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Messages - saarmae

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1
DF Dwarf Mode Discussion / Re: Mobile dwarf fortress?
« on: January 05, 2013, 10:54:58 am »
DF is more processor heavy than memory IIRC. Someone with more knoledge than me on tablet processors and heat dissipation could probably expand this more.
There's nothing to expand on really. Tablet processors are utter shit and are generally better for threaded programs.

2
... Micro$hit ...

Don't you just love those childish fanboys?
*nods*
*takes out an RPG-7*
erm...
not possible in visual basic, sorry.
I use linux myself (along with windows obviously) and for linux:
 - the main utility (therapist), along with some others work only under windows
 - we're bad at coding in non-visual basic
 - visual basic only works with windows.

oh, and:
WINE
Ok, if i'm a fanboy, then what am i a fan of? Just throwing out random insults is not cool. I was making a point that this pack works semi-decent ONLY under windows now, which is rather dumb, previous versions worked on other platforms with no tweaking.

oh, and:
WINE can't emulate net 3.5

3
DF General Discussion / Re: Lazy Newb Pack [0.31.25] [V9.0] Its HERE!
« on: April 03, 2011, 05:46:22 am »
Note: Requires Micro$hit .NET 3.5

You just lost multiplatform support and made a lot of people sad.

4
DF General Discussion / Re: how would dwarf fortress run on this netbook?
« on: September 15, 2010, 03:12:13 am »
Ehh, in nanofort, 1 cavern no temperature/sieges and dorfs limited to 20 in init it will still go under 100fps in less than 2 dorfyears and keep going down.
Processor is what it really comes down to and netbooks suck in that aspect (and every other games related aspect).

5
METEORITES!

Actually doable i think. Create a random sized explosive mass which would fall every once in a while. Would be fun to live in year 1051 in a HUGE meteorite crater created in year 562 which wiped out the local elf population on that subcontinent...

Have dwarfs go into strange moods ("The end is nigh!") a year or so before a major meteorite hits on or near your fortress.

Have some of the meteorites have a chance of introducing alien wildlife to your dwarfia (i.e. megabeasts and semi-megabeasts).


(droooools)

6
DF Adventure Mode Discussion / Re: Funniest Names
« on: May 31, 2010, 03:51:26 am »

7
DF Dwarf Mode Discussion / Re: Single pump for magma pump stack?
« on: May 31, 2010, 03:43:45 am »
I'm not really sure how the whole pressurized deal works, but could you theoretically pump magma to the top of a fort using a single pump, pumping magma into a 1x1 flight of stairs?  You only need a little magma for forges, so I could just pump what I need and cap it off with a floodgate if it works.
In case this really comprehensive guide (http://df.magmawiki.com/index.php/Pump) doesn't help you...
The answer is no, if you want to get magma up from -50 to -5 then you have to build 44 pumps.

8
Hello,

am i the only one who either plays 2 fortresses at the same time, or one fortress and one adventure at the same time? I have a 4-core processor and as one instance of DF can't use em all, i just make more DF instances. Basically if i can run a certain fortress with 80-100 fps, i can ran 2 other identical fortresses at the same time, all at 80-100 fps. I guess the multitasking gets crazy when you try to run like 5 instances on a hex-core computer but 2-3 are manageable for anyone. I do believe even dual-cores can run 2 instances quite well if there isn't any crap hogging the resources in the background.

So usually i keep two instances running, one fortress and one adventure. When i give the dwarves some huge project to work on (dump ALL stones on ALL z levels... mine that WHOLE z level so i can start a underground tree farm etc etc) i go to the other window and break some limbs with my adventurer.

9
DF Adventure Mode Discussion / Re: Funniest Names
« on: May 30, 2010, 02:00:05 am »
Forgotten beasts really are the best, the name is normal but check the creature type:
Spoiler (click to show/hide)

10
DF Dwarf Mode Discussion / Re: Pull the lever. PULL THE LEVER
« on: May 29, 2010, 02:29:32 pm »
I build a control room that is a miniature layout of my entire fortress. The lever is in the same relative position as the object it activates.

Several dwarves are then entombed into the control room and provided both with a well and a small farm plot so they can survive in there forever, with absolutely no way for anything to reach them to harm them. They then pull levers on demand in perfect safety for the rest of eternity.

The two major questions:
  • How do you handle expansion?  Doesn't that involved opening the vault to build more levers?
  • What do you do when one of the lever-folk dies?  Dwarves don't last forever.
I have yet to see a dwarf die of old age. All my dwarves experience death by natural cause.




You know what i mean.

11
DF General Discussion / Re: What should dwarf fortresses be bad at?
« on: May 25, 2010, 01:35:38 am »
1. Dwarf Fortress is a fun game and should always stay fun. Loosing your left ring finger and 2 tooths while ripping out a goblin spine is fun. Farming on 26 z levels is not.
Dwarves are fantasy beings, they are not humans. That is to say - maybe they don't need vitamin C at all? Or if they do - maybe their beards convert argon gas into vitamin C.
I only want Dwarf Fortress to be realistic as long as it is still fun.

2. I don't want dwarven fortresses to rely on trade or any outside contact. I embarked on a 2x2 terryfing area, my Axedwarf was immedately drafted into military, fighting off Skeletal and Zombie mountain goats while the other 6 were frantically trying to move goods underground. My dwarves barely managed to seal themselves underground when skeletal giant eagles and skeletal yetis arrived. Unfortunately the Axedwarf was ripped to shreds, his sacrifice bought the others their life. The 6 dwarves lived on their own for 6 YEARS. All immigrants were mercilessly slaughtered by local undead wildlife and goblin ambushes ("Immigrants have come, despite the danger" -> "An ambush!"-> "An ambush!"-> "An ambush!" immigrants + fucking three ambushes AT THE SAME TIME). The seventh year was the first time i saw immigrants but no other dangerous wildlife on the map so i instructed them to pick up some of the better stuff the merchants had dropped and then sealed the now 26 dwarves in. During the first 6 years my few dwarves managed to utilize a river to make a small patch muddy for farming and then mined a whole Z level and made that muddy too, to grow plants and trees.
All this would have been impossible when dwarves would rely on trade (never had a trader survive on my map long enough to reach the depot).

12
Yeah so made a dwarf, walked around a bit, started bleeding FOR NO APPARENT REASON and died shortly after...
Oh yeah, i was melting too apparently...

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