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Messages - LordZorintrhox

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61
DF Modding / Re: Stonesense - Official thread -
« on: December 28, 2009, 01:28:02 pm »
Wow, I...just wow.

I mean, I was following the development of Stonesense closely, but I underestimated how easy it is to setup and how satisfying it is to see my fort in this format.

Wow.

62
DF Modding / Re: So the New version is coming out, and all the mods are...
« on: December 18, 2009, 09:59:53 am »
Dwarfletter will definitely be redone for the new stuff.  It needs work as it is, but I figure it is better to get that done for the new stuff.

63
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 18, 2009, 09:50:28 am »
I think it would be fun to have subterranean corals.  Sort of like saplings, but if you let them grow too long they eventually turn into solid rock and heal your mining damage.  Could be farmed as a source of CaCO3 for smelting.

Whoa, that'd be cool.  Call it "stone blight" or something.

64
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 17, 2009, 12:14:24 am »
Might it be better/fairer to give the function two arguments? Or three?  Something like:

F( <base creature>, <target creature>, <amount> )

It takes <base creature> and shifts it towards <target creature> according to <amount> (which would be an element of some normalized range, like [0,1]).

So if you put in F( human, human, 0.5), you just get human.  That way the function is not arbitrarily andro-centric and has no silly prerequisites or discontinuities.

Of course, this is all speculative, and, uh:

"Urist!  I need more nerdosity!"
"I cahnt do it, capt'n!  The micolinium crystals are too green as it is!  She cahnt take much moore of this!"
"Dammit Urist, we haven't defined the anthropomorphicization function yet!  Carp, give me a reading!"
"Highly logical captain."
"You here that, Urist!?  Things are getting LOGICAL up here!"
"Great Armok, capt'n!"

65
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 13, 2009, 08:27:03 pm »
Don't forget vulcanization; rubber isn't as amazing without it, and that wasn't invented until the 19th century.  Natural rubber is rather crude.

Natural rubber would be a VERY appropriate resource for the elves, and would compensate for their lack of metal nicely.  Also, you could conceivably use elven rubber lashings to build tree huts and the like without having to harm the tree in any way.  Its right up their alley, though collecting it does mean you must slice the bark of the trees.

Even if the dwarves had rubber, culturally it isn't really their thing.  Its all about leather and metal with them, and if the Elves made it, they would shy away from it even more.


66
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 11, 2009, 10:52:09 am »
Maybe workshops could have multiple behaviors?  Suppose at every season-change or once a "day" or whenever would be appropriate, each workshop does the elaborate pathfinding check to every individual stockpile set to use workshop-appropriate materials, and records the stockpiles in order of preference.

Then, when a job requires a material, the workshop checks each stockpile in order of proper distance for the material it needs without calculating any paths or running any algorithms beyond "what's the first suitable material in this stockpile?".  If there's nothing in the stockpiles, then it goes hunting the map using a more intensive method.

/not a computer scientist

...actually, not a bad idea.  When a dwarf does a job, and it is to a stockpile not already accessed by that workshop, the workshop stores a pointer to the pathing object.  Then subsequent dwarves can access the path to the stockpile they want from the workshop that they are doing the job for.  You can then make an optimized algorithm for searching stockpiles, since there are some general assumptions you can make about them (usually comparatively large and obstruction free).

If the list of stockpiles is stored in a binary tree, you can find out if the stockpile has been accessed in O(log(n)) time, and if it has, the pathing step takes O(1).  Say that the rate of new path calculations follows an exponential decay with the age of your fortress, and over time the pathing time becomes more or less constant. Huh.

And back to the game.  Yeah!  SO CLOSE!

Edit: Oops, I did my math a little wrong; over time pathing would approach O(log(n)), not a constant since you still must look up stored paths in the workshop.

67
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 10, 2009, 10:26:17 am »
AHHHH, the anticipation is killing me!  I'd be happy if it runs ten minutes before exploding come Christmas Day.

The possibilities, the the amazing possibilities.

You can do it Toady!

68
DF Modding / Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« on: December 08, 2009, 05:56:19 pm »
HAHA, back again!!!

Okay, school hit hard again, so I didn't keep up with the new release.  However, winter break approaches (a week and a bit), and that means I can put this silliness up on the list again and finish Dwarfletter up...or at least clean it up.  I've got somethings stewing on this old hard drive.  Brought this back for, I don't know, hype?

Anyway, what with the new version of Dwarf fortress coming, I figure I'll have plenty to fix to get Dwarfletter working again and take advantage of anything new we can do.  Plus, there is Arcanagram to consider.

I might also delve into some lite workshop mods; who knows?

69
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 07, 2009, 10:33:41 am »
The ancient Egyptians would shave their eyebrows when their cats died...

70
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 05, 2009, 01:01:25 pm »
It sucks there aren't butchery terms for all the organs.  All I've found are tripe for stomach, chitterlings for intestines, and fries for dangly-bits.

Sweetbreads is one name that always confuses me.  In my Fanny Farmer cookbook, there is a chapter called Sweetbreads, and you open it expecting to see old-school sugary bread treats, and instead are presented with recipes for boiled pancreas.

71
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 13, 2009, 10:37:38 am »
Man, I wish had time to contribute to this.  This is all very beautifully executed, and makes me desire the day when the game looks like this.

Argh! too much school work, otherwise I'd isometrify my dwarf graphics set for this.


As a complete Rock Geek, this is something I've been mulling over for a while to try and find a way to do it right. I took some of your suggested textures, as well as a set of others, and added in a few others. Each category will have a generic greyscale stone texture, which we can apply colors to in order to create all the different stone types. Eventually, I'd like to have multiple textures of each category, which will be cycled through to create more natural-looking walls.

1. Flakey Sedimentary (Shale, Mica)
2. Grainy Sedimentary (Sandstone, Siltstone)
3. Clear Crystaline (Ruby, Rock Salt)
4. Opaque Crystaline (Obsidian, Bituminous Coal)
6. Smooth Igneous (Basalt, Rhyolite)
7. Coarse Igneous (Granite, Diorite)
7. Lusterous Metamorphic (Marble, Quartzite)
8. Foliated Metamorphic (Gneiss, Phyllite)
9. Nodular (Bauxite, Conglomerate)
10. Metalic (Hematite, Tetrahedrite)

I will comment that this is almost exactly the list Dwarfletter ended up with for its stone/soil tiles, though some are double duty.  The nodular tile in particular ALWAYS makes good ore walls, for any ores that are or appear to be native metal, like gold, copper, and hematite.  Most of the other metal ores are colorful oxides and crystals.   It works very well at giving a colorful and detailed visual experience.

Saturday I MIGHT have some time to take a crack at some of these, if no one minds.

72
DF Modding / Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« on: November 08, 2009, 01:49:45 pm »
I'm BAAAAAACK!

Wow, been far too long.  Heavy school/personal stuff happened, and the anticipation of the next DF release was getting to me.  Dwarfletter still needs some work, especially in the minerals department.

But I had been working on the proper matching graphics set for the Dwarves, and this is what it looks like right now:

the flickr page

Tasty, or no?

73
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 20, 2009, 12:08:13 pm »
@Arkose: I doubt we can flag things as needing to be placed on water as there is no system yet in the workshops presently implemented that does that.  Though other buildings do have those types of requirements, so maybe we can.  But I rather doubt it.

On the topic of glazes, if we wanted to get really crazy we could have the alchemist shop make all manner of glazes out of all those lovely oxides that presently only serve as colorful rocks.  Flag an alchemist shop with artifact creation, and you might get rare glazes made from Dragon bone or some such nonsense.  Also, since pottery in general isn't considered "finished" until it is glazed, the potters can just make generic "pottery items" until they are glazed and fired again ti make specific "ceramic mugs."

Maybe.

And this release just got 1000 times better.  WOOT!

74
DF General Discussion / Re: Urist McWikiHost has Moved!
« on: September 17, 2009, 07:34:26 am »
For those about to Dwarf,

*MAGMA CANNON*


WE SALUTE YOU!

75
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 11, 2009, 09:37:36 am »
That ^ is awesome.

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