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Messages - Maklak

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1276
DF Suggestions / Re: for the love of god, implement goblin camp's UI
« on: February 14, 2011, 06:08:14 pm »
So, I have to ask again, does it really make for a more difficult time to learn keybindings that are laid out for optimization of how far your finger reaches to hit them as opposed to making us remember that we need to "z"ap our wands?


I preffer it when at least some of these keys "make sense". But then again I know, that keybord layout was optimised for fas typing, have been using keyboards for like 15 years, and still can't remember the keys without looking, because they are "unintuitive" QWERTY rather than "obvious" ABCDEF. Having two keys close together, like 'a' and 'c' kinda helps, but I usually put fingers where I need them, and keep them on appropriate keys when I want to add 10 items to a workshop for example (I sometimes order items manually rather than by manager).

Also, I hardly think I've ever been quashing debate in any of my threads, especially since I have to work so hard to even get people to read them and comment in the first place.


I can only say for myself, but your threads are scarry WALLS OF TEXT. I managed to read some of your "Volatile the earth" thread over the weekend. I even learned at least two things from it (but I forgot what). Overall it was interesting, but too complex to implement. Watering fields and fertilizer that is not deleted every season would be good enough for me. Anyway, I haven't recovered enough from that thread to even touch any of your other big suggestions yet. They are probably interesting and educational, and even divided in smaller parts for easier digestion, and have references to articles on various subjects, but still too much for me. Especially when I'm tired after my day job. I'm mostly in for qick game hints and random trolling rather than lenghty discussions of (to date) nonexistent game mechanics. I've only seen one scarier thread than a few of yours combined and it was about building an 8 bit processor out of mechanisms and water.
This is not to criticise you. You are doing far greater service to this game than I ever plan to. I's jus that I feel that way about reading 10+ pages of long posts, and probalby many other people feel that way too to more or greater extent. 

1277
Minor details like that usually escape me.  I'm still confused as to why there are two castes of dwarves...  I'm not very observant I guess.

Names and details escape me too, but the story went something like this:
    A band of bandits (Dancing Dregs) was running away from something, and they got separated. A group came to the site of Matul Remrit (bravemule), and built a safe place for themselves. They also decided to build a tall tower, so the other group can see it, and join them in safety. The first one or two groups of migrants were treated as lost Dregs, and they now live together.
    Apart from Dregs, some Dwarven civilizations spotted the new outpost too, and started sending caravans, diplomats and migrants (called Clods by Dregs). The Dregs were so confused by this that they didn't even kill the diplomat (caravan had guards, so was safer). As for Clods... Imagine a group of refugees seeking refuge in a badit camp, or a mafia mansion, or something like that. After some arguing the Dregs took them as slaves, and called them "Crawling Clods".  They were even generously given beds, some dirty water to drink, and enough work to keep them occupied. They are useless and annoying, but what could possibly go wrong with a little extra workforce?

1278
DF Dwarf Mode Discussion / Re: Screw Pumps: Friend or Foe?
« on: February 14, 2011, 04:33:38 pm »
I haven't build pumpstacks yet, just a 40 pump mist generator, but I can't see the problem with dismantling pumpstacks. You can bould twin pumpstacks, with 2 pumps on every level, one transmitting power, and the other on solid ground. That way you can have something with similar functionality for twice the cost! Or if that's too much, then a spare gear assembley connected to a pump every few levels should do the trick.

1279
DF Suggestions / Re: for the love of god, implement goblin camp's UI
« on: February 14, 2011, 04:19:55 pm »
I played GC for maybe half an hour and didn't really like the mouse interface. I kinda liked the idea of less micromanagement, where best workers are automatically chosen for tasks. 

I preffer hotkeys to somehow make sense for memonic reasons rather than be close together. {b}uild -> {d}oor is preferable to something like 1->4. However I admit, that when I build many of the same item, the keys are often far apart, and my lack of skill{10 finger fast typing} makes me sometimes press wrong buttons, which is annoying. I'm kinda used to programs having menus, where you can press <Alt>+{F}ile, <Alt>+{O}oen and such.

The interface is workable for the most part. Especially with a tileset and DT. I suppose my biggest complaint about it would be tediousness as fort grows bigger. A quick example: Scrolling through 300+ animals in a cage without any filters and seeing only 10 at a time is no fun.

As for mouse support, I'd be pretty happy with the following functionality (some of which is in, I think):
- cursor does not change position when wsitching among 'k', 't', 'q', 'v'. If screen was moved on X-Y coordinates to where it wouldn't be visible, it can be centered instead. Moving up or down keeps cursor where it is.
- clicking on the screen is the same as pressing enter.
- clicking secondary mouse button may be equivalent to 'q' over buildings, 'v' over creatures and 'k' over anything else, like stockpiles. I don't know what to do, when a creature is in the same tile as building.
- moving the cursor over help menu on the right, and pressing something activates that option. (that is help / component choosing menu is made of clickable buttons)
- there are clickable < > icons on the screen (altough < and > are confusing to me, I never remember which one is up or down)
- there is some kind of slider to quickly move up or down many Z-levels, or some kind of << >> that moves by 10 levels at once, and usable with hotkeys.
- maybe more sliders and + - ++ -- to move quicker through various lists.
- clicking on the map moves view there.
- when I make a rectangle abs(dx) and abs(dy) are displayed, so I don't have to count tiles. This is more important for mouse control.

That's about it, I suppose.

1280
DF Gameplay Questions / Re: Catching Fireflies.
« on: February 13, 2011, 07:33:11 pm »
Forget about eating them when starving, how do you get them to eat them now?

I've got, like, five tame Rhino-Lizards in a cage, and nothing to do with them.

Same here, I can't release them, because they just get transfered to traps. I can't pit them. I can't kill them. All I can do is stuff them into a built cage. What is the purpose of captured vermin? Building cages with it in rooms of dwarws who hate it for !fun! ??

1281
DF Suggestions / Re: Connect Lever to Lever
« on: February 13, 2011, 06:28:37 am »
That, plus moving "link lever" job to object (you usually have fewer levers than gears, door or bridges, so q over gear assembly -> link to lever -> choose lever), and adding some logic gates would make things so much easier.

1282
DF Dwarf Mode Discussion / Re: That... Was pretty awesome.
« on: February 12, 2011, 07:47:10 pm »
Fun Fact: Normal soldiers become Heroes when they reach level 9 in a given weapon skill, and cannot be given civilian duties and don't really leave the military.  Pick-equipped soldiers will not become heroes, and can therefore become a legendary+5 army with civilian duties included.

Great, you just resolved one of my issues with civilian defense. Time to mine some organics! (KOTOR2 joke)

1283
DF Suggestions / Re: Connect Lever to Lever
« on: February 12, 2011, 07:33:20 pm »
I think this was suggested before.

For me it wouldn't matter matter if levels don't flip positions as long as I can sync them with master level. Lets say master is OFF, some slave levers are ON and some OFF. When a Dwarf flips master, all slaves that were OFF flip to ON, so all slaves become ON. It works pretty much the same with bridges and floodgates if you connect them to two levers.

1284
I've read some more updates to brave mule. The horse statue looks great. At first i thought the mason was making various furniture from stone, and when his skill improved enough, the horse statue was his first masterwork item, but an artifact makes even more sense.

Since they are making stone flutes with gem corks for trade, they might as well throw in +granite toy boats+ and -<<-lead goblets->>- decorated with glass.

How did you mod the mules? Are they breeding? Are they trained into war mules? There sure seems to be many of them. Clod speaking "to the mules that oversee the burrow" was almost as funny as "saw a clod today, day ruined". Also, blue Trumped would look funny, maybe he got infection from that throat wound or something.

How did the burrow become flooded?

Do clods have one big dormitory with scattered beds or 1 tile "rooms"?

I'm curious as to what terrible fate befalls elf caravan this spring.

1285
DF General Discussion / Re: Weaponizing a Bathtub
« on: February 12, 2011, 06:53:59 pm »
Main problem I can see, assuming you can keep your own dwarfs out of the bathtub-weapon, is enemies passing through it, getting sick, but managing to get inside your fort and spread it around before dying.


That's why I included normal bathtubs at both entrances to long corridor, and doors to keep cats away.

1286
DF General Discussion / Re: The Ultimate DF Rig
« on: February 12, 2011, 06:52:06 pm »
I haven't done much hard science on this, but anyway here are my results:

I have a 7 year old P4 2.6GHz and a newer Core 2 Duo 2.33 GHz. C2D seemed to be faster with the same save, but I can't remember exact numbers. I also used CPU Mark 2002 and super PI to compare them (both are single-threaded benchmarks), and according to benchmarks C2D was like 1.5 times faster and had 3 times faster memory (DDR2 667 CL5 + bigger cache compared to DDR1 333 CL2.5).

I later upgraded my C2D to 3.16 GHz and overclocked that to 3.5 GHz (I'm still new to overclocking). My FPS stopped dropping for a short while, but continued decreasing anyway, so that didn't help much.

At work I have access to core 2 duos and Intel xeons with fast memory. Xeons are like twice as fast at compiling C++, but the real benefit comes from more threads I can run simultaneously (make -j3 helps a lot).

My conclusion is this: a Xeon with as fast ram as you can get should help to a degree, but FPS will kill forts anyway. It doesn't matter much if a new computer is 3 times faster, when fort runs at 5 FPS, and you want a computer 20 times faster.

EDIT: Nah, xeons just scale well with threads. Single-threaded compilation on one was still slowish.

1287
DF General Discussion / Re: Weaponizing a Bathtub
« on: February 12, 2011, 06:27:08 pm »
Well, in theory you could do that. Make an entrance to your fort that can be closed off by a drawbridge and a long snaking corridor, that will still let invaders in after main entrance is closed. Get contaminant into that long corridor (either a dwarfbath, or just kill the FB there), and invaders will be infected before getting inside fort. Make sure to burrow dwarfs outside of that corridor, and block it off with cat-impassable door, and put a normal dwarfbath at both entrances.

IMO this is still not worth it, as there are easier ways to deal with invaders than turning a fort into a biohazard zone.

1288
DF Gameplay Questions / Re: dealing with magma crabs
« on: February 12, 2011, 03:34:06 pm »
There is a safer method to do this, but you need to find a part of magma see, that has rock above. On the level, I'll need magma I build fortifications 2 tiles away from magma, build a floodgate, link it to a lever, build another fortification, channel one tile from above to let magma in, then build floor on the channeled tile. Oh, and don't forget to wall off your fort from any magma channels. Also all my magma workshops have channels to magma only under impassable tiles. This works well.
Code: [Select]
...FXFcMMM. - mined out corridor to be filled with magma
F - fortification
X - floodgate linked to a lever, in case something goes !funny!.
c - when done with everything else, channel this from above, and build floor over it.
M - magma sea

1289
DF Gameplay Questions / Re: epic glitch? bug? supposed to happen?
« on: February 12, 2011, 03:24:51 pm »
I usually have enough trader trash to have no need to steal.

My only method of robbing caravans is take loot from whatever traders get killed by ambushes before making it inside my fortress. They obviously don't need all that stuff anyway, and the next caravan won't pick it up either. This still counts as stealing from caravan, but at least those annoying monkeys wont get phatz.

1290
DF Dwarf Mode Discussion / Re: Wide vs narrow hallways
« on: February 11, 2011, 07:28:36 pm »
On a related note: When I look at my 3 wide corridors I see a lot of wasted space. Would it make sense to cover all my corridors in stockpiles, or would this decrease FPS even more?

Also, what about having no rooms at all, just big open spaces with stockpiles and workshops connected up and down?

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