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Messages - ashton1993

Pages: 1 ... 7 8 [9] 10 11 ... 139
121
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 17, 2012, 10:15:43 am »


That's all I have to say.

122
If only necro910 were still around on the forums I think he might finally have found his calling

123
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 13, 2012, 06:55:29 pm »
Wait, you did actually go back and un-forbid the doors right?

124
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 13, 2012, 09:08:26 am »
Update:  It is not only panicking dwarves that will open locked doors, but dwarves in general.  If a burrow does not restrict them they will simply march through a locked door.
Wait? You serious? Dwarf's don't do that, that's the whole point of locking a door, you did actually lock them right?
Unless "Forbidding" a Door AND setting it to "No Animals" isn't locking it I don't know what is.  (l) is (l)ocking is it not?  Unless I'm completely retarded now...

*facepalm* Peregarrett gave you good info at least

125
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 13, 2012, 06:43:39 am »
Update:  It is not only panicking dwarves that will open locked doors, but dwarves in general.  If a burrow does not restrict them they will simply march through a locked door.
Wait? You serious? Dwarf's don't do that, that's the whole point of locking a door, you did actually lock them right?

126
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 12, 2012, 04:27:58 pm »
Where is the the lever that controls the drawbridge?  If I could just open that It'd already help immensely.
I can't remember making one in all honesty, I don't think it's ever been opened, you only need 4 stones to make a new one though:

1 for a mechanic workshop, 3 for mechanisms, 1 mech for the lever and 2 mech's for linkage
If it hadn't been made the bridge wouldn't be raised.  Thus there's a lever and I need to find it.
Eh, my bad, but either way I think you missed my primary point, make another lever.
I'd really rather not.  That'll make life absurdly confusing in the longrun.  I'd much rather just pull every lever around and see what they do :D

It's a personality test! See, I without fail would chose the option of de-constructing every lever and then building new ones as they were needed, using trial and error would never have occurred to me.

127
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 12, 2012, 03:25:36 pm »
Where is the the lever that controls the drawbridge?  If I could just open that It'd already help immensely.
I can't remember making one in all honesty, I don't think it's ever been opened, you only need 4 stones to make a new one though:

1 for a mechanic workshop, 3 for mechanisms, 1 mech for the lever and 2 mech's for linkage
If it hadn't been made the bridge wouldn't be raised.  Thus there's a lever and I need to find it.

Eh, my bad, but either way I think you missed my primary point, make another lever.

128
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 12, 2012, 03:06:01 pm »
Where is the the lever that controls the drawbridge?  If I could just open that It'd already help immensely.

I can't remember making one in all honesty, I don't think it's ever been opened, you only need 4 stones to make a new one though:

1 for a mechanic workshop, 3 for mechanisms, 1 mech for the lever and 2 mech's for linkage

129
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 12, 2012, 01:39:06 pm »
I guess Peregar's death counts for punishment, right?

On that subject as deaths are so frequent here can we say the punishment/reward is applied to a player rather than dwarf and persists until fulfilled?

When the population eventually stabilizes I guess it won't be a problem but for now the challenges don't seem to mean much.

130
General Discussion / Pareidoloop
« on: August 11, 2012, 05:50:55 am »
Pareidoloop






The man in the moon and the face on mars. These are both the result of a psychological phenomenon known as pareidolia, which involves the brain trying to perceive random signals as significant. It’s one of the brain’s face detection mechanisms, and causes us to see faces where they don’t actually exist — the Virgin Mary’s face on toast, for example.

Programmer Phil McCarthy decided to play around with the idea of paredoila in artificial intelligence, and created a program called pareidoloop. It uses face detection algorithms to “see” human faces in randomly generated polygons.

The program is quite simple: it generates random polygons until the face detection algorithm (the kind cameras use to spot people in pictures) says that there’s a face in the image. This resulting image is then continuously mutated to constantly increase the face detections “confidence” (i.e. how certain it is that there’s a face in the image).

From the collage at the top of this post created by running the program for a few minutes, we can see that this system is pretty good at randomly generating patterns that look eerily like faces.

If you’re interested in playing around with the program yourself, the demo is online in the form of a simple web app.

131
Forum Games and Roleplaying / Re: A Peasant
« on: August 10, 2012, 04:49:22 pm »
Ah, got you, that makes sense.

132
Forum Games and Roleplaying / Re: A Peasant
« on: August 10, 2012, 04:08:41 pm »
Axe? First we need to knap a sharp stone, then thresh a branch into thick thread and then tie the head to another branch using the string, sounds kinda complicated, go for it.

133
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 10, 2012, 07:38:06 am »
That's exactly I meat.

Locked door can be picked by kobolds. Alive or undead, whatever

Wait so basically a bunch of zombies were jamming in the courtyard and then a kobold opens the door and lets them in?

I would have never anticipated that, holy crap, this fortress really isn't easy, I mean most the time you can just build a wall or something then invasions aren't a big problem, beast attacks won't happen, ect.

In this fort you get attacked by flying dudes so walls don't do anything and there's almost permanently a few dozen carcasses laying around which could attack at any time and then to compound the problem there's 4 kobolds who keep coming back to life and letting all the other zombies through the doors?

Sheesh, this fort really is hardcore, I've said it once and I'll say it again.

134
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 09, 2012, 05:02:48 pm »
I don't know how it happened but the zombies I had previously had locked in a room somehow got out and now all hell is breaking loose.  Thoughts?

Try being observant? *shrugs*

135
DF Dwarf Mode Discussion / Re: I got a female and a male dragon
« on: August 08, 2012, 06:15:12 pm »
Wait a second, what's with the sudden lack of progress? I was reading this and I was like "Epic, keep reading, lets see if someone's got a dragon army or something yet" and you've got like a dozen posts a day, reach May 7th and give up on dwarf-kind *tuts*

Well thank Armok this necro has given you all the opportunity to grow your beards back to a full length :P

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