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Messages - aepurniet

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61
DF Suggestions / Re: Simple workshop / stockpile improvements
« on: May 18, 2011, 09:59:20 am »
All this stuff is low hanging fruit thhat would make the game so much more fun.  Seems like toady is not interested in making UI improvements, or balancing the game.  I don't hold out much hope for any action on this front.  While the world gets much richer, the game itself is getting less challenging and fun.

I don't think we will see one item from the eternal suggestion list implemented this year.  Third party stuff is getting much better, the next big thing in this game will come from that avenue.

62
DF Suggestions / Re: large stationary beer barrels.
« on: May 10, 2011, 10:17:13 pm »
Although the idea of fluids isn't bad you will get several problems caused by this. 1. A 7/7 of booze or blood? That's hell of a lot. 2. How should the code handle it, if they mix? ohne must be lighter or they must mix. What you get then? So i see no hope for this idea.

Actuually I see nothing but hope for this idea. It will happen, and its easy to code for (I'm programmer).  However, the dead shall walk the earth first.

Brewing needs a little over haul, currently one can make a 80 proof spirit from raw fruit and nothing else as fast as it takes to make a cat tallow biscuit. (Actually the biscuit takes longer).

63
DF Suggestions / Re: Using GPU power instead of CPU power?
« on: May 10, 2011, 10:04:28 pm »
This would essentially be trivial once DF has implemented one feature.  There are enough open gpu computing libraries where the work would not increase. However since stuff done on the gpu is essentially parralel to whatever happens on the cpu, df would need to run in a multithreaded mode. Currently that's the goal for 2025.

64
DF Suggestions / Re: Dwarven mental health
« on: May 10, 2011, 09:58:10 pm »
We have health care for injuries of the body but what about injuries of the mind? I think It would be cool if there were dwarves that acted as Psychiatrists for other dwarves, helping calm down bad thoughts, however I also suggest that Insanity is more dynamic, we should have "mental syndromes" such as Hallucination, split personality, and Paranoia, among other things.

Some dwarven mental health care treatments may include lobotomies and stuff.

Let's leave new age feel gooderies to the elfen domain, my dwarves are tough as nails and don't need mental health professionals. They would rather be mining and slaying goblins.  Although moods and unhappiness could use some work.

65
DF Gameplay Questions / Re: Pressure Plates
« on: May 09, 2011, 11:00:49 pm »
This is not needed, you can make a water reactor without pressure plates.  A water pump can pump water up, and as it falls it powers a water wheel.  (Well not quite, it falls, then floats to the intake of the water pump, powering the water wheel in the process) on a phone here, so not nice diagrams.

I do want to test your suggestion though, I think it will be tricky with the delays introduced by floodgates and the plates though.  Getting enouugh current to move might be a problem too, as I imagine the water levels will eventually stabalize. I don't think it would work.

66
DF Dwarf Mode Discussion / bedrooms
« on: May 07, 2011, 06:29:12 pm »
do dwarf families share bedrooms, or do i have to give each dwarf their own?  maybe i can set up two beds for couples in the same bedroom if they dont share.

67
The only problem that I have with this concept is that it requires that every open space square be turned from emptiness into a fluid.  That would seriously affect FPS and overall game playability.

or you can just fake it on demand.  you dont have to model a whole world of liquid air, to tell someone which way the exit is.

68
DF Suggestions / Re: Suggestion: Implement eternal suggestions.
« on: April 20, 2011, 05:51:40 pm »
what would be nice if toady looked at the actual gameplay and tried to make that fun again.  the initial learning curve is hard, and discovering all the features of this game is sooo much fun, but after a while i started noticing glaring holes in the gameplay.  it would be nice if those could be addressed.  the holes are where actually playing the game seems like tedium.  i personally dont think they will be fixed, and toady will keep adding features to make up for it.

my completely ignorant (im a programmer, but i havent seen his code) opinion is that a lot of the code on this project is approaching spaghetti.  and that some of these simple requests arent so simple. 

69
DF Suggestions / Re: UI Design Philosophy
« on: February 07, 2011, 04:00:48 pm »
...
This place really needs a wall." instead of, "I really want to build a wall!  Now, where should I put it?"
...

i think the wall is a bad example. but i totally agree with you when it comes to inspecting items / units / workshops with the 'k' vs 'v' vs 't' keys.

persistent cursor would be nice.

70
DF Suggestions / Re: "Do not automate" workshop setting
« on: February 07, 2011, 03:55:14 pm »
I don't want my normal glass furnaces clogged with jobs from my 1000 glass block greenhouse project the magma smelters should be getting, normals are for sand collecting.

one other thing i would like to see is for autojobs not distribute all their jobs immediately and clog up the queue of the workshops.  i would like vacant workshops to query and pickup jobs from the job manager instead.

71
DF Suggestions / Re: Do materials search from workshop, not worker
« on: February 07, 2011, 03:46:29 pm »
i think it might be better to search from both. you take the total distance between the item, the worker, and the workshop.

Item .. [20 tiles] .. Workshop .. [20 tiles] .. Dwarf .. [10 tiles] .. Item

from the workshop - walk west 40 tiles, pickup item, walk east 20 tiles, build
  60 tiles total

from both - walk east 10 tiles, pickup item, walk west 30 tiles, build
  40 tiles total

obviously path finding is done after this stage, but ranking items by total distance (item + workshop) should be more efficient.

the only problem i see with either this suggestion or your's is that when the item is picked up, the code hasnt decided which workshop to use yet.

ideally (for me) i could designate a certain stockpile to be an input stockpile, for a workshop, and all item searching would be restricted to that.

72
DF Suggestions / Re: Cave-in calculation with warnings for players
« on: February 07, 2011, 02:02:47 pm »
i like this gameplay mechanic. it will sorta approximate a new element of the game without causing the problems of constant calculation (that would probably drop the frame rate by 2/3, maybe 1/3 if the calculation is simplistic).  lets just do it the out of band.  we get all the joys of collapses without the problem of constant calculation.

however, im more interested in what the calculation will be.

otherwise you could just build something a day after a season change and it will be able to stand for nearly 2 seasons but something built the day before a season change will only be able to stand a season and a day. Seems kinda weird to me.

anytime you use an approximation for something there will be cases where the simulation doesnt seem to make sense.  just look at water or magma now, there are tons of weird cases.

73
DF Gameplay Questions / Re: Question about seiges
« on: December 28, 2010, 04:32:39 pm »
yeah just restart your game, after editing the init file

74
DF Gameplay Questions / Re: My MINE.
« on: December 21, 2010, 11:54:00 pm »
40d had less z-levels down than the standard 2010 map, why are you still using 40d anyway?

better fps, less bugs. i know it sounds like your losing a lot switching back, but its worth it.

75
DF Dwarf Mode Discussion / Re: 40d plant farming on top of obsidian
« on: December 13, 2010, 04:09:17 pm »
cool beans. thanks. preperations are already underway. 

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