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Messages - Davion

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436
DF Suggestions / Re: Cooking techniques other than "mincing"
« on: August 27, 2008, 11:44:11 am »
I like Steely Glint's suggestions, as well as Onion Knight on salt.

It'd be nice to see that type of detail eventually expressed in Adventurer Mode in upcoming releases as well. Then I could build a cabin in the wilderness and be able to say, cook up a fish I caught and mess around with custom recipes, even if it'd be more aesthetic, unless I became a cook or something and made money from it.

Carp biscuits. Mmmm.

437
DF General Discussion / Re: Epic legends: Post yours
« on: August 27, 2008, 11:35:35 am »
I don't have a picture or anything, but a world I generated a long time ago had a demon that killed a female elf that was the leader of a village, her eldest daughter apparently became leader by proxy and she helped defend the village with her brothers and sisters before the demon came back twenty years later and decimated the area.

He put her and all her brothers and sisters in a gruesome sculpture and had her husband hung from a tree. Her two daughters managed to flee into the surrounding countryside and one ended up dying of old age and the other died from unrelated events in the wilderness.

438
DF Suggestions / Re: New Top Suggestion gathering
« on: August 27, 2008, 11:00:03 am »
It'll probably come up in the presentation arc, but could Toady please at least add a tab by page option to the [ u ]nits list? Right now, when a fort gets to much more than 3 pages of critters, it's effectively useless (it's faster to hunt the dwarf down via other means than scroll through the list).

I'd like to suggest something similar to this, but instead of tabs and groups, which is tricky with the interface, what about just putting in the search-by-string capability we have on the "add a job via manager" and "bring to trade depot" windows?

So I'd like to put my suggestion down as "Search by string on units and stocks pages", but I think we could combine these into "Stockpile/Units interface usability improvements".  I know Toady wants to redo the whole interface eventually, but just hacking in a string search would be so useful.  You could pull up a list of all GCS silk footwear in a second.  Or a list of all your masons.  Or all your idlers.  Or everyone named 'Urist'.

I vote for having both. If he was to change the units page to something more like the status page of the fortress, where you have several tabs/sub-menus you can cycle through, plus having a way to filter out units, it'd be great. Then you could separate it between say: Fortress Inhabitants, Animals, Wildlife, etc and if those lists are long, especially if you have something like 200 dwarves you could still filter them down by typing something in.

439
DF General Discussion / Re: Why is the development so slow?
« on: August 26, 2008, 09:10:52 pm »
Wait, development slow? Seriously?

He works on it and updates the development log pretty much EVERY DAY (not counting breaks). Seriously, i'm amazed that the development is going as fast as it is, given that just ONE man is doing it pretty much.

I agree. If he's not working on something sweet he's fixing something that slipped by on a release. I know there have been several times where I've woken up to find that two or three releases have come out in a short amount of time because he had to tweak something.

That's pretty much unheard of...anywhere really.

For one guy he's doing a hell of a job.

440
DF General Discussion / Re: Why is the development so slow?
« on: August 26, 2008, 08:38:49 pm »
Actually I think thats how E3 got cancer and died. At least its older incarnation.

Good point

441
DF General Discussion / Re: Why is the development so slow?
« on: August 26, 2008, 08:33:21 pm »
I can see why a lot of software developers and game studios keep their fan base in the dark on the overall progress of their projects.

Impatient Gamer: "WHY ISNT <GAME> DONE YET"

Developer: "We're working on getting 'A' in the game"

Impatient Gamer: "WHAT WOW THIS GAME IS NEVER GOING TO GET DONE WHY ISNT 'E' AND 'F' IN YET?!!!"

Developer: "Uh because we need 'A' before we can start on 'E' and 'F'"

Impatient Gamer: "WAT WHY CANT YOU JUST DO IT"

Developer: "You know what screw it now instead of keeping you informed we're going to release sparse previews at media conventions maybe once every three years and never listen to what you have to say ever again"

And that's how I think E3 was born.

442
DF Suggestions / Re: Water should leak from doors
« on: August 25, 2008, 01:53:38 pm »
I'd like to see the door become a projectile if too much water is built up behind it.

443
DF Bug Reports / Re: [40c] Oh Bridges
« on: August 22, 2008, 09:41:15 am »
Because it says it's the same when I am on either of them.

Both sections are called The Euphoric Bridge

444
DF Bug Reports / [40c] Oh Bridges
« on: August 22, 2008, 08:30:51 am »


I know there's a lot of bridge shenanigans in world generation, so here's one I found. A section is apparently built into the ground, they are the same bridge.


445
DF Adventure Mode Discussion / Re: You beat me to death with what?!
« on: August 22, 2008, 07:26:44 am »
I remember someone posting quite awhile ago a combat log of a giant knocking an adventurer over, ripping his pants off, and beating him to death with them.

446
DF General Discussion / Re: What does the fort of a god look like?
« on: August 21, 2008, 10:29:00 pm »
It must be slightly disenchanting, being the guy behind the curtain.

447
DF Announcements / Re: Dwarf Fortress 0.28.181.40c Released
« on: August 21, 2008, 10:22:34 pm »
Thanks for the release!
My FPS seems to have dropped drastically, though.  Rather than ~40 FPS (windowed), I get 6-10 FPS (windowed) from an out-of-the-box 40c.

The inexplicable FPS boost has been countered by an inexplicable FPS decapitation.

Halp.  :-[

In the init options:

[PARTIAL_PRINT:NO:2]

Change NO to YES and your FPS should return to what it was in the previous release. Toady made it an option for now since some people were getting display issues with the release of 'a'

448
DF Suggestions / Re: timewarp!
« on: August 21, 2008, 09:03:50 pm »
That's all well and good, but if done correctly, isn't there a very real danger of spawning Meatloaf on a motorcycle?

There is always that danger. But in life you take risks.

449
DF Suggestions / Re: timewarp!
« on: August 21, 2008, 08:51:10 pm »
On another note, once magic comes in, it would be nice to be able to do the time warp again.

It's just a jump to the left...

450
DF Suggestions / Re: Multiplayer
« on: August 21, 2008, 08:37:45 pm »
It'd be interesting to be able to share a world with a bunch of people.

An application that runs in the background or runs momentarily when you close Dwarf Fortress that figures out what has changed in your world and updates the world for everyone else that's 'connected' when they next open up Dwarf Fortress, that would be just fine with me.

Then you could have a community world with a lot of history in it from what everyone is doing on their own time.

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