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Messages - Lightman

Pages: 1 ... 14 15 [16] 17 18 ... 34
226
DF General Discussion / Re: What year do you stop world gen at?
« on: July 27, 2010, 05:44:37 pm »
I always generate the default large island (no modifications at all), and ever since I moved over to using Gentoo, it generates them at lightning speeds. My Windows machine is far more powerful (1.8ghz duo core with 2 gigs of ram) and takes about an hour to generate the same map. Sometimes it also crashes in the process.

Can you give the specs on the two machines? Are you using the same output mode on both? (2D SDL? Or?)

227
DF General Discussion / Re: Dwarf Fortress reference in Starcraft II
« on: July 27, 2010, 05:39:15 pm »
Wow, yeah. My first response when I saw this thread was: "Oh, cool! That's great that there's another reference to DF in a big-name game"...

My second response was to look up StarCraft II, since I didn't even know there was such a thing :P

I thought Warcraft II was great and Warcraft III was amazing. I'm not a fan of World of Warcraft (I found it tedious and boring) but that's just me.

Blizzard have made games that are entertaining and fun for literally millions of people. Seems pretty cool to me?

228
Cool! This looks like a great program. I need to try it, straight away.

229
DF General Discussion / Re: What year do you stop world gen at?
« on: July 27, 2010, 04:04:21 pm »
An hour? I'm on an old Linux machine with a 2.2ghz (or is it 1.8? I don't remember) processor and a gigabyte of ram and it takes the game 5 minutes to generate everything.

Depends on the world size and number of civs, doesn't it? A pocket world is going to be a lot faster than a large one. But I like to let 1000+ years generate, either way. I'll just go do something else while it's generating.

I think maybe I'll do a speed comparison with OpenGL vs Text output... just to see. I'm sure in-game is faster.


230
DF General Discussion / Re: Text Mode, not SDL
« on: July 25, 2010, 09:11:33 pm »
I'm creating a Linux DF "Live server" ISO. I have the basic system ready. It has everything you need to build DFTerm2 and it comes with pre-built DFTerm2 binaries and DF 31 (everything is i486).

Text mode appears significantly faster than bitmap output. And when I want the game optimised for playing across the network (via DFTerm2), I think it makes sense to use text mode.

This should mean that I can install any OS I want and still be able to boot into a dedicated DF system when I want that. It is also portable (saves, etc. could go on USB).

231
DF General Discussion / Text Mode, not SDL
« on: July 24, 2010, 09:26:36 pm »
I'm trying to run DF under linux with text-mode output. It works but I notice that I have to have SDL/X11 installed, even though it shouldn't be using them. Is text mode going to be phased out? If not, I think it'd be worth the effort to have a version that doesn't require graphics libraries in text mode...

232
Have you installed boost development libraries?

Yes. Boost is installed.

233
Thanks! That did it. I had tried installing threading packages (including pthreads) but that didn't work.

234
Code: [Select]
-- Found OpenSSL: /usr/lib/libssl.so;/usr/lib/libcrypto.so
CMake Error at /usr/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:70 (MESSAGE):
  Could NOT find Threads (missing: Threads_FOUND)
Call Stack (most recent call first):
  /usr/share/cmake/Modules/FindThreads.cmake:155 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  trankesbel/CMakeLists.txt:51 (FIND_PACKAGE)

I'm trying to compile DFTerm2 under Fedora... I've installed a bunch of packages (everything I could gather from the cmake errors, which has been quite a few!) but I can't figure out what this error indicates. Anyone able to help? HandleStandardArgs??

235
DF General Discussion / Re: Who here plays DF without sets?
« on: July 16, 2010, 03:38:55 am »
No graphical sets, here. Just (IBM) code page 437 (square)...

236
DF Dwarf Mode Discussion / Re: Dormitories
« on: July 16, 2010, 03:10:56 am »
Do u assign their rooms urself? if so then thats not the problem. Dwarfs are supposed to "claim" a room, essentially auto assigning themselves. They no longer do this, or never have (havent been here that long)

No. My dwarves were claiming rooms at first. I never assigned any. The first seven claimed theirs and probably the first wave of migrants did the same. Then I built the dormitory and they seemed to stop...

237
DF Gameplay Questions / Re: Noob questions, oh god!
« on: July 12, 2010, 06:02:31 pm »
0. Don't import cats or keep them locked in cages

1. You might as well play 31.* ("2010")

2. I carefully choose my nobles at embark, based on personality and give them the necessary skills for each post (trader, manager, bookkeeper, leader). Build a depot and make crafts to trade so you can get things you don't have / can't find. Building a farm is a good idea. The military can usually wait a little

3. Dig an underground waterway to the brook and channel it back to your fortress, or drain a pool.

4. World generation? The embark screen is a separate thing. The local map matches what you will see. Have you been moving the "Local Area" box inside the local map? (gtmattz mentioned this in the post above)

238
DF General Discussion / Re: "Dwarf Fortress is lame."
« on: July 11, 2010, 03:17:44 am »
Is Dwarf Fortress lame?

(I need to convince someone to play. They said that it was lame.)

I think showing Bronzemurder is a better introduction than Boatmurdered, as to why people play the game.

There is a richness in depth and story to the game but that requires some imagination; it's simply not for everyone. It might appeal to people that like RPGs (computer or pen-and-paper). Those games traditionally use simple presentations for much bigger (and more detailed) stories and worlds. Like a novel, though, enjoyment requires the participant to create most of the imagery on their own.

239
Thanks, Adeon. This program looks great!

240
DF Dwarf Mode Discussion / Re: Favorite execution method?
« on: July 11, 2010, 02:12:31 am »
I haven't done it in a while but, you designate a pond/pit zone and assign Goblins to it (through the zones menu). I think you can also just "build" a cage and link it to a lever and it drops them in, but I just did the pond thing. Make sure you disarm them though, just in case.

Cool, yeah... I'd guess the disarming part is really important!

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