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Messages - Protactinium

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1
DF General Discussion / Re: Catsplosions in other media
« on: May 29, 2012, 02:38:08 am »
Putnam is correct. The easy way to tell if it "sounds right" is to remove the other party.

"This happened to my friend and I." --> "This happened to I."
"This happened to my friend and me." --> "This happened to me."



"I" is the first-person subject pronoun, and "me" is the first-person object pronoun.

You may be important for the content of the sentence, but you are not the subject grammatically. The subject performs the action, while objects do not. We can make this easier to see by adding a non-essential word:

"This [event] happened to my friend and me." The event did the happening, and it did it to my friend and me.

2
DF General Discussion / Re: *What Grinds Your Gears?
« on: May 07, 2012, 07:56:39 pm »
1) You cannot control the amount or frequency of migrants.
2) Healthcare jobs -- none of them have high priority, even though they ALL should have high priority.

3
    * Ceramics and Cement
    * Side jobs
    * Slightly more tasteful approach to bodily waste

Ceramics and Cement is the big one that I want. Considering we have Vomit and Blood, I'd be totally find with Sewage as yet another spreadable to manage. That way, running water systems would be more commonly integrated into everyone's fort. Side jobs are the least likely to happen, since that's a rewrite of the pathfinding system entirely.

4
From a game developer's perspective, if you spend all your time bug-fixing before you add the next feature, you might find yourself wasting a lot of time when you have to make a complete rewrite for a future change. This is a work-in-progress that's not exactly near the polishing phase. The game is still quite playable as a whole, which is why it doesn't get immediate attention.

In fact, the only bugs that ever get immediate responses across the entirety of game development are crash bugs. Crashes make the game NOT playable, so they're the highest importance.

5
DF Modding / Re: Workshops
« on: May 04, 2012, 08:13:24 pm »
Is there a particular detail that's stopping us from modding out the "hard-coded" or "semi-hard-coded" workshops (by removing them from the Dwarf Entity file) and then simply making custom workshop replicas with which we then can mod to our contentment? Is there some sort of reaction or action that is hard-coded to depend on one of these hard-coded workshops?

6
General Discussion / Re: Goodbye Vector
« on: February 20, 2012, 02:18:04 am »
Quote from: Vector
I used to be a different person.  I'm glad that I've become more compassionate, a kinder person, and more mature and sophisticated.  But I waste too much time doing things that I've already done a billion times before, I've become a coward with no work ethic, and I'm on the verge of hitting rock bottom academically.  I've lost both passion and drive.  I'm a shell that doesn't care about anything because I've already decided that I'm going to fail before I even start trying.  I've become strong in altruism and weak in work.

It's reassuring to me that I'm not the only one who has had this exact same character progression.

Quote from: Aqizzar
Well, there's a nice window into my own life.  I'd follow your example, if I hadn't already decided that's not my actual problem.

And it's reassuring to me that others also recognize these deficiencies as not stemming from the distractions, but simply using the particular distractions because they exist. Before the internet, people failed out of college for skipping class to play cards. Cards weren't the evil, nor are computer games or forums. The evil is an innate personality trait, and needs to be overridden manually.

Vector's plan is to override the flaws by eliminating distraction, and maybe the proactive nature of such a decision might snowball properly and get her where she needs to go.

My project isn't to distance myself from distraction. It's to exercise, get endorphins, and value achievement. It's also to get my personal friends to hound me like a parent, because I don't move if I'm not pushed.

Good luck and goodbye, Vector. We rarely spoke, but what I've quoted from you really impresses me.

7
DF Modding / Re: Dwemerifell - a TES mod in progress
« on: January 17, 2012, 04:45:05 pm »
I'm planning on making the Dwemer slightly shorter than the average for Cyrodiilic humans(probably about equal with nords, in keeping that colder invironments tend to make for slightly shorter, stockier people), but I'm not sure where about that number should end up.

Quote
Bergmann's Rule

In 1847, the German biologist Carl Bergmann observed that within the same species of warm-blooded animals, populations having less massive individuals are more often found in warm climates near the equator, while those with greater bulk, or mass, are found further from the equator in colder regions.  This is due to the fact that big animals generally have larger body masses which result in more heat being produced.  The greater amount of heat results from there being more cells.  A normal byproduct of metabolism in cells is heat production.  Subsequently, the more cells an animal has, the more internal heat it will produce.

I quoted this from this site. Make of it what you will.

No apologies for the necro, either! This thread was sleeping, but far from dead.  :P

8
DF Modding / Re: Dwemer Fortress
« on: November 30, 2011, 11:56:32 pm »
The existence of someone else's mod that shares its theme with yours shouldn't stop you by any means. Go for it, I love the "extinct but still world-affecting" nature of the Dwemer.

9
I am so effing glad I posted earlier in this thread. It reminded me to check up on this thread, and goddamn did it deliver.

You're phenomenal at storytelling, DS.

10
Makes me really sad I never had an experience like that.  I was a commuter student.  Still lived with my parents the first half of my college career and was working and independent with my own family the second half.  All 8 years, I showed up for my classes and went back home.  Didn't even get to know many people.

I HATE THIS.

I HAVE THIS.

I HATE IT.

11
DF General Discussion / Re: THE KING HAS ARRIVED
« on: November 15, 2011, 03:16:10 am »
first time having a king lol

Honestly, I'm not trying to put down your excitement, congrats on that. But some of the others, more regular on these forums, seem to also be encouraging you to put your save up on DFFD so that people can download your fort and play with the king. I'm curious if it's rare to them, really.

12
DF General Discussion / Re: THE KING HAS ARRIVED
« on: November 15, 2011, 02:35:01 am »
...do you guys find it rare to get a king?

I have a queen. My fort's 9 years old. I play at 7 FPS. It didn't feel like that long to get a monarch.

13
DF General Discussion / Re: What turns you off about DF?
« on: November 03, 2011, 11:14:35 am »
This is a long running thread that's supposed to get necro'd from time to time. Nothing wrong happening.



I will agree that the number one turn-off on any long-running for is the performance drop. I've got a 150-dwarf fort of 11 years, and I run at 9 FPS with no fancy pumping or waterfalls going on. Half my dwarves are basically just hauling clothes to my magma chute. The only reason I do this in-game activity is for the game to perform better, in a strange twist.

I'm actually still actively having fun, but I know that in the past, all my lulls between gameplay have been from 2-FPS unplayable fortresses.

14
DF General Discussion / Re: advice for pro.s
« on: November 03, 2011, 10:59:26 am »
In the first goblin ambush (happened at year 4), all three of my legendary herbalists died. Since I had a farm running by this time, I then decided that I never needed to gather plants again. It's year 11 of my fort right now, and I was right. So simply shifting your industries away from the surface world helps prevent dwarf death to surface hazard.  :P

Seriously, it's a valid form of keeping your dwarves alive. Risk mitigation. You'll never be in trouble if you don't expose yourself in the first place.


Loud whispers has become enRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGED

Y NO FARM FOR PLANTS?!!!!!! Geez, pro above ground tips, build farm. Dig down for storage/put stockpiles above ground if you only ever want to dig to quarry/mine. Build a wall around your fortress, complete surround with no entrances save above, or if a dwarf de-constructs a wall. Once you have defences set up/houses built, build a gate house to easily let in traders and migrants. In savage biomes/evil, marksdwarves should be your top priority, and militia dwarves should at least have 1-5 marksdwarves in them. This is important in the beginning unless you really enjoy job spam and vultures, buzzards... Draltha's.......

And then....


You build.
Current above ground fort population - 130+, can't remember how many years it's been running now.

EVERYONE is in the military and is in training.

Why would I do any of that if I can just grab some plants to start off with (to get seeds, while the embark points are spent somewhere else), and then have my above-ground farm underground, where I've channeled light to come in from the surface?

I only have a wall around the very entrance staircase on the surface. I don't need to expose myself to the surface besides fighting off sieges before they get to my staircase.

15
DF Dwarf Mode Discussion / Re: Happy Fun Stuff, the next update.
« on: November 03, 2011, 10:44:57 am »
I understand where the resistance to diggers is coming from: you work hard to make a cool-looking place, and then something comes and ruins the way it looks because it affects the very landscape.

But this is Dwarf Fortress, and the community metagames and theorycrafts constantly to find ways to overcome challenges in Dwarf Fortress. Something as basic as a Cistern is something that people had to invent outside the game, but I'd venture to say a LOT of people make cisterns on freezing/scorching maps. Danger Rooms were developed by some clever people and the knowledge was spread everywhere, circumventing the perceived slow speed at training fighters.

When diggers are implemented, the first thing I expect is for people to build a big rectangular tunnel encompassing the entire level of your fortress. This way, they always break into the surrounding tunnel and get exposed (for your military to rush over and kill, or to fall onto weapon traps) before they dig through the next layer to get to the actual meat of your fortress.

These tunnels can definitely look aesthetically pleasing so long as they're symmetric and complimentary colors and what have you not.

Alternatively, people will build structures in underground caverns, in such a way that most of the fort is unreachable due to empty air between the cavernous walls and fort.

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