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Messages - Thallone

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211
DF General Discussion / Re: Future of the Fortress 2
« on: October 19, 2007, 10:06:00 am »
quote:
Originally posted by Faces of Mu:
<STRONG>Anyone know if the magma and river workshops still need to be placed on natural magma/river tiles? Can we now take the magma TO the magma forge??</STRONG>

Know? no, but since there are no 'magma' of 'river' tiles anymore, one can only assume that anywhere works. Remember, flows are composed of sinks(leave the map), fills(enter the map) and flows(the material passing thru the map), so if you redirect to a nice controlled little channel, it should be the same thing.


212
DF General Discussion / Re: Future of the Fortress 2
« on: October 19, 2007, 08:17:00 am »
Here's a visible levels concept that might be somewhat easier to produce without losing information, tile borders in a variety of colors. perhaps a dark brown border for very low(below you) items, and a light grey (blue) for high above you. Of course any of these requires that you also process for top-down visibility from your current position (positions for dwarf mode)and that may be the best argument against them all.

213
DF General Discussion / Re: Future of the Fortress 2
« on: October 16, 2007, 10:04:00 am »
A couple things.

Again, Toady, congrats on the outstanding caps there, but please, stop taunting us   :D .
Rivers deltas. An amazing detail that I havn't seen mentioned yet! stunning execution.
New playstyle concept character: Cliff Diver! Find the highest cliff you can climb adjacent to water. Start recording and dive baby dive!


214
DF General Discussion / Re: Future of the Fortress 2
« on: October 15, 2007, 05:08:00 pm »
One more thing, Toady. That map is so spectacular it makes me want to quit playing until the new version is available. Outstanding!

215
DF General Discussion / Re: Future of the Fortress 2
« on: October 15, 2007, 04:38:00 pm »
quote:
Originally posted by Pnx:
<STRONG>12. There are two rivers one going in and one going out... Though I am not sure which is which.</STRONG>

Which begs the question: what must the flows in the lake look like and how badly will that abuse our processors?

quote:
<STRONG>The current bridges are shorter than the width of the new widest rivers</STRONG>
And? You can currently run bridges upstream too, only one end needs to be on land/connected to a bridge.

216
DF General Discussion / Re: Future of the Fortress 2
« on: October 12, 2007, 10:56:00 am »
Sounds like Toady needs to put some environmentalists in to help put the whales back in the water  :D That, or, make sure and designate his beaches as refuse piles and have plenty of butchers shops and butchers.

217
DF General Discussion / Re: Future of the Fortress 2
« on: October 12, 2007, 06:03:00 am »
quote:
Originally posted by Lightning4:
<STRONG>Ivoryum.

Digging it releases a size 32 elephant demon that breathes fire, shoots lasers out of its eyes, and has a chainsaw trunk.</STRONG>


Good thing you included a description. I thought you were going for a mineral that you dig, then have the mason chop into blocks of soap.


218
DF General Discussion / Re: Future of the Fortress 2
« on: October 11, 2007, 11:39:00 am »
quote:
Originally posted by TheSpaceMan:
<STRONG>some old wrist watches used uranium so you could tell the time in the dark due to the glow. Think they are illegal now</STRONG>

I thought that was radium, and a quick search confirms it. You're thinking of radium.

219
DF General Discussion / Re: Future of the Fortress 2
« on: October 10, 2007, 08:14:00 am »
In today's dev log you note that arid maps are still short on things to drink. Perhaps for those maps where water/drink is scarce and the dwarves regularly get thirsty there could be a drought adaptation that allows them to go longer between drinks, but makes them ill if exposed to too much water, for example when they find that cave river in the fourth year. This wouldn't fix drinks on water scarce maps, but it would certainly be a start.

Another idea comes to mind: assuming that we can still build a road that extends to oblivion by roading to the map edge like in the current version, you could have industrious dwarves able to connect an aqueduct to the map edge (one connected end must be at cliff face within 20 squares of the defined gate) and have it go into oblivion, bringing water back from one of these streams that are on most map squares.

edit for better requirement checking

[ October 10, 2007: Message edited by: Thallone ]


220
DF General Discussion / Re: Future of the Fortress 2
« on: October 10, 2007, 05:42:00 am »
quote:
Originally posted by Lightning4:
<STRONG>Hum, a question here too.

I noticed Rock Salt is now available from mining. Will we be able to use it for anything beside the things stone is normally used for?
I would imagine such uses would include cooking, food preservation (when food rot is fully implemented)... hell, dwarves could even use it for one of the common uses today, keeping the roads clear of ice for human caravans.</STRONG>



I would imagine that it would make a lousy bridge  :D


221
DF General Discussion / Re: Future of the Fortress 2
« on: October 09, 2007, 01:40:00 pm »
quote:
Originally posted by Toady One:
<STRONG> setup saves so they are self-contained in their own folders, fixed problem with autosaves </STRONG>

Does this by any chance mean that more than one foretress can be active in a campaign world or that you can run adventure and fortress at the same time in the same world?

222
DF General Discussion / Re: Future of the Fortress 2
« on: October 08, 2007, 05:59:00 am »
quote:
Originally posted by Hamel:
<STRONG>Well Toady, the feature I mentioned before is important to me so I can build channels, chasms and things, and be able to dismantle the staircase without leaving a way up and not leave any dwarfs down in it. =)

[ October 07, 2007: Message edited by: Hamel ]</STRONG>



Rather than remove the stairway, you can just rewall over the top of it.

223
DF General Discussion / Re: Future of the Fortress 2
« on: October 07, 2007, 11:35:00 am »
quote:
Originally posted by isitanos:
<STRONG>Hello all, after reading this thread and part of the previous one, I started wondering about one thing: Z coordinate will make some things much more complicated, particularly understanding the layout of the fortress at a glance. I'm ready to adapt eventually, but hearing that some great features such as the river flood will disappear until they are re-implemented makes me uneasy.</STRONG>
I agree. Not having the river flood will be less fun, and having the z-coord will make some things more difficult. OTOH, not having the river flood also means not having random towercaps growing in your corridors and not having random dwarf losses due to standing in the wrong place at the wrong time. Having the z-coord means being able to better arrange stockpiles above and below workshops to more efficiently use the space in the fortress by placing the appropriate stockpiles above and/or below the workshops.

quote:
Originally posted by isitanos:
<STRONG>Basically I think a lot of player would enjoy learning by playing the current game, minus the bugfixes of the next version, and plus the management helps (such as zones) of the next version. The game as it is has some stable references (outside river, river, chasm, magma river,...) and that provides some security to experiment in other areas of the game.</STRONG>
Making the current version backward compatible at this point would definitely not be worth the effort. Unless you're afraid to reclaim and/or start a new fort, there's no reason you can't have thousands of fort sites in the new version. My only request would be the ability to have more than one active fort in a world.

quote:
Originally posted by isitanos:
<STRONG>I believe this game would benefit from having a stable branch and a development branch, as you see in many software projects of all sizes (see in particular Battle for Wesnoth). There would be releases from both branches, the stable one would get only bugfixes and small improvements, while major features that imply major rewrites would be included in the development release.</STRONG>
There actually is a stable branch. It's called the current release. It has bugs, but I've played games that have been released in box form with more. heck, I've played $50 games that crashed more often too.

224
DF General Discussion / Re: Future of the Fortress 2
« on: October 01, 2007, 11:33:00 am »
What, you mean bring able to incapacitate or kill with a thrown glob of water isnt both hidden and fun?

225
DF General Discussion / Re: Future of the Fortress 2
« on: September 25, 2007, 01:03:00 pm »
quote:
Originally posted by Silveron:
<STRONG>

Aye, the 2000something number fell off and the Powergoals appeared.... mysterious indeed.</STRONG>


The 2000 is now 540, sort new dev notes III is gone, and the power Goals appeared.

Regarding the power goals, am I correct in assuming that, rather than programming in specific quests, these are more talking about the generic things, such as 'implement ferrys(PowerGoal117), usable wagins(PowerGoal52)' etc? interesting way of describing them either way.


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