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Messages - Keiseth

Pages: 1 ... 89 90 [91] 92 93 ... 116
1351
General Discussion / Re: Game design 'moods' and autism?
« on: March 12, 2008, 10:42:00 pm »
Gigalith, that was inspirational!

1352
Creative Projects / Re: New Curses Game Idea
« on: June 13, 2007, 03:45:00 pm »
I've always wanted to write a sort of simple, old console style RPG, but I could never decide how to go about it, what language to use and so on. Like an old Dragon Quest / Final Fantasy or even Wizardry style game. Sort of a homage.

Maybe Java is the way to go. At least it's cross-platform!


1353
Creative Projects / Re: New Curses Game Idea
« on: June 11, 2007, 09:13:00 pm »
As a professional zombie hunter, I'm really looking forward to this. Normally I would not so brazenly declare my skill level in this, but I've been unstoppable in zombie games as of late and I'm starting to actually believe that I'm the Chosen One, put on Earth to combat an eventual zombie invasion!

Woo, it's no longer ASCII but it looks good still. How is it going, working with Java now as opposed to Python? I've heard a lot of good and bad about Java.


1354
DF Gameplay Questions / Re: Point of figniting a fire?
« on: February 08, 2008, 04:30:00 pm »
Fire is good! If you mod the files to play as a Spirit of Fire, although disturbingly frail to arrow fire and the like, they burn EVERYTHING.

The most fun you can have legally is going up to an enemy, grabbing them by the shirt and holding them until they burn to death. Once their clothes light on fire, it's a matter of time. Funny thing is, if you stand over/sit on chairs or beds or tables in taverns, they'll light up pretty quickly. As will grass and virtually everything else.

According to the raws, so far, the Spirit of Fire is the hotest creature in the game and I believe almost twice as hot as the next hotest creature (A fire-man or magma-man I believe).

So yeah, lighting trees on fire will have a similar but much slower effect provided somebody stays in the fire area long enough for their clothes to burn.

EDIT: If you're interested in trying this (in 32a, latest) the fastest way I know of is to go into "entity_default.txt" in the raw/objects folder. Go to [ENTITY:PLAINS] then to [CREATURE:HUMAN] - change HUMAN to SPIRIT_OF_FIRE and start up adventurer mode. You should see "Spirit of Fire: Play now!" and off you go. You'll probably want to save and change it back, then continue.  :D

[ February 08, 2008: Message edited by: Keiseth ]


1355
DF Gameplay Questions / Re: Enough with the fisherdwarves already!
« on: June 29, 2007, 03:07:00 pm »
Technically... Fisherdwarves are far better then peasants, aren't they? The only difference between them is that the Fisherdwarves have a skill. Maybe they even get some strength or agility from it, but I doubt it.

They're just slightly more useful peasants!


1356
DF Gameplay Questions / Re: Game slowing. Any Tips?
« on: June 29, 2007, 12:20:00 am »
Past weather and temperature, it's pretty hard to improve your speed. It's almost totally reliant on processor power.

I started my game with 87 FPS. After half a year, nine dwarves, I'm at 47 FPS with a constant "skipping" feel to the movement, where  dwarves suddenly move the next space or two very quickly... then slow down.


1357
DF Gameplay Questions / Re: New to DF, but with a few questions.
« on: June 29, 2007, 12:18:00 am »
A note: In a pinch, like if part of your wall is missing, many other things function in a similar manner to walls, I believe. Statues, Floodgates, doors of course, probably other things too.

Although I'm not sure if statues are considered "not a proper room".

In the case of floodgates, it's rather interesting, because theoretically you could link a whole room up to a switch, and suddenly it isn't a room anymore. Same with doors I suppose.


1358
DF Gameplay Questions / Re: New to DF, but with a few questions.
« on: June 26, 2007, 03:20:00 pm »
I never really use patrol myself. =) Just beware of one thing!

I believe it's the letter 'm'... either way, it's the squad menu. Dwarves hate being on duty for ages, so in the squad menu you can make the entire squad "Off duty". As far as I know they still carry all of their equipment, they just don't do anything you want them to, usually. Hang around, that sort.

The good thing is, Marksdwarves will use cheap bolts (Wood/Bone?) to practice on any archery targets (make sure they're facing the right way!) - thus attaining skill with no danger.

Other military dwarves with melee weapons may spar with each other, which can result in more skill and often, very light injuries that don't slow the dwarf down. Though sparring accidents do happen, and aren't pretty.

Lastly! Off-duty dwarves don't like to spar with people from their own squad, evidently... Dwarves in the Fortress Guard (when you get that far!) will also spar and such.

Good luck! Plan your farming well, it's pretty much the most crucial thing you can have. Dwarves CAN live without alcohol and beds (especially beds), but a lack of food will upset everyone really quick. I always mine right into the cave river, create a bunch of mechanisms, and set up a floodgate-farm first. Then comes the dining room. =)

You probably know a bunch of this already, but I'm just being careful. I didn't know you could make dwarves off-duty at first. They weren't happy dwarves. Also figured out why they would never spar. XD


1359
DF Gameplay Questions / Re: Sublime traps
« on: June 25, 2007, 02:01:00 am »
I think Magnvox is right. It's the only way that really makes sense, UNLESS:

Perhaps they find your fortress a trap, and find its trapitude simply sublime. Have you fed your dwarves lately? =)


1360
That is perhaps the most literal way of "Sending them to hell".

1361
DF Gameplay Questions / Re: I got an spoecial guest (& misc fire issues)
« on: November 04, 2007, 04:46:00 pm »
These dragons are showing up far more then I expected. Were you in a mountain? Maybe it's just natural travel by the world's various dragons but I'm also suspecting this has to do with HIDDEN FUN STUFF.

Another forum poster here managed to capture one in a wooden cage. =)


1362
DF Gameplay Questions / Re: ants?
« on: March 14, 2008, 07:41:00 pm »
Go Team ANT!

1363
DF Gameplay Questions / Re: Corpse Hauling
« on: June 16, 2007, 09:08:00 pm »
Three of your dwarves are probably sitting in the dining room, playing endless games of "Rum, Wine, Beer" to see who gets to piece him back together and move him.

Maybe they ignore corpses outside? Is it treated as refuse? "Ignore refuse outdoors" is an 'o'ption I believe.


1364
DF Gameplay Questions / Re: wimpy water
« on: June 14, 2007, 02:40:00 pm »
Somebody has to clarify. I made this awesome moat outside my fort, using aquaducts to extend it past the river and, can you believe it? The elves come to trade; hah! They'll never get in, maybe I'll make them a bridge... but they walk right through the aquaduct water like it was nothing!

Need lava.


1365
DF Gameplay Questions / Re: Will defragmenting make DF run faster?
« on: June 15, 2007, 05:27:00 pm »
I'm just hoping the next version isn't going to slow things down by a considerable amount. My only computer is 1.4ghz and fights valiantly but in vain against low frame rates, with temperature and weather off.

Truth be known temperature is only 5fps difference. At most.

EDIT: Nevermind. 22 FPS with it on (108 dwarves, 50ish animals)

40ish FPS with it off.

For the record, 1.4ghz P4, 512mb SDRam (PC133-old!) and a GeForce FX 5500 which makes little difference...)

[ June 15, 2007: Message edited by: Keiseth ]


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