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Messages - King Mir

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46
DF General Discussion / Re: Inspired.
« on: March 16, 2016, 05:43:19 pm »
I personally very much dislike python.
Why?

I'm curious because I'm a bit of a language design enthusiast.

47
DF General Discussion / Re: Inspired.
« on: March 16, 2016, 05:28:55 pm »
I recommend Python as a first language. Then move to Java or C#. C++ has a steep learning curve for new programmers. On the other hand, if you're here you are a DF player, so maybe you're ok with steep learning curves. But C++ is the Dwarf fortress of programming languages.

Now I do recommend C++ for games in general, but not when you're starting out. The reason is, of all popular high level languages, C++ has the greatest ability to optimize CPU bottlenecks, because it gives you more control over memory layout, especially compared to garbage collected languages. But starting out, optimising CPU bottlenecks is the least of your worries, and if you do run into them you can fix them by doing things a different way.

its written in c++ with sdl, note c and c++ are different.
They're not that different. C++ is C with some extra helpful stuff. C code compiles in C++. Pass by reference and strings are nice.
Disagree. What constitutes good style in C and C++ is very different, making them very different languages. For example, in C it's common to write your own linked list. In C++ you should be using std::vector for most such cases. C is simpler than c++, but you don't have good support for vital features like generic containers and OOP. I don't recommend using C if you can avoid it.

If you think C++ is just a few features tacked on to C, you're probably not a good C++ developer.

48
DF General Discussion / Re: How is DF not technically doomed?
« on: February 19, 2016, 11:18:54 pm »
DF isn't getting much more performant, but it's not going to get much worse either. Toady does optimize when he adds new features that could otherwise significantly slow the game down, or when people complain about a new release that is very slow (this is usually due to a bug).

If you're hoping to play DF on the newest mobile device, don't count on it. But if you're already playing DF and you're worried about new features slowing down the game, don't sweat it.

49
DF Suggestions / Re: Auto Cut Gems
« on: February 14, 2016, 08:57:52 pm »
Simply adding "cut any gem" "cut any glass" and "cut any rock" jobs in addition to specific would be welcome.
This. What makes gems annoying is that you have to queue up each jem type individually, and they quickly run out.

But yes making everything "auto" cabable would be good too.

50
DF General Discussion / Re: Future of the Fortress
« on: January 10, 2016, 10:09:57 pm »
Being able to load more than 2 GB and have it accessible from speedy ram shouldn't be slower than shuffling 2 GB of data back and forth from the hard drive is.
AFAIK, DF doesn't use the file system to shuffle things back and forth, except when saving and loading. So no gain there.

It really is a trade off between larger embarks on 64 bit and a slight performance advantage on 32 bit.

51
<deleted text>

Set it up, or give the option to setup an Excel-like "freeze panes" setting. Meaning when scrolling either horizontally or vertically the first column and first row will always stay frozen in view.

<deleted text>

Again, I apologize if this is in and I'm being a dummy and can't figure it out. I'd appreciate any help there if true.
No such feature currently exists in DT. It may be possible though..

Thanks for the reply, at least I know I'm not missing anything (about that topic at least.)
Personally I think it's a good idea, I just don't know how difficult it would be to implement (ie. the widgets don't do that sort of thing out of the box)
You already do this for the column headers. Can't you do the same for the rows? Or is that a special out of the box widget?

52
DF General Discussion / Re: Future of the Fortress
« on: December 11, 2015, 08:07:47 pm »
...honestly, which is more filling? Most people... don't eat elephant hearts.
What's wrong with elephant hearts? I mean there's conservation issues, sure. But all that solid muscle is probably tasty. Better than small chicken hearts you can buy.

The point is of course the size. An elephant heart is a bit bigger than a leaf of lettuce.

53
Seems a bit gamey. I mean more realistic weather patterns might be good, instead of having rain fall sharply along biome boundaries. But this doesn't sound realistic.

54
DF Suggestions / Re: Stockpile Linking Indicators
« on: December 11, 2015, 07:50:29 pm »
How would you indicate a link that crosses z-levels?
DF does this for hauling routes already.

55
DF Suggestions / Re: Get rid of migrants in favor of petitions
« on: December 11, 2015, 07:41:12 pm »
Isn't it part of the fun that migrants can screw you over / be worthless / be thrown into magma? It's kind of a traditional thing now, and I could certainly see a clan having claim to a new venture. Including the expedition leader becoming hopelessly overwhelmed. It'd just be one unique mechanic less if that was to go away and everyone had to petition. Like, you could probably evade the vampire problem entirely if only petitioners got in. Feels a little less spicy to me!
You can go over your migrants when they enter now too, you just have to throw them into magma or isolation instead of denying their entry. Even with a mandatory group of migrants that you can't for some reason refuse, I feel that having them run up to the mayor to make a formal plea would be better.

56
DF Gameplay Questions / Re: Dwarves not hauling stone to stockpile
« on: December 10, 2015, 01:09:00 am »
Do you have wheel barrows enabled for this pile? If you do, that will limit how many dwarves can haul stone.

57
DF Gameplay Questions / Re: Do Invaders Equip More Armor?
« on: December 10, 2015, 01:06:46 am »
It's possible that helms and crowns may conflict in 0.42, since people wear those now.

58
DF Suggestions / Re: Sanctioned Fortress Quests!
« on: December 09, 2015, 10:36:25 pm »
Some of this seems to line up pretty well with the army arc goal of sending out a group of dwarves to gather an army to conquer another settlement. It's not exactly the same, but it could be done the same way.

59
DF Suggestions / Re: The ability to Re enter world gen
« on: December 09, 2015, 10:08:44 pm »
Toady has said that re-bundling the world to run at worldgen's level of abstraction isn't simple and not planned. However, advancing history at the calendar’s pace would be possible. Instead of advancing it for two weeks we could have more control. 

60
DF Suggestions / Get rid of migrants in favor of petitions
« on: December 09, 2015, 08:12:44 pm »
Dwarves visiting the fort and petitioning to stay seems like a much natural way to get citizens than seasonal migration. It would allow you to reject migrants. And it would allow more realistic reasons for migrants to come. So I propose the old migrant system be replaced with more reason for dwarven families to come to the fort and ask to join.  For example, goblins raiding a nearby hillock would send refugee groups to your fort in large numbers. Otherwise the popularity of your fort determines both general visitors, and visitors seeking a new home. You can also use other factors like fortress wealth, and trade output. In this case dwarves who wish to join the fort to make a home would become full citizens, able to do anything. But they would mostly be dwarves, because they are chosen from your civilization.

When you have a baron, it would also be cool to, instead of rejection, send such migrants to live in nearby hillocks under the baron's domain, or to found new hillocks or mountain halls.

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