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Messages - profit

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766
DF Suggestions / Re: .WAV: It's for short sound effects.
« on: December 12, 2009, 06:53:42 am »
Ogg and wave files appearently can both be sent directly into an OpenAL buffer.
So except for the decode time associated with and Ogg-Vorbis file compared to a wave file which is often in uncompressed Pulse Code Modulation, they should be nearly the same. Probably slightly less latency using uncompressed waves and probably a little more memory usage...


767
DF Suggestions / Re: eminent domain
« on: December 12, 2009, 06:37:51 am »
I Just want stupid clothing strewn everywhere to be able to be dumped in the magma pit...

I don't care if I have to also put the dwarf that owns it in the magma pit, it is RUINING THE ASCETICS OF MY FORT!

And it really really really pisses me off when the leave it in a doorway hooked up to a lever...  I have to deconstruct the freaking door, reconstruct it, then reset the mechanisms to the lever....

I want my dwarves to clean up their shit!

... or I will use magma and do it for them....

768
DF Modding / Re: Relentless Assault (version 1.2 up!)
« on: December 11, 2009, 11:47:15 pm »
LOL I just launched a Treent at least 58 squares south and 57 squares east (+/- 3 squares).   It could have went farther, but sadly that was the edge of my map so I don't know where he landed in reality.

The thought of a flying tree has made my day...

I love this mod.

* one of the dwarfs in the squad has level 43 in hammer skill and 23 strength... Think it might have been him. *According to dwarf companion*

769
DF Suggestions / Re: Dwarf Digging Pattern
« on: December 11, 2009, 07:31:24 am »
I think the random ant tunneling effect is really useful... it allows for more than one dwarf to mine without bumping into the others constantly and having them waste time walking around the other dwarves.

(if only we could get them to stop walking around a stone so they hit it from the west)


770
DF Suggestions / Re: Add blood capacity to raws.
« on: December 11, 2009, 07:25:30 am »

Naturally the Avatar of Armok would be the first to be modded.

Even if you kill it, you'll drown your FPS in blood movement calculations.   ;D

I believe that this is the most likely outcome.
Least I would have something entertaining to see during my 1 FPS slideshows.

771
DF Suggestions / Re: Realistic Mining Suggestion
« on: December 10, 2009, 07:25:25 pm »
* stabs CPU killing and eternal hauling annoyance thread that just wont die with a masterfully crafted Adamantine dagger covered in Giant Cave Spider venom and etched with legendary cursed dwarf engravings of elephants and carp...

I would want to break rocks into nothingness WAY before I would accept realistic mining.

772
DF Suggestions / Re: Building and Designating in Real Time
« on: December 10, 2009, 07:17:58 pm »
The interface would be fairly non responsive for many if designations were done in real time.  This would only work without severe annoyance in games with over 25 FPS (Annoyance = Rooms jumping to a different location after you told it to place somewhere, things miss designating, wrong materials being used, because of jitter) 
(Me who plays a fort at FPS:1 often times would really become significantly annoyed if it did not pause and it took a full second to register every key I pressed in EVERY menu)

Some one of course will retardedly suggest "Dur... dur... we could just use interupts... Hyuck"  not understanding the havoc you will cause interrupting the main processing loop and changing the underlying data while it is working.   It would take years of debugging time to catch every single race condition, and collision that could occur. I am fairly certain it would be easier to parallise the code and than to modify the underlying data realtime.

773
DF Suggestions / Add blood capacity to raws.
« on: December 10, 2009, 04:30:35 am »
I was reading the topic here -> http://www.bay12games.com/forum/index.php?topic=45748.0 and someone mentioned how much more blood an elephant has than a human.

I think that the volume of blood a creature has would be a seriously good addition to the raws.  While many creatures obviously do not have blood, those that can bleed should have a set volume so that an elephant and a human which currently bleed about the same from a wound would have drastically different times before they die from blood loss.

Maybe a tag like this for a mouse
[BLOOD_VOL:1]

Maybe a tag like this for a dwarf
[BLOOD_VOL:100]

and maybe a tag like this for an elephant
[BLOOD_VOL:16000]

This would also be useful for determining how much contamination the creature could release in case of it being shot near water.

*Note: values are examples and are irrelevant. Obviously they would be carefully designed and crafted by our loving toady.

774
DF Suggestions / Re: Link immigration to more than wealth
« on: December 10, 2009, 04:15:06 am »
Migration waves need a lot of tweaking...

One of the biggest changes I can think needs to be done is restrict it to a percentage of the current population.  Per example: if you only have 7 dwarves your max migration wave should be 3, maybe with the chance to have up to 7 if your fortress had massively high wealth for those 7.

This would make dwarves feel a little important as you would not instantly have 30 dwarves after spending a year with only 7.

We also really need a working fortress account system, and have the surplus traded to caravans or coins minted going into it and abstracted (or kept in a main vault)  A fortress that has pretty architecture will of course attract some dwarves, but one with coffers brimming with coin will attract MANY more.

Then overall the wage system needs a complete overhaul, and immigrants should arrive biased twords any jobs you have set to pay more or less...

If you set a soap makers job to 0% pay rate, No soap maker would tread in your kingdom... if you boosted it to 500% Every soap maker in the kingdom would probably be beating down your door.


In short, a lot of work needs to be done, then immigration can start being tweaked.



775
DF Suggestions / Re: Heavenly Tower? Tower of the Sky?
« on: December 10, 2009, 04:03:17 am »
I've actually got an interest in this idea.

Personally, I think it'd be interesting, if the floating lands/Castles/Mountains were supported by a magical stone/gem layer that keeps it afloat, which then could be mined out, and totally crash the floating lands? I dunno how that would be any different than cave ins now. Plus it'd be pretty cool.

Also, I think that the gods should be materialized, that way, It'd appeal to my adventurer side, and want to try and take a band of heroes to conquer the gods. o:

"Tell me about your family?"
God remains silent.
"Fine. Time to die!"

I dunno. I just think that'd be a sweet idea.

Why would a god need a cloud to fly....  Not very omnipotent..

Crashing a cloud realm into the face of the earth would be fun.  However... I cannot immagine any fortress would be buried deep enough to survive the impact... even assuming significant lift remained it would still accelerate to catastrophic proportions.   Course it should not fall straight down unless the mining was heavily symmetrical.

776
DF Suggestions / Re: Hammocks
« on: December 10, 2009, 03:56:26 am »
Am I the only one who believes coffins would make suitable makeshift beds? Saves plenty of time. :P

Cabinets would be great for storing babies.

Cabinets would be great for storing babies.

But the question being is; can they survive?
Not as good as magma is.
Is that a concern? Oh.. I guess cabinets would be better in that instance.

777
DF Suggestions / Re: Hammocks
« on: December 10, 2009, 12:54:45 am »
Am I the only one who believes coffins would make suitable makeshift beds? Saves plenty of time. :P

Cabinets would be great for storing babies.

Not as good as magma is.

778
DF Suggestions / Re: Botched butchery
« on: December 10, 2009, 12:51:56 am »
If I recall correctly real butchers use a spring loaded mechanism to deliver cranial shock to a cow causing instant coma state.


779
DF Bug Reports / Re: windows 7...
« on: December 10, 2009, 12:22:26 am »
See if this works -> http://www.softpedia.com/progDownload/OpenGL-Geometry-Benchmark-Download-767.html

If it does we can quit nagging you about drivers and get on to the real problem.

Also... try taking a screenshot and putting it on a website so we can see whats going on.

Printscreen and copy it into paint.... or if you have porn downloader running you dont want us to see, use Alt+printscreen and it will only do the application. 

Open mspaint, use paste, and save it after pressing either combination. (PNG format works best)

One final thing, there is a log file generated... post the last few lines of that.

See if you get some errors in your error.log...



780
DF Suggestions / Re: Smokestacks
« on: December 09, 2009, 10:39:40 pm »
FPS:0

Oh wait... I already have that during sieges.. (Relentless assault sieges are not wimpy 10 goblin assaults)

* I can also hit 1 FPS with my 122 dwarf fort by simply flooding my underground tree farm.. Admittedly it is nearly 3 embark tiles wide and 2 high on a 3x3 site. But proper simulation of gasses will require WAY more processing power.


We will need a new counter...
How does Frames per Hour or Frames per year sound to you all?

I hope they sound good to you if this idea is implemented.


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