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 - Xazo-Tak

Pages: 1 ... 3 4 [5] 6 7 ... 19
61
DF General Discussion / Re: DF Song Converted to IRL Song!
« on: December 20, 2015, 08:15:19 pm »
Woooow, this is fascinating. Maybe in 10 years DF will do this on it's own. Keep going, I'd love to hear more!
The only reason it could end up being so long is that there's no structure for graphical and audio immersion, since OP's work involved little creativity because most of the creativity was by Dwarf Fortress.
With Toady's efficiency of work, he could probably make a rudimentary MIDI generator in several hours, then automate the whole pipeline with a little more work.
Making the instruments sound realistic and not MIDI-like could be hard though, that'd require him to make Dwarf Fortress work with sophisticated synthetic instruments, which would use a lot of data and legally be unwieldy.

62
DF Dwarf Mode Discussion / Re: Don't stop me now (supersonic cart)
« on: December 12, 2015, 05:38:21 pm »
Quick question: If a cart dips itself in water to double the weight, does the speed halve?
Because if not, you could make a chain of featherwood carts where there's a pond between each cart, and if we assume the first cart is going at 270,000 so the friction is negligible, then the speed is going to multiply perhaps massively with each collision, because each collision is a high-speed heavy cart hitting a featherweight cart.
I really hope this can be done, because it'd make it possible to hit an enemy with a cart that has a speed in the billions.
Unless the cart just phased right through of course.

63
DF Dwarf Mode Discussion / Purely player-triggered weapon?
« on: December 12, 2015, 03:47:45 am »
After collapsing a structure (which somehow had a now-deceased child on it even though I checked to see that all the dwarf bodies on it were dead), I noticed that there was a suspended fortification hovering in the air which had almost finished building. I cancelled it, and that caused the construction material to fall away.
Falling construction materials can be very dangerous; the thing that killed that child was having his head exploded by a log, which is relatively light. What's the heaviest item this trick could be done with? Magicking gold blocks onto your enemies sounds like fun.
Also, is it possible to put a caged giant sperm whale (or just a corpse) in a minecart? If you got a gold minecart with a weight in the bajillions to collide with a lightweight wooden minecart, you would have a minecart travelling so fast it's pretty much a magic barrier around your fortress. 10k deceleration per tile doesn't mean much if the cart refreshes its speed with each circuit of your fort and is travelling so fast anyway that the cart isn't seen coming due to being blueshifted into ultraviolet.

64
DF General Discussion / Re: Questions that keep me up at night
« on: December 04, 2015, 08:57:58 pm »
My last few mood gathered a masterwork stoneware pot and 6 goose bones to create....an artifact bone greaves. Made of goose bone. Spiked with goose bone.

What happened to the pot?

(It's a bit like asking where the bread goes after the toaster gives you back toast.)
It's more like having the bread become toast, but you're suddenly out of milk.

65
DF General Discussion / Re: Was version .40 a bust ?
« on: December 04, 2015, 08:57:09 pm »
0.40 seemed like an improvement, and what was added to get from 0.34 to 0.40 was vital to proceed to 0.42.

66
DF Dwarf Mode Discussion / Re: Labyrinth as a fortress entrance?
« on: August 25, 2015, 03:51:03 am »
It works great to slow them down but if there is a fast route they will tend to find it rather fast, it's what the pathing algorithm does.
And I suppose that when a path is found, it's recorded for any future delvers.
Pressure plates scattered around the labyrinth that open and close doors should keep the path updating I suppose.

67
DF Dwarf Mode Discussion / Labyrinth as a fortress entrance?
« on: August 25, 2015, 03:29:05 am »
Could this work, or would attackers automatically know the correct way to go?

68
DF General Discussion / Re: What Would Urist Do?
« on: August 19, 2015, 01:56:07 am »
Drown as quite literally a "Dabbling Swimmer"

What would Urist do if he came across a soap pillar holding up a giant sky fortress?

69
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 15, 2015, 04:53:07 am »
Unretiring this fort brought a couple oddities. All friendly civs have merchants that keep hanging around, and there's an axelf(!) clad in full steel(!!!!!) just sort of loitering about. I also found a bin stuffed with a minecraft stuffed with more bins and various other pieces of armor seem to have warped off of my militia and onto the "Friendly" people on the map.
axelf
minecraft
https://www.youtube.com/watch?v=5g0kYZhxpEI

70
DF General Discussion / Re: Future of the Fortress
« on: July 08, 2015, 08:58:43 pm »
Will I be able to sing songs of my defeated foes mid-battle?
*slaughter this guy*
"I slaughtered this guy!"
*slaughter that guy*
"I slaughtered that guy!"

71
DF General Discussion / Re: Ocean waves are really dropping my FPS.
« on: December 21, 2014, 08:58:49 pm »
But, if you obsidian-casted the ocean, why did you embark near an ocean in the first place. :p
Thought it would look cool.
Didn't expect such bad performance.

72
DF General Discussion / Re: Ocean waves are really dropping my FPS.
« on: December 21, 2014, 07:40:21 pm »
Can't, as far as I know. I built walls, drained away, and even obsidian casted the ocean, still got the waves.
Flooring over doesn't work either I take it?
Also, how the hell does an obsidian casted ocean still have waves?

73
DF General Discussion / Ocean waves are really dropping my FPS.
« on: December 21, 2014, 06:38:19 pm »
How can dwarvern engineering fix this?

74
DF General Discussion / Re: What OS do you use with DF
« on: November 08, 2014, 01:37:46 am »
I'd like to run DF on a quantum computer one day. Maybe Qubits will finally give me max FPS.
Quantum Computing would improve worldgen and pathfinding, but that's about it.

75
DF General Discussion / Re: Should the tantrum Spiral change?
« on: September 23, 2014, 07:54:37 pm »
Here's an idea for guarding a fort against tantrum spirals:
Just give the fort two burrows, to prevent socializing between two halves of the fort.
And if a tantrum spiral breaks out, then it can be sealed off without consequences for the unassociated safe half of the fort.

Pages: 1 ... 3 4 [5] 6 7 ... 19