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Messages - Fieari

Pages: 1 ... 71 72 [73] 74
1081
DF General Discussion / Re: Showing off some pixely dwarves
« on: January 03, 2007, 05:36:00 pm »
What's the reason you made this tileset 14x16 instead of 16x16?  I rather like having square rooms look square.  It shows distance better.

I suppose I could edit it to add a buffer pixel on either side of each tile... just wondering why you didn't.


1082
DF General Discussion / Re: Tile dimensions?
« on: November 28, 2007, 06:30:00 pm »
Tiles are large enough to facilitate an infinite number of dragons, but small enough that two cats passing by will force one of them to lie down to get through.

1083
DF General Discussion / Re: The Evil UI
« on: January 20, 2008, 05:33:00 pm »
Lets not forget that the method for navigating the build menus are pretty messed up, and that there aren't universal keys for the various objects.  To build the object, you need one key.  To place that same object, you need another key.  Tricky!

It can be done, of course, and it can be learned.  But none of this "it's easy!" stuff.

I'm not asking for it to be fixed now.  Just that Toady keep in mind when the best time to put it in would be.  I'm thinking the interface should be worked on after the armies and barnonies are in, since I -think- that'll be the last change for a while that will require major interface revamping afterwards...


1084
DF General Discussion / Re: Water clocks, computers, and automation
« on: October 25, 2007, 12:49:00 pm »
Skeeblix, you're just jealous that we have higher paying jobs, are satisfied and enjoy what we do, and are smarter than you to boot.

1085
DF General Discussion / Re: Human Fortress
« on: October 22, 2007, 02:38:00 pm »
I prefer Human Castle, in order to not repeat the name for any two races.

1086
DF General Discussion / Re: New version performance
« on: October 19, 2007, 04:52:00 pm »
I seem to remember Toady mentioning on a couple of occasions that he did a bit of optimizing of the code... which might mean that the new version will run faster than the current one.

At any rate, if you have performance trouble, you can also shrink the size of your map.


1087
DF General Discussion / Re: Hey!
« on: June 25, 2007, 01:41:00 pm »
Tile graphics are partially implemented now, for creatures only.  Check out Object Tilesets on the wiki.  Full tile support is not -yet- available, but Toady has promised that it'll come eventually.  Not in the next version though.

On the other hand, there is a 3D visualizer coming right up... see:


Now, As far as I understand, in the upcomming release, we won't quite yet be able to control real armies.  However, immigrants and merchants will be really traveling the map, just as armies will.  And we get the Z-axis.  Once we have that, then Toady is working on the actual military portion.  My guess is that the first military release will have it merely that you can depopulate enemy civilizations, with more complicated things coming after that.

[ June 25, 2007: Message edited by: Fieari ]


1088
DF General Discussion / Re: Hey!
« on: June 23, 2007, 05:32:00 pm »
Before you check out dev now, you'll need to read Dev next to understand what's going on.

Summary: ARMIES ARE COMING.

Why has it taken so long?  Because for armies to work, dwarf mode and adventure mode need to use the same map.  The world map, in fact, has to become 100% seamless.  This has proven time consuming.  But in the process, we're getting the Z-axis for Dwarf mode!  As well as the ability to start our fortress on ANY walkable tile of the world map.  

The mountain is also no longer a flat face, and the interior of the mountain is no longer fixed to River -> Chasm -> Magma -> Pits -> Adamantium -> Demon.  You are no longer guaranteed iron, or any other ore for that matter.  You are no longer guaranteed water, or magma, but picking your start location wisely will help with this.  How do you pick wisely?  Read a book on geology.  Wikipedia is the design document.  (of course, we have no idea how we'll find adamantium anymore.  Rumors from adventure mode maybe?)

The count down to the next version is getting closer and closer.  You can watch the items on this list: dev notes get fewer and fewer, day by day.  A couple weeks ago, that list must've been six or seven pages long, and now it's less than three (your "number of pages" may vary depending on screen resolution)... and the items left seem less complicated than the items that used to be on there.

So, almost.  A LEETLE BEET more patience.


1089
DF General Discussion / Re: Underground farming
« on: June 27, 2007, 05:05:00 pm »
Keep in mind, in the current version of the game without modifying the RAWs, you can no longer be attacked by magma men, because the heat they give off is enough to melt stone, and they are made of stone, and so they melt to death as soon as they spawn.  Magic, of course, will make magma men possible again, but until then... physics says they melt, so they melt, and there is no magic yet.

That's the kind of realism we get in this game, and it happened by ACCIDENT when temperature was added.  Since we have this amount of realism, it's perfectly natural to demand to know how the plants grow without light.  The answer?  We don't know.  Something about cave adaptation.

Perhaps a future version of the game will remove all non-fungal plantlife from indoors?  Or even require light shafts to be dug to provide the light that is needed?  Hard to say, but I wouldn't doubt it.


1091
DF General Discussion / Re: Rivers vs. Fire Religious Dispute
« on: April 09, 2008, 03:06:00 pm »
Fire is needed to work the smelters and the forges.  River power is not required.

1092
DF General Discussion / Re: A question about a utility.
« on: June 16, 2007, 12:54:00 pm »
Doom wasn't a beta (alpha?) with missing features (rewalling) and interface issues (profession management).

On the other hand, some of the other utilities fall under IDKFA and such... and yet, even these can be used for creative purposes.  I'd actually liken it more to the money "cheats" in The Sims, which Will Wright has claimed in interviews that it's less a cheat and more a feature, since it's more fun that way.


1093
This almost feels like a markov chain...

1094
DF General Discussion / Re: I Quit
« on: April 01, 2008, 02:20:00 pm »
This is fun

1095
DF General Discussion / Re: Complete Modding newb looking for help
« on: June 03, 2007, 11:52:00 pm »
What does [fanciful] do anyway?  The wiki doesn't know.

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