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 - Lord_Daeloth

Pages: 1 [2] 3 4
16
DF General Discussion / Re: Future of the Fortress
« on: June 05, 2007, 10:32:00 am »
quote:
It could be a routine flow in the fortress that blocks access to an area, say in a ramp-edged channel that dwarves normally walk through, but not when it's filled with water.

Oh, yeah... dur... this is why I never post heh.

quote:
 Heh, and just how does a skeletal anything work?

OWNED!


17
DF General Discussion / Re: Future of the Fortress
« on: June 04, 2007, 08:58:00 pm »
quote:
What if fluid flows would only be registred in the room memory every so often - say every minute or so - so if a dwarf tries to get to a job and finds his way blocked by water, or water rising, he just drops the current order goes into panic mode and runs away from the source of distress until the next room update is done and he can find an alternate path...

I was kinda thinking the same thing, but Toady seems to want to keep the dwarves omniscient about their fortress.  I'm all for the idea of having the little guys run around like dopes when a flood occurs, as long as maybe there is some sort of panic behavior to add flavor.  That and a less obtrusive message saying that the job was canceled and I for one wouldn't mind a bit.

Then again, this isn't my game, and we can always use the init to limit population caps if our computers can't handle things.

As far as failed pathing causing a fps drop... well, I haven't done much with pathing on the scale of anything close to DF, so I haven't a clue about that...


18
DF General Discussion / Re: Future of the Fortress
« on: June 04, 2007, 12:06:00 pm »
quote:
 Now there can be skeletal mountain goats, and various critters in the cave features that shouldn't automatically go nuts and attack (at least no more than elephants do...). They still need to be taught how to swim in 3D.

Great... So now various cave critters will gather in huge mobs and go on a murderous rampage if one of our little guys gets too close...  Heh, its all good, should make digging a whole lot more exciting, needing to assign soldiers to mining parties that plan on going fairly deep. Can't wait!


19
DF General Discussion / Re: Future of the Fortress
« on: April 07, 2007, 03:06:00 pm »
Heh, yeah, you probably did mention it and I just missed it.  Kinda hard to catch all your posts with the hundreds of "give us air" posts, lol.  (Just kidding guys, don't kill me).  Sorry about that.

20
DF General Discussion / Re: Future of the Fortress
« on: April 07, 2007, 02:59:00 pm »
Just watched the video.  I'm glad that work is being done for inside features and all, but this seems to make digging pretty unsafe...  With the water being on the same level, you'd have to know where it was or risk flooding everything, especially if it was a river.  Wouldn't it make just a bit more sense to have say a 2 level deep hole with only the bottom filled with water?

code:
  
#################
#################
...............##
#######~~~~~~~~##
#################
#################

Side view
# Rock
. Dug out rock
~ Water


That way if you are digging, you come to a large room or tunnel or whatever and the bottom is filled with liquid.  Just a bit safer and maybe more playable.  Then if you wanted more of a challenge, maybe you could have an option in the init.txt to allow for random water height.  This could even give you some interesting lake shapes:

code:
  
#######################
#######################
.....................##
####\.####~~~~~~~~~~~##
####\...D###~~~~~~~####
##############~~~######
#######################

D Dwarf
\ ramp or stairs


Hmmmm... Should the dwarf dig deeper?  Is it safe?

[ April 07, 2007: Message edited by: Lord_Daeloth ]


21
DF General Discussion / Re: Future of the Fortress
« on: April 04, 2007, 02:35:00 pm »
quote:
 I must have missed it, why change the 7x7 cavein collapse model? It seems reasonable to check the z-level above 7x7 areas and test if its dug dug out, then cave-in if it isn't. Then dig-out the z-level above where pieces fell down, and things will be stable again.

The problem is what happens if a small "island" of mountain is completely dug out but less then 7x7?  Then you'd have a floating rock.  Also, some are concerned with the realism of the whole thing (ie stable vs unstable stone types).  Toady also seemed to be suggesting that he'd like the matter to be more complex so that there was a bit more to learn and so that collapses could still happen to even moderately skilled players.


22
DF General Discussion / Re: ajuststart
« on: July 13, 2007, 08:37:00 pm »
Haha, so I'm not so good with the naming =P

HoD, you must have the .Net runtimes, which you can get from Microsoft.  Sorry, I'm not sure how to make so you don't need them, but with all the other little tools out there that require .Net, you're probably better off just getting them anyways.


23
DF General Discussion / Re: ajuststart
« on: July 11, 2007, 06:24:00 pm »
As mentioned, someone (me) did make a GUI for this:

DFUtility.zip

Just unzip to a folder (I like to keep mine in the DF folder so its easy to find).  Once you're good to go, launch Dwarf Fortress.  Once it gets to the main menu, before you select if you want to start a new game or whatever, set your options in the Adjust Start box and hit Go.  Then get start up a new fortress and bam.  I'm not sure about this, but if you have modded in creatures and such or if you are using a map from an older version, this probably won't work for you as (from what I've read) it seems to mess up the memory addresses.  If that's the case, well, sorry, you'll have to play unmodded and with a current map.

[ July 11, 2007: Message edited by: Lord_Daeloth ]


24
DF General Discussion / Re: 640x300 Graphics Set
« on: November 17, 2007, 07:30:00 pm »
Sorry, double post...

[ November 17, 2007: Message edited by: Lord_Daeloth ]


25
DF General Discussion / Re: 640x300 Graphics Set
« on: November 17, 2007, 07:29:00 pm »
I don't have a chance to try these out just yet, but I just had to stop in and say these are wonderful.

26
DF General Discussion / Re: The Next Big Thing?
« on: November 11, 2007, 09:10:00 am »
quote:

Tormy-
Look, I am pretty sure that most of the people are preferring Dwarf Fortress mode...

Well, actually, I'm going to have to say that I would love to see a bit more in adventure mode.  I've basically stayed away from it because of the limited number of things you can do.  Now that we have z-levels and all kinds of other neat things, some extra bits in adventure mode would be awesome.  This is just a little thing I'd like, a map with the ability to add markers.  Make it dynamic and have accuracy based on your mapping skill   :cool:


27
DF General Discussion / Re: Cake = Game
« on: April 18, 2008, 10:55:00 am »
Doh... I came up with that nice witty opening and completely forgot my original intentions for even starting the post!  So, Happy B-day Toadster.

28
DF General Discussion / Cake = Game
« on: April 17, 2008, 08:57:00 am »
So, with the update, Toady has given us a wonderful bit of wisdom.  Cake = More game.  Perhaps my dislike of cake is the reason none of my serious projects have ever gotten off the ground...

29
Very nice.

30
DF General Discussion / Re: Need utility help
« on: June 16, 2007, 10:25:00 am »
Not too sure about this, haven't messed with channel to flow much, but couldn't you just use the ore.exe or granite.exe to rewall it then just min it out again?  It'll take some time, but I think its the only way to really fix this.  Unfortunately I think you'll also lose whatever items are on the square...

Edit: Sorry, misread your post.  Still, you should be able to rewall the square and mine it out, not sure if it'll delete the item or just drop it on the ground, but there ya go.

Edit 2: I also just thought of something about this.  There's a very good chance it'll crash your game...  Try setting up a test game and rewalling over an item on the ground and see what happens.

[ June 16, 2007: Message edited by: Lord_Daeloth ]

[ June 16, 2007: Message edited by: Lord_Daeloth ]


Pages: 1 [2] 3 4