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 - sockless

Pages: 1 ... 15 16 [17] 18 19 ... 35
241
DF Suggestions / Re: This One's Fer You, Me Luv: Artifacts for Lovers
« on: April 29, 2011, 08:10:35 pm »
Relationships need more depth right now, before we start adding extra little things into the game.

When I saw the thread I thought that you were going to suggest that a lover, or both, would claim a workshop and make an artifact just for their lover.

242
DF Suggestions / Re: Glassless Windows
« on: April 25, 2011, 03:36:08 am »
Hmm, that's a good idea. Essentially these windows would become floodgates mixed with fortifications.

When I thought of the idea, I didn't really think of a use other than that they could be used in the new buildings generated for human towns.

243
DF Suggestions / Glassless Windows
« on: April 24, 2011, 10:07:32 pm »
In medieval times, glass was very rare, in fact, the only buildings with glass were usually cathedrals. But they still had windows, or at least holes in their walls in the shape of windows, often with shutters.

Right now the closest thing we have to glassless windows in fortifications, but they don't really count to be honest.

My idea is that we can make windows with wooden shutters, or maybe even with curtains, these would act similar to fortifications, but they would have a higher value. If they had shutters, you would be able to close the shutters, so that arrows can't get in.

244
DF Suggestions / Re: Medicene
« on: April 24, 2011, 09:50:24 pm »
Maybe you could get antivenin from the snake (yes, it is antivenin), but I guess it's a bit futuristic for the time.

Herbals remedies were quite common in medieval times, there were remedies for everything, from a bad love life to headaches, some of them didn't actually work though, except maybe by placebo.

Speaking of which, placebos would be interesting to add into the game, so you would take a herb that would be said to get rid of an illness, and because you believe that it does, it actually does.

It would also be interesting to have just plain wrong remedies, so a remedy that's just utter rubbish, like one for improving your love life.

Leeches could also be added into the game, which would actually be a good cure against snake bites, as it sucks the venom out of the bite.

245
Toady should just come to NZ.
You guys should all go to a Chinese restaurant and get roast cat.

246
DF Suggestions / Re: Stuff
« on: April 24, 2011, 09:40:40 pm »
First, welcome to the Forums.
Second, please use a more descriptive title.

I've never heard of the suggestion before, but since the things you are trying to kill usually want to kill you I don't know how well this would work. FBs themselves aren't sentient, but I can imagine this happening for a bandit camp, where you warn them that their camp has been found. I have a feeling that you may be able to side with bandits before the current arc is out.

247
DF Suggestions / Re: stagger generation
« on: April 24, 2011, 09:37:56 pm »
Pathfinding in caverns and HFS doesn't start until you breach them. So your suggestion doesn't do anything to make things faster, in fact it would slow the game down.

248
DF Suggestions / Re: Killing ghosts
« on: April 24, 2011, 04:25:11 am »
You could just build slabs and coffins.

249
DF Suggestions / Re: 64 bit version
« on: April 24, 2011, 02:55:35 am »
That's true.

But to all this, how would 64 bit make DF faster?

From Wikipedia, the Free encyclopedia:

Quote
While 64-bit architectures indisputably make working with large data sets in applications such as digital video, scientific computing, and large databases   easier, there has been considerable debate as to whether they or their   32-bit compatibility modes will be faster than comparably-priced 32-bit   systems for other tasks.

Some 64-bit architectures, such as x86-64,   allow for more general purpose registers than their 32-bit   counterparts. This is a significant speed increase for tight loops since   the processor doesn't have to fetch data from the cache or main memory   if the data can fit in the available registers.

So there we go, that's one way that you can get an increase in speed from using 64 bit.

250
DF Suggestions / Re: 64 bit version
« on: April 24, 2011, 01:36:18 am »
And will be unable to run on 32 bit.

So that's why you have both a 32 and 64 bit version.

251
DF Suggestions / Re: 64 bit version
« on: April 23, 2011, 12:25:40 am »
From an email to Toady (also about why it isn't open source:

Quote
I've discussed the 64 bit stuff with Baughn, and as I understand it
  I'd have to repartition my computer and work through a bunch of
  compile errors.  I don't have time for that at this point, though it
  might happen later, the next time I have to reinstall windows,
  perhaps, which is on the same machine.
 
  DF is my sole source of incoming, and I'd be assuming a massive risk
  by releasing the source.
 
  Tarn

252
Someone made a really nice mock-up of what a elven tree home would be like. I can't remember who it was though. Basically it was a hollow tree, where the tree grew around them.

253
DF Suggestions / Re: Multithreading Arc
« on: April 23, 2011, 12:15:09 am »
Well email Toady and offer 20k for him to do multi threading. He'd probably say no.

Toady makes DF for the love of it, he makes it because he finds it fun. It isn't "developers" either, it's developer. As it has already been said, there's much more time efficient ways to improve performance that don't include multi-threading. The game isn't going to get much computationally intense than it currently is, the main slow-downs being pathfinding, temperature and fluids. IIRC you can get large increases in FPS by getting rid of temperature, but it pretty much turns magma into a slow water. I can't remember how much faster it is though.

254
DF Suggestions / Re: Language Implementation?
« on: April 22, 2011, 07:12:21 pm »
I think a good way of implementing it would be for civs to take up words from other civs, so the dwarven civ "The Rings of Clasping" might use some human words instead of the equivalent dwarven ones.

Maybe they could swap some vowels and consonants as well. Using Maori as a case study, some tribes use "Wh" instead of just "W", e.g. "Whangarei" instead of "Wangare", this causes much contention, but that's another story. Vowels could also be changed, so some civ might say "Aethereal" and another might say "Ethereal", or one could go so far as to just change vowels, so that "Cannot" could become "Cennat", or something like that.

255
DF Suggestions / Re: TNT?
« on: April 22, 2011, 02:41:35 am »
Is that a copy paste there Kotaku?
I'm sure that I've seen you write the exact same thing before.

Pages: 1 ... 15 16 [17] 18 19 ... 35