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Messages - Alfador

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766
DF General Discussion / Re: Future of the Fortress 2
« on: October 30, 2007, 09:57:00 pm »
quote:
Originally posted by Abalieno:
<STRONG>

I was one of the most skeptical about this release but I can honestly say that it's wonderful and very playable (at least compared to previous versions).

The game new only needs to be a bit less obscure and it can all be done by working on the interface. Like displaying some more verbose error messages, or show which skills are used in a workshops, required materials to make something and so on.

A great thing could be having something like the Civilopedia of Civilization browsable in game. Nothing more complicated than the current help system, with hyperlinks, but more integrated in the game so that you could use some special key to go see help about the item and then follow hyperlinks to mats needed, skills and so on.

It should be exportable, like a simple text file. So that players themselves could maintain it and keep it up to date. Like an integrated wiki that you trigger with a keypress.

Actually it could work like a dynamic notepad. You index every object in the world, then let the user access its help page. If that page is empty you let the user just type text into it and save it. For example one could lookup "clay" soil type and then type in its page that it's a type of soil that doesn't need irrigation to be cultivated and that if dug doesn't produce stone and can't be detailed. Eventually with hyperlinks to "irrigation", "cultivation", "engraving".</STRONG>


We already have a wiki!


767
DF General Discussion / Re: Future of the Fortress 2
« on: October 28, 2007, 12:30:00 pm »
quote:
Originally posted by Felix the Cat:
<STRONG>

and question marks on our screens...</STRONG>


I don't know about you, but I've got Unicode for all the languages I can't read or speak. XD


768
DF General Discussion / Re: Future of the Fortress 2
« on: October 25, 2007, 10:39:00 pm »
quote:
Originally posted by Sowelu:
<STRONG>In all honesty, I feel like the only person here who's NOT making a computer in DF.  Of course that won't last long as I'm sure I'll get around to it before long.</STRONG>

I'd rather make tentative gates and timers to tinker around with the concept (*cough or wait till it's on the wiki cough*) and then merely make as simple a computer as convenient to set up automatic farm flooding and some truly heinous defenses. Pressure plate -> drawbridge goes up, magma comes down. Magma levels high enough-> pressure plate resets room, forgot to reset the magma, fortress floods and burns. Oh well.


769
DF General Discussion / Re: Future of the Fortress 2
« on: October 25, 2007, 02:11:00 pm »
quote:
Originally posted by tekknej:
<STRONG>

hello, adventurer, welcome to dwarf fortress, you will be baked and then there will be cake.</STRONG>


Unbelievable. You, [DWARFNAME HERE] must be the pride of [CIVNAME HERE].


770
DF General Discussion / Re: Future of the Fortress 2
« on: October 25, 2007, 09:59:00 am »
quote:
Originally posted by Delton:
<STRONG>

Especially if it broke your clock, preserving the exact moment of that noble's death, forever.</STRONG>


CSI!!!


771
DF General Discussion / Re: Future of the Fortress 2
« on: October 24, 2007, 12:03:00 am »
quote:
Originally posted by nagromo:
<STRONG>

idk... there's a big difference between mechanical computers and silicon ones. Even ancient greeks had mechanical computers (albeit using gears instead of water). Silicon would be way too far beyond dwarf technology.</STRONG>


True. Exaggeration can go a bit too far, it seems.  ;)

Anyhow, floodNANDgates are plenty impressive on their own. With a truckload of mechanisms and a few pumps, I can imagine a single-tile Construct Water Computer option. HellifIknow what it'd do, though...


772
DF General Discussion / Re: Future of the Fortress 2
« on: October 23, 2007, 11:10:00 pm »
Next thing you know we'll be mining silicon.

Onok Angorogash cancels Construct Clean Room: Drink.
The dwarves suspended the construction of the Clean Room.

I'm scared now. How will we fabricate our transistors if the magma-powered etching setup is half-complete due to too little Dwarven Rum?


773
DF General Discussion / Re: Future of the Fortress 2
« on: October 23, 2007, 07:54:00 pm »
quote:
Originally posted by tekknej:
<STRONG>when a cavein system kicks in, you could make a game errm... what is it called when you remove objects in turns so that nothing should collapse? =) let two dwarven miners compete =) winner gets fame, loser gets a cave-in on his head =)))</STRONG>

Jenga!


774
DF General Discussion / Re: Future of the Fortress 2
« on: October 21, 2007, 06:39:00 pm »
quote:
Originally posted by Jonathan S. Fox:
<STRONG>Well, presumably you can still make glass windows that will allow LoS, but of course there's the issue that windows don't act as supports. If the value calculations stay the same, they should be more valuable than a true wall of glass, however -- owing to their transparency, no doubt! A possible explanation for all this is that if you actually rewall the whole wall with massive glass blocks strong enough to support what's above them (rather than just making a window), the glass is eventually so thick with so much distortion that you can't really tell what's behind it at all. It's like glass windows placed in bathrooms that are heavily frosted and have a lot of distortion so they let light in, but scramble it so much that whole images no longer pass through, thus making them suitable for a bathroom.

Edit: Actually, that would be quite cool when lighting comes in, if glass walls blocked LoS but still let a lot of light through. You could place those between rooms you didn't want to expend lighting apparatuses on and well-lit areas, without feeling guilty about installing a fully transparent two-way viewport between the crowded dining room and the dwarf's private bedroom.    :eek:

[ October 21, 2007: Message edited by: Jonathan S. Fox ]</STRONG>


Even with cave-in code, you could have cathedral-style walls by making pillar supports out of glass and then window the rest of the wall.


775
DF General Discussion / Re: Future of the Fortress 2
« on: October 21, 2007, 03:31:00 am »
quote:
Originally posted by Greiger:
<STRONG>A bank teller has gone berserk!
Toady One cancels deposit bags of pennies:Interrupted by bank teller.
The spinning penny roll strikes drive thru teller in the head!  It is battered!
The drive thru teller is stunned!
The spinning penny roll strikes 2nd bank teller in the left lower arm!  It is broken!
The spinning penny roll strikes loan specialist in the upper body!  It is battered!
The Loan specialist is having trouble breathing!
The spinning penny roll strikes the security guard in the right upper arm! It is Broken!
The security guard drops *handgun*
Toady One cancels flee from bank:Getting something to drink.

P.S. Pardon any errors. I threw arrows, not blunt stuff, so my 'adventure mode' log may be a bit off.</STRONG>


No, you got it right; pebbles spin too.


776
DF General Discussion / Re: Future of the Fortress 2
« on: October 20, 2007, 01:28:00 pm »
quote:
Originally posted by Crazy_Ivan80:
<STRONG>

I don't see menacing spikes engraved with dwarves! Bah!

 :p</STRONG>


This is a *set of 3D glasses* made of star ruby and blue diamond. It is encrusted with opal and menaces with spikes of brass and steel.
On the item is a finely-designed image of a dwarf in cave spider silk. The dwarf is putting on the glasses.
On the item is a well-designed image of a dwarf in giant cave spider silk. The dwarf is screaming in pain and bleeding.


777
DF General Discussion / Re: Future of the Fortress 2
« on: October 19, 2007, 12:34:00 am »
Since OpenGL is already being used, why not fiddle around with preexisting texture resizing techniques and use the graphics card for all the display load it's worth?

ANSWER: Because the whole rationale behind Toady One's use of extended-ASCII-ish graphics for Dwarf Fortress is that it's SIMPLE and allows him to concentrate further efforts on the actual core system of gameplay, rather than fiddling around with the display when the things it's meant to display aren't even finalized themselves yet. I mean, what if he spends a few months getting an onionskinned texture-mapping thing for viewing lower levels hammered out, only to find that he wants to do the Z direction in a different way that necessitates a redo of all the work associated with displaying it?

Seriously, the way it looks now is good enough for the first release of the Z-coordinate-enabled version. I support and encourage further development on visualizing higher and lower level areas, but let's not get so carried away that we miss out on designing 3D fortresses. I for one want to see how the new magma forges are going to work out since I hate having to queue up zillions of "Smelt Coal Bars (30)" and "Smelt Brass (30)" etc.


778
DF General Discussion / Re: Future of the Fortress 2
« on: October 17, 2007, 06:50:00 pm »
quote:
Originally posted by Toady One:
<STRONG>Engravings seemed odd for rewalls -- you should have just placed some kind of engraved panel instead of bricking it up and carving it up.</STRONG>

So engraving panels like that are on the menu for the future?  ;)

quote:
Originally posted by Toady One:
<STRONG>Grates allow line of sight, and I think they can currently fire any item through them without penalty, amazing champs.</STRONG>

It makes a whole lot more sense if you're up against them, like arrow slit fortifications. That way, you can simply put the tip of the bolt/arrow right at the space in between bars, and fire--while anybody more than a tile or so away would find it a lot harder to get through. Suppose you have a 1cm-wide arrowhead, and a 2cm-wide gap with 2cm-wide bars. At random, your chances of firing through without getting deflected are about 1 in 4...neglecting DEPTH. With the assumption that you're firing straight-on out of the way, and bearing in mind that arrows are pretty dang long and fortifications are not exactly thin... you're looking at a one-in-a-million shot from any further away than pointblank range. Especially if we make grates and arrow slits closer to the width of any shot that's likely to go through it.


779
DF General Discussion / Re: Future of the Fortress 2
« on: October 17, 2007, 08:51:00 am »
Also, from the other notes for today--spike traps! Instead of making a drawbridge designed to flingify enemies into walls, now we can have retracting bridges over deadly pits of spikes! Just like in the adventurer cliff-jumping movie, except with more of the chunks staying in place due to being stuck there!

...Only problem. Weapon traps currently have like a 50% chance to get stuck on an enemy corpse and need to get cleaned. Spike pit traps would ALWAYS stick like that, as part of their design, so they'd ALWAYS have to be cleaned. How can we temporarily suspend TRAP-cleaning jobs so we don't have dwarves merrily trudging out in the middle of a siege to scrape off those goblin corpses?

...Hang on a sec. If we put a tunnel to the bottom of the pit trap just for the cleaning crew, there's no way the siegers can access that without falling into the pit themselves. Problem solved! Just watch out for arrows, guys.


780
DF General Discussion / Re: Future of the Fortress 2
« on: October 16, 2007, 09:18:00 am »
quote:
Originally posted by Markavian:
<STRONG>For easy viewing of Toady's recent videos:
  • Jumping Video (DFMA)
  • Dwarf Lake (DFMA)
  • Adventure Lake (DFMA)

    I really like the look of that mini-z window giving up and down information near to where the adventurer is standing. Toady, are you going to give dwarves parachutes or ropes to climb down these cliffs?</STRONG>


  • I believe he said climbing was not yet in this version. But take heart! Once climbing *up* a cliff is in, doubtless we will be able to climb *down* as well.


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