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Topics - The Architect

Pages: 1 [2] 3
16
General Discussion / MOVED: Modern Warfare 2 Weapon Choice
« on: January 15, 2010, 11:10:31 pm »

17
Other Games / Modern Warfare 2 Weapon/Loadout Choice
« on: January 15, 2010, 10:23:26 pm »
Here we'll discuss weapon choices; your loadout preferences and nothing else. Discuss them how you want, flame a little if you feel it's necessary. Just remain ON TOPIC and logical. If you want to say "I hate snipers!" then this is the wrong thread. If you want to say "You're retarded for using a sniper rifle!" then you just have to give reasons why sniping is a bad choice.

So, let's keep it relatively civil, and above all on-topic! This thread has a very specific purpose: educating everyone (especially myself) on weapon choice! I want to know why there are 5 Sniper Rifles when they all seem to do exactly the same thing, why the AK47 takes forever to unlock, etc.

Let's begin!

What is so freakin special about the AK47? I know it's superior in real life, but why is it unlocked last in the game? Does it have an incredibly low recoil or something of the kind?

18
General Discussion / Help me remember the name of a movie!
« on: January 07, 2010, 08:24:21 pm »
There was something that came out well over a decade ago, which I saw and loved as a little kid. I have no idea if it was really good, because I also liked the Felix the Cat Movie, and when I rewatched that it was terribly pathetic.

So this is what I remember: a king tells his son, the prince, not to ever, ever open a certain door no matter what. So the prince goes and peeks in, where he sees some black living gunk, but he doesn't let any out. However he's opened the Pandora's Box, and the goo (pure, concentrated evil!) takes over the kingdom. He then has to save his daddy and the world.

Does anyone remember what movie that was?

19
DF Suggestions / The argument FOR controversial elements in DF
« on: December 26, 2009, 12:23:20 am »
First I would like to say that I have been against the inclusion of some controversial elements in the past, mainly questioning what they would add of substance to the game.

My argument being: in what way do the benefits outweigh the problems these topics present, is there any way the DF community can handle them, and in many cases "why can't we just pretend?"

I believe that I now understand the purpose of DF as a simulator for a "real" fantasy world, and that while it is possible for a brilliant individual to create such a world, dictate its rules, tell a story therein and even share it, DF is meant to allow anyone to actually participate in such a world free of the encumbrance of any creator or GM! This, I believe, is the true brilliance of the scope of the idea of Dwarf Fortress, and is what leads to all of the wonderful side effects like unpredictable events that we often mistake for the genius itself.

Any such project, or "fantasy-reality simulator" as it might be called, must necessarily include all elements where possible, good or evil, disgusting or mundane. Incest, slavery, violence, petty individualism, patriotism, nationalism, and pagan religion included. While we might pretend any part or even the whole of Dwarf Fortress, its purpose and the inclusion of these elements cannot be supplanted by mere pretense and imagination. DF's job is to bring them to life, to make them real for the player. They are indispensible.

I do, however, believe that many things should be left to be "manually enabled" by the player, and should not be default settings.

20
DF Dwarf Mode Discussion / YAAD (aka "Fun") thread
« on: December 25, 2009, 02:22:56 am »
So, the new version is coming out momentarily. Toady is undoubtedly takin' a break for Christmas, and I hope he enjoys himself. Several succession games of which I am a participant or originator are dying for lack of interest, as everyone realizes they are much more interested in what will be in the new version than the fun things they can do with the old one. I'm personally too busy to seriously commit to my own major project, which was organizing and facilitating DF's multiplayer community. The "Multiplayer League" will happen, but family, social life, and study are just higher priorities. Anyway...

So, it's time to do something which requries minimal time (just forum reading) and discuss our "YAAD"s, or "Yet Another Annoying/Accidental Death"s, iow times we lost the game or a beloved dwarf, aka Fun. Hopefully interesting narration will make this enjoyable and keep us hanging out here until things get rolling again.

"YAAD" is a well-known acronymn in Roguelike games, which is what Dwarf Fortress is. Rather than go into an intense history lesson, anyone unfamiliar with the fact should consider themselves now informed that DF is rooted in a long history of a sort of "underground" or "niche" gaming community with a rich history of all kinds of things, but mostly Fun in the form of insensate deaths. (the game Rogue, on whose tradition DF is based, had astronomically low chances of survival, to the point that it has never been won without cheating) These are generally brought on by the "RNG", or Random Number Generator, aka Random Number God. When your dwarf champion with insane stats and legendary skill in all weapon types, shield and armor uses is struck by that instantly fatal blow, you would say (as a member of this long, rich tradition) "@#$@#$ed RNG got me again! It's YAAD!" The same goes for when you do something really, really stupid or senseless causing your dwarf(s) to undergo extreme torment ending in death.

Now you know what YAAD is, and why you should already know it if you didn't. Now, share your Fun!

Edit: Acronymn fixed.

21
DF Dwarf Mode Discussion / Important Question!!!
« on: December 10, 2009, 12:38:19 pm »
When excrement is implemented, do we get to build things out of the bars?








Come on, we all need a little humor now and then :)

22
Well, to sum it up: I don't have a damn clue why this guy got the Nobel Peace Prize. I had never heard you could get it for good intentions. Some of my political opinions will be included in this first post, but that's not the intent of the topic. I want to know if anyone really understands why he got it?

I think that putting him up for nomination mere days after his election and pushing him through has greatly discredited the Nobel Peace Prize as a modern institution. The guy had done nothing except talk a big game. He still has done nothing, except push his party's agenda and fail to keep promises, like every other modern politician. I don't hear him being ridiculed yet like GWB (let's face it, I liked some of the big game he talked for a while too, but in the end he didn't have the power to do any of it). But I can't help thinking it might be coming to a lesser extent. He may end up deserving it as much as GWB, but if you don't want to be ridiculed for supposed ignorance you have to support his ideas (at least as a member of the media), and you can't make fun of related steriotypes without political and social consequences as you could with GWB.

Frankly, the man's politics scare me. First there are his very questionable moral standpoints, which change depending on who he's talking to. It's a politician's trait which is very strong with the Democratic Party. The Republican Party has its own problems, but we don't need to go there because Obama isn't in it. For the record, I don't like either. Anyway... as far as economics, he wants to socialize the country, and before someone cries "scared conservative!" let's not mix terms. Don't throw ignorant cliches or classifications at me, I'm an American citizen who believes in a free market with government regulation to keep it free. Don't jump on me if you don't know the difference between capitalism and free market. Unmitigated pursuit of profit is just as harmful as "big government" in a market. I also have a Christian "set of moral values", though I'd consider it much more than that. Some of the things our President supports clearly violate morality as I understand it, and combined with his socialistic approach to economics his policies are disturbing.

The bottom line, quite literally in this case, is: what did the guy do to deserve a Nobel Peace Prize? All he's trying to do is flip America upside down, albeit in a way that he claims (read: can't trust any politician's motivations) will be good for us, the people.

23
Alright, the basic idea is as follows:

"We" make an emulator that will run Dwarf Fortress and use your whole computer's processing power. I say "we" because one thing I don't know is programming. The program could be fairly simple because it only needs to run one program, Dwarf Fortress, and DF's basic format and program structure will not change (which is what makes this useful and important).

From what I understand, right now DF's current format only enables it to run on a single processor, failing to utilize the power of the dual- or quad-core processors most of our computers currently have. A good emulator (something along the lines of DosBOX) could unlock DF's potential.

This is the gist of what I want to make happen:
You are thinking of something like DOSBox, able to act as a unique system with mutable system resources.  So while the emulator could be multithreaded across different processors, all that power would be read as one processor within the emulator, so DF would run on that alone.

And I don't know if there is one like that now, but I think that someone might make one now...


EDITED to change the title.

24
DF Community Games & Stories / The Purple Orb! Founders of... Purpleabbey?
« on: December 04, 2009, 04:04:01 am »
To The Purple Orb! Founders of Purpleabbey!

Congratulations on your reception of this, your new charter.  It was my... pleasure to present you with the King's blessing in this your new endeavor, the taming if the Great Mountain, The Plated Points!  Despite the Terrifying rumors, the absolute lack of comforting warmth, and of course the interminably deep chasms and pits, I am sure you will make a most appropriately dwarven home for yourselves.

It's a shame that your charter only permits a population of twenty dwarves, but any more and word of the riches might get out! Our surveyors predict that within the vast site you are chartered to prospect, you are certain to encounter the most valuable of metals -should you do your job properly! We have thus given you the honor of a large land charter.

The terms of the Prospector's Charter under Dwarven Law are as follows:
1) Your citizens, young and old, shall maintain fealty to the King and his family. An oath shall be sworn on the new year, and the King's health will be toasted often. Daily, if possible.
I am sure your dwarves will have no problem with this mandate.
2) You will report all findings, any success by your prospecting team, to the liason.
3) You will be responsible for the safety of the traders and their chattel so long as they are within your boundaries.
4) As per your request, your Charter has special addendums as follows:
  A. All decisions shall be democratically considered by all dwarves involved.
  B. No dwarf shall be permitted private lodgings.
  C. All property will be held in common with all dwarves, and should it be forbidden to one it will be
  forbidden to all.
  D. Should an unresolvable controversy emerge, the responsibility to take charge and to own up to
  any consequences lies with you, and you alone.

Your Dwarves: Hand picked for the mission,
Kubok, Miner and Mason
Oddom, Miner and Mason
Tholtig, Carpenter and Mechanic.
Iden, Engraver and Architect.
Yourself, socially adept.
Sodel, Cook and Brewer
Lolor, Grower and Weaponsmith.

Your tools:
Anvil,
Picks,
Metal,
Seeds,
Alcohol,
Turtle,
Logs,
Metal,
Some basic thread for emergencies.

Encompassing these goods, your Charter's allowance for goods paid out of the Royal Treasury is fulfilled to its full extent.  You will be provided with transportation and travelling fare as well.



On a personal note, I wish to give you the blessings of Armok! Though you will face no organized resistance, and your settlement is deep behind the mountains, on the highest most evil crag, you and your dwarves will undoubtedly bring honor on us all.

25
The mods: Orc mod and extra shape (Elf King Cacawhatevertheheck) installed for succession game.
The Objects folder:
http://dffd.wimbli.com/file.php?id=1634

A windmill bug. The save is right on top of the windmills in question, and after (possibly) receiving damage at some point in the gear system from magma, no amount of destruction and rebuilding of the mechanical parts will cause windmills in those locations to function. The culprit seems to be the one to the top-left on the first z-level above ground level, which causes others to permanently lose function when they are connected to it.
http://dffd.wimbli.com/file.php?id=1632

A falling creature bug. Orc never landed, so I threw a goblin on top of him. The goblin landed and was stunned as usual, but the orc remains airborne. Freaky. If he never comes down I'll just send someone to try to wack him in midair or cave something in on him to see if a dust cloud will do it. View is centered.
http://dffd.wimbli.com/file.php?id=1633


All files are now properly uploaded and linked.

26
Bugs with Soap/Soaper:
1) Soaper's job is "Soaper", not "Soap Making" or "Soaping"
2) Soaper won't make soap from Lye that is not in a stockpile and not tasked for anything else; in short will only use lye from buckets or barrels in a stockpile. Forbidding and unforbidding was tried, we're talking 23 lye here; only when moved to a stockpile did soapmaking begin.

Bugs with
Spoiler (click to show/hide)

Cage Bugs:
1) When multiple untamed but not hostile creatures are marked for a cage, only one can be assigned to the job "Large/Small Creature Caging" at a time; the rest are marked with the job "Release Large/Small Creature" and dwarves can be assigned the job to release them. This resulted in loose vermin and loose Giant Cave Swallowmen. The loose vermin were never removed from menus, but the tasks for caging them were removed with "Nothing to Cage". Dwarves continued to chase the large free creatures around until the job was manually removed, with spam of job cancellation "XXX cancels Large Creature Caging: interrupted by Giant Caveswallowman." and alternate chasing/fleeing behavior.
From what I have seen the same thing occurs with Hostile creatures except that the job to Cage/Pit them is the only one actually assigned; the "Release Large Animal" jobs remain Inactive until it is that creature's turn to be assigned a "Pit/Pond Large Creature" or "Large Creature Caging" job.

Strange behaviors or Bugs with Pit/Pond hostiles:
1) Countess assigned job to Pit/Pond hostile from cage adjacent to pit, other hostile behind locked door in pit below interrupted task. Before being interrupted, Countess had grabbed task hostile and now continued to drag him around until finished fleeing from enemy no longer in view. Then "cancels Handling Large Creature: Needs empty cage." Still in room with empty built cages. Then, still dragging hostile, finally throws him into Pit with other hostile.
Not sure how this should be handled, but it is my opinion that Pit/Pond hostile and/or untamed should not be interrupted by hostiles and/or untamed, or perhaps by hostiles to which a path does not exist. Given that a path does exist: dwarf should release task hostile and attempt to flee, rather than slowly dragging a hostile along with them. Depending on programing difficulty, dwarfs might always flee from enemies carrying ranged weapons or with ranged attacks. It would be optimum if these features could be implemented together for all dwarves at all times.
The suggested fix/feature takes it for granted that dwarves have moderate intelligence; such as prairie dogs who chatter a warning to friends and flee from a human with a gun.
2) The job for Pit/Pond is "Pit/Pond Large Animal", rather than "Pit Large Creature".
3) More than one creature cannot be moved to a Pit or assigned the job "Pit/Pond Large Animal" at a time, though all will be assigned the job "Release Large Creature".
4) Sometimes the job "Release Large Creature" remains active when a hostile is pitted and not killed, resulting in a slow spam of cancellation: "XXX cancels Releasing Large Creature: Animal inaccessible."

MODDED
Spoiler (click to show/hide)

Ice bugs:
1) Dwarves attempt obtain water from heated source via adjacent (frozen) tile above source as normally, resulting in infinite drain of water source and infinite stack of light blue "Ice" on floor under dwarf. Suggest water in buckets be protected? Not an insurmountable bug, just needs to be known.
Known.
2) Tiles heated via overhead magma after construction (floodgate) is placed remain freezing, causing water passing through opened floodgate to freeze as a mine-able square, no matter how many times cleared or now long magma remains. Suggest temperature check upon building/mechanism activation.

And finally, the one truly questionable (bug?):
Stay Inside means stay subterranean. Why not Inside? It very much complicates tasks such as pulling Inside levers, et cetera during a siege. If it is as intended, it should read "Stay Underground". I would personally love to have both commands. I realize that it is a cross-over from 2d, but oddly it's not on the bug list.

Answered.

27
DF Bug Reports / 40d: Tiles with constructions are not warmed by magma
« on: November 20, 2009, 12:27:12 am »
I created a water generator for Sparkgear 7, complete with a magma chamber overhead serving to heat the path to the water's destination. Everything is functional (despite the generator itself being a bug exploit) except the path. All of the tiles are warmed and allow water to pass except the one containing the floodgate. I surmise the reason is that I built the floodgate first (out of necessity) and then pumped the magma in overhead. When the floodgate is opened, the tile still remains unheated and freezes all water attempting to pass.

When the floodgate was deconstructed, the tile was still not heated. This leads me to believe tiles are only heated once by magma and no check is made again. Combined with the bug where the floodgate tile was not heated, this has gummed up our water generator.

Of course a solution will be found, but it was a heck of a letdown.

28
DF Bug Reports / Need workaround for known windmill bug
« on: November 17, 2009, 09:35:38 pm »
I have wind, and I had 4 working windmills. Unfortunately I had forgotten to suspend the connection to magma pumping, so they started working a bit early. I enacted a known bug by destroying a gear assembly holding one up, and then I rebuild the gear assembly and destroyed windmill.

Now none of my windmills that were connected to it work, even when I destroy it again. Any idea what's up? My next move is to destroy both it and its gear assembly, and see if that solves anything.

I just need a workaround so that I don't have to scrap my whole freakin magma project. If anyone knows how to end the problem with the other windmills and allow my project to continue, please let me know.

29
DF Gameplay Questions / Using whips in Fortress mode [Resolved]
« on: November 17, 2009, 12:55:28 am »
Is it possible to let your dwarves go nuts with whips? I can't see a way to assign them, but the wiki says they're playable.

30
DF Bug Reports / Cant forge low boots [Resolved]
« on: November 16, 2009, 12:45:30 am »
This is probably a question for the modders, but the ability to produce low boots has disappeared from my DF. I don't know what file or files to change to fix this. This is only happening in my Orc Mod folder, and it's very annoying as I prefer to produce low boots. According to the wiki, high boots are nothing but a heavier (and thus undesirable) version.

I have been making due with high boots of course, but when I finally got around to trying to fix this minor annoyance myself I can't figure out what to change. What controls this? Entity.txt hasn't been altered, and low boots are still listed as their common footwear.

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