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Messages - Zaranthan

Pages: 1 ... 12 13 [14] 15 16 ... 42
196
Other Games / Re: eRepublik
« on: March 19, 2010, 03:07:42 pm »
Just joined up, named after myself.

197
DF Dwarf Mode Discussion / Re: Unknown Material
« on: March 19, 2010, 02:14:05 pm »
You've created a portal to the abyss! You thought orcs and HFS were bad? The horrors that await you give ENDER GOBLINS nightmares!

198
DF Dwarf Mode Discussion / Re: This thread is a lie.
« on: March 19, 2010, 02:12:49 pm »
Needs more monacle.
Spoiler (click to show/hide)

*cuts down a tree*

ROIGHT! WOT'S GOIN ON, 'ERE?

199
DF Dwarf Mode Discussion / Re: Building a Fallout-style vault.
« on: March 19, 2010, 01:46:04 pm »
There is absolutely no way for them to contact the outside world. It is completely sealed off, and they are buried under many layers of solid stone. Even if the entire fortress is doomed from HFS, orcs, goblins, tantrum spirals, and elves all at the same time, the fortress will continue on. New migrants will show up eventually and they can reinhabit the fortress. The vault will continue on.
This is pretty awesome. I never thought of including a panic room in my forts, let alone populating it with lever pullers so it's actually purposeful.

Question is, how "completely sealed" is it if it has a water supply? HFS are amphibious building destroyers, aren't they? They could crawl in through the pipes, knocking down grates in their path.

200
DF Gameplay Questions / Re: Manager - 30 Max Items
« on: March 18, 2010, 12:26:34 pm »
Unlike floodgates, you can never have too much booze. They'll drink it eventually, and if you run out of food or need barrels for something, you can just cook it off. If your concern is brewing your cloth supply, then mark pig tails as unbrewable in the (Z)Stocks/Kitchen screen.

201
DF Modding / Re: Dwarf Fortress eclipse plugin, wip
« on: March 18, 2010, 08:27:42 am »

202
Other Games / Re: Lets Plays
« on: March 17, 2010, 11:26:14 am »
The main reason I watch LPs is to enjoy games that I'll never play. My entertainment budget is tiny, barely covering a glass of wine when I get home from work and the occasional movie rental. While I get plenty of mileage out of $20 PC games, I will never own a gaming console, nor ever be able to afford to buy new games for it. Thus, watching an LP is the only way I'm ever going to see console-exclusives like Devil May Cry and God of War.

Then, there's games where SA's LP motto hits full force: "We play games so you don't have to." I don't have to suffer through steaming piles of dog crap like DMC2, Daikatana, or Sonic 2006 just to watch the storyline unfold. As an added bonus, the vast majority of LPs of horrid games like these are entertainment in and of themselves.

203
DF Modding / Re: Finding "features"
« on: March 16, 2010, 07:23:44 pm »

204
DF Modding / Re: Oh Carp! [small suggestion]
« on: March 13, 2010, 09:20:00 pm »
Ok, I moved it.  You're right, it should have been here all along, I just wasn't thinking where I was putting it... :P

Still, I think that if the fish problem's been removed, it should be put back in; just for Fun!

P.S. I do however agree that all this shouldn't be in vanilla DF (but it should be paid homage to, like in engravings and stuff)

Make your mod, then. It wouldn't be difficult to rig up your ubermench carp, but it's gotta be done, and that takes longer than a forum post.

205
DF Modding / Re: lowering the number of wrestlers in a siege.
« on: March 13, 2010, 06:08:16 pm »
Kill 'em for a few years so they bring more Hammer Lords and Bowmen.

206
DF Modding / Re: accessing fortress stock data
« on: March 12, 2010, 06:53:11 pm »
I'm concerned about a thing or two though, isn't the stock data generated on-demand? Why else does the game pause when you scroll past stone if you have too much?

The stocks screen is, indeed, generated on demand. The reason it takes so long is because (wild mass guessing based upon my own programming experience) the game stores a list of each individual item, and when you highlight that item's heading in the stock screen, the game scans through that list for the details. Reading the count takes but a moment (thus why loading the Z screen in the first place doesn't take ten minutes), but polling each item to determine what it is (gneiss, gabbro, plump helmet spawn, sweet pod seed, etc.), if it's part of a building, forbidden, marked for dumping, or simply lying about takes a similar moment PER STONE. It's easy to accumulate thousands, even millions of stones (even a 2x2 site contains OVER NINE THOUSAAAND stones per Z-level) over the course of your fortress's life.

The pro trick for avoiding that lag if you want to look at other items on the third page is to move the cursor down to at least the fifth item before hitting Page Down. You can also Page Down to the fourth page and move up one item at a time.

... and seeds.  For some odd reason, seeds are much worse.

Seeds can get really bad if you grow many different crops. Your typical seed will be inside a bag, inside a barrel, placed in a stockpile. That's three of those "moments" to find each seed and figure out if it's being eaten by vermin.

207
It's definitely easier with fewer dorfs to micromanage, though drafting everyone who walks in the door and trying to keep them all fed and housed can be interesting.

208
DF Dwarf Mode Discussion / Re: exploratory 15x15... why?
« on: March 11, 2010, 11:49:20 am »
In fact, I'm thinking on just cutting my max population down because it's annoying to deal with new immigrants. Not because of FPS issues, but because it's such a brain freeze to think of jobs for them all.

If you run out of jobs before you run out of fish dissectors, your military is too small. There is no fortress that would not benefit from a few extra meat shields wrestlers. Plus, that'll give your armorsmith more work.

209
DF Modding / Re: Three Questions
« on: March 11, 2010, 10:21:01 am »
Goblins are [BABYSNATCHER]s, so I think they're continuously at war with everybody. Three civs would give you three times as many goblins to slaughter, though.

210
DF Modding / Re: How to access map data?
« on: March 11, 2010, 10:19:08 am »
I'd prefer the save game file because the Unreal map won't anyway be a realtime copy of an active DF map.

Oh, man. I just had the most awesome vision of a map that's half above ground, half tunnels, with dorfs here and there digging new tunnels, then caving them in, and digging them out again. Not sure how you could easily communicate to the players which tunnels were open at any given moment, though.

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