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Author Topic: Future of the Fortress  (Read 1884232 times)

Cobbler89

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Re: Future of the Fortress
« Reply #630 on: October 27, 2014, 07:33:45 pm »

Quote
•Made weather init option clear up weather properly instead of just turning off the global simulation
Does this mean I can no longer play Dwarves in Washington State? 8^(

True story: I once tried to turn an entire 2x2 embark into a giant rain funnel. Only having so many murky pools at the top to make the rain turn into actual water kinda made it anticlimactic. I'd love to try again if/when sufficiently torrential downpours could put a bit of water on any surface, and see what happens.
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I have an idea. Let's play a game where you win by being as quiet as possible.
I get it, it's one of those games where losing is fun!
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Uronym

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Re: Future of the Fortress
« Reply #631 on: October 27, 2014, 08:06:55 pm »

Quote
•Made weather init option clear up weather properly instead of just turning off the global simulation
Does this mean I can no longer play Dwarves in Washington State? 8^(

True story: I once tried to turn an entire 2x2 embark into a giant rain funnel. Only having so many murky pools at the top to make the rain turn into actual water kinda made it anticlimactic. I'd love to try again if/when sufficiently torrential downpours could put a bit of water on any surface, and see what happens.

Surely there are some embarks that are rainy all the time, right? I don't know how the global weather simulation works...
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What I think we're saying is we need dwarves to riot and break things more often.

Putnam

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Re: Future of the Fortress
« Reply #632 on: October 27, 2014, 08:32:15 pm »

Quote
•Made weather init option clear up weather properly instead of just turning off the global simulation
Does this mean I can no longer play Dwarves in Washington State? 8^(

i don't get this joke

i live in washington state

it's almost a desert here, excepting the occasional basement-flooding downpour

WillowLuman

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Re: Future of the Fortress
« Reply #633 on: October 27, 2014, 08:36:28 pm »

So, the eastern half?
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Putnam

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Re: Future of the Fortress
« Reply #634 on: October 27, 2014, 09:14:33 pm »

more like 3/4, heh

smjjames

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Re: Future of the Fortress
« Reply #635 on: October 28, 2014, 12:11:21 am »

Isn't it more the Seattle area that is very rainy?

Not to do a shameless plug, but could you check out the repeatable town crashes* and the midmap error crash? For the midmap error one, it crashes so reliably for me that I try to generate worlds which don't have civilization sites on the right edge so that I can avoid it.

*Theres several different example saves in there, no idea if they all have the same cause and the third one is wierd in that the inhabitants react as if I'm hostile, or it's a goblin site, unrelated to the crash though.


If being a shameless plug like that is frowned upon for this thread, I'll remove the post.
« Last Edit: October 28, 2014, 12:22:12 am by smjjames »
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LordBaal

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Re: Future of the Fortress
« Reply #636 on: October 28, 2014, 08:13:57 am »

Oh great Toady, maker of the universe! When do you plan to separate the loading time for ranged attacks, as for example crossbows firing slower than bows, and lend us the values for modding, like for example a repeating crossbow and such? It's in the plans?
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
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Dirst

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Re: Future of the Fortress
« Reply #637 on: October 28, 2014, 09:23:16 am »

LordBaal, we have a Suggestions forum for that kind of thing.  Toady does read it.
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

LordBaal

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Re: Future of the Fortress
« Reply #638 on: October 28, 2014, 09:42:13 am »

I know, but he already touched that for this release and said he'll come back latter, I was asking about it and if he's thinking about that for the next release.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

tfaal

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Re: Future of the Fortress
« Reply #639 on: October 30, 2014, 05:12:10 pm »

What is the significance of the colors on the new thought screen? For example, arousal from talking to spouses, and fondness from talking to friends are cyan, while satisfaction from work and bliss from sleep are both green. What's similar about the cyan emotions? What's different between the green emotions and the cyan emotions?

Also is there any difference, in terms of dwarf happiness or behavior, between the many different positive emotions? Will dwarves who are aroused by there spouses behave differently from dwarves who are feeling fond of their friends? What about dwarves who are "interested" by fine furniture rather than feeling pleasure from it?
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

Footkerchief

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Re: Future of the Fortress
« Reply #640 on: October 30, 2014, 06:15:53 pm »

Just marked fixed on the tracker: 0006854: Pulped body parts don't get severed arteries or functional impairment

Probably means a lot more lethality for blunt weapons.
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smjjames

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Re: Future of the Fortress
« Reply #641 on: October 30, 2014, 10:55:58 pm »

What is the significance of the colors on the new thought screen? For example, arousal from talking to spouses, and fondness from talking to friends are cyan, while satisfaction from work and bliss from sleep are both green. What's similar about the cyan emotions? What's different between the green emotions and the cyan emotions?

Also is there any difference, in terms of dwarf happiness or behavior, between the many different positive emotions? Will dwarves who are aroused by there spouses behave differently from dwarves who are feeling fond of their friends? What about dwarves who are "interested" by fine furniture rather than feeling pleasure from it?


In a similar line of questions, what emotion is behind the 'stumbles around obliviously' (which happens to be a fast blinking light cyan exclaimation mark)? I thought maybe it was like the 'thousand mile stare' or something, but I'm probably wrong.

Also, might be helpful for companions to state why they were feeling depressed or 'stumbling around obliviously' and I've had insane/melancholy companions state they were fine when obviously they aren't.
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Dirst

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Re: Future of the Fortress
« Reply #642 on: October 31, 2014, 09:36:10 am »

In a similar line of questions, what emotion is behind the 'stumbles around obliviously' (which happens to be a fast blinking light cyan exclaimation mark)? I thought maybe it was like the 'thousand mile stare' or something, but I'm probably wrong.

Also, might be helpful for companions to state why they were feeling depressed or 'stumbling around obliviously' and I've had insane/melancholy companions state they were fine when obviously they aren't.
You've never had someone visibly upset just say they are "fine"?

This leaves an opening for social skills to reveal the person's actual emotional state.

Urist McLonely: "I am fine." But his expression betrays that he is sad.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Untelligent

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Re: Future of the Fortress
« Reply #643 on: October 31, 2014, 06:11:19 pm »

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Stopped zombies from interrupting your sleep to ask if they can help you with something

Best Halloween bugfix ever
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hermes

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Re: Future of the Fortress
« Reply #644 on: November 01, 2014, 10:48:52 am »

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Stopped zombies from interrupting your sleep to ask if they can help you with something

Best Halloween bugfix ever

Heh yeah that's a good one that goes on the pile of hilarious bugs I never even encountered or heard about before.   :)

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Increased default embark points to compensate for more default equipment (stepladder etc.)

I can understand this from a reasonable-game POV but I never really understood the notion of adding crutches and whatnot to the standard embark.  Do the dwarves seriously expect to get crippled before the carpenter's workshop is up and running?  (Could be craftsdwarfs wkshop, am inebriated)  In the same vein, do they really need to get those high-hanging mangoes a few weeks earlier?
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