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Messages - JanusTwoface

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256
DF Suggestions / Re: Ability to type names in when assigning a room!
« on: June 05, 2011, 08:06:55 am »
That'd be nice. Actually, just make an list like that sortable / searchable. Theoretically, they're all using the same codebase so it wouldn't be terribly difficult Abd there are a number of other places it'd be helpful as well.

257
DF Suggestions / Re: An alternative skill system
« on: May 30, 2011, 11:24:11 am »
Biggest problem I see is how will this information be presented to the user? It's all well and good to add more complexity to a system, but this is the sort that the dwarves'd know.

It could be a simple bar with black/white blocks, but then how do you know that particular block is mugs?

258
DF Suggestions / Re: Panic zone
« on: May 29, 2011, 01:15:27 pm »
That does sound reasonable.

The [SCARINESS_LEVEL:] sounds like the big bads in a lot of RPGs. They usually have some sort of fear aura just because of how terrifying they'd be. A civilian dwarf that's never even held a weapon before sees a Dragon or Bronze Colossus coming for them? Rational thought is gone.

259
DF Suggestions / Re: Panic zone
« on: May 29, 2011, 12:44:12 pm »
Are you sure?

:)

260
DF Suggestions / Re: Panic zone
« on: May 29, 2011, 11:25:19 am »
Doesn't seem completely unreasonable the way it is. Someone truly *panicked* isn't exactly in a reasonable state of mind. Consider all of the times when large groups panic and trample people.

261
DF Suggestions / Re: Ambushers come from the edge of the map
« on: May 29, 2011, 11:21:47 am »
Was your map square? I seem to recall that in non-square maps the "edge" on the longer side was inside the map to make a square with the shorter side.

Granted, I haven't played in a while so this might have been fixed.

So do you have a non-square map?

262
DF Suggestions / Re: Bug fixes.
« on: May 24, 2011, 01:40:21 pm »
How long does Toady spend on bug fixes after each release?
Depends on the bug. Some are still there from years ago, some he fixes quickly. And depends on the release. Usually it seems he has a content release then a bugfix release.

It might only be a few days but would it be more efficient (not to mention better for players) if people from the community helped out bug fixes after versions?

Does this already happen?
Yes. There is a bug tracker which is kept pretty up to date. You should check it out.

263
DF Suggestions / Re: !!SCIENCE!! Child Forums
« on: May 23, 2011, 03:54:52 pm »
I don't know if separate in all three would be the best way to go. Would they be popular enough separately?

What I'm most worried about is new subforums going the way of the Wiki Discussion forum. Not so very busy.

Could be worthwhile as a new forum though.

264
DF Suggestions / Re: UI suggestion(s)
« on: May 22, 2011, 02:15:15 pm »
I'd suggest going through Footkerchief's post on the subject before going any futher so that you at least get an idea of what's been discussed before (and believe me, it has been discussed before :D):

Here's a nice summary of Toady's thoughts on adding scripting / third party interfaces (at least I haven't seen anything newer) compiler by Footkerchief. Take a look through it:

Anyway, yes, this has been suggested before and Toady has made a couple direct responses.  Any supporters of the idea should definitely read these:

Spoiler: response (click to show/hide)

Spoiler: followup (click to show/hide)

Also some earlier stuff:

Spoiler: part 1 (click to show/hide)

Spoiler: part 2 (click to show/hide)

Made it this far?  Here are previous threads we've had (and I probably missed some):

libDF
A Client/Server Architecture (But not for multiplayer)
DF DLL/LIB
Third party interfaces and "Losing control of the project" (the earlier quotes are from here)
The direction of the Interface
Scripting API
DFAPI
External API for helper applications
Embedded UI scripting (the latter quotes are from here)
(Note: Added the thread titles to the links)

Long story short: Toady doesn't want to do it. You're not alone in thinking that it would be useful, but in the end this is Toady's project and what he says goes.

265
I do agree that something like this would be a nice feature, but for the time being, have you ever tried Dwarf Therapist? By assigning and sorting by custom professions, you get pretty much exactly what you're looking for. It really helps with overall dwarf management as well.

(It does work with the newest version of DF, the OP is just a little old. When a new version of DF is released DT is usually updated within a day or three.)

266
DF Modding / Re: DFHack 0.5.14
« on: May 20, 2011, 11:32:14 am »
Using DFHack wouldn't by itself make DT any more of a cheat program.

It would just replace the current code for managing the memory editing with DFHack's. As it is, both need to find the new offsets separately on updates (although manual conversion is possible). It'd be nice to just have one memory.XML file though.

Of course the point is pretty much purely academic if there's not someone to do it.

267
Other Games / Re: Terraria... Looks like Minecraft + Metroid?
« on: May 06, 2011, 08:28:57 pm »
The splitscreen might be a problem though. Unless they have the ability to play with controllers in the PC version. It's not hard at all to add controllers to an XNA-based game.  Adding the support for multiple players locally and splitscreen might either be trivial or a headache depending on how they've set out their code so far.

That's one feature I'd love to see done well though... :)

268
Other Games / Re: Terraria... Looks like Minecraft + Metroid?
« on: May 05, 2011, 02:38:34 pm »
Huh. So appearently PBat didn't give up on Terraria... He's uploaded Ep.26 and Ep.27 today.

(Off to spend another hour of my life watching these until the game comes out. :-\ :D)

269
DF Suggestions / Re: stagger generation
« on: May 02, 2011, 05:07:30 pm »
Problem would exist. True RNGs aren't actually random, but each time the RNG is called, the previous number is dumped into the the algorithm to produce the next number. So with a given seed and a given RNG, you would get a certain list of numbers. Now, the reason you get the same world everytime with a certain seed is because World Gen pulls the numbers from the list in a given order every time. If you only generate the top few layers, then you'll end up with a surface map that always looks the same for a given seed, but when you generate the next set of layers in-game, you won't be guaranteed that the next number from the RNG will be the same for every player, because general play would hit the RNG for numbers as well, for combat and such and the fact that I believe the in-game RNG is seeded differently everytime you start the game. But even if you maintained a separate storage for the world generation RNG, then you still have the problem of that next number being the one used regardless of where you embark.

If you really want to, you can work around this. Just about every psuedo-random number generator that I've worked with has a seed value (the same value that is stored already with world generation) that controls where the list of 'random' numbers starts. Generally, this is set with something like the system clock, but if you want you can specify a value manually.

Basically, you can use a global PRNG that generates a "random" number for each embark. That in turn is used as the seed for a PRNG for that embark site. It can then be used to generate a sequence of PRNGs for different tasks such as terrain generation and pathing and the like. So no matter which site you want to embark on, the same seed can be generated from scratch without actually having to store any additional information.

270
Other Games / Re: Terraria... Looks like Minecraft + Metroid?
« on: May 02, 2011, 04:59:42 pm »
Considering the only person that can easily change the OP (and thus the title) hasn't shown up since said OP, does someone want to send them a PM?

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