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Messages - lol2121

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That's surely a lot of work for you. Keep on drawing!

Are you working on my survivor? Not that I'm hurrying you, just kindly asking.

I think I can list rough minimum and recommended requirements of this game.
300 MHz CPU or better (might even work on 30486, I don't know).
50 MB HDD,
Any graphics card,
Windows XP or later (tested on Windows 2000, doesn't work), Linux, Android, unsure about Mac OS.

2 GHz CPU or better,
500 MB HDD (if you want to run multiple saves, or play one save for a couple of in-game years),
NVIDIA GTX 310 or higher (any if playing on curses),
Windows 7 (it's still supported by Microsoft), Linux, Android, unsure about Mac OS.

I've got a suggestion (I don't know whether it's already been mentioned or not, because 77 pages seem like a lot of stuff to read), if it's been mentioned, then feel free to correct me. Anyway, here it is:

Mortar, which would be quite unique in that it isn't a vehicle, but can't be fired simply by pressing 'f', Instead, it must be deployed by pressing 'a' key. That action would make it able to fire, but at the same time render the user unable to move (unless he'd stop using the weapon while it's still deployed).

The shells would take some time to reach the target and its accuracy wouldn't be too high and would have a low rate of fire. However, firepower of the larger ones would rival that of tank cannons and it would have a very long range. Also, because it fires in arc, the projectile wouldn't hit stuff in the way to the target.

So essentially you get a bulky, heavy, slow-firing and a bit inaccurate cannon that renders its user unable to move in exchange for high firepower, ability to shoot over long distances and the fact that the projectile wouldn't hit anything in its way to its target.

Is joining the game still possible? Also, can I post mine character here?

Here's my day 6 survivor with Stats Through Skills III. So, here are the screenshots:
Armour sorting:
(click to show/hide)
(click to show/hide)
UI and traits I:
(click to show/hide)
Traits II:
(click to show/hide)
(click to show/hide)

I've got rest of my stuff in the LMOE shelter.

EDIT: You can ignore the stuff like purses and backpacks, also, please draw the scarf around the neck.

Translations Team Discussion / Polish translation
« on: May 13, 2017, 07:22:27 AM »
Hello, I'm currently translating the game to Polish together with mr_sep on Transifex, and I need someone to coordinate the translations and update the game .po files. Any help is very much welcome!

Polish translation project:

OK, mine first attempt at OCing, 3.6 GHz, 1.275 V, runs all fine and smoothly.
AMD FX-8320.

I've got view port settings suiting my 1280x1024 screen.

Computer specifications:
Gigabyte GA-78LMT-USB3 Ultra Durable series motherboard.
3.0 GHz @ 1,15 V (from 3.5 GHz@ 1,275 V) AMD FX-8320 32nm Vishera CPU.
NVIDIA GeForce GTX 650 Ti BOOST graphic card with 2 GB GDDR5 and DirectX 11.
1280x1024 DELL 1704FPT 17" screen.
Western Digital Caviar Blue 1 TB SATA III HDD (WDC10EZEX).
Titanum Multimedia Wired USB Keyboard.
Esperanza Wired 6D Gaming Optical Mouse.
Microlab SOLO6C speakers.
9 USB ports (including 3 USB 3.0 ports).
Microsoft Windows 7 Home Premium operating system.

EDIT: Updated hardware info.
Oh, and also I'm playing this game on a Lubuntu 17.04 VM, because I can't get it compiled to Windows, and I want to mess with the code to make the game suit my preferences better. For example, I've raised the per-tile item limit from 4 096 (2^12) to 65 536 (2^16). The aforementioned VM has got 5120 RAM and 6 CPU cores assigned to it, so playing on it may not reflect full power of my PC.

As the subject says, I'd like to know what are the minimal and recommended system requirements of this game?

BTW: I've under-clocked mine CPU from 3500 MHz to 2500 MHz. 

Well, I have some ideas:
1. Introduction of animal NPCs, which would require food on a regular basis, but would produce e.g milk as a result (you get the idea). - Quite easy to implement, but a bit wonky and unrealistic.

2. Kiln-based animals, which would be just charcoal kilns, but mobile and with different inputs and outputs. E.g: food + time -> milk (for a cow/sheep/goat). - Also easy to implement, but IDK how the game would react to moving animal-like kilns. (Moving kilns, what?!)

3. Proper animals with realistic mechanic (thirst, food and environment at the very least), whose growth rate depends on the satisfaction level of those needs. They could be slaughtered and butchered, but could also die of natural causes. It would look like this: Food + water + appropriate temperature -> growth + milk + wool (if a sheep or a goat, only milk in case of a cow). - Harder to implement. but the behaviour would be the most realistic out of all of the options.

Oh. It sounds really useful and nice, though. Happy making of this font!

It would be useful for me. Does it come automatically with your tile set? Does it work on all tile sets labelled ChestHole<insert text here>?

Add antimatter - an EXTREMELY rare substance, available at labs.
AM engine - practically infinite power, needs to be refilled with M/AM (Matter/Antimatter) cartridges.

Fusion reactor - essentially a mini-reactor taken a step further, now it generates power from nuclear fusion (combining of lighter particles in order to make heavier ones), various fuel modes, e.g. p-p (proton-proton (hydrogen-hydrogen)), D-T (Deuterium-Tritium), D-D (Deuterium-Deuterium), just to name a few.

It still won't run without electricity. Even laptops run out of power eventually.

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