Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Fieari

Pages: 1 2 3 [4] 5 6 ... 74
46
DF General Discussion / Re: Future of the Fortress
« on: January 24, 2012, 01:16:36 am »
Toady, is there a reason you know of why it is so common for middle fingers to get damaged?  The SA "Gemclod" fortress in particular showed dozens of combatents getting their middle fingers mangled, and now it's showing up in your dev log.  Is this a bug, a bizarre statistical fluke, or is there a good reason the simulation tends to pick middle fingers to bust up?

47
DF General Discussion / Re: Future of the Fortress
« on: January 22, 2012, 10:44:23 pm »
Toady, i find the stone management function screen to be tedious. Could we ever designated stone use per workshop instead of fortress wide?

This is not the place for suggestions.

48
DF General Discussion / Re: Future of the Fortress
« on: January 22, 2012, 04:18:49 pm »
Twilight Vampires aren't even Vampires.  They're unseelie.  Poorly written unseelie, but unseelie all the same.

49
DF General Discussion / Re: What % finished do you reckon DF is?
« on: January 14, 2012, 09:27:22 pm »
The old Dev Single page expressly included planned ideas that were to be implemented AFTER version 1.0 was completed.

50
DF General Discussion / Re: Running DF without a GUI?
« on: January 14, 2012, 09:19:55 pm »
DF uses a GUI.  Even in Text Mode, it uses a GUI.  The GUI is made up of text, but it is graphical.  It uses text to create pictures for you to look at.  There is a menubar to tell you what buttons to press, which is a GUI.  There is a map, which is a GUI.  The only way to play DF without a GUI would be to turn the monitor off and... I don't know, use sound effects?

No GUI would indicate a text adventure.  Or perhaps input without output, or output only in terms of a raw data dump saved to a file which you'd read separately.

Now, if the question is "Has anyone played DF without a tileset?" then the answer is yes, there are many people here who even prefer it that way.  I myself prefer it for Adventure Mode, since tilesets are usually not optimized for adventure mode and things can look wonky on the travel maps, but find tilesets useful for dwarf mode.  And yes, you can play DF in Curses mode, with actual text being printed to the screen instead of utilizing bitmaps of text.

But that's besides my point.  Even in pure ASCII mode, there's a GUI. His original question was nearly meaningless, and I honestly could not figure out how you could even conceptualize DF without a GUI.  The GUI is the O part of DF's I/O interface.

51
DF General Discussion / Re: Running DF without a GUI?
« on: January 14, 2012, 08:14:23 pm »
You mean... playing with your monitor turned off?

52
DF General Discussion / Re: Future of the Fortress
« on: January 03, 2012, 12:02:52 pm »
Quote from: Toady One
and incorporation of Baughn's fixes to the SDL stuff

Since Baughn hasn't personally posted on the forums since last May...

Can you post a changelog of his bugfixes?  I'd LOVE to see what is being fixed!

53
DF General Discussion / Re: Future of the Fortress
« on: December 05, 2011, 01:17:15 pm »
When modeling demand for objects, is it done by a hard-coded object class (ie, all food has this demand, weapons have that demand, art has the other demand, and so forth), flat aspect (everything is equally in demand, and supply is the only concern), or is there an element in the raws that determines how it much it will be used during worldgen (set plump helmets to low demand and sun berries to high demand, modifiable to the other way around if we want)?

54
DF General Discussion / Re: Future of the Fortress
« on: November 22, 2011, 12:39:44 pm »
Actually, he's said that while he intends vampires to be procedurally generated in the future, for now there's just one kind.

Which makes me think of a question:

Toady, while you aren't making varieties of vampires and other undead monsters NOW, have you included the framework for expanding them in the future?  Can we mod in additional types of vampirism ourselves?  If so, are they "whole package" or did you make the framework for random parts in the curse/secrets system?

55
DF General Discussion / Re: DF Talk: Playstyles and You
« on: November 04, 2011, 03:12:15 pm »
I'm a crossbreed of gamist and simulationist. The most important thing I seek in the game (and any game in fact) is a challenge to my wits. I want to survive (not necessarily win) but BARELY. I want a constant cannonade of problems to solve.
I want to be forced to MANAGE MY RESOURCES, including time. This is an element almost non-existent in present DF, 2-3 months of making rock crafts and you're set for the whole game in terms of trade. I also want more involving tactical combat.
I absolutely do NOT need points, highscores, a straightforward challenge/goal (other than survival). I detest steadily raising challenge curves- this just means the game is boring at the beginning. And I do not want to win due to my understanding of the gameplay mechanisms, I want the GAME to be my challenge, not its inner workings.

Agreed!  Although I think having things to work towards other than survive can be nice too, as long as survival is still in question while you're seeking those other goals, and as long as those goals are difficult enough.  Becoming the mountain home is too easy now, for instance (partially because survival is not a threat).  Defeating whole armies is too easy as well.  I could imagine a goal where you are trying to stop armies from passing through, for example, where they don't even stop to try to fight you unless you engage them first, but if they get through they attack another fortress somewhere to the dismay of your civilization.

56
DF General Discussion / Re: Future of the Fortress
« on: November 04, 2011, 01:45:25 pm »
Since you brought it up, as a jew, I'd love to see homicidal racism in DF.  Imagine the challenge!  Imagine the satisfaction of bringing that nation down!

But only if it's a 5 minute addition as part of the code that alienates vampires and werewolves.

57
DF General Discussion / Re: Future of the Fortress
« on: October 31, 2011, 10:53:33 am »
Let me just say, that having a dwarf who has not seen another dwarf for a full year is should be plenty eligible for being "Missing".  Even miners and hunters come back for meals, after all.  I wouldn't call someone THAT isolated being missing unreasonable or going overboard at all!  You'd have to really WORK at it to trigger it, after all.

58
DF Adventure Mode Discussion / Re: Labyrinth Staircase
« on: October 10, 2011, 08:21:58 pm »
Press >

59
DF General Discussion / Re: DF Talk: Playstyles and You
« on: October 09, 2011, 05:24:21 pm »
I'd also like to amend "gamist" to say that I don't want to win... I want to lose.  But I want the game to force me to lose despite my best efforts.  I want to try holding on with my last breath, my last fingernail.  I want to try, and try, and try again.  And finally, through some critical alignment of events, possibly survive.  And then retire that fortress and have it make an impact on world politics at large.

That's what I mean by gamist and simulist.  I think I can sum it up like this:  I want what I do to MATTER.  Not aesthetically, but functionally.

60
DF General Discussion / Re: DF Talk: Playstyles and You
« on: October 09, 2011, 10:30:48 am »
I'd put myself 60% gamist, 40% simulationist, negligible% constructionist.  Legos on the computer do not interest me.  I didn't say 0%, because in as much as construction contributes to simulation, I appreciate it.

I haven't played dwarf mode seriously since the 2d mode.  For all of 40d, I was interested only in legends mode.  Now I'm getting pretty involved in adventure mode, although it could use some more content, and definitely more sim.

I wonder if this could be made into a forum poll?

Pages: 1 2 3 [4] 5 6 ... 74