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Messages - Dae

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271
What Toady doesn't need are people that make two-word lip-service praise comments at every one of Toady's posts just to act as a smokescreen for every comment they make everywhere else in the forum being thinly veiled griefing or insults of the entire community, so as to either openly or implicitly discourage all forms of discussion that they don't personally approve.

Well, let's not get into such specific descriptions about what one does not need, shall we ? Too many details destroys the harmony of this topic.

272
I can't tell sewers apart from catacombs, but I guess they are supposed to be this way. Being lost in a dungeon is exciting !
Also, if you look closely, you'll see that the sewers don't really communicate with anything. There are several stairs leading up, and then things are organized in clusters of reasonable size (unless they connect at a lower level I didn't see).

Honestly, I think it will be manageable.
By the way, can you tell catacombs from dungeons ?

273
...The devlog and the forums are very stress relieving. 

That and naming a dwarf after your supervisor/most annoying employee and trowing them off a really tall tower and watching them blow into components.  HOW DO YOU LIKE THAT DON!  YOUR UPPER LEG IS IN A TREE!  HUH DON?  HUH?
Indeed. I quite agree. The... forums, yes.

Why, Yes. As in "http://www.bay12forums.com".

274
Well, nobody has said "wow, these cities look like shit, I would do so much better and le me explain how !".
However, there has been a lot "these early cities look AWESOME, I hope the finished ones will have such and such".

The only reason why there has been so little praises is because they haven't been released yet so we can't judge just how awesome they are.

275
Unless I'm gratly mistaken, the number of toes a person has is noth variable.

It should be if we want DF to be a true fantasy generator : how many times have interesting characters started as outcasts because of white hair/cat eyes/claws/scales/tail/whichever mark ?

I'm thinking also of people "touched by the gods" who get an attribute reflecting which god acted upon them, suck as an unusally high body temperature for the god of fire, an icy breath for a cold god...
Also, the Rain Wilders.

276
Well, if we assume that DF is modeling the Bad Old Days of Feudalism, then clustering around the keep makes sense- the ability to quickly get inside the keep to safety is much more important than shaving an hour or two off of your walk to work every morning. If goblins and neighboring warlords are showing up to burn things to the ground every few seasons, or even every year or so, then all the buildings will be clustered close to the protection of the castle and its associated military. In short, if you don't feel safe you won't stray far from the keep.

But there will be places where they will be safe. Far from the borders, where every (semi)megabeast 5 days from there has been slain.


Actually, if we're looking at a generator that works with only population, roads and landscape as input, it can be a good placeholder if we get rid of these extra roads. So, first time you enter a city, we might just generate the city based on population and important buildings, in a single take.

But later on, if the generator is able to take as input a preexisting city (and I suppose it will) we can take the list of events related to this city and say :
  • creation of the village, population 45
  • nothing relevant for 10 years
  • migrants come in from a town destroyed by a megabeast : generate 10 years of population growth and place resulting fields and houses accordingly using already existent generator; in a second step, add the migrants and place their homes (possibly in another cluster of buildings if Toady adds in suspicions and/or racism)
  • a fire occurs 2 years later : generate 2 years of development then place origin of fire and make it destroy some buildings
  • another human kingdom takes the city after 4 years : generate 4 years of growth and then switch building style to the one of the new civilization.
  • etc
  • player come in the city : generate the last 17 peaceful years and prepare for the carnage

On the bad side, city generation will take longer. On the good side, cities will look definitely more organic, they will have remnants of their pasts, we can throw in features quite easily (just change how each event is interpreted) and it can be used after the first city generation, when you come back in a town you had visited 20 years earlier.

277
My longest fort was 11 year old, and it featured my highest tower. The tower was 44 levels high, from the ground up, but the base was at the bottom of a canyon so you could only see the 30 highest levels from far away.
I had put a jail and guard quarters at the top, thinking being very high would be the most incomfortable for dwarves.

278
DF General Discussion / Re: The most welcomed type of DF development
« on: February 16, 2011, 05:01:00 pm »
The three are necessary. Objectively, bug fixes are the most needed ones, so as to build on stable bases.

But what I welcome with the most warmth is new features, in my egocentric self-centered pleasure.

279
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 16, 2011, 04:45:53 am »
Well, most of the suggestion forum isn't worth reading. A large majority of threads is about old ideas or things that are already planned. The last constructive suggestion I read was about adding an [EFFECTIVE_STRENGTH] sort of tag so as to have creatures incredibly strong for their size.

Then there are all the megathreads (in which you appear quite a lot), in which suggestions are inspected very deeply, to an incredible level of detail ; the trouble is, we don't know if it will fit into Toady's view for the game nor if it is technically doable.
I'm not sure Toady has each and every detail planned, so there is no way we could know how and even IF it will go in.

Every time I see a giant megathread of suggestions, I feel like I am watching a young child preparing to stay awake all night so as to catch Santa Claus. I feel like I'm saying "Oh, honey, Santa doesn't exist. Take a cookie and go cry yourself to sleep".

This is the cause of the stagnation you're talking about. Someone asked what constitutes a good suggestion to Toady and I don't remember the answer if it was given, and that's the core of the problem too.
Perhaps no suggestion will ever make it in the game as it was suggested, but will bend other thing in Toady's mind so as to make its own little idea-nest in Toady's vision. The trouble is thinking about something that will both not be in the incredibly long list of what is already planned and still be compatible with the game spirit.

280
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 08, 2011, 04:08:34 am »
Not to forget that bugs are far easier to fix the closer its syndrome and cause are. If you don't fix a minor bug and add a few more features on top, the consequences might well be a game-crushing horror, horribly hard to track down.

Bugfixing is necessary, more even if you keep on adding new features.

281
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 07, 2011, 07:13:47 am »
Will we get working crutches in dwarf mode soon, either in this release or the next?  It's one of the biggest bugs yet to be squashed, and it seems particularly tragic that after you went to the work of implementing this cool and useful feature something continues to keep it from actually working.
There going to be between 9-18 weeks of bug fixes after this release and the next one. So, probably soonishly.

Did you get that quite vague number from a reliable source ?

282
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 03, 2011, 08:22:47 am »
I know absolutely nothing about it, but can a cow really supply 500kg of edible food when some races weight 500kg in average ?

283
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 24, 2011, 05:53:47 pm »
Yeah, though minecraft seems to do OK when it comes to light.

Absolutely. This is because Minecraft does not feature any moving light source. At all (the sun is global light). I think it's one of the reasons why you can't walk with your torch lit.

284
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 22, 2011, 05:27:12 pm »
Btw. That is again suggestion-land. Why do you keep invading FotF-eria? What did we do to you? Is it the religion?

Probably because they don't have updates yet. No updates mean we don't know the immediate future of development, and we already know the not-so-immediate future of development, so there isn't much to talk about.
Some people prefer to talk about everything and nothing rather than letting the thread be silent.

285
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 21, 2011, 09:19:55 am »
I would support more frequent but less interesting updates. I crave DF development update like a methhead craves crystal.

But anyway, I'm not as psyched about clay as others are. Of course, there has been people longing for it, I understand this. But compared to other features developped before and planned after, it looks pretty dull.
Now towns are fed by their own production ! Now towns try to connect to a mercantile network ! Now, it's very dangerous to sleep outside at night and, oh, you can finally target your strikes, a very long-awaited feature ! Tomorrow is the time when caravans will be roaming the world, trading goods to anyone who can afford them, rescuing dying fortresses from starvation, defending themselves from bandits, but now is not the time ! Now is the time for POTTERY.

D'uh.

Don't get me wrong, it is Toady's project and until now he has kept it alive and kicking in an astounding way, so he's the only one who can tell what is good and needed for the game. But my selfish self can't help but think clay is a little dent in the growing awesomeness fn the latest features implemented.

Although the joke about dwarves becoming hairy potters kinda saved the day.

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