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- April 21, 2024, 11:22:39 pm
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March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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DF Suggestions / Re: Fetch a la vache!
« on: November 18, 2007, 11:21:00 pm »Cow is...
Chevou?
Cheval?
Bah!
*gets babblefish*
vache!
MAN! way off...
DF Suggestions / Re: Tavern
« on: May 16, 2008, 01:22:00 am »DF Suggestions / Re: some walls survive cave-ins
« on: November 18, 2007, 11:59:00 pm »DF Suggestions / Re: Top3 suggestions final qualifying
« on: May 15, 2008, 06:04:00 pm »-attack commands on specific bodyparts; The greatest fun in wrestling is being able to say: "I'll take out your eyes, Goblin!" Let's have that with swords too.
-framerate improvements; provides benifit for all players regardless of hardware or style. Clean code is stabler, too.
DF Suggestions / Re: Syntax
« on: May 14, 2008, 09:29:00 pm »You use your +steel mace+ to bash the troglodyte in the upper torso!
It is broken!
I would also like some more variety in general, but I suspect that that might fit in the presentation arc.
DF Suggestions / Re: Adv. mode turn timing
« on: January 28, 2008, 10:44:00 pm »quote:
Originally posted by Zonhin:
<STRONG>No, it means that Adventure mode moves in real time at the same speed as dwarf mode until the player gets a chance to move, then it pauses and waits for input.</STRONG>
You put it better than I did! Just so it's clear to everybody, the game plays as you take the action, and displays this action on-screen, until you get your turn to act. For a normal speed char, this means that players wait several steps, and see other chars taking there steps as this goes on, and then get their next turn. For a fast char, they get their turn as normal.
Thus, while in the old way, once you step off a cliff, you arrive at the bottom instantly, this way you would be able to see yourself fall.
Come to think of it, the game already does this of a sort, after you die. This may be possible to do, then. I am curious what Toady one thinks.
DF Suggestions / Adv. mode turn timing
« on: January 27, 2008, 10:31:00 pm »In order to streamline Adventurer mode combat, and in particular make it run more consistently, have every action taken occur in the same length of time as a DF step, or the char's movement speed, whatever is lower. This means that for a player with a fast character, the game will take place as normal, while for one who is laying down, has a broken leg or otherwise is moving slowly, they will take an action, then the game will move forward as if it was playing at DF mode speed, until that char gets a new action. The most immediate benifit would be that an unconscious player would be able to watch as they are hacked apart in real time. The main usefulness of this, however, is that a character with a normal move of something like 1600 is unplayable because the game must render the whole time between it's moves all at once, causing twice as much delay between turns. If this where implemented, the game would still have to render this information in between the players turns, but doing it this way means that players get more information instead of a big pause. Finaly, this opens the Adv. mode engine to later expansion so that crafting, harvesting and other significantly longer than normal activites can be implemented more directly.
All that said, I'll admit I dont know anything about the basic structure of the adv. mode engine, and perhaps this is a relatively simple tweak. Anyway, thoughts?
P.S. by allowing interaction during the "moving" phase, the player can re-think actions and interrupt.
DF Suggestions / Fourm Bonus...
« on: January 25, 2008, 03:07:00 am »Who doesn't want to punctuate a statement about how hard the new release will rock with a line of hammerers and :p ?
DF Suggestions / Re: Storey mode
« on: January 25, 2008, 02:08:00 am »DF Suggestions / Re: Coin removal?
« on: January 23, 2008, 09:43:00 am »DF Suggestions / Re: Safe and Forbidden zones
« on: January 23, 2008, 07:34:00 pm »this is a +Idea+.