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Messages - Shades

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616
General Discussion / Re: Slavery to Doctrine / Culture
« on: March 08, 2011, 06:17:05 am »
The fact is, the various governments of the various first-world nations are a bit too isolationist to go around busting up third-world countries (and China, and India, etc, although China has been policing itself in that regard) in an attempt to find and free everyone who is being held as slaves.

Not that the first-world nations do enough about the slavery happening in their own countries either.

617
DF Suggestions / Re: Improving Pathfinding. (Computer sciency)
« on: March 07, 2011, 03:15:31 pm »
So you don't have a front door to your fortress and have the whole fort on one level?

I don't havea front door, my only doors are bed rooms and my fort is in detacted sections each section is mostly one level.

618
DF Suggestions / Re: Improving Pathfinding. (Computer sciency)
« on: March 07, 2011, 01:43:08 pm »
Besides,  I don't think 'use doors to separate areas' is really that onerous of a restriction.

The point is that for a lot of forts it might not help at all, certainly none of the forts I make, which means you've added a lot of code for no good reason. This leads onto the point I think NW_Kohaku was getting at that your adding more ways players can try to optimise their fort rather than solving the problem. I don't think he wanted to stop players choosing to optimise, that after all is up to them, but just to avoid adding more code that only helps those that do and encourages you to.

Stairs would make more sense for my forts, probably, but doesn't sound like it would for NW's as he builds more vertical forts. Either way it doesn't sound like it's a general solution.

Of course I'm still not convinced path finding is the main cause of the frame rate loss, and if it is a single threaded A* search on such a small map should not be taking so long which implies it can be replaced without effecting too much.

619
DF Gameplay Questions / Re: Quiet, too quiet
« on: March 07, 2011, 01:16:51 pm »
Hate to break this to you, but just because a game is free does not make it suddenly exempt from criticism.  Every time someone here jumps to DF's defense with a really stupid argument like yours, God kills a kitten.

Considering how dangerous kittens are isn't this just an encouragement to do so more?

The his first reply was overly whiny. It's fine (in fact it should be required) to criticise but doing it in a constructive way is more useful and ideally without claiming things you don't like are bugs.
Yes this game is too easy, there are plenty of mods to fix that. Yes this game has flaws, hopefully he'll fix them eventually.

With regards to his original question I think he has an answer now so my advice, as he's still finding it too easy, would be a mod such as the orc mod (assuming that is updated for .21 yet)

620
DF General Discussion / Re: Anouncing The PathFinder Project
« on: March 07, 2011, 07:35:02 am »
You could just click on the 'Notify' button at the bottom of the thread to subscribe to it...

The interface for threads you've posted in is much nicer than the notify button version. Shame really because if they combined it it would be nice to un-notify from threads you posted in as well.

621
Only full implementations of C99. Visual Studio hasn't had a stdint.h in any versions prior to VS2010. Instead there are alternatives like __int8/16/32 and so on.

Unless they use boost which has an implementation of it, and why wouldn't they be using boost if they are working in c++?

Alternatively on visual studio 2005 or later you can use the files at http://code.google.com/p/msinttypes/ which is an implementation for visual studio. Of course if your using the free version of VS you may as well upgrade so you can abuse the cool functionality in the 2010 compiler.

622
Or just use the defined typedefs that say exactly how big something is. I want to punch a kitten whenever somebody uses "int". Every modern compiler includes stdint.h/cstdint.

Just to expand on that all the implementations of the standards have to support int8_t, int16_t, int32_t, uint8_t, uint16_t and uint32_t which are signed and unsigned 8, 16 and 32 bit values.

There is also a lot of other constants that are useful but those are the ones you'll use most commonly.

623
I have very little experience with any sort of net-based coding

You want to look at 0MQ, this is actually true for anyone interested in multi-threaded programming too.

624
but it's possible that a permutation with an unprofitable connection is actually making more profit than one with just profitable connections.

Actually it's not, but you'd have to include the possibility of just not having a connection from a city slot.

Sounds to me like generating a connection map and using one of the full tree parsing formulas would be a good bet. They do scale at O(n^2) though the larger your network the increasingly slower it'll be. Still with only 29 cities it shouldn't be noticeable.

A cheap, but non-optimal, solution would be to do your currently system but starting once with each city and see which gives you the best. There are situations where the best total doesn't contain any of the best routes but they shouldn't be a majority.

It looks like it should be a simple set operation but I don't see what it is off the top of my head.

625
"I'd really like a new theme hospital actually, why hasn't someone made one?"

Oooooooh trust me they have. Multiple times.

They are ALL garbage.

Well obviously I mean one that was as good as the original, the others don't count :)

626
Are you kidding?!
Setting, maybe, but this is precisely the game I was hoping for as soon as the first information started coming out.  Clearly we expect different things from it.  It sure as hell isn't Dungeon Keeper, but I liked Theme Hospital better than Dungeon Keeper anyway.

If it was a Theme style game I'd have been happy, but it's still much more like Mud TV than Theme Park or Theme Hospital.
For my money this game was a disappointment.

I'd really like a new theme hospital actually, why hasn't someone made one?

627
Other Games / Re: New game from Notch, creator of minecraft
« on: March 02, 2011, 10:17:38 am »
Maybe people who bought Minecraft while it was in alpha will get closed alpha testing...
As an Alpha player, i hope it works this way

If you read, http://www.minecraft.net/copyright.jsp, before buying then it does say that he doesn't promise to finish the game. I reckon he will anyway though as he's not said to be involved in the new one.

{RPS quote}

Pretty much my view as well. I wasn't expecting anything from him and it looks like they are working on a generic strategy card game, of which there are many and makes me wonder why they mention a wish for that gap to be filled. Maybe it will be fun, I'm sure some people will like it, and good luck to him.

628
Forum Games and Roleplaying / Re: Bay12Nomic - There is no God
« on: March 01, 2011, 03:28:30 pm »
- i need to learn to read -

629
Other Games / Re: Grandroids: Creatures Guy makes new Game!
« on: March 01, 2011, 05:48:34 am »
I kinda want to donate but the video even says how they only want the donations so they can take over the world so I'm not sure it's wise.

630
Forum Games and Roleplaying / Re: Bay12Nomic - The Yearly Itch
« on: March 01, 2011, 04:04:17 am »
Nope. Keep playing. No new rules until we have a new God though.

Unless someone wishes to claim it.
I personally haven't seen a post from the current God for over four days.

Hey wait a moment, who said that removing the rule that originally gave him the role retroactively straps him of it?

Unless Armok's view on this is right, in which case Tylui still is. Depends how you interpret the rule making Tylui God as an on going one or a one off rule that repealing wouldn't effect.

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