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Messages - King Mir

Pages: 1 ... 14 15 [16] 17 18 ... 76
226
DF Suggestions / Re: Simplify and better organize the labors
« on: August 13, 2014, 01:25:27 am »
I think it would make a better interface to organize skills by industry vertically than horizontally as suggester here. That is, you should group labors that build off each other. DF does this mostly now, except for the categories of farming and crafts. The textile labors would be better served as their own category, as would animal husbandry, and horticulture. Each of the crafts would be better placed with the method of obtaining that particular material.

227
DF Suggestions / Re: Mini Suggestion - Fences
« on: August 13, 2014, 01:10:32 am »
It would be tricky to make invaders crush fences, or to make only some invaders able to climb them. But you could treat them as rough terrain, sorta of like how underbrush is planned.

The real usefulness of fences and low walls would be in water control, however.

228
DF General Discussion / Re: Ultrawide monitors
« on: August 12, 2014, 08:57:28 am »
BLACK_SPACE space makes it so individual tiles don't stretch, but the game will add more tiles if they fit within the game window. If they don't fit, it adds black space for the difference.

229
Is there any reason why the graphics set could not be used on versions 40.05 through 40.08? It's labeled as 40.07 only, but is that really the case?

230
DF Suggestions / Re: goasts and dreams
« on: August 11, 2014, 01:21:39 am »
A dwarf dreaming of raising a family probably won't be so happy about having his child born after he dies, as opposed to when he is alive. Mastering a skill is impossible after death. Becoming a legendary warrior is both unsatisfying if achieved and impossible.

So in general, no it wouldn't be a better idea to treat dead dwarves as able to achieve their dreams. Of the goal that are currently possible, only bringing lasting peace and seeing the great natural sites are really achievable when dead. Neither can be realized in a fortress.

231
DF General Discussion / Re: Dwarfiest stone?
« on: August 10, 2014, 02:59:14 pm »
Hematite!

It's the most useful, and dwarves value craftsmanship. Also it's red.

232
Are you looking for basic concepts or implementation details?

DFHack basically reverse engineers DF, so looking at that can tell you a lot about the implementation details.

For basic concepts: There were other interviews where Toady talked about how terrain is generated and stuff, so look at older interviews. Look at DFTalk too. But these kinds of questions tend to be buried among unrelated ones.

233
DF General Discussion / Re: Future of the Fortress
« on: August 10, 2014, 10:33:14 am »
I think you said at one point that you plan on implementing the ability to perform actions whilst falling in adventure mode. If my adventurer were in the process of falling down a deep vertical shaft and I removed a heavy object from my backpack and threw it, would the conservation of horizontal momentum be respected? In other words, would my falling adventurer be propelled in the opposite direction?
I think that would be ridiculously difficult to do on a set of tiles like DF does, not to mention that the effect would be imperceptibly small anyway.
It wouldn't be imperceptibly small generally; if you throw a heavy backpack while falling, you'd noticeably move in the opposite horizontal direction. However, there's not usually enough time during a fall to do that kind of thing. Currently we can try to grab tree branches and cliff sides during a fall, which is more practical.
Keep in mind that realistically you shouldn't be able to throw heavy enough objects to make a noticeable difference. At the very most (realistically) it would have the same effect as you would notice from pushing off a wall , as that's the most force your arms could exert. Thinking you could throw a dragon-loaded backpack in real life would be ridiculous, and although if you could, it would propel you in the opposite direction, realistically you would just be pushing off of it.

Also realistically, if you fall 20 z's and somehow manage to grab onto a cliff face, it would rip your arm off. :P But I consider that an acceptable break from reality, if it means I live a little longer.

Did I use "realistically" enough in this post?  :-[
It won't make a difference in slowing your fall, but throwing a 60 pound backpack in mid aid should make a difference in where you land. So doesn't need to be unrealistically heavy. It's not really a useful thing to do though. Firing a bow should have a comparable effect, since your arms are working just as hard, but again, firing a bow while falling or being thrown isn't practical. Firing a preloaded crossbow could be slightly more realistic, and would push you more.

It would be cool to model this accurately, but it doesn't really add value to the game. Especially when there are more pressing ways to make falling better, such as having some notion of landing on your feet.

234
I'm pretty sure I've seen a demand without any item preferences in a past fort though, so you might want to avoid any weird material preferences as well.

I think he(Toady) just fixed that recently?
Yeah, material based mandates were removed in 0.34.01. Item mandates are still in, including item + material together.

235
DF General Discussion / Re: Future of the Fortress
« on: August 10, 2014, 02:27:00 am »
I think you said at one point that you plan on implementing the ability to perform actions whilst falling in adventure mode. If my adventurer were in the process of falling down a deep vertical shaft and I removed a heavy object from my backpack and threw it, would the conservation of horizontal momentum be respected? In other words, would my falling adventurer be propelled in the opposite direction?
I think that would be ridiculously difficult to do on a set of tiles like DF does, not to mention that the effect would be imperceptibly small anyway.
It wouldn't be imperceptibly small generally; if you throw a heavy backpack while falling, you'd noticeably move in the opposite horizontal direction. However, there's not usually enough time during a fall to do that kind of thing. Currently we can try to grab tree branches and cliff sides during a fall, which is more practical.

236
DF Suggestions / Re: Hidden Preferences
« on: August 06, 2014, 01:30:28 am »
Sounds like a pretty good fix.  There needs to be a way to track individual dwarf knowledge for this to work well.  Of course paranoid players will stop their dwarfs from ever seeing rare materials (i.e. adamantine handling will only be done by one miner, one strand extractor, and one armor smith).   This would also help with mods that have dozens of rare materials/
You could do it without individual dwarf knowledge. Assume every uncovered object or ore on the map is known to all dwarves. Also all dwarven civilization exports are known. Everything else is unknown until encountered.

237
just for *sites and giggles, I did some stat analysis on the roles and mapped a histogram of the distribution curve.

The double spike is how the algorithms split the data around .5 mean

http://imgur.com/vIBs3Hg
http://xkcd.com/833/

238
DF General Discussion / Re: PRINT_MODE:TEXT
« on: August 03, 2014, 10:55:14 pm »
Shift+enter and similar are known not to work in text mode. You have to reassign those commands to something else. Likewise, if the mouse doesn't work, then you can't do anything to make it work (short of hacking DF).

239
I make a 3x3 burial chambers for each dead dwarf. Squad members get tombs this size when I get around to making them.

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