Bay 12 Games Forum
- April 18, 2024, 06:03:30 am
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News:
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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DF Suggestions / Re: Suggestion for the Forum
« on: May 16, 2008, 09:14:00 am »DF Suggestions / Re: Our city has no place for you
« on: March 26, 2007, 08:17:00 am »DF Suggestions / Re: A Client/Server Architecture (But not for multiplayer)
« on: October 20, 2007, 07:26:00 pm »c-evo development pattern is similar to dwarf fortress, where a single programmer works for years perfecting his game engine and shares it for free. Steffen ended up open sourcing it after he got a real job, though
DF Suggestions / Re: A Client/Server Architecture (But not for multiplayer)
« on: October 20, 2007, 09:06:00 am »The hard part is keeping a lean set of outputs from the main code to the client. The even harder part is writing the client!
Civ Evolution (http://www.c-evo.org/) uses the server with client DLL method to great effect. Instead of writing new user interfaces, players wrote AI modules for each DLL. The same could be done here, write a player AI without a UI, but that's a task for the possessed. I've written an AI DLL, and a network interface DLL for c-evo, it was a lot of work and I never had much of a remote client interface. But it would be nice to have as a theoretical possibility for DF. Again, because the game will always be evolving, we can't get a complete interface for a long time... and you really need a complete interface to do it right.
DF Suggestions / Re: A small form of multiplayer
« on: March 26, 2007, 08:24:00 am »http://dwarf.lendemaindeveille.com/index.php/Bloodline_Games
I'd like multiplayer also, but I don't think Toady could hack it in a reasonable amount of time. Changing to a client/server setup would be good for the game long term, because people could run the client on slower computers and connect to fast servers. After we get a lot of cool stuff in the todo list, it would be nice to get
DF Suggestions / Re: Record and replay sequence of keys (macro)
« on: March 25, 2008, 11:07:00 pm »DF Suggestions / Re: World Economy
« on: March 26, 2007, 05:20:00 pm »I would think the humans would be good at producing a lot of food, more than they consume. They probably consume more weapons and armor than they produce.
Consumption is really the driving force, if nobody is buying crafts would you bother making them? What things do dwarves consume a lot of? Mostly wood and ale. Nobles are the only ones collecting expensive jewelry and statues, you'd need more advanced civilizations to demand that (elves). Wars would increase the demand for weapons and armor, peaceful groups would not have much demand... good thing these worlds aren't very peaceful.
Humans probably produce a lot of wood, ale, and food. But if nobody is buying they won't make as much.
DF Suggestions / Re: I can translate into spanish (and someone can in other l
« on: March 23, 2007, 07:44:00 am »DF Suggestions / Re: Postmortem Tomb Designation
« on: March 24, 2008, 07:12:00 pm »DF Suggestions / Re: Ladders
« on: March 24, 2008, 07:00:00 pm »
DF Suggestions / Re: A really good post on underground farming.
« on: January 21, 2008, 05:30:00 pm »
That was a really long post!I thought their descriptions were pretty cool, though a lot of that applied to very very deep underground. Dwarves are usually close to the surface, and their caves aren't so isolated. I don't think I'd want to have to do too much work to get underground farms going... it might be interesting if rotting organic material left behind fertilizer that could be used instead of potash.
DF Suggestions / Re: Top3 suggestions
« on: March 19, 2008, 06:11:00 pm »Standing production orders
Rankable job priorities
"mass build": building planning, architecture design. Something to put construction at the same level as mining and engraving. Optional "construction recorder" that lets you reuse constructions.
Standing production orders: With the manager, pick a product and a desired stocking level. If your usable stocks (as counted by the guy who counts) drop below the stocking level, automatically create a new job to make more.
Job priorities: For every task a dwarf can do, let us set a priority (1-99?). When they are asked to do a job, have them check if there are any higher priority jobs outstanding that they could be doing instead.
DF Suggestions / Re: Orders - Dwarves Autocook Fat
« on: December 18, 2007, 10:33:00 pm »
It's a good judge of what people want the most