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Messages - Blackcat

Pages: 1 ... 4 5 [6]
76
DF Suggestions / Re: Cat Cluster
« on: September 08, 2007, 07:06:00 pm »
quote:
Originally posted by Zulaf:
<STRONG>so basically the size value becomes the priority they get over the other creatures when it goes on the same tile?</STRONG>

Exactly. With the option of allowing 'small' creatures to share the same tile without a penalty.

Also, I figure, based on a dwarf can move 'over' a bed without hindrance, that two dwarves should be able to share a tile without issue, but that's just me  :)


77
DF Suggestions / Re: Cat Cluster
« on: September 08, 2007, 04:47:00 pm »
quote:
Originally posted by Fieari:
<STRONG>Not true.  It'd require the connection map to be updated for different sized creatures, which is a huge lag item as it is only running once.</STRONG>

Eh?

I'll try again...

When you have multiple creatures in one square, you use their size values to work out if any, and which ones, end up losing time by 'making way' for the others in the same square.

All creatures sit in one tile, but they also have a size value in the raws. That size is not 'how many tiles' they occupy.


78
DF Suggestions / Re: Cat Cluster
« on: September 08, 2007, 10:13:00 am »
quote:
Originally posted by mickel:
<STRONG>

I would have thought an elephant (size 20) wouldn't even be able to enter a square (limit 8). Unless aided by hydrualics.</STRONG>


Think of the size limit in a square being a 'collision' limit instead of a hard "will this fit?" limit. All it involves is using the existing sizes of creatures, some arbitrary size limit, and a bit of extra coding. No new data is needed, no new mapping info is needed.


79
DF Suggestions / Re: Cat Cluster
« on: September 07, 2007, 04:41:00 pm »
(Edit: yeah, what Varil said. How did I miss that post?)

How about setting a soft limit on total sizes in one square?

If all the creatures in a square total up to less than the limit, then none of them are slowed down at all.

If the size total of all the creatures exceeds the limit, then apply the 'laying down' penalty to the smallest creature, and subtract its size from the total. If the total is still too big, repeat until the total is lowered to or below the limit, or only one creature is left.

For example: (numbers are completely ficticious)

Two dwarves (size 4) and a cat (size 1) are in the same square. The size limit for a square is 8. The cat has to 'duck out' of the way, which brings the total to 8, so the two dwarves continue just fine.

A horse (size 7), a dwarf (size 4) and a dog (size 2) are in the same square (again, limit 8). To bring the size total to below 8, both the dog and dwarf lose time to let the horse move freely.

An elephant (size 20) and a mandrill are in the same square (limit 8). The mandrill loses time making way for the elephant. The elephant does not, as it's the only one left.

[ September 07, 2007: Message edited by: Blackcat ]


80
I'll try as the above posters will try, actually playing the game, exploring the new features, and cackling madly over the possibilities of 3D excavation and rewalling.

However, the net result will be cave-ins. And starvation as we fail to locate water. And a few more cave ins.

And then probably finding a magma flow. By finding, I mean getting fried by.


81
DF General Discussion / Re: Possessions, Fey moods and more
« on: September 01, 2006, 06:57:00 am »
Instead of the usual round flat base, I would guess your legendary goblet has four spikes sticking downwards and outwards.

It is in fact one of the new developments for advanced tactical tavern warfare. The goblet itself holds drink just fine. The four spikes form a square which is perfectly stable on flat surfaces during peacetime.

Upon the beginning of hostilities, one is presented with a number of options. The most obvious is to use the goblet as an offensive weapon (even though most other races would consider a normal goblet filled with dwarven alcohol an offensive weapon anyway).

Alternatively, the goblet can be jabbed downwards onto an appropriate surface (such as a wooden bar counter), whereby the spikes firmly fix the goblet in place, thus preventing the most heinous of crimes in dwarfdom: spilling alcohol.


82
DF General Discussion / Re: Decent game...but why no graphics?
« on: August 31, 2006, 09:00:00 am »
quote:
Originally posted by gimli:

ascii land is dead


No it's not.

[ August 31, 2006: Message edited by: Blackcat ]


83
DF General Discussion / Re: So what to get in a new computer?
« on: October 17, 2007, 03:23:00 am »
Shop around for 2GB. Seriously. I recently ordered 2GB of Corsair CAS4 DDR2-6400 for this AMD box, because it was in the same price bracket as the 1GB kits. Obviously, you'll want DDR2 timed for the Core 2 Duo, but I was surprised at the prices on 1GB DIMMs.

[ October 17, 2007: Message edited by: Blackcat ]


84
DF General Discussion / Re: Excitement over new version
« on: October 16, 2007, 02:09:00 pm »
The whole 3D-ness is just... beyond words. The possibilities are going to be ridiculous. We'll have people digging into a mountainside, going up and down a few levels. We'll have people digging straight down, digging out a nice chokepoint for sieges, and then digging lower for the actual fort. We'll have people excavating from the ground/mountains and building above ground.

And that's just the beginning. Seriously, things are gonna get awesome, with extra awe.


85
DF General Discussion / Re: floods & objects
« on: September 07, 2006, 02:43:00 pm »
The Sneaky Farm Clearance Method:

When items are placed onto a stockpile, dwarves choose the newest item first. To effectively clear your farm area in no time flat, follow this plan:

1) Don't dig anything after digging out your farm area until you've finished following this plan. If you need a room dug right now, dig it before the farm.

2) Once the farm area has been dug out, don't dig any more.

3) Find a nearby area (a 1-wide corridor works just fine, cave river banks, anywhere, you get the idea) and allocate a mining stockpile with enough empty space to hold all the stone, ore and gems in the farm area.

4) Wait until everything is out of the farm room. Any and all dwarves with the appropriate hauling enabled will move the stuff.

5) Unallocate the stockpile, build a farm, continue digging as needed.


86
DF General Discussion / Revealing the River/Chasm/Lava?
« on: September 02, 2006, 03:36:00 am »
Nothing is more annoying than planning out rooms only to hit an unexpected feature, like a river/chasm/lava branch. Now I saw the following map and noticed that the river/chasm/lava are fully revealed:

http://img83.imageshack.us/img83/1254/localmap1107312067zf3.png

On my current game, I used the "Export Local BMP" option, which showed the river as it is in-game, not fully reavealed.

So, on the above map, how did the river become fully revealed? I can't see any explorations via mining or bridges that go to the ends.


87
DF General Discussion / Credit Where Credit is Due
« on: August 29, 2006, 01:48:00 pm »
It's probably been said many times already, but...

Dwarf Fortress utterly rocks. Literally!


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