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Messages - alway

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6751
DF General Discussion / Re: Challenge: Soap Tower
« on: December 08, 2009, 05:42:59 pm »
That's not steep... At least not when your classes end this week giving you over a week of nothing but df time! :D
My attempt will be sans cheating or modding, since those would ruin the whole point of the competition IMO*. After all, anyone could go change all stone layers into soap and completely defeat the purpose of the excercise.

At the moment, I have all the infrastructure to make soap... These animals just aren't quite frisky enough. I started with about 10, now im at 40 about a year later. It would seem to keep the fat supply large enough I will have to wait at least another year until I have enough that the exponential nature of reproduction in DF kicks in. I just have to be careful to keep the population of them well controlled else I may surpass critical mass and cause an unstoppable cowsplosion.

Edit: it seems those crafty humans are trying to tempt me. They are offering almost 200% increase prices on my soap in an attempt to thwart my plans to create a soap tower. And my first batch of cows are maturing!

Edit 2: 120 animals, about 100 of which are cows or other large things... still maintaining 100 fps by turning off temp and weather.

*Note: opinion may change after first or second tantrum cycle.

6752
DF General Discussion / Re: Challenge: Soap Tower
« on: December 08, 2009, 02:57:40 pm »
My first attempt has ended in Fun. I embarked, got a decent fort running then went to set up my soap production, only to find an alchemy shop requires clear glass vials. Having neither sand nor an underground pool to make sand with the tree bug, I decided to flood the fort with the nearby river. All but one dwarf died, and the remaining one stayed alive and sane for a miraculous half a year on nothing but vermin and river water. A river infested with carp I might add. After watching him for awhile, I decided to attempt a single person fort... Unfortunately, after building a small shack with a bed for him (since he was a woodcutter), he got thirsty one last time. Alas, he ran to the river of carp and was not as lucky as his previous visits. He was yanked into the water and promptly torn apart by a swarm of carp. Unfortunately I had not a single bar of soap to scrub all the blood from the river...

6753
DF Dwarf Mode Discussion / Re: TO THE CORE!
« on: December 07, 2009, 05:40:26 pm »
... this state-of-the art machine will ferry my crack research team into the heart of the world and (Armok willing) out of another volcano on the other side**.

** In a world where water is desalinized by pouring over a ledge, this may just work.
Well, if we work in the frictionless vaccuum enjoyed by physics professors ([url href=http://xkcd.com/669/]sorta[/url]), the gravity would indeed put you out the other side at the same velocity and height. Make sure to make the tip infinitely sharp and to cover the entire thing with lard so as to keep friction from stopping you halfway down.

6754
DF General Discussion / Re: Anouncing The PathFinder Project
« on: December 03, 2009, 10:48:21 pm »
I haven't read through the whole thread, its a bit long... But have you tried this approach?
Start with your basic searching or whatever you decide is the fastest method. Then, record where dwarves move and create a seperate list for this. The first list will have all the world areas, and the second will have areas which dwarves have recently walked on. The second list will have some sort of counters assigned to the areas which will count down, and when the number reaches zero, the area will be removed from the list. This will make the list into a sort of short term memory for where dwarves have walked recently. This assumes your dwarves will move in relatively the same areas and pathways a majority of the time, which unless they are fleeing from goblins is a correct assumption. For example, most forts have a main hallway through which dwarves will walk. Using this method, the second list will very quickly acquire paths from common tasks, such as food stockpile to dining hall or storing mugs in their stockpile. This second list will be checked first for a path from point a to point b, and since it will be much smaller than the main world list it should take quite a bit less time to calculate a heuristic for. Another benefit is if you have dwarves running through a massive stockpile room. Take for example one of my forts which has a huge 1 z level room carved out which is probably about 100 by 100 in size and filled with stockpiles. Dwarves running from room entrance A to room entrance B will almost always take the same path or only 1 or 2 squares off the same path. So rather than generating a heuristic for the whole room, the path will be charted once, then followed by all further dwarves to come down that particular path with a much smaller list of areas over which the heuristic must be done. There are some problems with the method, such as the paths being potentially inefficient and doubling back as well as the extra processing done to make and maintain the 2nd list, and they may or may not cripple this technique.
Knowing C++ decently enough to try out this approach, I think I may start trying to implement such a search tommorow...

6755
DF General Discussion / Re: Thank you, Tarn!
« on: December 03, 2009, 09:47:08 pm »
Definately. DA:O, if you take away the story lines is a relately bland game. The combat is merely okay, the proffessions I didn't even use once through my entire play through the game, and the quest goals are usually not too compelling. However, I don't think the game mechanics were why I enjoyed it. I enjoyed it more like a good book or movie than as a game, and in that regard it was certainly memorable.

Take the story line for getting military aid from the Arl Eamon for example: (note: story may vary slightly based on choices made)
Spoiler (click to show/hide)
That alone could make for a book or a movie.

6756
Yep, one of my forts has a military dwarf with over 300 kills, both goblin and orc. I even cleared a wide area of trees in front of my entrance so I could watch the enemies fly farther before exploding on the side of a tree. It is really quite impressive to watch when a seige comes.

6757
DF General Discussion / Re: Thank you, Tarn!
« on: December 03, 2009, 07:01:55 pm »
I actually found Dragon Age to be quite fun. Much more so than Fallout 3. I would have enjoyed it more if it was larger and more open, but the story lines were very good if you actually spend the time digging through the dialog. There were a few disapointments I came across, but for the most part the game was excellent. I got around 35 hours out of my first play through, and I may go back and play through it again at a later date.
It isn't bad, just a different type of game. Some prefer linear, some non linear... Both have their strengths and weaknesses. As for me, I judge RPGs on how good their story lines are. Other RPGs pale in comparison in that regard.

6758
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: December 01, 2009, 03:03:07 pm »
Uh oh, Baboonanza hasn't posted in about 3 weeks... Come, my fellow dwarves, it is time to mount a rescue party!

Oh, and bump. I couldn't let this thread sit on page 3 now could I? :)

6759
DF General Discussion / Re: [question] What is a naked mole dog?
« on: December 01, 2009, 02:57:47 pm »
I would say the fallout 3 variety could be considered mole dogs, since that is about their size.

6760
Put walls on the bridge, then install pumps allowing you to instantly transform your entrance bridge into a magma river.

6761
DF Dwarf Mode Discussion / Re: Has Magma Spoiled You
« on: November 06, 2009, 08:32:01 am »
I've never gotten around to dicking around with magma. Nothing in vanilla can stand up to a large squad of expendable champion wrestlers in masterwork leather.
Which is exactly why magma must be used! m-v-t x-s is not nearly as fun to watch as q-P. The whole point of dwarf fortress is to go over the top and not just fend off the seiges, but to do it in such a way that all other seiges wet themselves when they hear about how horrible the deaths of the brethren were (and how their deaths will be horrible when it is their turn for a suicide run).
Or as Vince from slapchop would say: "Stop having a boring life!"

6762
DF Dwarf Mode Discussion / Re: Your most hated nemesis
« on: November 04, 2009, 11:17:31 am »
Low FPS. My forts will last for many years, during which time megaprojects are constructed... And still nothing topples my fortress. Until FPS drops below 20, at which point I can no longer stand playing the map.

6763
DF General Discussion / Re: Can't Wait Any Longer Donatathon
« on: November 04, 2009, 09:38:05 am »
Just convert some money into Euros and wait a week. Then you will be able to afford anything you want in the US.  ;D

On another note... Holy crap, its only the fourth of the month and this thread has already brought in over $800! To bad I don't have any money to donate with. :(

6764
DF Dwarf Mode Discussion / Re: Has Magma Spoiled You
« on: November 04, 2009, 09:34:09 am »
Yay! My magma poem is just short enough to fit in my sig! :D

6765
DF General Discussion / Re: Dwarf Fortress Talk #4: Feedback
« on: November 04, 2009, 08:10:27 am »
4th one, when did this happen? I am a bit stunned that it can roll out so unmonumentously.

I gotta go check it out.
Agreed. The website needs to play truppets and have big flashing arrows pointing to the DF talks every time another comes out.

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