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Topics - waldo

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1
DF Dwarf Mode Discussion / Giant Cave Spider found in Oregon!
« on: August 21, 2012, 08:16:57 am »
http://www.popsci.com/science/article/2012-08/look-terrifying-goldenrod-cave-spider-discovered-oregon#comment-143845

natch.

so I just wake up to check my webcomics and blogs when i pop over to PopSci.com to check out the "sciency" headlines. this one got me a good chuckle!

2
DF Gameplay Questions / z-levels, and burrows
« on: February 01, 2012, 06:48:39 pm »
i started playing dwarf fortress when it was in the 40-d development stage, so i never really quite got the function of burrows down and only just started to understand the military to a degree that resembles some kind of fluency. my fortresses tend to not last very long, maybe 5 to 6 years, however they've always had a few things in common: I've always dug deep instead of out. well recently i noticed that my dwarfs will not go to the -17th z level for any reason besides mining and military. and even then the military just gets stuck there twiddling their thumbs until i post them to someplace above the 17th z-level.

my computer isn't exactly the best one in the world, but it works, it still has a single core amd sempron but i managed to punch in 2 gigs of ddr2 ram. however i feel that one or the other is failing as on an unrelated note youtube keeps crashing on me.

would this be classified as a bug? is this happening because i refuse to use the burrows utility? is there some kind of workaround that i'm not aware of? i checked the wiki and there was no mention of this. if it is the burrows could somebody give me some tips on how to effectively manage which dwarves go where when i can't even remember half of the little guys' names?

edit: i should note that the effects extend all the z-levels past the -17th...

3
DF Suggestions / the spark of magma
« on: January 13, 2010, 02:15:12 am »
so here's what i was thinking, dwarf fortress is supposed to have some sort of magic system eventually right? so one of the first things that i would like to see is a spark of magma, basically it's a building that you make using a vile and ten units of liquid fire retrieved from a fire snake or bought from merchants. then in an alchemists workshop you make the actual spark of magma. you build the spark of fire building underneath a gigantic rock that then smashes into the building creating a constant magma chamber of 3x3x3. conversely you could just put the building over a ledge and dump all the excess rocks in turning them to magma.

of course it needs to be extremely expensive, like rivaling adamantine anvils expensive, this way you can't just take it where ever you go and make one for every forge, metalsmith shop, and glass furnace, you have.

this would be really nice because we could basically put magma anywhere we wanted, and would finally allow the booze explosion to be a viable fortress defense. also to kill those damn cats.

4
General Discussion / english plz
« on: July 31, 2009, 05:03:01 am »
so i was reading simple.wikipedia.com about computers, when i read "computers do not speak english but instead speak a multitude of different languages. anyways i'm probably am going to be slapped in the face by many programmers for this but why can't we teach computers english as a programming code?

i mean the diversity of the english language alone is enough to properly explain what i would believe to be most if not all of a computers action, and then there are languages like Chinese which has over 4000 characters.

so why can't we just build a terminal that can decide what code is needed to follow through with the english command? it would probably make programming a lot more easier for newbies but i would imagine trip up the more weary of us.

i guess i would just rather tell a computer to "make an emulator, now make it dual processor compatible." then actually tell it a long list of codes to first make the emulator then make it multi processor compatible. i can't wait for freaking A.I.

5
DF Suggestions / dwarf fort mmo?
« on: March 16, 2009, 05:18:40 pm »
i'm not sure if there are already plans for this but i was thinking that maybe when there is more work done on path finding and speeding up the game the game could morph into a sort of massive world with many player controlled fortresses.

the idea is to make like a login, possibly the one used on the forums, then use that to get to your fortress. the program you would download would only be a viewing and commanding client along with a connector program that would run in the back ground, and all the processing would be done at the server. since that is an extremely large amount of power needed i was also thinking of making a sort of processing management system where the server would send packets of information to be processed, which after doing so would then be sent back, and arranged correctly by yet another program installed on the server. sort of like the SETI program that hijacks your internet connected computer for it's processor when your not using it.

of course this is going to take money so you could set up a payment plan where you can spend money to play or donate hours of cpu time. and in the end if you decided you didn't want to play a massive dwarf fortress with a ton of real players you could just download the normal single player dwarf fortress.

requirements would be a relatively speedy computer, and and internet connection would have to be something faster than dial up.

you would not be able to pause like in a normal dwarf fortress game, however if you wanted you could put a designated pause time every hour, the ability to trade, declare war, and make alliances would have to be made, and also in game dynamics fortresses would have to be more resilient to famine, drought, disease, and depression.

another thing that would be needed is the ability to look around the entire world, i suggest a zoom out ability, instead of your entire fortress residing on the entire playable map you would stake a claim to an certain area where you would have permanent rights to build, you should probably also have the ability to claim more land off of your original fortress and have branch fortresses, that are their own entity that would trade and give taxes to your original fort. this is all proportional to your payment plan. this would also be a cool feature in the normal dwarf fortress either way. if you wanted to build on someone else's land you would need to get a building permit, in exchange for anything that the other player would want, probably continued royalties on anything produced in that area.

since there will be messaging you can talk to other people and set up trades, noob protection would be in the form of incognito building, where your protected because people don't know your there yet. also a few more designations like steal, pillage, and destroy, maybe even kidnapping would be helpful for your soldiers to carry out maybe even have a separate labor menu for soldiers and workers.

I think that if dwarf fortress does become an mmo like that then it'd be freaking awesome^4 since it's already awesome to the second power

6
DF Bug Reports / dwarves ignore workshops
« on: January 31, 2009, 12:10:15 pm »
hello, i'm having trouble in one of my fortresses, it all started when i really wanted to make some bone bolts, mostly because i had a ton of them stinking up my entrance and butcher shop. I had about 5 different dwarves with the job designation to be able to make bone bolts they did nothing for about a half hour, i then ran the gauntlet of recruiting and dismissing the bone carvers, nothing, then i tried getting new bone carvers, nothing, then i tried re-designating the order, still nothing, finally i even tried saving and restarting the program, still nothing.

at this point i'm on the verge of self inflicted tourrets as i enter the second hour since i noticed this bug, i then try to destroy the surrounding workshops, the dwarves get rid of them but they don't hand out the job to destroy the building, and since i noticed this happening my trade depot has also been inflicted with this annoying bug, and i suspect that at least one or two of my magma glass furnaces have also been inflicted.

if you need a save file i'll find a way to get it on this thread.

7
DF Suggestions / pack animals
« on: January 06, 2009, 04:16:36 am »
so i just noticed that the horses, donkeys, mules etc. are virtually useless save for the meat and stuff, so i was wondering if it would be a good idea to give them the capability of being trained cargo carriers. maybe have the animals be assigned to carrier dwarfs so that they can carry 12 units of goods in 1 run instead of the 1 unit and 1 run.

another possibility that i would like to see is possibly the pack animals just moving goods without any dwarf supervision, and actual wagons that can move goods around within your cave.

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DF Gameplay Questions / linux user
« on: December 23, 2008, 07:53:05 pm »
hey I just recently switched to a dual boot linux/windows thingy, anyways i was wondering if it's possible to use dwarf fortress in linux, I have been using dwarf fortress now for a while but i loathed how i needed to go to my windows side every time i wanted to play it. also if there isn't already will there be a linux version of dwarf fortress coming out anytime soon?

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