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Messages - Socializator

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1
DF General Discussion / Re: What turns you off about DF?
« on: July 12, 2012, 08:57:41 am »
It would go long way if toady simply included "mod manager" that takes stuff from community-operated repository.

He would release game as usual, but user would be able to get list of tilesets (and major mods) for his version, download them and install them with one keypress.

All that tileset/mod creator would have to do is to prepare package which is tagged with new DF version and upload it to repository.

Add star rating, "recomended" feature and you have really nice system in place.

Or even simpler - just have a separate download page with links to LNP, mods, Therapist, tilestests etc. .. instead of just direct download link. So the majority of new players would land on official page which shows easier paths. Now they have to search forums for a topic which isnt even stickied, ffs.

2
DF General Discussion / Re: Toady is working fast, damn!
« on: June 19, 2012, 07:23:28 am »
I sort of feel that he is derailing from his current goal already though :)  Attack/move rewrite underway...
I dont mean to criticise/complain though. It is just amusing how quickly the things diverge from development arc. Caravan arc with vampires, necromancers and werecreatures is still my favourity prime example  ;D

3
You can manage squads in splinterz branched version, but that hasn't made it back to the official version yet.

Does anyone have working ini for it? Posted one doesnt work for it - I guess it is for DT only

4
DF General Discussion / Re: What turns you off about DF?
« on: June 04, 2012, 04:54:20 am »
Let me tell you. DF is not an obscure game. The amount of attention it has received on gaming sites, especially those covering indie games, is enormous.

I so much agree with this. There is a huge wasted potential for much larger fanbase - and the reasons you have mentioned are all completely valid.
New player goes to official web, downloads a game, runs a game and closes the game forever.
One has to know the game a little bit in the first place before it is "playable" for newcomer. Therapist, tilests ... probably the very basics to catch a new guy. Now, if he was lucky then the orginal source already referenced those or perhaps even pointed him for LNP. Then all you need is a tutorial (fortunatelly there are plenty of those). There is awesome load of material which can halp the new players.

BUT

One of the problems I see is that it is not on official site. It is scattered all over the forums (not even stickied) and youtube and various sites. The only thing I found is a link to wiki in links senction. A seperate, more informative download page with more links and short explanations to already existing stuff seems like super easy thing to do and surely would help some. Not too much text, offering quick options etc. Something like "wtf, how do I start this?" page. I doubt that authors of those various packages would mind being linked from official site. Although surely this would need some regular maintaining from Toadys side. But still, it would be easier thing to do than things like presentation arc (not saying that it shouldnt be done, though!)
Just start with the low hanging fruits.

5
Just stopping by after some time to say thanks for your continuous effort!

It's in my opinion that having good looking walls and bad looking river gives a better overall feel than ok river & ok walls.

And this is reason why I stick to your tileset :) - no messing around, just grabbing preinstalled package and go


Of course, I've also created the tileset assembler.

And this is why are you so great  :-D


But I have one request - wouldnt be it better to have enabled autosave by default? One realizes that usually too late. And since we are now in rather rapid part of dev cycle with new versions and bug being introduce quite frequently...

6
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 18, 2012, 04:00:04 am »
My ramps are working fine as well.  I have contructed (not carved, not sure now if it is even possible?) the NS ramp (for line going north-south) on the lower floor only. Initially I have constructed on both levels, but that was obviously stupid. rest of the tracks are however also constructed, so I didnt have to do any overlap etc, just built the | line on the tiles next to the ramp.

7
A wood collection rail system on the surface or in a cavern could increase the safety of woodcutting by allowing you to have fewer wood haulers, while keeping a fast rate of collection. The cutter/haulers go out, chop some trees, load them into a nearby collection point, and kick the cart back to the fort. Otherwise, each log has to be walked in by itself, and then the hauler has to walk back out. Minecarts reduce total walking distance (and time) for the operation.
And same for stone and ores... but I am not sure that this changes the fortress layouts much. The "core" fortress will be the same + 1 endstation. Initially I thought that change will be much bigger.

8
I am not that sure that influence will be that large though. Although I had to admit I thought it will be of major impact when it was announced. But since dwarfs don’t use them “spontaneously” and you have to define each way quite rigorously, actual usage has to be more planned/micromanaged. To me personally this seems to be worth only for very few civilian applications (weaponization now aside). Most of the stockpiles in my fortresses are already close to the workshops, so only real hauling is of raw materials. Wood, ores, perhaps fish, magma. Since stone blocks can be hauled in bins, bothering with tracks and routes is not really worth for medium sized projects as well. Only the true megaproject will probably appreciate the tracks. I am personally somewhat in doubt about ores hauling, since the sources tend to be somewhat scattered, but I didn’t give it a real try yet. Forges tend to be quite detached tho (down at bottom), so minecarts will be probably quite usefull for that.
To me it appears as no real change to fortress design, well unless you are planning to use the quantum dumping. So far it looks like few additional tracks reaching for raw materials stockpiles, but the industry chain afterwards is rather unaffected.
Perhaps the possibility of assigning particular stockpiles to given workshops is actually of similar impact as minecarts itselfs.

But yep, I am glad you have started civilian aspects of minecarts thread :)

9
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 15, 2012, 10:26:49 am »
Since I cant test right now, has anyone checked what is the difference between carved and constructed tracks? E.g. if traps can be laid on one of those etc...

10
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 09, 2012, 05:49:40 am »
Quote from: Toady
Who said this game wasn't going to be fun? Let me tell you. It may be a little harder to move rocks without minecarts and wheelbarrows now, but when you get them going you can do amazing things. Carving rock blocks makes more than enough building material, so I was able to construct a good sized temple outside the entrance in just the first year. Mining ore gives you more material too, so I was able to do the interesting things which I will now describe.

I piled up all the clay I had been collecting (clay stockpiling is now fixed) and laid an iron track down the mound. I added a ramp at the bottom to make it shoot the car into the sky and on to a deceleration platform. Between the ramp and the landing pad I build an iron wall two squares tall. In the end the cart cleared the wall but just missed the platform and slammed into the side. The dwarf was a casualty, but you know that.

We are doing our best to make the minecart/hauling system as easy to use as possible. That and some other issues people had from before. I think this will be a great release. I hope you will enjoy it when it comes out soon!

cant ... wait... any... longer!

11
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 11, 2012, 05:15:16 am »
The possibilities for !!FUN!! are now so, so much bigger. But does this mean, for example, that we could have a multi-Z-level fortress that has absolutely no stairways at all, because we'd just connect all the different parts with minecart tracks?

Or what about single-z fortress which is still reasonably effective - thanks to more efficient hauling and passenger transport provided by minecarts.


What would be nice to know, if dwarfs will use minecart information in regular pathfinding thus using them proactively. If so, then you can setup regular public transport  service ... I know it is not as awesome as smashing goblins mid air with carts filled with lava above the stockpile, but it might be something which could be done easily in almost every fortress ... and will have huge impact on fortress design.
Also, dwarf can ride a full minecart or can does the cart has to be empty?

12
DF General Discussion / Re: DF needs a booth at PAX
« on: April 09, 2012, 06:33:25 am »
And more importantly, what is this PAX thing? My google doesnt seem to be helpful... too generic name to find anything meanigful easily.

13
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 07, 2012, 07:48:36 am »
Im sceptical about this whole minecart thing. I mean, if we had some simple explosives to put into the carts they'd propably make great weapons. But I can't see them becoming efficient for the transport of items unless they transport a dwarf and the dwarf considers the minecart in his pathfinding.

Death to the heretic!
http://www.youtube.com/watch?v=zrzMhU_4m-g&t=3m37s

14
DF General Discussion / Re: Carts and tracks
« on: April 07, 2012, 07:36:24 am »
*GASPS*

One doesnt know where to start - if you should focus on infrastructure, stations, multiple lanes, junctions or rather devise an ultimate gobobowling machine or  LCC - Large Cart Collider ...

Personally, this update is most probably be much more interetsting than step from 31 to 34!

15
DF General Discussion / Re: Carts and tracks
« on: April 07, 2012, 07:14:20 am »
Ok, so latest dev update states pretty clearly that it is one cart per track. We are heading for transport tycoon dwarf edition here :)

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