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Messages - jseah

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91
DF General Discussion / Re: DF Accelerator
« on: April 03, 2010, 12:00:10 am »
30 -> 60 fps here. 
Default was: Vista, set a dedicated core to DF at HIGH priority, GFPS cap = 16

Adding Accelerator doubles framerate.  Nice!

55 fps when fullscreen.  =S  Not that I use it normally. 

No blue tiles that other people are talking. 

92
^I think lopping off the head, upper body or lower body being required to one-hit-kill is about correct. 
Obviously, the thing that is happening is that most things aren't strong enough/big enough to be able to do that to a bronze colossus.  That thing is huge, it's one thing to chop off the arm of a giant bronze statue and completely different ballgame to cleave it in half. 

That said, fractures should help.  Perhaps shattered/fractured layers could be made easier to penetrate, requiring less skill/stats to do it.  Eventually, with enough fractures, even the groundhog (remember the super teeth?  XD) should be able to bite a bronze colossus in half (if it can reach up there, say due to the BC not having legs, it should be allowed to), although by that point you'ld be looking at something about to fall apart at any touch anyway. 

EDIT: another thing I don't get is why the BC should be allowed to do damage, or even move, when it doesn't have limbs.  WTF?

93
DF General Discussion / Re: So... crops, anyone?
« on: April 02, 2010, 11:39:39 pm »
^If you ever dig away the top to the sky, it becomes "outside" and only plants surface crops, muddy or not. 

That said, I kind of like the current system, the bug here is not requirement for irrigation.  The bug is that the game tells you you need to irrigate even above ground, when you don't.  It should tell you when you need to (and how to get it, ie. water leaves mud) and tell you when you don't need to (ie. the message should disappear aboveground and when mud is present)

94
Turned on com, (1st April, ~2.00pm GMT)

-> Check email, nothing
-> Check D&D forum, nothing interesting
-> Check DF forums, it's down.  Strange.  Skip. 
-> Check everything else I normally check. 
-> I get back to DF, it's still down.  wtf is going on?  I google DF hoping to get a hit on someone asking about it and decided to pop in to look at the wiki in case there's something there... oh... ah, I see, it's out.  No wonder it's down.   DLed from the mirrors and go around to playing. 

95
DF Suggestions / Re: An idea about making the economy better
« on: March 25, 2010, 12:10:56 pm »
Simply pay enough, and the first dwarf able to work will take that job. 

Although an emergency bulletin board would be a nice feature to have.  Jobs here would override everything else.  Including mild needs to sleep/eat/drink/party/be a champion/being a noble.  Would probably need some heavy payment as recompense. 

96
DF Suggestions / Re: An idea about making the economy better
« on: March 25, 2010, 10:33:21 am »
... You're suggesting we get into a bidding war against ourselves in order to force priorities?
Not quite.  Dwarves put their own bids on the market as well. 

We're still a single, Communist overlord, as all workshops are owned by the state.  The only way to truly be capitalist is to let dwarves build workshops themselves, based upon their own ability to assess what the market will bear, granting players only the ability to "zone for commerce" or "zone for industry".

... and letting dwarves be masters of their own destinies would be an engraved invitation for all kinds of facepalming fun.
Yes, zoning should be possible.  It should be something like "this space for rent" and anything built on it will cost the dwarf a rental sum paid to the fort.  The player should be able to dictate the magnitude and if the cost is one-time (freehold) or continuous (rented).  The player dezoning the area would pay the dwarves back and all things on the dezoned area would belong to the player. 
Spoiler (click to show/hide)
Of course this entire thing depends on dwarves not slacking off. 

EDIT: also gives alot of automation to every job.  Since the player can now just place buy orders for end products and all the others will get queued by the dwarves trying to do their jobs. 

97
DF Suggestions / Re: An idea about making the economy better
« on: March 24, 2010, 01:30:48 pm »
^Exactly.  We need to change how we control dwarves if we want to use a free market. 

Perhaps if we had "pay X amount to get Y job done" as an order mechanic and dwarves would prioritize work done based on which job paid best.  And dwarves would have to be able to decide which jobs they would do, instead of the player telling them. 

98
Wasn't there some mention of a random creature generator?  What with the talk of dwarflungmen. 

99
I wonder if dwarf fortress will ever get dynamic 'pools' of items to start with, with which all kinds of mundane creatures and plants can be made?
Let me clarify this.  I don't think this is a useless question, just one in need of interpretation. 
Of course, if I interpret wrongly, then I get to take full credit for this question.  Which may not be good...

Basically, could a site get a "pool" of things that are related to the spheres that are present, from which creatures and plants could be randomized from. 

So instead of a completely random animal and biome generator, the randomness would be restricted depending on the biome and spheres available.  (eg. carapace/rock-like bark would be associated with savage areas)

100
He was really far even as decided to suggest use even something want to do look more.
Excuse me, I don't think I understood that.  Somehow, the words just don't link up to me.  Could someone explain?

101
DF Suggestions / Re: An idea about making the economy better
« on: March 21, 2010, 08:56:04 am »
^AngleWyrm, and that gets screwy when you consider that in DF (and real life), it is possible to have more goods than gold lying around.  So you need more coins to trade the goods.  Which causes a gap between the amount of coins and gold, opening the possiblity of a run and the government unable to keep the promise of gold -> coins. 

102
Without going into maths, the easiest way to solve those problems is to expand it (in phase 2 say) with if/for loops and variables.  Write a mini algorithm and most maths can be done by that. 
This is strictly not necessary since everything can technically be done by the base 4 functions, but you don't want to do that by hand. 

Tying this into any other standing order manager functions that are added will allow the player to set up arbitrarily complicated orders. 
eg.
Output = Plump helmets - (1000 - Units of Dwarven Wine)
Queue brew alcohol (Output/20)x

Or go crazy and make crafts production based off the market price and run your own pseudo-free market. 

103
DF Suggestions / Customizable Number Trackers - Bookkeeper Suggestion
« on: March 10, 2010, 03:19:52 pm »
Forgive me if my search-fu isn't good enough to find this but I haven't seen this yet. 

Suggestion:
Allow the player to come up with any arbitrary equation taking numbers that the stocks screen can see and the bookeeper will keep that number updated every X period. (player sets the period, shorter periods means more bookeeper work)

Eg.
Output = Plump helmets - (1000 - Units of Dwarven Wine)
Update every season

And the bookeeper will now automatically tell you how many Plump Helmets you will have after topping up your stocks of dwarven wine to 1000 units.  (not that you can do that yet, but it's an example)

Or whatever the player feels like implementing.  Just simple mathematical functions like + - * / and () will be enough to do most fortress admin work.  ^ if you're feeling mathematical. 

104
It's a bit late to ask this but doesn't this:
Quote
As I was watching, blood splattered on the walls and floor, and another dwarf ran over to diagnose the patient again, while the dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice.

make embarking with a surgeon/doctor role insanely important?  Especially since getting good medical support is all the more important in an early fort if you want injured dwarves to recover at all. 

Since any job that has penalties as high as that (dead dwarves) pretty much means you don't risk trying to reinvent the wheel.  Imagine if no-skill cooking poisoned the food!  No cook embark would be miserable until you get one.  You might get them on an immigrant wave but one unlucky (or not) game and tantrum-spiral-here-we-go!
 - I like it though, medicine is a highly specialized skill and very easy to screw up if you're shooting in the dark.  It SHOULD be like that.  Then again, I'm the kind of gamer that wants to see chainmail take a month to make.  And for digging/eating to run real time. 

105
DF General Discussion / Re: Na'Vi and Humans are Elves vs Dwarves
« on: March 09, 2010, 03:53:51 pm »
Quote from: o_O[WTFace
They never show the parts where half of all the little blue children die before the age of 5 due to disease and starvation. 
Someone said on TVTropes that they have some kind of biological adaption system instead of an immune system that works off that strange One-ness biology they have.  And thus don't get sick. 

Doesn't explain how a pre-industrial society of intelligent beings can hope to escape a Malthusian catastrophe. 

Quote from: o_O[WTFace
Also, as a civ player I have to agree that 20,000 years of technology in exchange for strategic resources that you can't even use is more then fair. 
Surely you jest, it's more like 4000 years.  Faster if we didn't have the various Dark Ages. (and equivalents in non-european areas)

But yes, that kind of technology gap is not something you turn your nose up at, regardless if you can presently think of a use for it or not.  (and protection from when humans manage to colonize the star system and some extremist group borrows a tugboat >.>)

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