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Messages - Peristarkawan

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46
DF Suggestions / Re: Graphics
« on: May 17, 2007, 04:41:00 pm »
quote:
Originally posted by Toady One:
<STRONG>Adding graphics to Kobold Quest wouldn't actually help for DF at all.  Kobold Quest is up there for porting, not that anybody seems interested after the last aborted effort.</STRONG>

I would be interested in taking a look at porting the game, at least to Linux. The only reason I haven't already jumped on this is because I wasn't aware the existing effort was aborted.


47
DF General Discussion / Re: Future of the Fortress 2
« on: October 25, 2007, 11:48:00 am »
quote:
Originally posted by Grue:
<STRONG>It's an optical illusion. The river is of the same width, but since the tiles are rectangular it looks like it is wider when it flows horisontally.</STRONG>

Dang, you're right.  It's six tiles wide everywhere.


48
DF General Discussion / Re: Future of the Fortress 2
« on: October 25, 2007, 11:11:00 am »
quote:
Originally posted by Sowelu:
<STRONG>My main concern is water wheels.  They work when water is flowing down a gentle slope as a reasonable speed, but DF doesn't consider the speed that water flows at.  Presumably you could make the water flow in one huge almost-circle and completely cover it with water wheels, for a drop of one tile over a thousand tiles' distance, and still have all the wheels turn.  That bugs me.</STRONG>

Actually, I think that the new version does account for flow speed.  If you watch the "blood in a river" movie, you can see that the blood moves downstream faster in the narrow sections of the river, just like what you would see in a real river.


49
DF General Discussion / Re: Future of the Fortress 2
« on: October 19, 2007, 10:05:00 pm »
How about rendering the game in stereo?  Needing to cross my eyes to play is a small price to pay for such a great game.   ;)

50
DF General Discussion / Re: Future of the Fortress
« on: June 28, 2007, 03:01:00 pm »
quote:
Originally posted by berent:
<STRONG>a dwarf went nuts and destroyed my partially made magma forge now i have no anvil! 3 years and still waiting for my damn rep from the capital to show up...lazy bastard.</STRONG>

You're screwed; just start a new fortress.  The dwarven trade representative won't show up until you have a Bookkeeper.  The Bookkeeper won't show up until you mint enough coins.  And you can't mint coins without an anvil.


51
DF General Discussion / Re: Future of the Fortress
« on: June 24, 2007, 11:27:00 pm »
Okay, so this is from a couple of days ago, but:  secondary randomizer?  You mean there's more than one?  :eek:

52
DF General Discussion / Re: Future of the Fortress
« on: June 13, 2007, 01:59:00 pm »
And yet it was still the second most dangerous job in 2006.

53
DF General Discussion / Re: Future of the Fortress
« on: June 12, 2007, 03:51:00 pm »
quote:
Originally posted by The Hidden:
<STRONG>But it takes like 1 wood to make a building.</STRONG>

The especially mind-boggling bit is that when you deconstruct the building, you get your original log back.  :D


54
DF General Discussion / Re: Future of the Fortress
« on: June 11, 2007, 03:27:00 pm »
I don't see anything about re-stacking in the dev notes, sad to say.  It would be great if something could be done with this in the next release, even if it's just a crappy temporary measure that only handles coins and just discards some of the associated information.

55
DF General Discussion / Re: Future of the Fortress
« on: June 06, 2007, 12:46:00 am »
jonnosferatu: That's a frequent suggestion, and it's definitely on Toady One's radar.  See Req75 on the dev task list.

56
DF General Discussion / Re: Future of the Fortress
« on: June 01, 2007, 03:43:00 pm »
quote:
Originally posted by Jothki:
<STRONG>Would making the dwarves dumber (or at least less omniscient) be a viable solution to the pathfinding problem? If you make it a specific game mechanic that dwarves can only directly pathfind within a range of 10 or so squares of their destination, and otherwise have to either follow a set path (either calculated in the background, or specifically set by the player) or blunder in the general direction of their target, that might ease up on the computation cycles needed.</STRONG>

That would just be irritating. Why would dwarves not be able to find their way around their own fort? Do you get lost trying to find your bedroom when you're more than 30 feet away?


57
DF General Discussion / Re: Future of the Fortress
« on: June 01, 2007, 02:36:00 pm »
quote:
Originally posted by Toady One:
<STRONG>I'll look at Liquid Wars in a bit.  [edit: opened up the source, but don't really have time to look around through that, don't know where the good bits are, and there were errors uncompressing the archive that destroyed 6 of the files]</STRONG>

I found this write-up of the path-finding algorithm used in Liquid War 5, but it doesn't look useful for DF; its optimization comes from the assumption that everything is trying to get to the same point (the mouse cursor). Maybe Liquid War 6 is different, though.


58
DF General Discussion / Re: Future of the Fortress
« on: May 24, 2007, 03:01:00 pm »
To me, the more realistic spread of resources will vastly improve the trading model. As it is, caravans just show up and trade you random stuff with little rhyme or reason to it. Real trade is motivated by resource gradients, which is exactly what this provides.

Same goes for sieges. Why attack your neighbor for iron when you can just mine it yourself? If you want to create interesting conflicts (apart from the world domination variety), a scarcity of resources is needed.


59
DF General Discussion / Re: Future of the Fortress
« on: May 22, 2007, 10:05:00 pm »
I'm curious to know: will volcanic activity play a part in geological formation during world creation, similar to the way that rivers are run for erosion in the current release?

60
DF General Discussion / Re: Future of the Fortress
« on: May 18, 2007, 01:19:00 am »
quote:
Originally posted by Zhentar:
<STRONG>

Looking around a bit, black powder was around for centuries before people used it as gunpowder. I think black powder (and some other minerals) should be possible for explosives for mining and warfare, but not for firearms.</STRONG>


Black powder could potentially make catapults quite a bit more useful...


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