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Author Topic: Future of the Fortress: The Development Page  (Read 1611731 times)

Flaede

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Re: Future of the Fortress: The Development Page
« Reply #3765 on: February 22, 2011, 09:52:50 am »

yeah. So sad.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

DrDada

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Re: Future of the Fortress: The Development Page
« Reply #3766 on: February 22, 2011, 10:20:03 am »

Even all human made lawns are a combination of at least 3 or more grasses :-[
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Rockphed

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Re: Future of the Fortress: The Development Page
« Reply #3767 on: February 22, 2011, 11:05:30 am »

Quote
# stopped megabeasts from coming back to life and continuing to kill people

This is a bug I almost want to see in action.  And advice on reproducing?
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

NW_Kohaku

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Re: Future of the Fortress: The Development Page
« Reply #3768 on: February 22, 2011, 11:18:39 am »

Quote
# stopped regrow from adding extra grass types on a tile

Aw. I thought It like meadows with different grasses sticking up between each other.

Deon talked about it in this thread.  Apparently, you can't see multiple grasses in a single tile from the game itself, but the memory hacking tools let you know that there are multiple types of grass in a single tile.
« Last Edit: February 22, 2011, 12:17:19 pm by NW_Kohaku »
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Lord Shonus

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Re: Future of the Fortress: The Development Page
« Reply #3769 on: February 22, 2011, 11:20:20 am »

Wrong bug, NW.
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Rockphed

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Re: Future of the Fortress: The Development Page
« Reply #3770 on: February 22, 2011, 11:24:04 am »

Indeed, though, by the sounds of it, the fix to the grass bug will mostly result in better memory rather than any change in game experience.
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

Knight Otu

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Re: Future of the Fortress: The Development Page
« Reply #3771 on: February 22, 2011, 11:43:40 am »

Quote
# stopped megabeasts from coming back to life and continuing to kill people

This is a bug I almost want to see in action.  And advice on reproducing?
It's been my impression that you only need to generate a world to at least 125 or 250 years or so, and you should be able to see dead megabeasts continuing their megabeast stuff in Legends mode (They seem to be dropping like flies in this release). I've had at least one that got killed, and later got revenge on the warrior that killed it. Whether they can be met in adventure mode though I don't know.
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NW_Kohaku

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Re: Future of the Fortress: The Development Page
« Reply #3772 on: February 22, 2011, 12:16:48 pm »

Wait, what?  How did I copy-paste the wrong thing?  (I guess I saw the "I want to see reproduced" and thought it was still talking about the grass bug...)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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SirPenguin

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Re: Future of the Fortress: The Development Page
« Reply #3773 on: February 22, 2011, 12:46:05 pm »

Be careful running around town today, Toady. I know you're in the western Seattle area (as am I), and right now I'm looking at a bunch of snow hitting the ground. I have Vietnam-style flashbacks to the "storm" we got in November, when I was stuck on a bus for 10 hours.

As someone originally from Maine and New Hampshire, it still blows my mind that 2 inches of snow can completely shut down this state.
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Serrational

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Re: Future of the Fortress: The Development Page
« Reply #3774 on: February 22, 2011, 12:49:16 pm »

As someone originally from Maine and New Hampshire, it still blows my mind that 2 inches of snow can completely shut down this state.
As someone originally from Scotland, that blows my mind :o.
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I figured the guy was a goner too when a noseless bat from hell flew right over the fortifications and attacked.

Megaman3321

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Re: Future of the Fortress: The Development Page
« Reply #3775 on: February 22, 2011, 01:57:03 pm »

Are gems currently considered metal by the site finder?
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Glacial on dwarves being assigned socks:
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You see, here's how I think this works:
Overseer: Welcome to the military! You need to wear socks! Dorf: Oh, I should get military socks. My socks are civilian socks. Dorf discards socks Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!
I know you can pick up water, then throw said water, while underwater, to kill a fish -He_Silent_H

tolkafox

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Re: Future of the Fortress: The Development Page
« Reply #3776 on: February 22, 2011, 05:16:19 pm »

I think grass is making all the ramps blink (just realized this, my last fort was rampless)

Is this a fix in the next release? Good Armok, the blinking is so annoying...
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Toady One

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Re: Future of the Fortress: The Development Page
« Reply #3777 on: February 22, 2011, 05:23:23 pm »

Quote
# stopped regrow from adding extra grass types on a tile

Aw. I thought It like meadows with different grasses sticking up between each other.
Yeah that was kinda realistic. Pure breed lawns are a human invention. A real meadow has all sorts of grasses and plants all over the place. 

Yeah, as a few people mentioned -- there is no change to what you see in the game currently (where grasses are all mixed up among different adjacent tiles).  There was just some unintended invisible overlap on regrow that might end up breaking who knows what.
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Rose

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Re: Future of the Fortress: The Development Page
« Reply #3778 on: February 22, 2011, 05:33:53 pm »

glad to see that's fixed. it was causing some confusion on the stonesense side.
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NW_Kohaku

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Re: Future of the Fortress: The Development Page
« Reply #3779 on: February 22, 2011, 06:22:43 pm »

Quote
# stopped regrow from adding extra grass types on a tile

Aw. I thought It like meadows with different grasses sticking up between each other.
Yeah that was kinda realistic. Pure breed lawns are a human invention. A real meadow has all sorts of grasses and plants all over the place. 

Yeah, as a few people mentioned -- there is no change to what you see in the game currently (where grasses are all mixed up among different adjacent tiles).  There was just some unintended invisible overlap on regrow that might end up breaking who knows what.

Actually, considering that Deon was talking about how "only the top listed grass is shown, not the longest grass", then it could be the cause of this problem:

After a few months, grasses seem to settle for a perfectly square pattern.

Spoiler (click to show/hide)

Is this intentional? It looks ugly.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare
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