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Messages - Sensei

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9811
Other Games / Re: Morrowind Mod- Last updated: 7/24
« on: July 24, 2009, 03:51:18 pm »
Update:

Yes, I have been slacking. My wrist has been beginning to hurt which has limited my computer time, and I recently discovered 40d13 as well. However, I've made some progress on the wizard's tower- there is a dwarven temple to... someone, I'm not sure, which will serve the purpose of the regular temple, minus a quest line. In addition to that there is a space for magic-related merchants (who aren't in yet), some quarters you can steal from, and Sensei's quarters up top.

9812
Other Games / Re: Borderlands
« on: July 24, 2009, 03:44:13 pm »
The RPG half of the game is in the guns, and I think NPCs have levels too, plus a diablo-esque inventory system.

Anyway, the guns consist of stock, firing chamber, barrel, trigger/grip, sights, and ammo type. The game just chooses from a loot table with 1000 of each, I think (or some large number like that). These all determine what the gun fires, how accurate it is, powerful it is, etc- they showed some interesting examples that the game generated, like an automatic shotgun that fired from revolving barrels, and a sniper grenade launcher. It sounds at least worth a look, IMO, but too many games that looked as promising were disappointing in recent years for me to get excited about much.

9813
DF Dwarf Mode Discussion / Re: Fey mood question.
« on: July 24, 2009, 01:22:53 pm »
You DID make sure there's magma under the forge, right?

9814
DF Suggestions / Re: Magmafers
« on: July 24, 2009, 01:20:53 pm »
Alas! Of course, I certainly don't want to read that whole thing, and I'd forget it anyway. Anyway, though, if it's there Toady's probably already seen it- that's out of eternal voting for a reason.

...this still dwarfy though.

9815
DF Adventure Mode Discussion / Re: Removing Bow/Crossbows
« on: July 24, 2009, 01:16:25 pm »
In fortress mode, I don't have any complaints about the range, and you can always nerf the damage (so that they can pierce eyes and lungs like you'd expect them to, but not often). Apart from that they need a reload time, which I made a suggestion thread for elsewhere. In adventure mode however, a ranged weapon should NEVER be fireable to beyond your field of vision, unless the enemy has a very good reason to be able to see farther than you- but if you're a human in a human town, you should be able to see the shooter if they can see you, ALWAYS. In addition, the message should be elaborated to "The flying arrow hits you in the arm, from northeast and above..." or something.

9816
DF Dwarf Mode Discussion / Re: Island for you!
« on: July 24, 2009, 12:46:16 am »
Swimming and flying civs are broken for now, I'm afraid- that'd be a nice feature to have in the future, and it's on the to do list I think.

9817
DF Suggestions / Magmafers
« on: July 23, 2009, 09:35:43 pm »
Searched and didn't find anything on this before. Why not layers of magma (or large regions)? Or (fun!) stone that pours magma when dug, like aquifers? 'Because innocent dwarves could die' is not a valid answer to my 'why not' question.

Who's with me?

9818
Flickr's never given me problems.

Moldath > Throw rocks at the ugly thing in the hole

9819
Yeah, that. I think he also wanted to make the cave-ins more realistic, which would mean a more complex system, which will be worked on later. Hence, only a placeholder is present now.

Personally, I'd like to see something where if you were to build a bridge, you would need period supports, etc. maybe add something in for structures that emulate arches- anyway, the possibilities are pretty much endless and on the 'to do' list.

9820
> Make a dwarven computer out of gear assemblies.

9821
DF Suggestions / Re: Political use of skull totems.
« on: July 22, 2009, 01:17:26 am »
Not bad. I sniggered when I read the title, it is of course exactly what I thought it was- an elven head is better than a thousand words.

9822
Other Games / Re: Elder Scrolls II: Daggerfall released for free!
« on: July 22, 2009, 01:09:36 am »
Finally, be sure to configure the controls to your liking as soon as you make your character. I've seen countless people moaning about rats eating their toes off because they didn't know how to look down or swing their sword. By the way, you swing your sword by holding the right-click button and dragging the mouse around.

How do various people set up their controls?  I tend to usually slightly modify the defaults in various games, but the defaults here are just a little too strange for me to work with...

I always set it up for WASD and turn the mouse cursor to "VIEW" so it's more like Morrowind.

Z is sheath/unsheath, X is switch weapons (for dual wielding if I need to do such a thing), ctrl is crouch, B is cast spell, mouse 2 is recast, and E is use. I have Q set to something, but I forget what. It has to do with spells I think.

Funny story: DOSbox's emulation works perfectly for me, except that my 1.5 gig processor can't handle it, so that is what has made the game choppy and the music burpy for me. Sad day. The game runs perfectly in XP for me, except that it suffers from the issue that quest items and quest monsters inside houses (read: dungeons) turn invisible as a result of NT based OS's. So far I haven't found a fix for this. Oh yeah, and there is a freaky sound glitch that occurs too. Otherwise it runs smooth.

(Found a possible solution to the NT related invisible quest items/monsters, so I may report on that later. Seen here: http://www.uesp.net/wiki/Daggerfall:Running_under_Windows)

I think I saw the link in this thread, but there is a dude pretty dedicated to making an engine that uses the Daggerfall assets to run the program on modern systems, but does not actually distribute Daggerfall. He calls it DaggerXL. Linky: http://daggerxl.wordpress.com/

It reminds me of Pentagram (the Ultima VIII: Pagan third-party engine that has seen fitful updates at best), except with more momentum behind it.

I'd wish I had known this. I can now play Dfall on my laptop.

Press F12 until it works. That tells DOSBOX to use more system resources, otherwise you're just not using the 1.5 gigs of processing power.

9823
DF General Discussion / Re: Vote for "Full Graphics Support"
« on: July 22, 2009, 12:04:21 am »
I personally like graphics tiles because they don't leave as much black space as with ASCII. It's easier for me to comprehend spatially- and by easier, I mean I can do it quicker, not that I can't do it at all in ASCII or some nonsuch.

And Kinseti, I'm pretty sure 'full graphics support' means the ability to choose a unique graphics tile for EVERYTHING, not just creatures. I guess some people think that making graphics work for everything is going to make the game more appealing to people who don't like to sit down and think, and beckon a biblical plague of 'How do I...' threads. I don't think that's going to be much of a problem, those people probably aren't playing 2D games except bejeweled.

9824
So how many dungeons are we up to now?

9825
DF General Discussion / Re: Vote for "Full Graphics Support"
« on: July 21, 2009, 05:18:14 pm »
I personally would like to see a system where everything that exists in the game can be given a graphic (or ASCII tile if you rather), like creatures can now. As the game grows more complex, this would become more and more valuable- I don't mind ASCII, but I'd like to see an end to shared characters; everything should look different.

That said, vote begging is to be condemned and multithreading should be done first, among other more relevant game features.

Toady seems to be the exact opposite of every game developer out there today- he's waiting to do the presentation side until every feature he wants is totally finished and the game is utterly unique. It's sad there isn't more of this attitude, or at least more major developers in the middle.

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