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Messages - Slartibartfast

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496
DF General Discussion / Re: Get Well Toady
« on: August 09, 2007, 12:39:00 pm »
Get well, get well soon, we wish you to get well!
Get well, get well soon, we wish you to get well.


Taking a nap when you have a headache and can't breath nasaly? That sounds like torture to me. (I mean, even more tortury(:P) than just the headache and lack of nasal breath)


497
DF General Discussion / Re: The history of the admantine demon
« on: August 03, 2007, 09:38:00 am »
Well, its not that powerful, even Toady admitted that its current performance is quite shameful :P

And besides, adamantium to a dwarf is like heroin.


498
DF General Discussion / Re: Ladies and Gentlemen, It is 10:39
« on: July 22, 2007, 10:56:00 am »
Maybe Toady should make it so if DF is running for 4 hours straight it just saves and exits? Might help save a few lives.

Reminds me of one of the old Infinity Engin games, where one of the quicktips were "Remember that while your characters do not need to eat, you do. We do not want to lose any loyal players." (or something quite similar)


499
quote:
Originally posted by Asehujiko:
<STRONG>The RNG has spoken.

The new version will arrive between 0-255. It is not clear if it means hours, days, weeks or months.</STRONG>



I say it will arrive in 0-4294967295 seconds.
(And to save half of you the trouble of opening a calculator:
1] Its roughly 136 years
2] That's 2^32-1, four bytes)

500
You avoid digging 7x7 areas in Dungeon Keeper... >.>

501
DF General Discussion / Re: Could someone upload a map for me?
« on: July 13, 2007, 10:20:00 am »
At 8 megabytes per world, those things are quite annoying to upload.
Perhaps you'd have better luck Over here at the wiki. Also, try the thread that is linked there.

502
DF General Discussion / Re: population lock
« on: July 13, 2007, 05:54:00 am »
This has been asked and answered several times already.

The population cap is merely a number that when your population exceeds, immigration will stop in the next years.
That means that you can have 24 dwarves, and then in one year get a huge immigration and go to 60, but after that, no more new immigration waves will arrive.


503
DF General Discussion / Re: A Novel way to play
« on: July 12, 2007, 04:42:00 pm »
quote:
Originally posted by Aleric:
<STRONG>PS: SoundRTS is at: http://jlpo.free.fr/soundrts/
</STRONG>

I tried it, but for some reason the voice is choppy and full of echoes. Maybe due to my onboard sound card :S

504
DF General Discussion / Re: A Novel way to play
« on: July 12, 2007, 02:25:00 pm »
This is definitely an interesting and novel approach, and it also helps to demonstrate how DF does exactly what it is supposed to do, generate interesting stories.
Also, as a hobbyist (and therefore, lousy) game programmer it definitely gets me thinking, perhaps I'll program a game that "works" on sound alone, though I have to say that this is a difficult concept to even think about, being so used to seeing.

As for a verbal version of DF, I'd have to say that I just don't think it is possible from a programming point of view, as it would require some hellishly complex code to figure out what's going on and translate that to text in an human understandable form.

Finally, I wish you luck in finding people to help you play via proxy.


505
DF General Discussion / Re: Several, large, mistakes...
« on: March 19, 2007, 01:06:00 pm »
quote:
Originally posted by Jaqie:
<STRONG>The only time I have ever lost data it was due to me not having the space to back it up (I have over a terabyte of data I haven't backed up right now, data storage in those quantities is expensive!)</STRONG>

May I ask (and receive an answer), how the hell do you have so much data? Especially considering how this is just your data that needs backing up and not the whole lot of it.

506
Ha, yeah.
My first few fortresses also fell into ruins quickly, mostly due to starvation and snakemen attacks and less due to floods and the like.
I'm still not super-awesome, but that's mostly because I don't have enough time to get everything done, but I can definitely make a fortress the will survive indefinitely (theoretically), and already saw all of the major hallmarks of the fort.
So I can definitely tell you that things get much better the more you play and improve.

As for crafting, don't waste light or dark stone on crafting. Obsidian short swords are currently exactly like steel short swords, so you don't want to waste obsidian by turning it into some toy boat. You also need the limestone for making steel stuff. And while we're on the subject of weaponry, give your new recruits the crappiest weapons possible (copper weapons, mostly), since when they spar the can injure each other, and you don't want them to kill each other. This makes Obsidian short swords awesome as weapon trap components.

As for immigrants, don't be too surprised if you have more than 25 dwarves after the spring immigration wave.
The wiki states that immigration depends on the created wealth of the fortress, but I think that other things affect it as well (like the number of dug out squares).


Anyway, the best advice for running a fortress is "Check the wiki, constantly."


507
DF General Discussion / Re: Recent development
« on: April 11, 2007, 04:12:00 am »
Oh, I see it now. Turns out I was confused because of the new z axis. What I saw was water filling up the floor -2, and then once it was full, the source of the water going into floor -2, which is a room at -1, filling up as well,  and after the source at -1 completely filled, the "pressure exit" of water to -1 took place. What I thought mistakenly is that the source is actually the "pressure exit", which is why I thought there was a mistake.
Actually this brings about a suggestion on my part, how about being able to color stairs/ramps/other Z related devices in different colors so that for example if there are two stairways going down from the current floor, one would be blue and the other red, and on the lower floor, the stairs that correspond to the blue stairs above would also be blue and the stairs that correspond to the red stairs above would also be red, this user-defined cosmetic interface change would allow distinguishing which stairs connect to where on other floors much easier.

508
DF General Discussion / Re: Recent development
« on: April 10, 2007, 06:22:00 am »
quote:
Originally posted by Toady One:
<STRONG>edit:  I don't see it.  The first part of the movie is water flowing down stairs.  Then it fills up the basement to 7s.  Then it starts going up the 7s.

[ April 10, 2007: Message edited by: Toady One ]</STRONG>



There was a part where you could see a lower section was just filled up to 7 and then when you go up, the upper section is already in the fours.

Maybe its just me? I'll go and see the movie again.


EDIT - either I'm misinterperting the movie, or you can see it clrearly that fluid goes up even when it isn't filled to 7.

Seeing the movie, I think you didn't understand what I mean (assuming I interperted the movie right :X), what I said was that if water isn't up to 7 in floor -2, then water shouldn't be popping up in floor -1. In the movie however, which is why I think you didn't understand what I meant, you can see that water doesn't flow up from floor -2 to floor -1 until the water on floor -1 on the other side are up to 7.

My assumption while viewing the movie is that you can see only one floor at a time, and that the colored squares on the right indicate the number of the floor you are currently viewing, if this is so then things are as I say, otherwise, I misinterperted.

[ April 10, 2007: Message edited by: Slartibartfast ]


509
DF General Discussion / Re: Recent development
« on: April 10, 2007, 04:36:00 am »
quote:
Originally posted by Toady One:
<STRONG>I've also tacked some stuff to the bottom of this.</STRONG>

Looking at the movies you posted, I have to say that you got the pressure thing wrong. Considering that the numbers (presumably) indicate the amount of water in that tile, or how "water filled" it is, you have made a little mistake. In order for water to be able to flow up a staircase, it would first have to fill up the entire tile in order for the tile to be filled all the way to the top so water can reach the upper floor. So a 7 it a prerequisite for water flowing up.


510
DF General Discussion / Re: Hippie Fortress
« on: July 12, 2007, 12:04:00 pm »
quote:
Originally posted by hactar1:
<STRONG>Looks like a screenshot from the future, in Elf Tree mode.    ;)</STRONG>

Its actually "Forest Mode"
See the wiki for proof

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