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 - Kamamura

Pages: 1 ... 15 16 [17] 18 19 ... 37
241
OpenTTD, that's a good idea. Plus Wesnoth for the dwarf and goblin sprites, and it's done.

242
Dafuq you think this is?

Syntax error

243
eh.... the point of this thread?
What's the point of anything? If you produce a sensible, yet non-trivial reply, I'll buy you a cone of ice cream.

244
... lugging just one item and running all over is ridiculous. Dwarves should use containers to minimize the number of trips required... but what serious miner hauls stones with bare hands? Some less demanding people would be content with a simple bugfix and optimization, but debugging is a mundane chore, we need to expand, improve, advance!!! We need minecarts, that's obvious. Yes, logical, even. However, a simple track with a cart moving from A to B and back is simplistic. That's clear. We would probably need switches for multiple tracks, and some sort of signalling. Mechanical semaphores could be doable, with ropes and pulleys, probably, but they have one disadvantage - you can't see them in the dark. Therefore, lights would be preferable. You can't effectively base them on lanterns and such, no, too crude, so some sort of electricity implementation is needed. Obviously, yes. Can we do it? Let's see... Copper is already in place, now that's good, as well as other conductive materials, and almost anything could be used as a dielectric barrier for capacitors - oil, cloth, oiled cloth, whatever. However, even a simple steam or animal-powered generator requires implementation of magnetism and electro-magnetic interactions. While we are at it, a simplistic models based on ... simplifications like uniform electric charge, etc. would be... too simplistic. We already track blood splashes, and minute amounts of contaminants in water, and salinity, and steam particles... why not doing proton/neutron/electron atom model properly? Of course, the Bohr's model is fine, quite fine... for elementary schools, little blue and red balls... phash!, let's do the probability cloud model. The Heisenberg' principle of uncertainty comes into play, but on modern, powerful hardware, we can afford reasonably complex simulations...

.... oh, it's 2018 already? How the time flies...

245
DF Dwarf Mode Discussion / Re: If Toady One "fixes" hauling....
« on: April 03, 2012, 08:16:18 am »
Somebody pinch me, today has been going far too well to be real.

Kamamura has pinched KodKod in the tongue, and the severed part sails off in an arc. Tendon in tongue has been torn. Several nerves have been torn.

246
I managed to draw interest of several gamer friends by telling the stories of epic adventures and even more epic bugs that help to create hilarious situations, but when they saw the interface, they quickly backed out.

247
DF General Discussion / The new advertised bugfixes are exciting! YAY!
« on: March 30, 2012, 03:49:36 am »
I was planning to finally, seriously delve into the Fortress mode and build something more complicated than a hole full of starving, naked hairy hobos, but seeing those fixes planned for the next version, I keep telling myself - I will just wait for these round of fixes, and then I'll start!

Are you experiencing something similar? After the year of silence, this rapid advance in bugfixing is wonderful!

248
DF Dwarf Mode Discussion / Re: Top 10 most useful skills
« on: March 29, 2012, 06:13:02 am »
You all blatantly misunderestimate the most ancient of professions - the noble art of cheese making, the arcane secrets of soap making, and the transcendental mysteries of the bees and honey production.

249
DF Modding / Re: [PRINT_MODE:SHADER]
« on: March 27, 2012, 08:21:34 am »
To anyone who tests - how large is the practical performance improvement? Does this alleviate the FPS death problem of many forts? Will it work with Phoebus tileset?

250
DF Adventure Mode Discussion / Re: Optimal Werecreature?
« on: March 27, 2012, 04:12:31 am »
I once met a serpent man (with deadly venomous bite and all) that was a lycanthrope and each full moon changed into - a koala. In his koala form, he devoured animals, people, and even a troll or two. I highly recommend it for challenge.

251
Anyway, DF is makes the transition from playing a hero to playing a monster unbelievably smooth. One moment, you are embarking on a heroic quest to get the land rid of a horrible dragon or a troll, and before you know it, you are slaughtering everyone in every city you pass through because some trivial misunderstanding about kicking a door and its owner open.

252
DF Adventure Mode Discussion / Re: Swimming across an ocean?
« on: March 24, 2012, 08:01:56 pm »
I have done that as a vampire, it's incredibly tedious. The ocean seems to be devoid of life.

253
DF Adventure Mode Discussion / Re: Badass Night creatures
« on: March 24, 2012, 08:01:08 pm »
In my current world, a goblin group called "Young Horrors" has a bronze demon general that has over 5000 kills. I checked Legends, he depopulated whole cities.

254
Keep the weapon that does not get stuck inside an enemy rib-cage ;-)

However, as certain troll from Ultima Underworld used to say, "Using weapons is cheating!"

255
Hey, I liked your story, it reminds me those weird, dreamy westerns like "High Plains Drifter", or "U-Turn" where people do horrible things to each other for no apparent reason and something menacing always hangs in the air.

Pages: 1 ... 15 16 [17] 18 19 ... 37