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Messages - atomfullerene

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31
DF General Discussion / Re: Dwarf Fortress reference in Starcraft II
« on: July 31, 2010, 04:40:30 pm »
Yeah, starcraft's tactics bear little resemblance to those of actual battles.  They are all about unit matchups, resource management, ect.  For more realistic tactics nothing beats the total war series.  It's very satisfying to pin down your enemy with infantry, flank with cavalry, and watch them rout.  Given DF's already present mental state system, I'm looking forward to some similar battle interactions one of these years.

32
DF General Discussion / Re: Dwarf Fortress reference in Starcraft II
« on: July 31, 2010, 11:18:59 am »
If they are putting out a playable demo, I'll certainly give it a shot. 

33
DF General Discussion / Re: Dwarf Fortress reference in Starcraft II
« on: July 31, 2010, 09:51:57 am »
Heh, I love starcraft.  Many fond memories from my undergrad days, playing with my roommates.  I won't be getting SC2 anytime soon, though--my computer couldn't handle it.  Curse the profusion of 3d games and my lack of a graphics card!  Maybe many people on this forum dislike starcraft because it's almost the inverse of dwarf fortress.  DF is a small, indie game with a focus on broad, realistic simulation.  It's still a bit rough around the edges but we all love it.  Starcraft is a big budget popular game with a focus on narrow, abstracted combat with an emphasis on polished gameplay.  For all those who say they hate RTS's though, I ask you...what do you think DF is?  It's played in real time, it requires strategy!  Sure, you can pause it, but you can pause any RTS if you are playing single player.  Sure, it has a stronger emphasis on "city building" than the average RTS, but in my estimation it still falls into the category. 

Mmm, also, I don't think you can blame blizzard for reducing creativity in game development, since I can think of at least two genres of games that were spawned from the map editors for starcraft and warcraft....tower defense (which has gone on to inspire a profusion of flash games) and Defense of the Ancients (which has inspired at least one mass market game). 

As for the OP, I think it really is a reference.  First of all, the "Bay 12".  For this to be random, consider the choices that must have lead to it's presence.  First, the devs could have not placed a room number at all.  Since you don't actually walk the corridors to find the place, this could have easily happened.  Second, they had to choose "bay" as the descriptor of the room--when they could have easily chosen "sector", "level", "room", or some other term.  Then they had to provide it with a number, which clearly could have been any number between 1 and 12, and probably anything between 1 and 99.  So it's highly unlikely for them to randomly pick "Bay 12" as opposed to leaving it blank or using another number or term--maybe 1/800 if all options were equally likley (an unreasonable assumption, mind. but still).   So "Bay 12" is likely a reference to either DF or aliens.  Now, both have been referenced in Blizzard games before: DF very clearly in WoW, likewise Aliens in the original Starcraft (the dropship says "in the pipe, 5 by 5").  So both are possibilities.  To determine which is being referenced we should consider the context.  On the pro aliens side, we have the general context (a bay in a spaceship) and the fact that starcraft contains some xenomorph knockoffs.  On the pro DF side we note that the room holds a short, stocky technologically proficient miner with notable facial hair from the planet Moria.  I have to side with DF here, because that reference is more specific.  If the room contained an Zerg queen instead of a dwarf stand-in, I'd go the other way. However, it's worth noting the possibility that the reference is to Bay 12 in particular since it can reference BOTH df and aliens.

Not that it really matters at all, but analysis is fun!

34
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 12, 2010, 06:10:22 pm »
I'm wanting to make a workshop that would essentially allow me to create plants or trees in a given location: IE a one tile custom workshop with no jobs that uses a shrub or tree tile as its visual representation.  Any suggestions?

35
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: July 09, 2010, 05:39:33 pm »
Sand (and soil) really should allow water to flow through them, like an aquifer (real life, not DF version) Dealing with this would probably be more trouble than it's worth, although you could expand it to make the actual aquifers a bit more realistic.

36
Some of those challenges sound nice though.   Also, WOOO I WON!!!....but I'd have liked more competition.  Or any competition.

37
DF Dwarf Mode Discussion / Re: Awesome IRL embark sites
« on: June 11, 2010, 12:19:56 am »
Locations:
Spoiler (click to show/hide)
Pros: house shaped, just waiting to be hollowed out for dwelling places.  near me. Has limestone
Cons: Not terribly exciting
Spoiler (click to show/hide)
Pros: Free advertising on barns all over the south, good lookout point nearby.  See seven region tiles!
Cons: Unnamed redneck civilization
Spoiler (click to show/hide)
Pros: Beautiful scenery, good fishing.  Igneous extrusive
Cons: Inconvenient island location, salt water
Spoiler (click to show/hide)
Pros: This is the big leagues, loads of exposed, varied z-levels. Fresh water available.
Cons: Few trees
Spoiler (click to show/hide)
Pros: Lots of pre-dug constructions, valuable materials, goblinite available
Cons: Previous reclaim attempts were...less than sucessful



38
He's right on both counts, and let my re-iterate that....veeerrry slowly. Although if I had decent FPS it would have gone quite a bit faster.   It's pretty fun to watch the lava refill though, it creates columns of lava shooting up from the surface one or two z-levels, then falling back down to spread out--rather like what I picture a volcanic surface to look like.

39
I found an awesome volcano in a forest....here's the map archive http://mkv25.net/dfma/map-8872-chewlabors  but I've forgotten how to dig up the worldgen info, so if you want it you'll have to remind me.

40
DF Dwarf Mode Discussion / Re: Underground fish farm
« on: May 30, 2010, 05:07:18 pm »
My underground caverns appear to have no fish (probably a bug) but that didn't stop me from making a (relatively) safe way to fish them.  Find a spot where the roof of the cavern directly covers the water (no air gap or anything).  dig down to the surface of the water, channel out a fishing hole, and install some floor grates.  Then let your dwarves fish through the grates, isolated from the main cavern

41
Here's my throne room.  The game version is the mike mayday graphical mod, the base version .03.   

Chewlabors was founded shortly before the beginning of the contest.  The map contains a volcano with a road running by it, as well as flux layers.  I drained the magma pipe using windmill powered pumps, and suspended a throne room made of glass and precious metals in the middle of it.  I also dug several vents around the sides of the mountain, allowing me to direct lava from the magma pipe to flood various parts of the mountain.  The road around the mountain was a mess, with bridges to nowhere and random wood walls, so I cleaned that up as well.  Most of my casualties resulted from cave-ins that occurred when I was deconstructing it.

The archive can be found here http://mkv25.net/dfma/map-8872-chewlabors.  Details are in the spoilers.
Spoiler (click to show/hide)

42
Wow, some of these are huge!  Just a hint for future art competitions: If your image can't fit on my screen, I'm never going to be able to see it all at once, and probably won't vote for it.  That said, they look really nice.

43
DF General Discussion / Re: SUSPENDED LAVA THRONE ROOM CHALLENGE
« on: May 28, 2010, 08:18:06 pm »
Well, where's that challenge thread?  I'll just post here if no one shows up.

44
DF General Discussion / Re: Terragen
« on: May 21, 2010, 12:55:16 pm »
Dang.  Clearly I need to get back into terragen. Had a lot of fun with that program a few years ago...looks like they've done some updating on it.

45
DF General Discussion / Re: Carp: Fall from Glory
« on: May 18, 2010, 08:35:50 pm »
They traded ferocious attack power for better flotational ability, and now they are nerf carp

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