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Messages - Dae

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241
It's a massive project and an awesome idea !
Yet I don't recall reading about any estimation of when it will be complete. Did I miss something ?

242
DF General Discussion / Re: I have to say...
« on: June 24, 2011, 11:36:11 am »
This is Uduk the Henslayer the kitten. It has thick fur and sharp claws. Beware its mighty jaws !

243
DF General Discussion / Re: Future of the Fortress
« on: June 22, 2011, 02:43:55 pm »
The cities are looking great so far but I do have one question. Are there any plans for, humans at least, to avoid building into the sides of hills? Right now some of the shots remind me of the Shire. In my family's first home there were huge steps cut into the hillside on which homes were built and walls to hold the dirt back but never have I seen a house surrounded on most sides by dirt like in the shots you posted. Perhaps some landscaping would solve the roof walking problem?

I have spent most of my childhood in a 400 years-old house with the ground at roof level on the rear and left side, and a slope on the right. The walls were mostly made of stones approximately 60cm, 20 cm and 30cm of length, width and depth respectively. This house used to be the servants' quarters back then, and a few centuries before, the building it was built onto was a stable.

So nope, it was done at that time. It's not the most likely to be found, but it was lovely. Only bad sides were that it was litterally freezing inside in winter (it turns out having a few tons of wet soil behind a stone wall does not help with humidity either). Oh, and the walls slowly curved and will probably keep on for only a few decades now.
Good sides : temperature was perfect in summer.

244
DF General Discussion / Re: Can't ever get away
« on: June 21, 2011, 07:47:21 am »
Anyway, I've been excited about the possibility of running/joining caravans for ages! One day, one day...
Most people will probably raid the caravans, then raise them from the dead.

Some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn.
And, somehow, they all ended up on this forum.

245
DF General Discussion / Re: Future of the Fortress
« on: June 20, 2011, 05:18:01 pm »
How much do cats actually digest of stuff they are cleaning? I don't THINK they actually injest it... but I am not sure.

Hairballs suggest that they swallow quite a bit.
A "That's what she said" would be particularly inappropriate here, I guess. Oh, well.

Toady, with the new "cleaning" effect in, will you update soap so it uses the new cleaning tag ? Also, does cleaning only remove layers of dirst/blood/whatever or does it have real medical properties, like prevening infections ? Will we be able to mod in adventurer reactions for cleaning wounds ?


If you're trying to understand the deep reason to my question, it would allow reactions of the type "rub yourself with said object/material". And when these are done, not only do they substantially expand modding capacity (allowing on top of my head modding in warpaintings), but they make coating an object with a material a much lower hanging fruit. What I'm failing to do here is subliminally pushing Toady into a possibly awesome feature creep. Sorry about that.

246
Interesting theory. I can't wait to read your other analysis !

247
DF General Discussion / Re: Can't ever get away
« on: June 20, 2011, 05:04:26 pm »
The bad news being that you MIGHT keep your fever for a few years only to go stark raving mad when you realize nobody will ever bring you a green glass keyboard.

248
DF General Discussion / Re: Strange happenings in world gen
« on: June 16, 2011, 03:45:40 am »
Perhaps they dug too deep, too greedily. Have you tried sending an adventurer to one of these fortresses ?

249
DF General Discussion / Re: There was a cabochon rewrite?
« on: June 14, 2011, 02:56:51 am »
Wikipedia quickly allowed me to understand what the plough he was talking about. What strikes me most with this cabochon rewrite is that there was a cabochon write and I was completely unaware of it.

250
DF General Discussion / Re: Vampires!
« on: June 09, 2011, 10:50:35 am »
By "omnivision" I was referring to the kind of vision that colossus have, which is "extravision", not omnivision (mea culpa). Also, partial transformations are  very likely to be out for this time. But who knows, Toady might decide he has a little more time than he though. And they're going in eventually.

251
DF General Discussion / Re: Vampires!
« on: June 09, 2011, 08:55:24 am »
Plough burrows and vampire blood biscuits ! The ingestion syndromes allow modding possibilities of hunting monsters so as to become less and less human/elven/dwarven, and more and more divine ! Kill 3 dragon, squash their hearts to get a vial a dragon blood and drink it so as to gain the ability to breath fire !
Also, once partial transformations are in (which could be the next release with stuff as vampire teeth getting longer, etc), you could undergo multiple mutations leading you to be a custom race, a unique being ! Eat a hydra's liver and watch your lungs become amphibious ! Grind a minotaur horn into a powder, mix it with some hard to find herbs so as to grow you own horns ! Eat demons eyes to get omnivision !

I am a tad bit excited.

252
DF General Discussion / Re: Future of the Fortress
« on: June 03, 2011, 08:16:56 am »
I don't know the Raws well, but with ingested syndromes PLUS adventurer crafting PLUS secrets, won't we be able to hunt for a recipe for a secret potion, craft it and drink it, thus acquiring magical powers ? Also, poisons !
For more fun, can we make some castes of the same creatures immune to a syndrome while others will be subect to it ?

253
DF General Discussion / Re: Pathfinding module
« on: June 01, 2011, 11:35:33 am »
First of all, you should probably make it with DF in mind, but don't expect Toady to implement it; instead, make it as versatile as possible, make it easy to implement with ANY pre-existing framework, and then perhaps Toady will consider the hassle of migrating his code to accomodate yours.
That sets up two goals : make it fast and efficient concerning processing power, AND make it easy to integrate.
Moreover, it has to be modular enough that you can simply add new information to nodes and new ways to pathfind.

The first thing to notice is that you'll have to sacrifice memory for CPU, but it's really okay. RAM is cheap whereas DF sets the CPU as a rare resource. Don't be afraid to cache. In fact, I would suggest you build different maps for each type of move (walk/fly/swim). For amphibious, you can either do it brute force and build a totally different map OR check the union of walk and swim. Your call, but don't forget you have to keep your API user-friendly, so if you go that path, you'll have to enable unions of whatever map with any number of different maps.

Concerning the API, the most modular would be the simplest : one node can be created, attached to other nodes, it can be passable or impassable and its cost can be changed. It has 3 coordinates. Let the user handle the map building and the cost setting, there are too many variables in DF for you to take into account. Also, Toady won't have to ask you everytime he wants to add a new parameter to the algorithm.

Z-levels are easily handled, they're just a node with a different Z coordinate. If they are attached to a node with a different Z-coordinate, good for it.

Cache every path taken, on every level, separately. I mean if one dwarf wants to path to a place and another dwarf 3 tiles away wants to go to the same destination, if only for 4 tiles of distance, their path through the upper levels should be mainly the same and so the second could reuse most of the calculations of the first. Only the lower levels at the beggining and the end should differ.

Clean the cache when a node is updated, and the cache of every level above it. Wait for someone to ask for information before re-building this section of the map, or else you'd have consequent lag when mining, or with water flowing. Imagine you flood a valley, but there is no one in it. The cache will be cleaned but if you compute it again as soon as the cache is emptied, you'd have hundreds of updates each second. If you wait for someone to ask "what if I tried to go through the area that is being flooded ?", then you only compute it once.

Also, if you use C++ (which I highly recommend for pathfinding), make the objects that you want to be thread-protected mutexable in themselves by inheritting from a class that allows it to be mutexed in reading and writing, separately.
By putting the mutex on the object rather than on a list, you'll have significant gain. By separating the lock in reading and writing, you allow many users to check a tile simultaneously while a write is pending. Note though, that it leads to a HUGE amount of mutexes and I'm not sure all OS handle that correctly.
Make the updates of a node non-blocking so Toady's update code doesn't wait for client to have finished pathing before the information is updated, as it would let many dwarves take the wrong path.
For the same reason, give updates high priority over pathfinding, meaning if you want to update a tile and 3 dwarves are checking it, wait for them to finish BUT don't let any other read it.

I think I'm done with miscellaneous recommandations. Good luck !




254
DF General Discussion / Re: Future of the Fortress
« on: May 31, 2011, 03:07:52 am »
Can you milk a werecow ?

255
DF General Discussion / Re: Time Lord Guards
« on: May 29, 2011, 03:07:37 am »
I don't know the lore in depth, but I thought regeneration wasn't natural for Gallifreyans. That it was a privilege of Time Lords.

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