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Messages - axus

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556
DF Suggestions / Re: seeds and barrels
« on: January 29, 2008, 04:42:00 pm »
I'd like a way to select all the items without selecting the container... or at least select the container, then deselect it but keep the items selected.  I'm not sure of a good way to accomplish that, though.  Another bound key seems like the only way to do it.

557
DF Suggestions / Re: Suggestion for the Forum
« on: May 16, 2008, 09:14:00 am »
Awww, I like the forum currently.  It's fast, and no crappy sigs.  I'm not opposed to trying out new things, but keep the option to fall back if it sucks.

558
DF Suggestions / Re: Our city has no place for you
« on: March 26, 2007, 08:17:00 am »
Sounds good to me, though you might generalize it to being able to exile any dwarf.  It would also make a good alternative punishment to death if the crime doesn't warrant it.

559
actually in c-evo the way the game shared info was providing pointers to memory, and sharing the data structures so that clients can access them directly when they want and quickly.  The info that's sent is more like events to give the client a hint about what's up... it would request memory if it needed it.

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  ;)


560
Good ideas... as soon as you had a separate DLL that output and input to the user, the DLL can also be programmed to accept input over the network.  That's not far from loading multiple DLLs (or loading one multiple times) and cycling through input/output on each of them.

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.


561
DF Suggestions / Re: A small form of multiplayer
« on: March 26, 2007, 08:24:00 am »
You can try one of the "bloodline" games if you want to explore other people's forts:
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  :)


562
DF Suggestions / Re: Record and replay sequence of keys (macro)
« on: March 25, 2008, 11:07:00 pm »
I'd like something like a construction recorder... instead of hitting ;, some other key will start recording all designations you make.  Hit it again to save it to a list of constructions.  This would be more flexible than a straight macro recorder, because you could fix mistakes before saving it.

563
DF Suggestions / Re: World Economy
« on: March 26, 2007, 05:20:00 pm »
Global economy would have to produce things as well as consume them.  And rational groups produce things that are in demand.  Demand is for things that are scarce or getting consumed quickly.

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.


564
It's worth a shot, but I wouldn't expect frequent releases.

565
DF Suggestions / Re: Postmortem Tomb Designation
« on: March 24, 2008, 07:12:00 pm »
sounds good to me!

566
DF Suggestions / Re: Ladders
« on: March 24, 2008, 07:00:00 pm »
Yeah, it would be good to put in whenever siege AI gets updated.  Of course we'll just build the walls 2-high, but still  ;)

567
DF Suggestions / Re: A really good post on underground farming.
« on: January 21, 2008, 05:30:00 pm »
some people don't like their posts cross-posted w/o their permission.  I'm not one of those people of course  :)  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.


568
DF Suggestions / Re: Top3 suggestions
« on: March 19, 2008, 06:11:00 pm »
Mass build constructions
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.


569
DF Suggestions / Re: Orders - Dwarves Autocook Fat
« on: December 18, 2007, 10:33:00 pm »
Why put all the effort into a sticky, when people will keep making new topics for us ?  :)  It's a good judge of what people want the most

570
DF Suggestions / Re: Orders - Dwarves Autocook Fat
« on: December 17, 2007, 01:25:00 pm »
I think the solution would be to have a state in between "Repeat" and "cancelled".  After it failed on repeat, it would go to "pending".  It would set back to "repeat" periodically.  Maybe let us set how often, and if there should be a failure announcement or not.

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