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Messages - Telgin

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6691
One does not "jive" with Rarity, darling. One simply appreciates her elegance.:P

Curious to see so many people agreeing that Rarity would be difficult to get along with. She seems more patient and forgiving than any of the others. She might be the first to notice a social faux pas, but she'd also be the most likely to ignore it once noticed, and to leap to one's defense to help save face. Do something foalish in front of Rainbow Dash, she'd laugh in your face. Do something foalish in front of Hoity Toity and he'd loudly proclaim to the world at large what an uncouth barbarian you are. Do something foalish in front of Rarity, and she'd pretend it never happened so as to not embarrass you. That's classy.

If one is of the "sup, dude, let's guzzle beer and have a belching competition!" mentality, I see how she might be grating. But simply by showing a little class, or appreciation of it, I think she'd be very easy to win as a friend.

Again, my only problem with Rarity is that like Applejack, she works too much.

Fair enough.  Initially I didn't think I liked Rarity at all because of her profession and the fact that she gave me the initial impression of being high minded and possibly even stuck up.  After watching a few episodes with her in it, I realized that it was actually me painting her with that brush because that's what I expected her to be.  Not fair at all.

Which is why I don't dislike her.  I've kind of come to realize that she's more about being classy than anything, and I can respect that.  I've come to appreciate her character as having quite a few positives.  Just not the sort of character I really identify with overall.

6692
General Discussion / Re: Learning Programming
« on: October 13, 2011, 09:50:54 am »
This is a tough question to answer, and first I'd like to pose a question of my own: Why are you learning to program?  You mention learning it in case your degree falls through, and if so then that means you intend to learn it as a means of finding work, right?

I really don't like to be the bearer of bad news, but even if you do learn to program, it's probably going to be difficult to find a job without a CS degree of some sort.  Certainly not impossible, but still tough.  My manager never finished his degree, but we work at a small family-like tech firm.  And he knew the HR guy personally.  He does know his stuff though.

Anyway, if that is your motivation, then I'd second learning either Java or C#.  Both of these languages see a large amount of use in the industry, have the features to do most anything you'd want, and aren't overly difficult to learn.  For what it's worth, the introductory programming classes at my university teach Java.

I wish I could recommend a book, but I've never found any programming books to be extremely useful.  I learned through a combination of stumbling through tutorials, trial and error and eventually formal instruction.

6693
Life Advice / Re: Help with a C++ program -- bus error
« on: October 12, 2011, 09:34:18 pm »
Aha, thanks. That was surprisingly simple. All my <='s and >='s needed to be changed to < or >. Now I feel quite silly for not noticing that.

And by the way, I'm using Mac OSX, which is somewhat similar to GNU/Linux at a command line level (certainly more so than Windows). I do have that in a VM, however.

No problem, believe me I've seen more than my fair share of simple mistakes.  Many of which were caught by a fresh set of eyes taking a look at the code.

Mac OS, never did any dev work on that although I understand it's basically Linux under the hood these days.  Can't say I know how debugging is done on it, although I'm guessing there's a GUI wrapping GDB or something similar...

6694
Life Advice / Re: Help with a C++ program -- bus error
« on: October 12, 2011, 09:18:48 pm »
Looks like you're indeed stepping outside of your array boundaries.  These lines in particular look suspicious:

Code: [Select]
case 0: if (x <= MAP_SIZE) {x++;} break;
case 1: if (y <= MAP_SIZE) {y++;} break;

If I'm reading your code right, that should be x < MAP_SIZE and y < MAP_SIZE respectively.  Looks like you're possibly setting x = MAP_SIZE or y = MAP_SIZE, then on the next iteration of the while loop you do this:

Code: [Select]
if (map[x][y] == 0)

Which would be outside of your array bounds.

For the record, what OS is this?  I'm guessing Linux since I've never seen a bus error on Windows.  Do you have a debugger?

6695
I've not been able to decide which pony I like the most.  I generally just lump them into two groups of of most liked and least liked:

Most liked:
Fluttershy
Twiligh Sparkle
Rainbow Dash

Least liked:
Applejack
Pinkie Pie
Rarity

I don't dislike any of them, I just like the top three more than the others.  I actually do feel kind of bad for Applejack for being the most mundane of the group (and less so for Pinkie, since they're both Earth ponies and thus less special by default).  I just don't jive with Rarity much at all, and only slightly moreso with Pinkie.

My appreciation for Applejack did go up a few notches when I installed the My Little Fortress mod though and started naming ponies after canon characters.  Applejack had a failed mood, bit off a wolf pup's food before crushing its skull, stomped the guts of its mother before shaking it around by the neck until it died, all before having her head kicked in by Braeburn.  I giggled for like 10 minutes.

In all seriousness though, I like all of the ponies.  Applejack, Pinkie and Rarity included.

6696
Making it a mandate seems a bit heavy handed to me, but overall the idea has some merit I think.  Perhaps some other way of being notified that you don't have all the gear you need for a squad?

Having heroes make demands sounds like it might be interesting, but it would be heart breaking to have to atom smash a super soldier because he incessantly demands new trinkets and jails your workers because he's being annoying.

6697
DF Suggestions / Re: We Need A Dev Team
« on: October 12, 2011, 07:46:57 pm »
It can also be quite difficult to organize and manage a 'dev team'.  There's a lot of overhead involved in coordinating people.  You have to divide work into independent tasks that don't rely on each other too much, and then assign tasks to each team member.  You have to make sure each dev submits code that is good quality, properly documented, and error-free.  You must make sure devs submit their work on time, or you might have to delay your release.  You need to merge all the code together and perform integration testing.  You need a lot more testing and documentation.  And you need more time for meetings and communication.  Toady would need to be a good project manager for it to work.

I would love it if Toady got a team together.  It could help DF coding progress faster and bring new skill sets to the table.  But there are also plenty of good reasons for Toady not to want it.

Not to mention it brings up the question of how the donation money gets divided.  I'm sure there would be people willing to work for free, but it's still a can of worms that doesn't really need to be opened.  Toady could still keep all of the donations, but I know I would feel odd about it anyway.

As a programmer who has worked on games as a hobby, I'll say that creating a game like Dwarf Fortress has actually always been the thing I aspired to do.  I always assumed it was impossible for a single man to do so, and Toady has proven me wrong.  I'd be honored to help work on Dwarf Fortress as a volunteer, as someone who has never contributed to any open source or community project.  I can respect Toady's wishes to keep it his vision (something I'd likely do the same with), and the desire to avoid managing a team (something I'd be terrible at).

Overall, I think he's doing the right thing.

Taking community advice on the raws though is another thing, and from what I understand he's already incorporated a lot of geology mods from someone to improve the game.  I don't see why other raws updates should be so different.  He'd have to once (or thrice) over everything, but that's a lot easier than integrating code.

6698
DF Dwarf Mode Discussion / Re: Forgotten Beast appered pre-roughed up?
« on: October 12, 2011, 07:36:08 pm »
Probably happened during world gen.  I read that megabeasts can be injured during world gen but can only be killed by other megabeasts.  Once they spawn on your map then the injuries take effect.

It probably got roughed up by some dwarves and such in world gen, but was never killed by any other megabeast.

6699
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 11, 2011, 06:59:55 pm »
Had a face palm moment a few days ago when I went through the trouble of digging down to the magma sea for the first time in the hopes of setting up my first magma pump stack.  Then I realized I had no way of making magma safe corkscrews.  :(  So I either try again on another fort or spend the next forever trading for steel anvils to melt down...

6700
DF Gameplay Questions / Re: Bedroom optimization
« on: October 11, 2011, 06:53:27 pm »
Pretty sure the answer to that is no.  I think the dwarves only care if they're woken by noise, and I'm pretty positive that pathing through / opening doors doesn't generate noise in this way.

6701
Mod Releases / Re: Pony Mod: My Little Fortress
« on: October 11, 2011, 06:49:06 pm »
My fortress has given up trying to farm. I haven't ever had a struggle growing food before but for some reason, this fortress is different.

Plus we kill everything in site, fishing, hunting, plant gathering, tree cutting TO THE EXTREME
Let's look at an average meal in my fort.

Spoiler (click to show/hide)

Hah, I love that picture.

I haven't had any real trouble with farming food myself, although I just stick with the dwarven food to be safe.  The ponies seem to eat more than dwarves, but maybe it's my imagination.  I've actually disabled hunting and fishing and have gotten by quite well on just farming.

I did end up assigning close to half of my ponies to farming duty, but it was completely unnecessary and I was just seeing how far I could go with it.

6702
DF Gameplay Questions / Re: Finding Magma and One other tip needed..
« on: October 11, 2011, 05:27:29 pm »
1. My experience with magma is pretty limited, since I'm only on my second fort, but digging down is pretty much the best way to find it.  I'm guessing recent versions of the game have toned down the dangers of the caverns, because I've met relatively little danger on my way to the magma.  Naturally I was disappointed when I realized that I didn't have the materials needed to make an entire magma safe pump stack...  oh well, maybe in fort #3.

2. This is something I struggle with myself.  Some advice I read claims that one of the better ways to manage the dwarves is to inspect migrants as they show up, decide what labors to give them then, and then assign them nicknames so you'll remember who you've processed and who you haven't.

That worked reasonably well for me until I hit about 80 dwarves, at which point I wasn't able to keep them all busy no matter what I did.  At 147 now, I usually have about 1/2 to 1/3 of them idle all of the time, but it doesn't really seem to matter.  I periodically check in the 'u'nits list to see who's not busy, and if someone seems to be habitually without a job, I set them as a farmer.  I've got like 45 or 50 farmers, which is completely unnecessary, but with 3 farms running I could go for several game years without running out of food if a disaster struck.  When it comes planting / harvesting time, I'm usually at about 85% usage of my dwarves.

Also, for what it's worth I haven't bothered really checking personalities or anything when deciding who does what.  If I need a job done and a dwarf arrives with high skill in that area, then that's what they do.  Otherwise they do whatever I need, not what they're good at.  I also haven't really paid attention to this when assigning military dwarves, which is likely to haunt me later.

6703
General Discussion / Re: The Avatars thread.
« on: October 11, 2011, 05:19:01 pm »
Dr. Robotnik is a pretty awesome villain.  I hooked up my tablet one day, fired up Painter X and that's what happened.  Felt like a reasonably good avatar.

6704
DF Gameplay Questions / Re: Seeds and Planting question
« on: October 11, 2011, 01:31:09 pm »
Not positive on the color, but I'm pretty sure highlighted in red means it won't be cooked.  I don't think this has anything to do with them being eaten though, which can be done raw.

Based on my understanding, dwarves eating raw plump helmets will leave spawn behind that can be planted.  Cooking the plump helmets destroys the spawn, so cooking may be your problem.  Brewing also leaves behind spawn, so brewing isn't a problem.

Did you cook any meals early in your fort?  Perhaps you should just let the dwarves eat them raw for a season or two while you increase your stocks?

6705
General Discussion / Re: Post your quotes and witticisms!
« on: October 11, 2011, 01:23:59 pm »
Paraphrased from Warhammer 40,000:

"Success requires no explanation.  Failure allows none."

It's derived from something along the lines of victory requiring no explanation, but it's still something I mostly try to live my life by.  Do everything you can to succeed.  If you fail anyway, then at least you know you did all that you could.

Not quite as fatalistic as the 40K intention, of course, but nothing is as grimdark as the original grimdark. :)

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