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Messages - King Mir

Pages: 1 ... 73 74 [75] 76
1111
DF Suggestions / Re: Reserve items for Strange Moods
« on: November 22, 2011, 03:07:53 pm »
I don't like this solution. You may want to restrict mood dwarves only to use certain items. But building a seperate restriction for mood dwarves is a poor solution because more generally you want to control preferred raw material types for all dwarves.

I think the current forbidding system is enough. You can make store houses for each item you want to conserve, then forbid all the items in it once full.

1112
DF Suggestions / Re: I proppose a new-ish fluid sistem.
« on: November 22, 2011, 02:47:28 pm »
With the horizontal swapping, what would you do if the liquids were at different levels? Like you have a shallow reservoir of oil, and open a floodgate of 7/7 water at the side. With naive horizontal swapping you'd end up with a few towers of 7/7 water scattered is a pool of 1/7 oil. Similarly vertically swapping 1/7 tile of water with a 7/7 tile of oil would be strange. And a potential water pumping exploit, though not much different from pistons.

1113
DF Gameplay Questions / Re: Room Design
« on: November 22, 2011, 02:29:58 pm »
If you have a large open area where dwarves are often passing through it is particularly beneficial to create high traffic areas. High traffic areas (d-o) are paths that your dwarves will prefer to take, over normal traffic tiles. These are useful to keep FPS down when there are multiple paths between two points, like in an open room. In such cases the pathing algorithm can potentially flip flop between trying alternatives, thereby taking more time. The high traffic areas prevent this, by making those tiles preferred.

So you should set up high traffic corridors through the middle of large rooms.

1114
DF Suggestions / Re: Banners
« on: November 21, 2011, 05:56:29 pm »
I think that wall-hanging banners (and similar decorations that have been considered in the surface-decoration front, from buildable stone reliefs to 'paintings' of some kind) are stymied by there being not many ways the system can 'paint' the tile to show a wall hanging on one side of a wall.  Engravings (and, indeed smoothings) on walls affect the entire wall and are applicable to both sides, but it seems even more difficulty to imagine hanging a tapestry on both sides of a wall (the other side being in mid-air, under water or awash with magma) at the same time.  It's conceptually bad enough for the engraving/smoothing, but that's already in-game.
Thats why tri-colored tiles and/or more charracters are needed.
Tri-color tiles are impossible and even adding full unicode support still wouldn't give more tiles that look like walls. You could do stuff with a custom font, but then you may as well switch to images.

1115
DF Suggestions / Re: I proppose a new-ish fluid sistem.
« on: November 21, 2011, 05:18:54 pm »
A horizontal boundary would make a good default action. That does mean you need multiple liquids in a tile, and code to make liquid swap places if a dense liquid is a z-level above a light liquid, and for a liquid to spread out on top of another it the two are adjacent.

Forming a vertical boundary only makes sense for powders. That is something you want, but powders behave differently in other ways, so you do want a different system for them anyway. For instance, you want to have ramps of sand.



1116
DF Gameplay Questions / Re: Strange Mood: Drives me to dispair -.-
« on: November 21, 2011, 07:22:55 am »
Although the comment about rock bed being magma safe sounds pretty terrifying. But I don't want to off-topic this thread too much. I should go read the tiny questions thread and see how much that helps. Thanks again!
Well you see, as your fortress grows it can acquire a number of snooty dwarves called "nobles" who require rooms with good furniture, and can make unreasonable or even impossible mandates on your dwarves to do make stuff. Then they punish your other dwarves for failing. A nice, clean solution to this problem is to let the misguided noble, erm, sleep in mother earth's warm embrace. A magma safe bed would allow you to reuse the bed.

1117
DF Suggestions / Re: Banners
« on: November 21, 2011, 05:34:06 am »
Banners don't seem very dwarfy to me. Real dwarves work in stone and gem.

1118
DF Suggestions / Re: I proppose a new-ish fluid sistem.
« on: November 20, 2011, 12:08:43 pm »
I like the idea of having such things defined in the liquids' raws. So, water might have [MIX_PRODUCT:MAGMA:WALL:INORGANIC:OBSIDIAN] or something, and ammonia might have [MIX_PRODUCT:VINEGAR:LIQUID:FOAM] while vinegar has [MIX_PRODUCT:AMMONIA:ITEM:BOULDER:NONE:INORGANIC:EXPLOSION], where INORGANIC:EXPLOSION is a pre-defined exploding inorganic material.

Except that every time you add a new liquid, you have to go over to every other liquid and define it's reaction.  It's an exponential problem.
That's true but, in addition to what the poster above said, it's only a developer time cost, so it only needs to be done once. A committed modder would have no problem with it.

BINGO! Exactly what I wanted to say! You get a cookie!
Yum. This better not be a tracking cookie.

1119
DF Suggestions / Re: Full graphics support details
« on: November 18, 2011, 02:48:28 pm »
Here's what I should be done to allow better tilesets:

1)make every tile that appears in the game configurable in the raws
2)switch to Unicode to allow more unique tiles

That's all you need for a unique graphic to be possible for everything.

1120
DF Suggestions / Re: I proppose a new-ish fluid sistem.
« on: November 18, 2011, 02:21:29 pm »
I think just being able to specify multiple fluids that always mix into something else on contact would be a huge step. Most fluid reactions can be implemented as material transformations one way or another.

After that, yeah a system of layering would be necessary, not just for oil and water, but perhaps more commonly water and sand.

The issue with that is that then we have, effectively, a map that uses 8 squares for every square in the z-dimension, and therefore is seven times smaller than it could have been, as a result. Since programming is reductionistic and analytical, we'll have to settle for a smallest unit at a given point. The atom of DF, as it were. Until we get parallel quantum computers..
But most squares would be free of them. So you could only allocate an array of fluids with levels when a tile has at least one fluid in it. As long as rock and air remain 1 thing per tile, there would not be a huge memory hit.

1121
DF Gameplay Questions / Re: Nickname Issues
« on: November 18, 2011, 01:01:42 pm »
I've run into this.

Good to know it's an actual bug, and I'm not losing my memory.

1122
DF General Discussion / Re: Future of the Fortress
« on: November 18, 2011, 11:33:31 am »
The head won't bounce back, because it's rigid.

You still don't get the benefit of any sort of follow-through because you're relying entirely on the stored momentum at the end of the lever, not any additional momentum from, say, your own body. That momentum/kinetic energy is all you get. This is why very light hammers are a bad idea, but a very light dagger works well.

Quote
You won't get the benefit of a swinging weight at the end, but you can still impart any force that you could with your hands. Depending on the surface area it would be like either a paddle or a rod, made of hollow steal. Armor would make it feel more like a paddle.

This is not true for the reasons stated above. A punch (or stab) carries with it the momentum of your own body, as well as continuously applied force from yourself continuing to push your body forward; you're putting your weight and momentum into it. A "swing" of a sword, mace, hammer, etc. only imparts the momentum imparted to the head of the weapon by the swing.
Daggers are different, yes. The main objective there is to cut.

It's true that hammering technique is designed to capitalize on the weight at the end, whereas a good punch would have your body behind the thrust. So you'd want to fight differently than with a traditional hammer. However, it's far better than a rubber mallet.

A carbon fiber tennis racket may be a better analogy than hollow steal, since those are lighter without breaking easily, and are designed to be light and strong.

1123
DF General Discussion / Re: Future of the Fortress
« on: November 18, 2011, 08:00:05 am »
The adamantine head has almost no momentum. With adamantine knuckles this wouldn't matter too much, because you still have the mass of your entire arm behind it, but there is nothing behind the head. The rod is orthogonal to the momentum, so little to no energy from your body can be transferred through the impact. The head will probably just bounce back and the target will feel hardly anything.
The head won't bounce back, because it's rigid.

You won't get the benefit of a swinging weight at the end, but you can still impart any force that you could with your hands. Depending on the surface area it would be like either a paddle or a rod, made of hollow steal. Armor would make it feel more like a paddle.

1124
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 09, 2011, 11:59:05 pm »
Is the cost of diagonal movement equal to the cost of orthogonal movement?

1125
DF Gameplay Questions / Re: Artifacts
« on: November 07, 2011, 07:37:55 am »
You can make finished goods stockpiles that take only artifact quality goods.

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