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Messages - Poldon

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16
It takes a moment to decipher them, which however can be done. the stair ones look a bit confusing side by side, but them being that way should be uncommon anyway. Perhaps the down stair slash should go the other way? I can't visualize what that would look like, it might be ugly too.

The bush one I immediately saw as a skull, and spent a while trying to figure out that it was a bush.

The dig and channel designations have the line and dots for clarity whichever direction they are being viewed from, I see that, but I still feel like they should be something more clear. Not sure if channel could have a good looking hole or channel on it though.

Personally I'd almost like using the letter key for the designation, but that may just be me, and wouldn't be great for graphical sets.


Edit: Removing ramps should probably be something different from regular digging, too. This also makes me thing that some of the outside ones might benefit from not being full cubes, especially since things can still walk through them, but I don't know how difficult that is on your end.

17
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: October 15, 2016, 08:18:43 am »
Thank you so much, Japa! It's working great so far, and it has everything I wanted! I am very satisfied. ^.^

18
DF Dwarf Mode Discussion / Re: Unknown status indicator
« on: October 13, 2016, 09:44:28 pm »
The temptation to trap a goblin siege in a sealed room and let them go berserk and kill each other is rising...

19
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: October 13, 2016, 08:25:42 am »
I've never compiled anything or anything, but I'd be pretty happy with a DFHack for 43.05 that had that unit labor manager (I love the fact I don't have to use a seperate window like DT, and so very useful!) and a reveal-unreveal so I can build projects without accidentally hitting the caves with the blueprints and having plans ruined. It sounds like those may be done? I'm really not entirely sure I'm understanding what's going on, but I'd be happy with a download if it had those.

20
DF Dwarf Mode Discussion / Re: Fortress Planning Checklist
« on: April 28, 2016, 08:28:45 am »
The Chinese used gunpowder to make fireworks that terrified and intimidated their enemies. Dorfs use clowns. If I saw those spectacularly gory explosions in the sky, I probably wouldn't come any closer.

21
DF Modding / Re: Pik-Pik Fortress Version 1.1
« on: April 23, 2016, 07:33:01 pm »
I still have been unable to play Pikmin 3, and I'm quite sad about it. Can't afford a console at the moment.

22
There's a difference between someone I can see and get to know collecting my information and a big company with who-knows-what other goals and motives in mind, especially a big company I don't trust. In this case, I'm completely fine with the collection. If nothing else, we know who to blame if things go badly. =P

(That's a tease, not really serious. XD)

Edit: By the way, I am very eagerly looking forward to playing Dwarf Fortress entirely through this! That is really amazing and awesome! Just as soon as we begin the big DF release cycle I might play. XD

This will also make showing people stuff so much easier!

23
That is already looking SO AWESOME. Jappa, you taking the time to do this is so wonderful, thank you so, so much. If everyone were motivated to do wonderful things all the time, the world would be much more enjoyable.

... I have no idea why that came to mind, nope. <.<

24
Spoiler (click to show/hide)
Actually, what quality settings are you using? Fastest quality will show metal like that.

Oh, for some reason my brain didn't process the quality menu dropdown, and I just left it on fastest. If it looks better on higher settings, that's great, but I'm probably not turning mine up because I only get about 6 FPS with it anyway. XD

Edit: Tried it on max anyway, got 3 FPS and looked around, the silver looks great. Everything looks great, but I'm sadly going to be unable to use that most of the time. Great work so far! I can't wait for bridges, lots of weird empty spaces without them.

25
Part of the problem with the shiny stone for me wasn't that it was just shiny, it was actually quite reflective, sometimes about as much as the surface of water, if you go back and look at my screenshot. It made it very difficult to try to look at and distinguish the various walls inside my fort from certain directions. I don't want my fortress to be headache inducing to look at, though I agree that smooth stone should have a certain sheen. Also those are stone blocks, not smoothed walls anyway.


Anyway, just dowloaded and tried out the new version, which is awesome, except now my silver block road looks very black from certain angles. It seems to be reflecting light from certain angles, but when not directly reflecting it just turns completely black. I took a screenshot where it's mostly black, but has some silver to it nearer the camera. It shouldn't look like this, should it?

Spoiler (click to show/hide)


Edit: I should mention that stone walls are already much less reflective than they were, and are much better in the current version now. What I was unhappy with was in older versions, and anyone getting Armok Vision now won't see that anyway.

26
I've gotta say though, that dwarf peeking out of the table amuses me and makes me imagine them as extra sneaky.

27
This is incredible!


For certain directional items like beds, will there be detection for walls so that it will have a sensible orientation in various corners and nooks and such, or is that going to be too much?

28
Probably Water Buffalo, but wagons are likely going to need something more than a single tile sprite come to think of it.

29
PTF, glad someone's working on a visualizer. Why do those never last more than a couple versions?  :'(

My guess would be because between major versions there's a lot of potential down time for the creators to get distracted or otherwise drift away from the project, and also each version adds more stuff to keep track of and/or breaks stuff and sometimes it feels like too much trouble to get back into the code.

30
DF Dwarf Mode Discussion / Re: How do the mining modes in df2014 work?
« on: August 16, 2015, 09:13:36 am »
Kaolinite is not a layer stone, it's found in large clusters, like Magnetite. That is why you can automine it. Large clusters, small clusters and veins are all valid automining targets.

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