Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dae

Pages: 1 ... 35 36 [37] 38 39 ... 52
541
DF General Discussion / Re: Um...ok...Terror..
« on: August 23, 2008, 11:47:38 am »
Im just wondering that how can they fly without feathers... ;D

It's probably related to the way they move whithout muscles or live while dead.

542
Airship is a no. Toady clearly stated he didn't wanted any post-1400 technology. While I can clearly depict DF dwarves produce steam and boil some goblins with it, airshipis won't ever go in.

You can go to this thread for a long discussion about the mechanical arc though.

543
To move water over numerous z-level, the best would definitely be something involving lots of chains/rope and lots of buckets, and a couple gears as well. Say, two buckets per level, one going up and one going down, 2x1 building and as tall as you need it to be. Both bottom tiles need to be underwater so as to fill up the buckets. Buckets would empty themselves on one of the two highest tiles, and water would be poured in front of this tile (one or two tiles away so as to prevent water to falling down again).

Or we could make it 3x1 and water would fall on the middle tile. This way we could set up a pipe with a funnel underneath to collect water.

While we're talking about it, we could add funnels, to collect (more?) rain or steam or whatever use we can find. Possibly crushing goblins into minced meat.

544
DF Suggestions / Re: Dwarfs should be smarter about getting materials
« on: August 22, 2008, 06:17:54 pm »
Well, currently the game totally ignores the path leading to whatever object the dwarf wants and use only the coordinates. This leads to all sorts of dumbness.
In fact, the problem would be the same if there had been a rock 5 tiles away and another one three tiles away but the other side of a wall forcing him to a 250-tiles-long journey. But many fortresses are designed in so good a way it doesn't happen.

Resolving this has been asked quite a few times. A cheap solution might be to check for the closest stairs leading to the level where the rock is, check the distance, add distance between the stairs and the rock and compare obtained distance with the one between dwarf and the closest rock on the same z-level.

It'll still be silly, but it will look better. A sort of way to hide the problem until someone asks about it on the same z-level.

545
DF Suggestions / Re: Hitory readability.
« on: August 20, 2008, 06:10:49 am »
Having a string filter every where would be good, as well as being able to use it to select different strings, such as "The Towels of Disappearing" and "dragon" instead of "The towels of disappearing dragon".

Also, it's a pain when a civ attacks a group from a little site, or one group from a civ attacks a group from another. Since there's a group per site, it quickly becomes impossible to understand. Just knowing which race is each group would help creatly, or from which civ they're from. In fact, it'll probably be better if the summed up version only tells the civ name and in the details you'd know the name of the group.

546
DF General Discussion / Re: New Core items! -> Poem Gen
« on: August 19, 2008, 06:09:52 am »
http://thinkzone.wlonk.com/PoemGen/PoemGen.htm

It delivered me something of an advice for a new way of life.

Quote
NEVER DESIRE A TUNA.
DIE SWIFTLY LIKE A WARM MAINLAND.
Quote
GOLLY GOSH, LIFE!
WHY DOES THE PIRATE WAVE?
LORD, DEATH!

Life is short, indeed.

547
DF Bug Reports / Re: [40a] Minor redraw problem
« on: August 18, 2008, 05:28:42 pm »
Also, every change on the map (scrolling, ending a designation -mining, chopping down trees, removing designation - even if there was no designation change) delete the phantoms. Except for notes. Placing a note doesn't remove them.

EDIT : Designating a stockpile or a zone on black tiles doesn't remove cursors neither, nor the green crosses, if it's started on black tile and ended on a black tile.

More, a zone which designation was black tile to black tile is created properly (walls are included but i assume it's normal) while a stockpile isn't created at all, even if it should.
Every other designation works properly and clears the screen.

548
DF Bug Reports / [40a] Brook considered as stagnant water
« on: August 18, 2008, 03:53:22 pm »
The water is clearly displayed as stagnant water when you try to drink from it, although it is animated. My adventurer won't drink.
Also, when you look at it it's displayed as "brook".

549
DF Suggestions / Re: Council of dwarves
« on: August 17, 2008, 11:41:53 am »
I used "professional" referring to what they have to do towards the fortress, opposed to their personal interests, but you got the idea anyway.

550
DF General Discussion / Re: Strange comments...
« on: August 17, 2008, 09:51:58 am »
Quote
Submitted by: kgnct - 44 hours ago

Best wishes! Louis and clark pharmacy ogghu

I'm surprised. Has Superman turned gay without us knowing ? ???

551
DF Suggestions / Re: Top 10 suggestions
« on: August 17, 2008, 09:19:34 am »
I'm leaning toward not suppressing the information by using some extra objects (could use the same ones as the interface would I guess, though there are all sorts of ways to think about it).

Can't you just create a new "stack" container that would be created by stacking two objects of the same types (bolts, coins, ...) and destroyed when it contains only one object? It would otherwise act the same way as any other container, meaning the different bolts/coins would still exist on their own and thus keep their informations.
We could examine a stack and then examine each object as if they were in a barrel, but most of the time we would just see "gold coins stack(26)".
Stacks would be created by a "stacking" job or automatically when two same-kind objects are in the same container (drop a coin in your bag when there's already another one and a stack is created ; put a bolt in your quiver when there's another creates a stack).
Otherwise, a stack wouldn't have any weight or information by itself : only the common weight of what it contains, and would display only informations that are shared by all of what it contains. This way there could be a <<*steel bolts stack (37)*>> and then if you put in the quiver a
<<steel bolt>> the stack would become a <<steel bolts stack (38)>>. Their quality isn't displayed anymore, but when a bolt is taken out the quiver when you crook the crossbow, the quality of the bolt is still taken into account.

Sorry to have brought it back, but I feared I would forget it. I thought it could be useful. I'm gonna edit and give my two cents about fire in a few minutes.

EDIT : I think torches should be made by groups. A torch requiring one wood seems too much for me, remember a whole tree is cut down for 1 wood. It should be enough for 20 or even 30 torches.

Anyway torches and campfires would have two states (lit and unlit). I honestly don't know what to think of needing or not needing something to lit them. When water reaches 1/7 at a campfire tile, it'd go out. Same for mural torches with 4/7 (if dwarves start swimming, then it means water is likely to be higher than a dwarf is tall, and torches are usually placed the same height as the head).

A campfire placed outside when raining would have more chances to go out. It'd need someone to look after it so it stays lit. Perhaps torches could also turn out when under the rain.

Also, perhaps we should have (in adventurer mode) an option to stick 2 objects next to each other, in the complex [ I ]nteraction menu. The hotter one would slowly (or not) heat the colder one until the ladder reaches the temperature of the first.

This way we could lit our mittens with our torch then throw it on that nasty GCS.

552
DF Suggestions / Re: More Cultural and Civil buildings
« on: August 17, 2008, 07:41:35 am »
Having priests of different gods complaining to the nobles for a temple would be good. Although nobles would demand the building of an altar to the god they believe in on their own of they're worshipping it enough.

553
DF Suggestions / Re: Council of dwarves
« on: August 17, 2008, 07:29:01 am »
I think, among the council, the highest-ranked noble should have the final word. Yet there would be his personnal opinion, like every other member of the council, and his professional opinion, depending of the opinion of every other member.

Friends speaking and voicing their opinion would change your personnal opinion easier than they change the professional one, just because they are friends. Then the quality of their speech would change both, but the professional one in an easier way.
Same goes for grudge : having another noble Urist MacPhilosopher doesn't like defend a dwarf would make Urist's personal opinion closer to "Immediate death". But if said dwarf is well defended, the professional opinion could still be "Short term jail".

Members of the council would have their personality biased towards following one or the other opinion : "Cog McBaron has a strong sense of duty", so she'll stick out to her professional opinion more than her personal one.

Their final decision would be an average of the two opinions with coefficients depending upon personnal interests and sense of duty.
Then, if the final verdict is contrary to their personal opinion they'd receive an unhappy thought, whose strength would be lessened if their professional opinion is respected. "Urist McBaroness was frustrated because of the verdict recently."

Seeing other nobles contradict their ideas would tend to generate grudges between nobles, stronger grudges if they follow their personal opinion (because of unfairness).

The highest-ranked noble could then have to declare a verdict he doesn't like but has to. If he keeps on following his personal interests, other nobles would slowly grow angry at him, which would lead to !!fun!! when assassins are in.

This enables corrupted and uncorruptible nobles, real council debate, egoist final sentence and gives birth to a reason for murders.

554
DF Suggestions / Re: Absent pre-1400 technologies
« on: August 16, 2008, 01:34:08 pm »
Sucking gunpowder seems the best to me, although I can imagine goblin kamikaze and dwarven canon. Anything more would ruin the idea, to me.

555
DF General Discussion / Re: Programmers
« on: August 16, 2008, 06:07:14 am »
I know ruby, VB.NET, C#.NET. I'm going to a programming school next year.
So far, my favourite part is to build up AI, and DF literally made me fall in love with emergent gameplay ;D

Pages: 1 ... 35 36 [37] 38 39 ... 52