all the difference when it comes to plant gathering. It's definitely worth pouring some points into Herbalism at the beginning, in my opinion. I made sure I had a Competent Herbalist last fort, used the wild plants to make booze, and ended up with about thirty units of Longland beer(along with some strawberry wine), at just the point when I really needed it, as the dwarves were starting to take ridiculously long breaks. And that way, I didn't have to use up precious plump helmets to get them to work faster.

Yeah, that fortress was going pretty well, at least until the lizardmen burst out of the well and started slaughtering everybody. Putting traps around the well will definitely be a higher priority task in the next fortress...


98
DF General Discussion / Re: Keyboard Issue on Presario 900 Laptop
« on: August 14, 2006, 04:21:00 am »
It actually is kind of helping me wait. Hearing about the various nasty bugs in the first release made me feel a bit better about not downloading it right then and there. I imagine there'll still be some left on the 16th, but it shouldn't be anything as bad as that civil war bug, hopefully...

99
DF General Discussion / Re: Keyboard Issue on Presario 900 Laptop
« on: August 14, 2006, 03:26:00 am »
Man, I never expected to see a discussion of outsider art on this forum. Louis Wain(post-schizophrenia, anyway) and Adolf Wölfli are my favorites in that field. And I'd never heard of the Palais Ideal before, but I'm very impressed.

Um, making this on-topic... you could probably have dwarven outsider art. If the varieties of dwarven insanity get diversified in the future, one possible manifestation might be obsessively crafting things, which would be... different in various ways. It actually seems like something that would be in-character for dwarves. Though it sounds like possession creates a similar effect already...


100
DF General Discussion / Re: Mac or Linux versions?
« on: August 14, 2006, 04:03:00 am »
I would love to see an OS X version. I have an ancient laptop running Windows 98 I can play it on, but my standard computer is a Mac.

I wonder if the extended ASCII characters might be a problem in porting it, though. On the other hand, if I'm remembering right that the ASCII in this game is actually graphics simulating text, it shouldn't be a problem. Toad could say more, I'm sure...


101
DF General Discussion / Re: That's my kind of biscuits!
« on: August 12, 2006, 06:28:00 pm »
(four more days...)

Wine biscuits actually are a real food item. Though, needless to say, they have more ingredients than just wine...

From what I've heard about the cooking so far, it definitely needs more words, and it should use different ones according to what stuff is made from- there seem to be a whole lot of biscuits and cookies made of meat, and it would make a lot more sense to limit those terms to foods made with flour and sugar, and have words like "roasts" and "steaks" and "kebabs" for dishes with meat as the substrate. What I'd suggest for the cooking is to have a pure meat category, a pure vegetarian category, and another for foods that mix the two, and different vocabulary for all of them. There's probably all kinds of fun possibilities there, particularly when you get to the more sophisticated food items. Actual wine biscuits could be in that category, made from flour, sugar, and dwarven wine.


102
DF General Discussion / Re: Kobold Quest port status?
« on: October 30, 2006, 09:55:00 pm »
Yes, I did throw out the old folder before, so that shouldn't be the problem. I just sent you an e-mail. I hope I did this right...

103
DF General Discussion / Re: Kobold Quest port status?
« on: October 30, 2006, 03:21:00 pm »
I just tried the new Kobold Quest binary, and, alas, it's still not working for me. It still crashes when I try to start a new game, this time freezing for a while before it does(this time I get the message that the application has unexpectedly quit, incidentally). It's definitely getting closer, though- the text is fixed, but the cursor is invisible. And, interestingly, the kobold picture at the title screen still doesn't show up, but the bug he's holding does. I wonder if there's some display issues with the brown colors or something.

It sounds like you got it working on more than one machine, so this might be just some weird conflict with something on my computer. I might try it on a couple of other Macs later and see how it does on those...


104
DF General Discussion / Re: Kobold Quest port status?
« on: October 21, 2006, 09:29:00 pm »
Well, I don't know if your friend tried it yet, but I downloaded the new version of the Kobold Quest port anyway. The good news is that it starts, and the music plays. The bad news is that it automatically quits as soon as I click on "Play", without a message or anything. It doesn't crash if I click on "View High Scores", though- that seems to be working. Also, there seem to be some display issues still- the kobold picture at the beginning doesn't show up, and the text is cyan highlighted in light green. As you can imagine, it's pretty close to being unreadable.  

Still, this is exciting, and I'm grateful to everyone who's been working on the ports- this is closer than anyone's come so far, and I'm sure it won't take much more to work out the bugs. The dream of Mac and Linux versions of Dwarf Fortress may come true yet...


105
DF General Discussion / Re: Kobold Quest port status?
« on: October 20, 2006, 09:46:00 pm »
I just downloaded the binary and tried it out. Alas, all I got was a message saying "You can not open the application 'Kobold Quest' because it may be damaged or incomplete." I don't know if it makes a difference, but I'm running OS 10.3.9 on a G4.

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