Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - anubite

Pages: 1 [2]
16
DF General Discussion / Building a computer
« on: January 30, 2012, 12:22:29 am »
Going to be building my first computer soon. My current machine begins to chug around 50~ dwarfs, dropping to abysmal FPS and it's over four years old now. I was hoping I could get some suggestions. My budget's on the semi-economical side (<$700) but I was hoping I could get some advice on what I should focus on. A powerful video card doesn't seem like a good investment, though don't video cards accelerate some non-graphical calculations? Or is that some misinformation I have? I suppose I focus focus on getting a good processor? Would upgrading to 64 bit so I can use 8 gig ram be a good idea? Or is DF relatively memory-light? Should I just invest in a good processor?


17
DF Suggestions / Material Interaction
« on: August 14, 2011, 03:50:33 pm »
Something long-termish, but is it really okay for dwarfs to be drinking out of lead goblets? I mean... it's what destroyed Rome practically, it would be kind of funny if letting your dwarfs drink some heavy-metal containers made them more likely to get in fey moods... which would be a pretty big risk. You could have a society of constantly inspired craftsmen or homicidal maniacs.

Material interaction with other races would be interesting too, like using a silver weapon is more effective versus certain monsters than a steel one.

18
Wow... someone follows a blog like that? I found the point about "ancient humans considering their body artificial" interesting, but it's probably something the guy got in an anthropology 101 class. The rest of the article is a rambling mess. The kind of person who writes like this needs to sit down and read some Socrates: "The only thing I know is that I know nothing." A little modesty could go a long way for this guy.

What Toady decides to do is his business. Marketing Dwarf Fortress, a project no gaming company would ever sign on for (10+ years of development at least?) to begin with - is a contradiction it itself. I don't know if society is "wrong" or "right" as to whether we should rebel against it or not, but Toady is directly doing the opposite most companies would do right off the bat. And to market something like dwarf fortress? An /alpha/ game? I know minecraft did that - but the creator of that game is a dirty scumbag from my estimation. It's wrong to charge money for an unfinished product, in my book.

At any rate, dwarf fortress /could/ be marketed when it's finished, if Toady needs some retirement cash. But right now it's not. It's in development and will be for a long time. End of story. There's no product to sell. For it to be even successful as a finished product, it needs to have its entry barriers removed or stifled, which will take a lot of work. I know Toady wants to keep the graphics at a bare minimum, but hopefully by the time DF is at 1.0, stonesense or some similar mod will be so advanced, you'll be able to seamlessly translate between the two, or three or four graphical representations of your fortress. Which suits me just fine, and will probably suit others fine too.

There's nothing quite like Dwarf Fortress simply because of the beastly nature it is to create. Tons of programming. Tons of work. It's not going to be replicated. So there's no point analyzing it like a normal game you go to market with. It is a piece of art, at least in its craftsmanship and the audience it appeals to.

19
DF Modding / Re: Labyrinth Master
« on: August 04, 2011, 06:41:40 pm »
Perhaps to put it into two words: map editor.

Is there a mod that enables me to embark with like... nothing? And just dig/build/place/create as I please? Similar to the testing Arena, I suppose.

20
DF Modding / Labyrinth Master
« on: August 04, 2011, 04:20:20 pm »
I love fortress mode - but I want to enjoy adventure mode too. And yet... it almost seems like it's not fun unless you have a world map /crawling/ with interesting dungeons. I want to create a world filled with such dungeons, but making them in dwarf mode is a painstaking process. I mean, I can memory hack and embark with 7 legendary miners, all the food/drink I want, et cetera, but it still takes a long time to do, and I was wondering if there is an easier, faster way to just create dungeons using mods. I've looked at most the popular ones and I don't see anything that would speed up this process. Can anyone suggest some things to me? I want to be able to place monsters in cages, mine out large sections of space or build towers swiftly, create complicated traps and monuments, but without the sheer time and effort fortress mode takes.

21
DF Suggestions / DF & Magic
« on: August 02, 2011, 01:32:30 am »
Toady has plans to expand magic's role in the game, at some point. I'd like to suggest a few things:

1. Should be something completely optional and in the options to turn off.
2. Dwarves should be /rarely/ capable of magic. Consider them attuned to the earth and not to the spirits, however, magical dwarves can exist, though they are rare.
3. Casting simple spells should consume something, such as magic dust, or a specially crafted rune. Complicated spells should require multiple spell casters assisting (especially summonings or undeath magics).
4. Magic, its strength, its prevalence, and its use, should all be handled by world generation. IE, one world might be high in magical use, with many spellcasters abound. One world could be rare in them. One world could be prevalent in spellcasters of water, fire and death magic, and low in holy spell casters, or somesuch.
A) There should be schools or organizations for human/elf societies that regulate magical instruction and use, monsters should form cults or small societies of the magically adept, except in the case of lone, powerful mages

22
DF Gameplay Questions / Wells and Mysteriously Flooding Rooms
« on: February 10, 2011, 11:34:37 am »
Okay. I'm really frustrated here. Haven't played DF for about a year (too busy to dedicate the proper time it requires) and I'm just now getting accustomed to the changes (military is especially confusing now). My first meeting hall I dug a channel from a nearby river and ran the water down two Z levels and dug a waterway under the meeting hall. The water "pipe" doesn't immediately go down two Z levels and actually passes over the dining hall briefly, however, I dug no extraneous stairwells or anything while making the channel, it was a sealed waterway.

I got my well operational and food stockpiles and tables and chairs all set up. My dwarfs had a party and everything was great. I let the water into the pipeway and nothing leaked. The dwarfs drank and ate merrily.

And then about an hour (real time) later I find "dangerous terran" text popping up and I scramble to see what's up. There's water in my base! I seal off the dining room and groan, knowing my foodstocks and furniture will be inaccessible.

How did the water get in? I didn't dig any holes. I checked everywhere. I sighed and decided I would just dig a new well a distance away. I tapped into the same water tunnel in a nearby room (about a dozen squares from the now flooded dining hall). I got that well operational after a little hassle of making the chain (wasn't ready to smelt anything yet and was out of cloth).

The new well room was fine and operational. I was satisfied.

Until about 30 minutes later /that/ room was now flooded. There are definitely no holes above the room, and only a single channel space/tile was dug to make the well, in both cases. Did water pressure force the water UP from the well into the room? Is that a new feature? Do I need to put a floodgate at the point where the river and my waterway meet to stem the flow until I need more water (the river freezes over in the winter so I can do this)? What's going on? Any possible explanations for how this could happen twice? With no apparent holes in the ceiling (where some water does passes through).

Additionally, can someone recommend a good way to manage water systems? I've always just dug a few Z levels down and trained the water to where I needed it. Never bothered with wooden pipes or anything like that, I just flood rooms under my base and draw water up with pumps or wells.

edit: While I've made a thread about this, I also have two other general questions about managing my fortresses. Is there an easy solution to deal with migrants? It can be so difficult sometimes to make sure everyone has a bed and is being well fed/hydrated. I usually only find out that a dwarf is homeless or dying when they are at the verge of doing so or are incredibly unhappy. Is there anyway I can make beds be auto assigned to dwarves that enter my command? Secondly, my game starts chugging around 40 dwarves, is it fine to just sac the rest that come? Are vengeful spirits something I should be worried about? I don't want them to stop coming all together, especially if I think I might need them as cannonfodder for exploration and defense.

23
DF Dwarf Mode Discussion / Re: Physics and Fortress Building
« on: March 08, 2010, 10:29:18 pm »
The easiest way to do this is to set up a pump (or even just a floodgate or door) near a large enough source of water, a long channel, and line that channel with pressure plates.  Each pressure plate along the line would trigger the support to fall away as the water went down the channel.  Provided the water is not pressurized, this shouldn't even be terribly quick, giving the adventurer time to make an Indiana Jones-type escape.  (Set stones around collapsing parts, so that they come falling down as your adventurer tries to escape with his life.)

Awesome idea, I think I'll try this. Thanks. Will definitely be epic.

24
DF Dwarf Mode Discussion / Re: Physics and Fortress Building
« on: March 08, 2010, 04:18:58 pm »
Thanks.

So if in my example, the whole top floor goes, I can expect all the floors below to be destroyed, provided they're basically symmetrical?

And will it really be instantaneous? What if I make the tower massive? Even if the player can't react, I'd be nice if he had a second or two to realize what was happening before the inevitable came.

Logic-based stuff sounds cool, but a lot of work, especially since it'd be hell to bring water up high enough to do that kind of stuff.

25
DF Dwarf Mode Discussion / Physics and Fortress Building
« on: March 08, 2010, 03:31:35 pm »
I've been getting adventurous with my fort building lately, but I'm a little confused by how the physics in df works.

If I, for instance, build a huge tower with metal supports as a base and connect them to a lever, would the tower collapse if I pulled the lever? Would I only need to disable a few to make the tower crumble? Or all of them? A basic idea of what I'm thinking, only with the supports a few levels up:



Attached on the side will be a few peripheral towers, if I disable the supports, will those towers hold up the main one? Or will the game calculate the sudden mass of the "hanging" tower and cause attached structures to crumble? I think the latter is unlikely, that the peripheral towers will hold up the tower, no matter how big it is. I've heard you can make up-side-down pyramids with df, so I wouldn't be surprised if the physics part of the game allowed for such an occurrence.

My idea behind this fortress is that I want to create a huge tower which can collapse for people who explore it in adventure mode. If you're too greedy, pull one too many levers and step on one too many pressure plates, you'll realize that the tower you're in is slowly losing pillars to support it.

So can anyone suggest some ways for this to work? I've not really explored the physics of fortress building - if I make an upper level collapse, how much damage will I expect on the floors below it? Will it just take out the immediate floor below? Or could it potentially destroy the whole tower, if just a single floor collapsed? How much time would a player have to act when the tower starts collapsing?

Actually, I haven't even tried disabling supports yet. I noticed you can link them to levers, so I assume you can turn them off and rob a tower of support, but would that be enough to take it down? Would the game even realize that the supports are gone? Could you create a castle in the sky, so to speak?

26
DF Modding / Re: Mega Projects
« on: March 04, 2010, 07:56:51 pm »
ah, I see

Thanks.

27
DF Modding / Mega Projects
« on: March 04, 2010, 07:16:08 pm »
I love making mega projects, but I'm always frustrated by how long they take to make (especially since my FPS goes to crap after I get 100+ dwarves trying to build stuff.)

I've looked through some mods, but I haven't found one that makes making mega projects easier. Are there any mods that allow me to design fortresses without having to use dwarves? Or give the player infinite resources / fast mining / building skills for quick fortress design? I want to really design a number of labyrinths for adventure mode.

28
DF Dwarf Mode Discussion / Dwarf History
« on: March 02, 2010, 08:29:33 am »
Been playing DF for a about a year and now I'm starting to wonder, just what exactly are dwarves? I'm not aware of any official lore, history, creation myth, etc. on them, so I'm looking for everyone's opinions.

Quote
1. Who created the dwarves?

2. Why do dwarves embark?

3. Where do dwarves hail from? Is there a capital city? Why can we never see it on the world map? Is it because the embarked don't belong to a "dwarven nation"? Are these dwarven tribes and factions, instead of colonizers of a civilization?

4. Do dwarves have a written language with syntax, or is it all pictographs? Do they have a number system?

5. How many dwarven words are there for alcohol?

6. How do dwarves feel about the caste system? Do they yearn to be something greater?

7. How do dwarves perceive humans and elves? Have they had any significant history together?

My interpretations:
Spoiler (click to show/hide)

But enough of my ideas, what does everyone think? Are dwarves bloodthirsty slaves to Armok, or are they gentle philanthropists that get a little too stressed out sometimes (and do naughty things in their fey moods)?

Pages: 1 [2]