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 - JanusTwoface

Pages: 1 ... 14 15 [16] 17 18 ... 153
226
Play With Your Buddies / Re: X-Com: The Two Sides [Alien Thread] >2.0<
« on: April 20, 2012, 04:13:40 pm »
I'm confused. What is this? Multiplayer alien-enabled X-COM? o_O Or am I confused. Yep, I'm confused.

One person controls X-COM while the other handles aliens. It's got other features not in the base game (like high explosives breaching UFOs, sniper rifles, additional exit from the skyranger etc.). Sadly it's unfinished as the developers got a cease & desist from rights holders. You can still find it in the dark corners of the internet, though I don't know what's the latest version.
Unless someone can point me at an official source that says otherwise, I'm pretty sure that they never actually got a cease & desist. Judging from what I remember from their 'so long, farewell' post on their forums, they just saw the new games coming out the X-COM IP and were starting their own game studio up and decided that they'd better play it safe than sorry. Which is really unfortunate, because they were *so close*.

227
General Discussion / Re: When Kickstarter goes wrong?
« on: April 16, 2012, 10:24:57 am »
The system is crowd sourced, so users can put whatever ratings they feel are justified.

Quote from: Wikipedia
The rating tool has received favorable reviews in the press, sometimes with mildly critical remarks. Some people vent more harsh criticism, saying the system is too susceptible to faulty results caused by targeted, malicious efforts of biased users. The company claims the system is extremely difficult to abuse and says that attempts usually get noticed.

So the YourWorld website may not have any issues at all (at least it's not on fire any more...), but the WoT users are certainly having a field day with it.

228
General Discussion / Re: When Kickstarter goes wrong?
« on: April 16, 2012, 09:51:29 am »
I found this particularly amusing:
Web of Trust Scorecard for YourWorldInc.com

229
DF Suggestions / Re: DF universal visualizer
« on: March 15, 2012, 07:08:39 pm »
DF would be a memory to me if it wasn't so realistic and gorey

And that would be exactly why. Can you imagine an interface that deal with the number of creatures that DF has, along with the procedurally generated content (HFS/Titans among others) and the damage system where it's entirely viable

Check out version on of the original Slaves to Armok, the precursor to DF sometime. It had a fully 3D interface. And so far as I understand, that's exactly why it died and Armok II: DF was born.

230
DF Suggestions / Re: Contractual Boss Immunity
« on: March 15, 2012, 03:28:18 pm »
So the option you're looking for already more or less exists, but you just don't want to you use it...?

You should check out the advanced world gen. It can actually be really interesting. Lots of things to play with. Although try just changing one or two values at a time. Everything has side effects (butterflies and all that) and that sounds like what you're hitting with your ice ball / deserts.

231
DF Suggestions / Re: More specialized traffic designations
« on: March 13, 2012, 09:39:57 pm »
Setting Normal priority to 1 should have no effect. The cost of a tile only matters if different tiles have different costs.

No it doesn't.

That's not how A* works.  A* tries to path directly into the direction of its destination first, but when it sees that the tile it is trying to enter has a weight of "2" (and "seeing" that takes an entire memory fetch routine, which is THE thing slowing the game down), it then decides to try testing all the other possible tiles going anywhere near the right direction to see if there is a path that involves a weight of 1.  The game ONLY takes the shortest route without checking other routes when you have a weight of 1.  And checking other routes is, again, the thing slowing pathfinding down. 

But for it to actually be A*, it has to use an "admissible heuristic" meaning that it cannot overestimate the distance to the goal[1]. If distance is the number of steps to get to the square and the weighting is directly used as the heuristic, doesn't this mean that all values other than 1 break this guarantee? (and thus inspect far more of the map than they need to)

(Note: Since Toady's the only one that's actually seen the pathfinding code, so my assumptions could easily be completely off base.)

232
DF Suggestions / Re: Separate graphics engine from core game
« on: March 08, 2012, 12:31:37 am »
1) Create an online interface to let people share a Fortress, or create a turn-based game
2) Command line version of the game that could be played through SSH or on the terminal
3) 3D clients that would let you interact with your world as in WoW.
For the first two, try DFTerm, it'll allow you to host a DF session of Telnet/SSH. They had an experimental flash interface, but I think they took it out.

For the third, Stonesense is probably about as close as you're going to get. It's Isometric, but it's a bit better. So far as full 3D, it's never going to happen. Or rather never going to happen again. Remember how DF's full name is Slaves of Armok Chapter II: Dwarf Fortress? Go look up Armok 1. It was abandoned, precisely because of the full 3D thing.

Of course, building an API does take work--but just look at Twitter. They spent most of their early days investing in their API, and that's arguably why they got so big (because consuming, displaying, analyzing Tweet data is just so easy!). More devs -> more users -> $$$.

It would do a lot for the DF community. Relying on hacks to hook into DF is just messy (for developers and users). There are still huge parts of the game that are essentially black boxes to any third party application.
Look up discussions about open sourcing DF for discussions about why it's unlikely that DF is ever going to be open source / have an API. I know that there are direct quotes from Toady floating around somewhere, but I can't seem to find them at the moment.

233
DF Suggestions / Re: Training critters - more raw tags
« on: March 07, 2012, 07:11:48 pm »
You should search and see what else has been said on slavery. Quite a few nice (and some not so nice) long discussions.

(For search, I would suggest avoiding the built in forum search and using Google with the site: modifier to restrict it to just this subforum.

For example:
"slavery site:www.bay12forums.com/smf/index.php?board=5.0"

234
DF Suggestions / Re: Separate graphics engine from core game
« on: March 07, 2012, 07:07:05 pm »
An API has been discussed to death and (unfortunately) doesn't look like it's at all high on Toady's list of things that he wants to implement.

Basically, the idea is that an API would need to potentially be updated each version (resulting in extra busy work) and that any utilities that are built on the API have the risk of being too tightly integrated so that if the maintainer ever steps down, people will get upset. Of course, this already happens to some extent with DFHack and Dwarf Therapist, although both have good people maintaining them.

You should search for some older threads on the suggestions for an API. I'm sure you'll found some rather well thought arguments both for and against. (And a good number of flames. :-\)

235
DF Suggestions / Re: Init file option for number of starting dwarves
« on: March 07, 2012, 07:02:45 pm »
Init file option for number of starting dwarves.
I do like the idea, but I'd much rather this be an option at embark or world generation rather than an init option. Init options affect the entire game, rather than a single embark.

Screen shows migration points (e.g. 20)

Poorly Uselesson [ peasant, one child] +10pts
Snotbeard Drunkbad [ peasant ] + 5pts
Fumbling McMason [ novice mason ] - 2pts
Urist Awesomeness [ master axedwarf ] - 15pts
Seems a little overly gamey, rather than situational. Perhaps instead you could "request" certain highly trained migrants or a range of a given number of migrants from the liason each year, and that would at least influence the waves. Perhaps they'd still come even when you don't want any if there's something even worse out in the world at large (which would require world gen to keep running, but that's another issue) or not be able to get what you want because they just don't exist. In any case, more control would be nice.

236
DF Suggestions / Re: Option to turn off Vampirism
« on: February 28, 2012, 07:08:35 pm »
Which is where the option really belongs in my option. This isn't a game level thing, this is a world generation thing. Too many options in init.txt just start making it a bit unwieldy.

237
DF Suggestions / Re: Poll: Dwarf Fortress App *iOS*
« on: February 24, 2012, 02:53:16 pm »
Do this then:
Dfterm already has it covered, if you can find a decent telnet client for iOS.

It'll run DF on your computer and connect to it remotely. Can't say it's a perfect solution, or even necessarily a good one without a real keyboard, but it's the best you're gong to get.

(Sometimes you can even find people running dfterm servers that you can connect to without hosting your own, although sharing control in those cases is an interesting experience.)

238
DF Suggestions / Re: Java
« on: February 22, 2012, 05:04:59 am »
Java has a very long learning curve
They lied. At least IMO, the language is a fair bit simpler than C++ (if you're using the OO parts of C++). The libraries take some getting used to, but it's not really a long learning curve. If you want something a little more off the wall, try something like Lisp or Haskell.

With Toady's experience, I'd be willing to be he could learn how to use Java at a reasonable level in a day or two. To a level where he could have written DF in it? Weeks perhaps.

[Java] uses more processing power
Depends on what you're doing with it, as mentioned earlier in the thread and at the end of this post.

Overall, it sounds like your government friend was going off the standard anti-Java propaganda. Happens all the time.



AFAIK Java is still in many regards a little bit slower than C/C++...
This.

Since Java (byte-)code is interpret on-the-go rather than fully precompiled, I doubt it will ever be as efficient as well-coded and -optimized C++. Also, the memory handling in Java is, to put it bluntly, incredibly sloppy.
Did you even read what czolus or myself posted earlier? Java has had a Just In Time compiler for about 15 years now. Sure, it doesn't compile ahead of time, but when the compiler detects a hot spot, it compiles it down to native code.

And while "well coded and optimized C++" well likely beat Java, the same could be said for well coded and optimized Java. If you know what you're doing, you can easily beat the average developer's C++ and give even well coded C++ at least a run for its money.

239
DF Suggestions / Re: Vampires are missing an important weakness
« on: February 21, 2012, 09:20:49 pm »
Wasn't there a legend about defeating vampires by throwing rice on the ground; they would stop and count every grain of rice giving you more than ample time to get away.

I'm not 100% sure how it could apply to DF; perhaps the dwarves could throw a massive pile of socks out?

Oh, and one last thing - we don't necessarily want a straight-up recreation of myth, here, either.  Procedural weaknesses that are mix-and-match are fine, too.
Having different lineages of vampires were some can't go out in the sun and others can't cross water for example would be particularly interesting.

240
DF Suggestions / Re: Java
« on: February 21, 2012, 09:02:22 pm »
Disclaimer / on topic: Porting DF to Java really doesn't make that much sense, it's a decade old code base written by someone with at least a decade (probably more) of experience in C/C++ and AFAIK, little/no knowledge of Java. For a new DF-like project, maybe. For DF, not really.

That being said, I'm curious.

AFAIK Java is still in many regards a little bit slower than C/C++...
In general sure, although in some cases (including the intense numerical computations that C/C++ traditionally dominates at) the Java JIT can actually perform better. Although the RAM issue is a valid one (although you can do a lot of the bit twiddling optimizations that DF does in Java just as well as C/C++, it's just not the normal way of doing things).

I loathe Java.
Why? Java gets a lot of hate, but at least IMO doesn't usually deserve it. There are issues with boilerplate / verbose libraries, but those are issues with C# / big C++ libraries as well. And RE: performance, the point above.

(Since it's veering a bit away from DF suggestions, if you'd rather respond via PM or the like I wouldn't mind either way.)

Pages: 1 ... 14 15 [16] 17 18 ... 153