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Messages - tolkafox

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181
DF Suggestions / Re: Dig and fill
« on: July 11, 2011, 12:06:05 am »
The main problem I see with this is the rubble, if I designated a wall of morion and a wall of hematite to be dug out and filled elsewhere would I have created a wall of hematorion?

The other problem would be the impossibility to create an underground fort, yet alone a large underground fort. The only practical way would be to create items, but then it would make about as much sense for dwarves to walk over stockpiles of tables and cabinets as it would for them to walk through stockpiles of raw rocks.

182
This is a XXpun threadXX. It is of poor quality. It is dyed emerald green with vomit. It is covered in raccoon blood, sunshine, and bad puns.

183
DF General Discussion / Re: Do you use graphics sets?
« on: July 10, 2011, 01:40:30 pm »
I don't use graphic packs, although I used phoenix tileset for a long time and mayday looks awesome in screenshots.

Can I get a tileset where the dwarves are still cute little circles and the rocks are still cute little ovals?

184
He plans on adding everything to the game before he releases it.

Everything.

IMO it sounds awesome by his descriptions, I just hope he releases it before November 11.

185
You can already designate digging priorities with burrows, just drag a burrow through the areas you want dug first and assign a dwarf to that, do the same for the area you want mined second, etc... Just make sure to add all of the other miners to a 'no mine' burrow to keep them from mining crap.

186
DF Suggestions / Re: [Suggestion] Designation selection by mouse key
« on: July 10, 2011, 01:31:08 pm »
Did you turn the mouse off in the init settings? I do that all the time cause I don't like to use the mouse.

187
DF General Discussion / Re: This game needs a tag line
« on: July 06, 2011, 08:56:59 pm »
Dwarf fortress is Dwarf fortress, can you dig it?

188
DF Suggestions / Re: Make Dwarf Therapist obsolete!
« on: July 06, 2011, 08:53:40 pm »
I used pheonix for the longest time until I realized there was an option to take out all those annoying , ; :'s. Now I play with varied tiles on and water numbers off O.o

I've played without DT as well, it's a pain in the rear and takes up a lot of time but there's a certain level of personal relation you get with each dwarf if you choose to do it. While I'm assigning their jobs, I also take the time to see what food they like and whether or not they've noticed my sweet marble road yet. Integrating DT into DF or updating the interface any more than what it's at might take this away.

189
I don't armorstand any of this.

...

Water you all talking about?

Ow...

190
DF Suggestions / Re: Silly noobs wish for a better job manager
« on: July 02, 2011, 11:53:35 pm »
Add another screen that chooses the workshop(s) the job is queued in (and maybe the option to name your workshops) and I think that would be perfect. I agree with the 30 item limit being removed.

My last fort drove me bezonkers. Going back and forth between the workshops was too much, too much milling/threshing/cooking/brewing/smelting/melting/smithing/milking/cheesemaking/shearing/bagmaking/etc that I found all I was doing was managing the workshops. The manager doesn't do a very good job when I'm farming 200+ of each underground crop per year, and putting jobs on repeat works until I forgot to check back on them. I accidentally left craftworkshops 1-3 on repeat bolt production thinking they would run out of bones or my hunter would run out of bolts eventually. 20k bone bolts later I was proven wrong. There were so many bolts on the ground, and so many bolts in the workshops, and so many bolts in the stockpile T.T

The sadder part was, my 10x10 bone stockpile was still full, and craftworkshops 4-6 were busy decorating all of the bone bolts with horns and hooves.

191
DF Suggestions / Re: World generation in not main thread
« on: July 02, 2011, 11:37:26 pm »
It will allow window to process messages (so no hanging while generating large worlds).

I believe you are complaining about the lack of communication between DF and windows that makes it seem like the game has 'stopped'. I blame this more on windows though :/

Instant interruption (because of instant key presses processing since no need to wait for end of world generation loop).

What is 'instant key presses processing'? And I believe there is already an option to pause worldgen, at least I thought there was.

Then some progressbar about yearly civilization simulation is possible. In large worlds it might take a minute for each year.

Are you asking for more details on civilization growth, or just a progress bar that says when they'll be done growing?

It will take not much time to implement it, if you use boost. I estimate 2-4 hours.

What is boost? Is that an energy drink for coders? Where can I buy this?

Also (stealing all of your threads into one) asking Toady to learn and implement new coding perfectly into a game is like asking you to learn and implement another language perfectly into your posts. No offense intended, but I believe this is the best way to explain the scenario to you.

192
DF Suggestions / Re: Toady, consider using OpenMP!
« on: July 02, 2011, 11:28:58 pm »
Multithreading an application that is being actively developed is generally a bad idea.
Also, multi-threaded optimisations are better to be made as soon as possible, to prevent larger code refactoring in future.

If it's deemed even necessary, my dual-core runs DF at 100 FPS with a fully mature fort, and I can assure you that I don't clean up after my sieges. I like the blood and scattered items everywhere. 20k arrows? You got it. Water and magma fall running into a lake of obsidian? Sure. I get bored with a fort long before FPS becomes an issue. My current fort is still pushing 90 FPS at year 23, and I haven't cleaned up from sieges or ambushes since year 8. I just wish the rain wouldn't wash the blood away.

My laptop, on the other hand, is a much different story ^.^ Poor little atom processor.

(Cue explanation as to why exactly DF needs to be multi-core)

193
DF Suggestions / Re: World generation in not main thread
« on: July 02, 2011, 11:20:26 pm »
Here. I estimate it will take about 10 minutes to read, and will greatly boost the clarity of your posts.

Are meta-suggestions allowed? O.o

194
But then your copper dagger wielding adventurer would get shot by some random thug who liked his dagger at the beginning of the game. We already have random lion mauling while you're on your way to complete a quest, we don't need to give them guns.

Besides, I haven't seen anyone say exactly how this is supposed to be implemented. Should we just skip making a crossbow at the beginning of the game and go straight for the hand cannon, and blow every goblin up with one well armed dwarf? Will your dwarves be massacred because your swords and shields couldn't stand up to the goblin guns? Or should we just go ahead and implement skill trees for each fortress where you have to research different technologies for your dwarves to use?

Last I checked, we already had a fallout mod that has guns in it.

195
DF Suggestions / Re: Make Dwarf Therapist obsolete!
« on: July 02, 2011, 11:05:02 pm »
Lets take the hard work of the DT crew and throw it back in their faces! At least, that's another way of putting the OP :)

I play vanilla with the original curses graphics in all it's rectangular glory, but even I use DT. I've played without it, sure, but it's a colossal waste of time. I mean, if people like wasting their time then by all means they are free to do so, but I don't see the point in it. That's like me bragging that I play in ASCII instead of a graphics pack like mayday, all I get is a bunch of 'why?' and no 'awesome!'.

Also, what's a mac? Isn't that a cheeseburger?

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