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Messages - Sfon

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61
Asking for the release date is always a big no-no. Not just with this program, but with any amateur program. Never do this. Even professionals have a very hard time giving accurate release dates, and they often only do so because they have to no matter how unrealistic it is to except them to know. This is why programs often end up being delayed, not because they are lazy and/or jerks.

tl:dr Never ask for a release date on any amateur program, it is a universal no-no.

62
Sounds like Phoebus forgot to change all the fish. The old fish/meat graphic was recently changed to clearly be meat.

63
Other Games / Re: Battle.net RealID - What the Hell, Blizzard?
« on: July 07, 2010, 08:23:57 pm »
My concern: Do I need to have a RealID, or can I just avoid it and accept I cannot use it or the forums?

Remember: Once they have your info, you have no control over it. Their privacy policy might be acceptable today, but that could always change on a dime. What if they decide it is not at all optional? Unless you've managed to avoid ever supplying your information, you'll be SOL. Sure, they might allow opting out of battle.net and everything else somehow and they might even send a notice of the policy change to your email, but the damage might be done by the time you notice and can do something about it. They might not even allow opting out until the change has taken place, it is all in their hands.

No matter what their policy technically is at the moment, the decision to allow them unrestricted control of your information is made at the time of submitting said information and not a second later. It is not made at policy change, nor is it made the next time you use their service.

Overreacting, seriously.

Cars are not out to get me. Drivers are pretty nice where I am. I could probably cross the road a hundred time against the light and not get hit, easily. Doesn't stop me from being cautious. I also have a paper shredder, despite it being unlikely that my ID will be stolen no matter how many sensitive documents I throw away intact. It is not overreacting, it is being a sensible adult instead of an 'invincible' teenager.

64
DF Dwarf Mode Discussion / Re: What's your weapon of choice?
« on: July 07, 2010, 11:46:00 am »
I've decided to just stick with swords for now for simplicity and bug avoidance.

What I'd really like, though, is axes, but I reeeaaaly don't want to deal with the hassle of "No, don't equip that copper axe you bastard. Dammit, now that causes a treecutter to pick up the steel axe, AARRG!" until more of these military bugs are ironed out.

65
DF Suggestions / Re: Smooth Block Walls
« on: July 07, 2010, 04:50:05 am »
Random idea, how about being able to smooth and engrave the blocks themselves, before building with them?
Wouldn't stone blocks already be considered smooth? They're pretty much like large bricks.
This was partially suggested as a way to 'repair' natural walls. If digging enemies are implemented, would go well with that.

66
DF Suggestions / Smooth Block Walls
« on: July 06, 2010, 10:20:41 pm »
Make stone blocks.
Use blocks to make a block wall.
(suggestion)->Smooth the block wall.
Engrave the smoothed block wall, if you want.

Only block walls work, not rough block walls. Gameplay reasons should be obvious. Story reason can be that the wall needs to be of good quality to begin with, with the bricks fitting together nicely etc, for the smoothing to be effective enough to make it look natural/near-natural again.

Deconstructs and always leaves its material like an artificial wall.

--Edit--
Hmm. Perhaps smoothing a rough block wall would be possible, but it results in a natural rough stone tile of that type. To be truly smoothed, it must be smoothed again after, making it a smoothed natural wall. Being identical to a natural wall it must be mined, not deconstructed, so no guarantee of getting the stone back of you tear it down.

67
DF Suggestions / Re: Wow racial averages are a bit...odd
« on: July 04, 2010, 09:05:51 am »
And the dwarves are not?

I hope you are trying to make a joke and not a valid counter argument. If you think that in any way follows from what I said, your reading comprehension took a vacation.

68
DF Suggestions / Re: Plantlife thread
« on: July 04, 2010, 08:50:45 am »
Thick forests. Forests where you actually have to chop your way to a hill to dig into.

Jungles with thick plant life, like the kind machetes are used to get through. These plants would act like trees, but would not give wood on being cut. Heavily forested areas have crazy amounts of wood as-is, and regular trees in real life don't grow thickly enough for that anyway.

69
Instead of mine carts and wheelbarrows, could just have a generic cart. Would function like a bin, but for heavy/more objects.

70
DF Suggestions / Re: Wow racial averages are a bit...odd
« on: July 03, 2010, 07:45:26 am »
Both DF elves and goblins are immortal, and both have high memory values. Makes sense to me. These are not D&D goblins, they are not subhuman little pests. Kobolds fill that role here. DF goblins are both sophisticated and evil.

71
DF Suggestions / Re: [For or Against] Tunnelers units
« on: July 02, 2010, 02:03:44 pm »
I voted against. I'm not for certain against there ever being tunneling, but before you leap on me let me explain. No-one is going to care about this poll in ten years. Most people will have changed their mind somehow, and the game will be rather different. Voting 'yes' because you'll like to see them in ten years or so, IF they are done the way you want, seems to me to be misleading and at least no less conditional than my 'no' vote.

As the game is now, or seemingly will be in the near enough future for this poll to mean anything, I do not want tunneling. When the game is further in development with all this stuff people say will be in there, then I will re-evaluate based on that future game. I'm not going to guess on whether I might like it or not with a future DF with features I have no experience with currently. At the bare minimum I'd want to see how an unbuggy system for enemies breaking down doors, building bridges, etc (which I definitely want to see) effects the game first.

72
schlappi: The X, bin, and up-down stair all must use the same graphic. This makes it impossible to get them all looking good all the time without problems. In other words, don't expect much improvement there in any tileset until Toady himself does something to make it easier.

73
DF Adventure Mode Discussion / Re: [SPOILER?] oh god what
« on: July 01, 2010, 08:52:24 am »
Adorable name and designed around giving hugs~

74
DF Gameplay Questions / Re: Importance of beds
« on: June 30, 2010, 12:58:54 am »
This is one of those things that are not required, but can be important. The more you keep them happy, the less likely they are to mentally break. Sort of like defense. You don't need the best military with masters at melee and archery, steel for both weapons and armor, and a series of awesome traps.... usually. A moderately skilled squad or two and a few clever traps is all many forts need, same sort of thing goes for comforts.

Since there are multiple ways of keeping them happy, you just need a good enough overall combination of things to keep them sane.

75
DF Suggestions / Re: A few thoughts
« on: June 29, 2010, 08:42:29 am »
* Large doors? something to door off passages more than 2 tiles wide.

I believe floodgates can already be used this way. They need a lever or such to open/close, but such massive doors should anyway.

--Edit--
Just tested floodgates and grates for this. Both worked, as unlike a door neither need to be near a wall. This allows the creation of massive mechanical-operated doors and portcullises.

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