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Messages - Fieari

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241
DF Suggestions / Re: increased portions
« on: July 17, 2009, 09:23:04 pm »
Don't you guys remember when farming actually WAS a challenge?  It was much more fun back then.  I definitely want something done... just not this specific suggestion of higher skilled dwarves eating more.  I say let -all- dwarves eat more, just make sure hauling is updated so they'll get all their food in one go.

Also, make farming itself harder.  Maybe soil depletion?  I want to build complicated irrigation systems again!

242
DF Suggestions / Re: Chosen ones of Armok
« on: July 17, 2009, 02:18:24 pm »
Actually, Toady has stated "you are the government of the dwarves in its official capacity"... so when nobles are doing their job, that's you, but when they make selfish mandates, that's outside of the official arena.

243
DF Suggestions / Re: Chosen ones of Armok
« on: July 16, 2009, 02:49:37 pm »
Various deities and avatars will enter into the game eventually, but not like this.  And it'll be far more likely that such visits will not be pleasant for your fortress.

The following dev notes talk about gods manifesting in various ways:

Quote
# Bloat376, TALKING TO GODS, (Future): Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.

# PowerGoal64, THE LOCAL SPIRIT, (Future): You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.

# PowerGoal75, SONG OF DREAD, (Future): The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.

# PowerGoal105, MONUMENT TO DESTRUCTION, (Future): You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.

# PowerGoal109, LOVE OR WAR?, (Future): You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.

# PowerGoal113, DIVINE INTERVENTION, (Future): You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.

# PowerGoal125, SPEAR OF THE GODS, (Future): The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.

# PowerGoal135, JUST IN CASE, (Future): You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.

# PowerGoal139, A BATTERY OF AA MECHANICS, (Future): You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.

244
Is that a feature of all megabeasts, or all creatures? It seems odd for it to be specifically a dragon thing.
Quote
This bug/feature exists for all creatures that have killed your dwarves, not just dragons

Boatmurdered made this feature infamous with regards to elephants, but yes, it works with all creatures.

245

Would you consider making DF a low-cost shareware? Many independent programmers are, would this allow you to work on your DF project much more and eliminate other distractions in your life if DF made you money? Older version free, current version $3, all upcoming versions until a major update $10, lifetime membership $XX?

Personally I would very much support DF becoming non-freeware if it would let you work on DF more.

You do realize that coding DF is Toady's fulltime job, and that DF is not shareware but donationware... and yet it still earns him enough to pay the bills.  He publishes all his financial records too-- check out the announcements forum.  I'm pretty sure he earns more than I do at my technical support desk job.

246
DF Suggestions / Re: Unidentified plants?
« on: July 10, 2009, 07:55:10 pm »
This seems like it ties into Toady's new "Knowledge" system that he's currently implementing for Medicine only, and will be branching out from there.  But this really is multiple suggestions.

1) Have a Knowledge for each type of plant
2) Be able to gain PARTIAL Knowledge of plants by eatting it
3) Be able tp purchase knowledge from other races
4) Be restricted as to what you can do based on what you know about it

#1 is fine, although may run into memory issues as more types of knowledge are added to dwarves (each piece of knowledge will need its own bit, and bits add up).  #2 -- partial knowledge -- would be even worse memory wise, as you'd have to keep track of what is known about each different plant, for each dwarf.  Gaining knowledge automatically by testing it once isn't something I'm keen on either... I'd prefer it to take some more effort, with possibility for misidentification in the process.  That's more dwarfy.

#3 is going to be in, IIRC from interviews with Toady.  #4 will also be in to some extent... except that it's not that you CAN'T do things without knowing how, it's that you'll just suck horribly at it.  To the point of almost always mangling the job, with a couple of possible lucky breaks for something passable.

247
DF General Discussion / Re: Epic name, man.
« on: July 10, 2009, 06:33:06 pm »
There used to be a bug where every aspect of every name would be set to "Pregnant", "Pregnancy" or "Pregnancies".  You got a lot of "Pregant Pregnancy of Pregnant Pregnancies" showing up.  And the landscape would be similarly named.

Toady did fix that bug eventually though, so you don't see it as often anymore.  I wonder why the bug chose that particular word though... it doesn't show up first or last in any of the raws...

248
DF Suggestions / Re: Combat improvements
« on: July 10, 2009, 03:27:38 pm »
Actually, the game is getting less abstract then that.  It will have actual masses and edges that calculate how hard something is hit.  The weight will combine with the user's strength to calculate speed.  There's other threads that have FAR more detailed schemes for parrying which I think are more dwarfy.

249
DF Suggestions / Re: Burrows and pathfinding
« on: July 08, 2009, 05:15:50 pm »
The current system DOES pathfind for fliers... but only if the destination is possible to be walked to.  Example:

Code: [Select]
1 F # F 2
F F # F F
F F # F F
F F F F F
F F F F F

If F is floor, # is air, you're at 1, and want to get to 2, then if you can fly, you'll go:

Code: [Select]
1 - - - 2
F F # F F
F F # F F
F F F F F
F F F F F

Instead of:

Code: [Select]
- F # F -
- F # F -
F - # - F
F F - F F
F F F F F

But if you have:

Code: [Select]
1 F # F 2
F F # F F
F F # F F
F F # F F
F F # F F

Then even if you can fly, the game won't let you get from 1 to 2.

250
DF Modding / Re: Creating racial hatred through raws?
« on: July 06, 2009, 09:55:46 pm »
The real trick to racial emnity is just compare their ethics, and make sure they're opposed.

251
DF Suggestions / Re: Escape
« on: July 06, 2009, 07:54:11 pm »
He's all for boats.  He's just against rotating boats.

252
DF Suggestions / Re: Burrows and pathfinding
« on: July 06, 2009, 07:52:49 pm »
What is currently implemented is that everytime there's a change to the walkability of a tile (mining, building walls, locking doors, flows running across the map, etc), the game seperates the entire map into connected regions using the floodfill technique.  Each map tile is assigned a single number... I forget how many bits is allocated to it but IIRC it's not a huge number of them... and then when a creature wants to pathfind, it compares the number of it's current tile to the number of it's destination, and if they are the same, runs A*.  At that point, the route the creature is taking is saved, and the dwarf follows that path.  If the path changes and the creature runs into an obstacle, the path is recalculated with A* again (but only when the dwarf actually hits the obstruction).

That's it.  That's the pathfinding system right now.

253
DF Suggestions / Re: Burrows and pathfinding
« on: July 06, 2009, 02:25:57 pm »
I don't know if my suggestion on improving the system would help in explaining it... it's a lot of compsci, using bitwise arithmatic and big O theory (and my suggestion isn't for an improvement in speed, it's for an improvement in accuracy).  But it does cover the basics.

I think that people hear "the pathfinding is slowing the system down" and then instantly try to figure out what the pathfinding system might be doing in their heads, causing them to mentally write their own interpretation of how to make a pathfinding system work at all, and assume that's what needs to be done.

254
DF Suggestions / Re: Burrows and pathfinding
« on: July 04, 2009, 10:13:35 pm »
Actually, the pathfinder DOESN'T flood the map.  It uses the A* algorithm, which you can read about in most computer science textbooks, or discrete mathematics textbooks.  It's related to Dijkstra's algorithm.  You're thinking of the connectivity map, which does use flood fill.  Using burrows to restrict the connectivity map would be a bad idea.

255
DF General Discussion / Re: CORE FORTRESS
« on: June 30, 2009, 07:45:07 pm »
This topic comes up repeatedly.  Every time it does, it spawns a multi-page thread of flaming doom.  Please, let's not do this again.

Summary: Multithreading is not easy, is even less easy when you don't start work on it from the beginning, and Toady has no skill in how to do it.  The graphics portion of the game is slowly becomming multithreaded by Baughn though, so you'll have a little bit at least.  Eventually.  When he's able to get it to work.

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