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Messages - Thallone

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226
DF General Discussion / Re: Future of the Fortress 2
« on: September 24, 2007, 07:40:00 am »
What becomes of stones that our dwarves drop on ramps in the new version, say if they are drafted or decide that they're hungry and it's a Good Idea™ to drop everything and run across the fort to the kitchen. Do they just sit there on the ramps/stairs or do they become Rolling stones?

227
DF General Discussion / Re: Future of the Fortress 2
« on: September 23, 2007, 11:07:00 am »
Perhaps this would be a good use for bridges? 'course the Toady one would have to allow bridges to have things built on them then, like workshops, stockpiles and doors, and there'd have to be a provision to destroy things on bridges when you remove or destroy the underlying bridge or when the bridge raises.

228
DF General Discussion / Re: Future of the Fortress 2
« on: September 21, 2007, 08:44:00 am »
ya, I posted, then when it took me to the thread, I clicked the last page, and the post wasn't there. So I refreshed, and it still wasn't there, and since the prior post was the night before, I made the assumption that there was an issue. And just look what happens when we ass-u-me.

229
DF General Discussion / Future of the Fortress 2
« on: September 21, 2007, 08:34:00 am »
Future of the Fortress 1

Apparently the Future of the Fortress is too big, as nobody has been able to add a post there since last night. I just tried to add one, so I know it isn't from a lack of people trying to.

So, continuing on....
   

quote:

I dug a hole in a yard for a tree today

Toady cancels Dig: interrupted by a deer.


I keeed, I keeed!

Edit: nevermind, apparently the thread is merely updating verrrry slowly over there. please delete this

[ September 21, 2007: Message edited by: Thallone ]

[ September 21, 2007: Message edited by: Thallone ]

toad capitalizes Fortress

[ September 21, 2007: Message edited by: Toady One ]

toad adds a link

[ September 21, 2007: Message edited by: Toady One ]


230
DF General Discussion / Re: Sooo clooose
« on: September 21, 2007, 08:02:00 am »
quote:
Originally posted by Redd:
<STRONG>

Toady had better be using binary...</STRONG>



Redd, You owe me a keyboard.


231
DF General Discussion / Re: Sooo clooose
« on: September 20, 2007, 06:35:00 am »
Keep in mind Toady has stated that as far as he knows the zlib one is already done or mostly so.

232
DF General Discussion / Re: Madness? This is toolbox! Released!
« on: September 20, 2007, 06:41:00 am »
Of course any good dwarf medic tool would also be handy for creating permenant injuries in those annoying hammerer nobles, maybe a missing lower leg or two?

233
DF General Discussion / Re: The old style mountain is but a memory?
« on: November 02, 2007, 06:49:00 am »
I havn't tried it, and I can't imagine how long it would take, but you could always ring the entire map's outer square every third z-level with tunnel and if there's magma to be had that should hit it (assuming magma is still a river-like flowing thing).
code:
ttttt
txxxt
txxxt
txxxt
ttttt  


where t is tunnel, x is the rock of the fort and t is assumed to be at the outermost digable tile of the map. Where l0 is the start level, you would for efficiency dig L -2, L -5, L -8 etc. digging l -2 checks for magma on L -1, L -2, and L -3 since we now get a hot rocks message.

Of course all this would be simplified with geologist/prospector nobles, but that's a beg for the future.


234
DF General Discussion / Re: Stupidest thing you've done
« on: October 31, 2007, 01:53:00 pm »
I was trying to figure out how deep the fighing hole in the river was, so I picked up this 'stick'. I threw it skinny end first into the river to see how much went in before it hit bottom. in retrospect, 'stick' was a bad term for the object I picked up. 25-30 feet long and 5-6 inches in diameter at the fat end... My friend says when I threw it it went up about 3 feet before it came down on my head. Only 4 staples though!

235
DF General Discussion / Re: New version UI
« on: September 13, 2007, 09:18:00 am »
quote:
Originally posted by Turgid Bolk:
<STRONG>Once the majority of functionality/gameplay is in, the interface will be made nice, I assume with full mouse support, and pretty graphs and stats, and easy access to the most common functions, &c.
</STRONG>

And ruin the charm of the game?


236
I had no idea you spent that much time on this project. I mean I know you're making progress all the time, but that's unreal. We all want an update, but breathe man, breathe! Don't burn yourself out on us, or the updates beyond this one will be delayed! Not to mention we want to see you healthy!

Edit for lost train of thought: at work

[ September 11, 2007: Message edited by: Thallone ]


237
I'm going to find an underground river, then carve out large room below, supported only by supports, all of which will be linked to one lever on the surface (or if need be one level below). then I will carve out a tube of rock descending fron the surface until only the supports remain and throw the lever and see how high the flood goes. also see if the flood will bursst out the column of stairways built into the mountain to get to the surface in the first place.

Right after that I'm going to find a nice big swamp, and build me a castle with a gigantic support-mounted basement, then I'll knock out all the supports and collapse the castle. Then I'll build another castle with a supported basement in that swamp and I'll knock out the supports and sink that castle. But the third castle, it'll stay up.

[ September 20, 2007: Message edited by: Thallone ]


238
Silly me, I was planning in extracting the zipfile first  :p I will want to play with cavein mechanics and see what things do. Sadly, i'm no fan of adjacent z-levels in concept, but otoh, if the screenies are accurate, I am a fan of being able to start at a mineral vein.

One thought does come to mind though; farm stacks. Ranther than having dwarves running all over to get the crop in, the farms will be able to be stacked vertically and connected by floodable shafts and an adjacent staircase.


239
DF General Discussion / Re: Publicizing Dwarf Fortress (With Shirts!)
« on: August 30, 2007, 10:15:00 am »
My <insert> went off to strike the earth and all I got is this lousy cave spider silk shirt.

240
DF General Discussion / Re: Woo! You can now appoint nobles!
« on: August 30, 2007, 09:30:00 am »
quote:
Low skill appointees should bring low skill results (this is planned for regular workshop jobs as well, etc.), though what I'll get in this time around is subject to the haven't-released-in-a-while time constraint. Maybe I won't get to anything at all. But yeah, I expect having incompetent appointees will be an issue over time.

Toady, you might want to consider not worrying about the time constraint and simply release an interim with the understanding that saves *will* be broken and there *are* going to be issues, unless of course the's a lot to do to get saves up and running yet. After all, saves between the current version and the next version are already broken, so why not get an interim out there?

As long as saves are working right now though, all that needs to be done is to make sure to disclaim that all saves until this list is done will be incompatible in the future, then release away. We understand, and we don't want you to feel rushed. Slow and steady wins the race.

Anyone who tries it and doesn't like it can always go back to the current release. Besides, it isn't like anyone here keeps the first fortress anyway    :p

edit: Please don't interpret this as just another I can't wait request. It's that, but also concern for you thinking that you have to meet certain criteria and do so quickly. Since you're still calling it an alpha, there's no need to be so concerned about future compatibility, as long as you're honest with us all is well.

[ August 30, 2007: Message edited by: Thallone ]


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