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Messages - shadowclasper

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271
DF General Discussion / Re: New Version Soonish?
« on: December 17, 2013, 04:44:56 am »
As for it turning into beta, what milestone should we use for that?
While the definition has watered down over the years, beta used to mean feature complete, but needs bug checking. Therefore, DF 1.00 will mark the end of the alpha.

On a side note, the problem with implementing a graphics/UI API at this time is that it will break after every release.
Why would it?

If it's set up to be moddable UI like the tilesets and mods are now?

272
DF Gameplay Questions / Re: #marksdwarfammoproblems
« on: December 17, 2013, 12:26:46 am »
are you making sure that they're assigned to pick up bolts and not arrows?

273
DF General Discussion / Re: Future of the Fortress
« on: December 16, 2013, 06:49:55 pm »
What I want more detail on is how exactly the passage of time outside of fortress mode and between forts is going to work exactly.

Will there be wars and stuff going on outside our fortress? So that if the King of our civ dies outside the fort then it'll eventually descend to the point where our own mayor or whatever is spontaneously elected king?

274
DF General Discussion / Re: New Version Soonish?
« on: December 16, 2013, 06:47:21 pm »
Graphics overhaul? Nah, just find a tileset or graphics set, there are many out there.

Interface overhaul? Aside from a few tweaks here and there, it doesn't need an interface overhaul at this time.

As for it turning into beta, what milestone should we use for that?

You misunderstand what I mean by graphics overhaul.

The only graphics overhaul I support is the one near the top of the eternal suggestions voting page.

It's not about having an OFFICIAL better graphics. They don't want the game to have an alternative to the current ASCII (though one does suggest ASCIII which uses blocks rather than tiles, but it's weird and I'm not sure that's workable).

The idea behind it is that it should make customization far more easier for people. So that you could, for example, have a separate tile for every single type of item period. I think the way it was going to go was

Weapon > Sword > Short Sword > Obsidian Short sword

So if you didn't include the graphic specifically in your custom tile set, it would default a stage upwards. But otherwise you could have far more variety of tiles.

275
DF Gameplay Questions / Re: How does skipping minecarts work exactly?
« on: December 16, 2013, 02:16:05 am »
You haven't lived until you've shot minecarts full of magma and bronze whistles at your enemies.

Good god, bronze whistles, I've never thought to try. I personally don't use magma for mine, too much opportunity for fun. Have managed flinging a full blob of water out of a cart like 25 tiles once, and usually just let the FB or goblins into a passage way flanked on both sides by flying water, the end of the hall has ballistae. And the ledge above the entrance has 3 squads of marksdwarves. Things generally die pretty fast.
why bronze whistles?

Also I'm thinking that with the new update and trapped halls becoming less effective, we're going to have to get REALLY original with our 'not really traps' methods. Such as magma filled mine carts and such.

276
Erm guys, sorry if I wrongly read that starting post or somebody mentioned it here.

BUT goddamit guys, use stonesense or something, Toady has mentioned he will keep game with this graphics for a reason.
So if this thread is all just about "add graphics" suggestion, I do not like this. Dwarf Fortress is excelent game which uses your imagination, too much graphics would ruin it.. JUST my oponion.

The only kind of 'add graphics' suggestion I even remotely tolerate are the ones about expanding the customizability of our current tilesets and such. That's all. Anything else is just asking for trouble.

277
DF Dwarf Mode Discussion / Re: Need an easy way to Train Doctors
« on: December 16, 2013, 01:59:38 am »
You can make your injured dwarves cleaned all the time by placing mist generators in the hospital.
It must be clarified, but I think somebody mentioned on the forums that mist will eventually clean (or at least lower the dirtiness level) of your dwarves. However, the cycling, falling water block will surely clean your patents without drowning them by placing the beds and the operating-table right under the gaps of the mist generator.

Is there a way to check the dirtiness level of a unit?

PS: Oh, and as a bonus, your resting dwarves will gain experience in swimming! By doing nothing! :D

Pretty sure you can't build furniture over a floor grate or open hole. Also water falling on a dwarf that's sleeping will wake them up. Good for getting rid of those lazy couch surfers who flood the hospital; bad for dwarfs trying to rest and recover.
Putting a waterfall right next to the dwarf in question however will give them some pretty constant happy thoughts. Also, the waterfall can be run through a well, allowing you to combine your well and mist generator in to a single continuous system.

If you build the 2 story mist generator, you don't have to worry about that at all. They drop the water, wash stuff, then suck the water back up, all without leaving mud as long as the floor is covered.

278
DF General Discussion / Re: New Version Soonish?
« on: December 16, 2013, 01:18:34 am »
Pah, that's the smallest of the changes! I can't decide if I like the speed/combat split or the changes to attacking/dual-wielding most.

Or the plethora of other fucking AWESOME changes that're sitting there on toady's computer waiting for their birth into the world. Like climbing & jumping. Or sneaking with vision cones. Or a non-static post-gen world.


-I'm kinda worried this'll be the beginning of the end- the game's gonna be in a condition where it's, well, feeling good enough to walk away from. Or at least that's my fear. (Oh noes the game's too good!)

-also, inb4 all-time donation record on the month of this next release.

all it's going to need at that point is the graphics overhaul and the customizable interface overhaul, and we might actually have a completely playable game finally? It's a scary thought that we might be approaching the end of Alpha and entering into beta.

279
DF Dwarf Mode Discussion / Re: Yo first fortress
« on: December 15, 2013, 11:18:00 pm »
My first fortress died to starvation.

280
DF Suggestions / Re: Unnamed Civilizations Growing
« on: December 15, 2013, 01:14:49 pm »
So what do you think guys? Interesting? Yes or no?

I think this is a great idea. I agree with every one of your points.

Quote
5) (rarest) if they have NO contact with other races when a particular age ends or begins. Unnamed civs that have not had any contact with any of the above (something nearly impossible) will begin forming their own proper civilizations.

It's not impossible though if they live on an island or they live underground. Think of uncovering vast, underground bat man temples and villages as you dig deep.

Quote
3) One of their camps is actually taken over by the new racial mechanics, then they rebel and break away. They take on the trappings of the group that conquered them sociologically and technologically, assuming they actually break away in rebellion, or are not exterminated first.

Perhaps there could be conflict and unrest within the civilisation between those who would prefer to return to the old ways rather than adopting the ways of the conquerer and those who seek modernisation. That could be the case for all your points though.

Basically, my idea is predicated upon making this stuff function for the purposes of the new conquest mechanics, where one civ can take over a location just by occupying the central place of it.

I hope Toady introduces a mechanic like this for taking over a dorf fort. Would add an entire new dynamic to the game if you had to say, defend your Wagon (early embark), your Trade Post (mid embark) or Highest ranking noble's throne room (mid-late game).

Anyway, the point is that these unnamed civilizations are starting off from a point of disadvantage, but they can grow larger very quickly once they reach the right age.

It'll be especially interesting once Toady implements digging for NPCs so they can carve their own areas out of the underworld.

Anyway, I really like the idea of underground civilizations growing over time.

281
DF Gameplay Questions / Re: How does skipping minecarts work exactly?
« on: December 15, 2013, 01:08:30 am »
Dunno how far they would skip.
The true dwarfy way to find out, would be to backup your save, build it, and see what happens.

Though I feel sorry for your CPU already, the oor thing will be grinding gears the whole time trying to throw minecarts across the water and all.

reason I was asking is due to the fact my GOOD pc, the dorf-fortress playing one, is out of comission for the moment, and I was planning this.

My other big plan has to do with a explosive shell rail gun launcher (EG: impulse rails+mine carts+long drop+running through a magma drip+firing right into my 'entrance' for enemies.)

282
DF Gameplay Questions / Re: How does skipping minecarts work exactly?
« on: December 15, 2013, 12:02:46 am »
Even still. I'd like to have my question answered.

How can I tell how far my minecarts will skip?

284
DF Suggestions / Re: Ideas For a Magic System
« on: December 14, 2013, 03:39:52 am »
And I think it's rather cool. I just don't think it's ever going to be adopted what with Toady outright stating that magic is never going to be 'industrialized' in any way, shape, or form.

285
DF Suggestions / Re: Suggestions Forum Organization
« on: December 14, 2013, 02:18:25 am »
Magic

Crafting Systems

Civilizations

New Creatures

Infrastructure systems

Mechanical Systems

UI and Other Game Mechanics

Would be the ones I'd put in.

Infrastructure Systems would be anything that falls into the category of making things that are necessary to live. Production systems and such. Also things like 'waste' which everyone keeps demanding.

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