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Messages - Tehran

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46
DF Suggestions / Re: one way doors
« on: June 25, 2010, 11:35:47 pm »
Check the wiki. I remember reading about a bug that had to do with ramps and constructed floors which resulted in a 1-way ramp. I dunno if the bug has been fixed or not.

47
DF General Discussion / Re: The new Matrix tileset
« on: June 25, 2010, 09:22:19 pm »
Some more screenshots for you guys:







I don't know how to package the whole thing, so I'm not gonna do that (sorry!) However, I can give you the full init file so that someone else can do it, if they are so inclined:

Spoiler (click to show/hide)

I might tweak the colors in future versions of this thing, they're not quite perfect just yet.

48
DF General Discussion / The new Matrix tileset
« on: June 25, 2010, 08:05:56 pm »


Can you see beyond the code?
Do you dream in ASCII?
Are your friends and family baffled by the algebra vomit on your screen?
See how deep the rabbit hole goes with the new Matrix tileset for Dwarf Fortress!



Barely comprehensible, needlessly complicated, dwarfy, and awesome, the new Matrix tileset gives the finger to fancy, airbrushed, modern graphics. Download it today!




Necessary init settings:


[FONT:matrix800x600.bmp]

[GRAPHICS:NO]

[VARIED_GROUND_TILES:YES]

[BLACK_R:0]
[BLACK_G:10]
[BLACK_B:3]
[BLUE_R:0]
[BLUE_G:155]
[BLUE_B:128]
[GREEN_R:0]
[GREEN_G:138]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:235]
[CYAN_B:128]
[RED_R:128]
[RED_G:235]
[RED_B:0]
[MAGENTA_R:128]
[MAGENTA_G:205]
[MAGENTA_B:128]
[BROWN_R:128]
[BROWN_G:225]
[BROWN_B:0]
[LGRAY_R:110]
[LGRAY_G:162]
[LGRAY_B:125]
[DGRAY_R:80]
[DGRAY_G:100]
[DGRAY_B:80]
[LBLUE_R:0]
[LBLUE_G:150]
[LBLUE_B:255]
[LGREEN_R:10]
[LGREEN_G:255]
[LGREEN_B:40]
[LCYAN_R:0]
[LCYAN_G:235]
[LCYAN_B:215]
[LRED_R:215]
[LRED_G:180]
[LRED_B:0]
[LMAGENTA_R:225]
[LMAGENTA_G:100]
[LMAGENTA_B:225]
[YELLOW_R:180]
[YELLOW_G:220]
[YELLOW_B:20]
[WHITE_R:238]
[WHITE_G:255]
[WHITE_B:245]

...and if you want to drive yourself and everyone around you mad:
[ENGRAVINGS_START_OBSCURED:NO]


Some info:
- Drawn by me, Taran. Not "Tarn," Taran.
- I made this tileset for 40d; I'm not sure how compatible it is with .31.
- The tileset is 10 by 12. I can make a 16 by 16 version if there's enough demand for it.
- This tileset IS playable in theory; it's not just a random mess of glyphs. The symbols I chose do make at least a bit of sense for what they represent. Sort of.

Questions, comments, complaints?

49
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: June 25, 2010, 07:00:42 pm »
Is Toady ever going to make air be a gas? I greatly doubt it.

Advantages of air as a gas:
-Temperature can be transmitted through it.
-Wind?
-Air will stop water from flowing upward if there's nowhere for the air to go. (yay!)

Disadvantages:
-Awful to code
-It will murder your computer

And now, a true story:

Oops, air has volume.
Water bottle overflows...
"Damn you, Dwarf Fortress."

50
Quote
I simply MUST hear more about this "orbital bombardment platform."

What I did was build a Space Elevator (1x1 stairway) straight up into the sky until I hit top (+25 in my mountain fort). Then I built a platform of floors there in a diamond shape (fastest way to expand it) and then made a stockpile on that that only accepted rock blocks that drew from the rock block stockpile deep in the fortress. From that I constructed an Assault Boom of floor tiles as narrow as possible from the platform to directly over the beast's location. Then I built various wall and floor sections trying to be able to deconstruct a single floor to launch the payload down onto the beast to destroy it.

It's settled, my next fort will have an orbital bombardment platform.

I was thinking about making an enormous grid of sky-aqueducts capable of dropping magma almost anywhere on the map, but this is much simpler and more practical.

51
DF Suggestions / Re: Fortress Mode Suggestions
« on: June 23, 2010, 12:32:08 am »
I was thinking the other day that dwarves should be a little more self-sustaining, so that newbies can get into the game easier, and just to provide additional entertainment.

Let's say that your dwarves have been sleeping on the ground because you don't know how to make beds, or even that they NEED beds. A dwarf could get fed up with this, grab an axe, cut down some trees, build a workshop, and make a bed.
And when they go hungry, instead of hunting vermin, dwarves with the appropriate labors could also make little farms for themselves and grow tower-caps. It wouldn't have to be anything too fancy.

A downside is that newbies might think this is the way things are supposed to be done, and so always just wait for the dwarves to do everything themselves.

But think of the stories that could emerge from this sort of thing! Players are always entertained when dwarves catch the fey, but there could easily be milder forms of it. Let's say a child has no toys to play with, and so grabs a rock and heads to the masonry to make one himself. Or a bored clothier who notices that everyone is running around in tattered clothes, despite abundant supplies of cloth, and starts making clothes for everyone. Or just himself if that's his personality.

Stuff like that.

52
DF Suggestions / Re: Toady, it's time to simplify
« on: June 22, 2010, 11:48:31 pm »
There was a decent Suggestion in the suggestion forums a while ago, basically about reducing the amount of information you get when you wound someone or are wounded. Basically, the gist was something like "Knowing someone's muscle, fat, arteries, and left upper floating rib have been damaged isn't necessary or realistic." I would like to see more simplification of the combat messages.

Yeah, and that kind of a thing wouldn't be hard to program in at all.
Remember the melting dwarves? Instead of something overly-drawn out and complicated like: "Her first finger, left hand, is melted. Her second finger, left hand, is melted. Her third... blah blah etc." -- instead of that, information could be simplified to, "Her entire left arm is melted."

Or, if one of the fingers is okay, it could even be something like, "Her entire left arm is melted, except for her fifth finger."

53
DF General Discussion / Re: This game needs a tag line
« on: June 13, 2010, 10:59:11 pm »
Any "tag line" that Dwarf Fortress has seems like it should encompass the game as a whole, not simply a single part of it, like many of these suggestions do (tag lines about capturing mermaids, killer elephants, etc.) And i think that a good tag line should be immediately understandable by someone who has not played or even heard of the game.

I like "Blood for the blood god!" because it suggests the game has a lot of fighting/killing in it, which it does.

I also like "Go to Hell, make it yours," because it implies the ability to conquer stuff, which is definitely a big part of the game... especially once the army arc is added. However, it implies that "going" to hell is the GOAL of the game, when you in fact make your own goals.

Perhaps a tag line about megaprojects like inverted pyramids... "The Egyptians build pyramids... the dwarves can build them upside-down." Something like that, which demonstrates the value and fun of setting your own goals.

The classic "Strike the earth!" is also great. It's poetic. It tells you that the game is about mining, but the word "strike" also implies violence. And the game has plenty of that.

Perhaps a good tag line which mentions how addicting the game is?

Here's my contribution: "The dwarves dug too greedily and too deep." The line is stolen from Tolkien, whose fantasy elements have been a big inspiration in the game - a fantasy simulator. The word "greedily" shows that there are great riches to be had, and the words "too deep" have a forbidding and poetic ring to them... It's the classic dilemma of increasing risks vs. increasing rewards - a strong motif in the world of Dwarf Fortress.

But I still think that the ultimate and best slogan/tag line/hook/motto is still the one that has been given down to us from the great Toad... "Losing is fun." It explains so much about the game in just three words... that it's impossible to win, that you set your own goals instead, that not achieving these goals is STILL a source of fun, and most importantly that the whole game is simply ABOUT having fun, not winning - two things which many other games produced nowadays have got smushed together. It's not about the goal, it's about the journey. That's more than just a motto, it's a philosophy.

tl;dr: Losing is fun.

54
Scouredbridged is an easy-to-get-into, medium-length story about a fortress with no trees or water, but plenty of goblins. The story has a little bit of everything, and was written exclusively (by me) for the site dfstories.com.

You can read the entire thing here.

I'd also like to mention that we at dfstories.com need your outstanding stories! Our website has gotten lots of positive feedback, and my brother and I have been pretty good about updating almost every day, but our backlog of stories is getting low, especially now that the chronicles of Scouredbridged are at an end.

If you have written or know of a dwarf fortress story which is outstanding in some way, be it hilarious, tragic, interesting, epic, or fail-tastic, we'd like to put it on the site! Just leave a comment here, PM me, or go to our website and follow the instructions on this page.

(I know that there are a lot of great stories in the Hall of legends, but they're all quite long. We might one day host downloadable pdfs of legendary forts like Boatmurdered or Syrupleaf, but for now, a story as long as The Hamlet of Tyranny is pretty much the maximum length we're looking for.)

55
...building your first Dwarven Super Weapon (in this case, Orbital Bombardment Platform) - ever - and successfully using it to kill said beast.

I simply MUST hear more about this "orbital bombardment platform."

56
DF Suggestions / Re: Numbered priority mining
« on: June 11, 2010, 02:14:34 pm »
The suggested variant without the automatically changing priorities is definitely a good idea. 
You could also avoid using 1-9 keys to designate the priority, and have an on-screen counter instead.
Use -+ or some other key pair to increment/decrement your priority as you place...
But you wouldn't be able to display the number on the tile, then.  That's a pretty large problem.  Having 9 levels of priority should be enough for all but the most elaborate of digging plans, IMHO.

Yeah, there's no good way to display numbers above 9... That's one of the reasons I proposed the auto-shifting priorities. Say you're mining out something complicated and your miners are up to numbers 8 or 9... you have to wait until they've completely mined out everything until you can start over at 1 and designate the rest of the project.

No solution is completely perfect, but after reading the responses, I would be wiling to admit that shifting priority numbers might not be the most ideal way to tackle the problem.

I think there should ultimately be SOME KIND of priority mining system in place, though.

57
DF Suggestions / Re: General order-- do not walk on ice.
« on: June 10, 2010, 07:00:26 pm »
I doubt that is a bug. If you're in a fight, it's more than possible to try to dodge something, trip on your feet, and fall. If you happen to be standing at the edge of a chasm, magma pit, or river, sucks to be you.

I'm quite sure that it is a bug. They're not tripping, they're dodging... in a random direction. I don't think tripping is modeled. Carp used to be so dangerous because dwarves would "dodge" their attacks, sometimes randomly dodging INTO the water, and drowning.

Anybody fighting on the edge of a precipice is aware that there is danger. The dwarves do not have that sense of danger, so it's a bug.

58
DF Suggestions / Re: Numbered priority mining
« on: June 10, 2010, 04:09:22 pm »
On the other hand, more than 9 levels would be needed for really complex stuff ... adding a level 0, which tasks would not drop down to, and could be used for priority/emergency mining jobs without undesignating all of the 1s, would be a good idea.

That makes perfect sense. After all, in the current version, your emergency trench and bedrooms are already at the same priority anyway, so you have to cancel the bedrooms. A "0" priority would be perfect, and you wouldn't have to cancel anything like you do now.

And yeah, the numbers could only go up to 9, so you would indeed have to pause the game and designate more stuff once all 9 designation numbers are used up.

59
DF Suggestions / Numbered priority mining
« on: June 10, 2010, 03:49:28 pm »
Who among us has not lost a miner to an unfortunate cave-in accident because the miners were behaving like complete idiots, channeling where they shouldn't be, trapping themselves or others miners on a ledge (akin to painting yourself into a corner), channeling away the outcropping supporting them, etc? These kinds of problems might be able to be avoided with better and more complicated AI, but things become difficult when you have several miners involved, all with minds of their own.
Well, I present to you all, a solution for easy priority mining in animated form:



Basically, the way to designate this would be with "d, h, 1." You then designate all the tiles to be mined first. Then, still in the channeling mode, you press "2," and designate all the channeling to be done second. And so on. It's very simple.
Regular, non-prioritized mining could still be accomplished as usual, you just don't push any of the number keys.

The animation shows all the numbers changing once the 1s have been mined out... the 2s are now 1s, the 3s are now 2s, and so on. I strongly believe that the system should work this way if it is implemented because... ...well, I can't really articulate it very well. But I think things would just be a whole lot easier and simpler that way. You wouldn't have to wait for that pit to be finished before you priority-designate other projects... you would always know where your miners will dig next... etc...

I feel like this method of mining would be useful for many things. For example, here's how you would designate a hallway to be mined out before the rooms:



You could also make sure that, say, your drainage ditch is dug out before your quarry.

I know that you can just designate a project completely, wait for it to be finished, and then designate the next thing, but this method doesn't work for everything. With smaller, more precarious, more dangerous things like channeling a large pit, numbered priority mining would be a great alternative to the current system, where you have to hold your miners' hands and pause every few seconds to designate the next thing to be channeled, so that your idiot miners don't get themselves killed. (Or is there already a clever solution to that?)

Thoughts?

60
DF Suggestions / Re: General order-- do not walk on ice.
« on: June 10, 2010, 01:39:03 pm »
Dwarves may occasionally dodge into ponds if attacked

Does Toady have plans to fix this kind of thing? Please tell me he does.

P.S: Escape stairs! what a good idea! I'm going to start doing that from now on.

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