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Messages - Gnomeknows

Pages: [1] 2 3 ... 7
1
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: March 06, 2016, 07:18:25 pm »
'Mouse Controls' is misleading, there's mouse functionality with or without that turned on. That's only for the edge scrolling, and it doesn't work very well. I think it should be renamed to 'Cursor Scrolling'

Yeah, it's probably "mousequery edge disable", but check "mousequery help" or "help mousequery" if that doesn't work.

Thanks for the help.

2
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: March 06, 2016, 01:44:28 pm »
the mouse edge scrolling is driving me up the wall, is there a way to disable that but still keep the mouse functionality for building/mining etc?

3
DF Gameplay Questions / Artifact Loss - How to prevent it?
« on: August 30, 2015, 08:18:00 am »
I finally get rooms built and farming started and start to focus on other things and around then is usually when the artifact madness begins where I slowly lose dwarf after dwarf to insanity because they can't make their artifact and my fort just falls apart.  I really don't want to disable artifacts, it's like cutting out a big part of the game but it's been the downfall of almost all my forts.

4
DF General Discussion / Re: Dwarf Fortress 40_10 Starter Pack r4
« on: September 05, 2014, 03:11:05 pm »
So broken, so my cursor is stuck on a z level i guess?  I click with the mouse and it views something on a different level and a different area, if I move the arrow keys, it switches view level and view area.  The game is completely unplayable like this, i cant even select anything.  To clarify, I am just starting, just got into the game, have done nothing but try to click one of the dwarves by the wagon.

EDIT: ok, reading back through the thread, even though im not crashing i still tried multilevel 0 in console and it fixed it completely, *stops panicking*.  That multilevel view thing realllly screws crap up.

5
To be perfectly honest though I'd say this post is a bit pointless.  Since it's a mod and obviously a labor of love on your part Meph, it shouldn't matter so much what others think or what this or the reddit community thinks, whether is an overpositive echo chamber, or a mudslinging hate rally.  What matters is what you think about what you've done and how you like it.  If others do, that's a bonus, if not, well, there's no wrong opinion on this matter.

just incase anyone reads the quote and gets deterred, it seemed to me, and I could be wrong, that Mephs labor of love as you put it, was in creating a mod FOR the community here, and he values the feedback, good or bad for the purpose of shaping the next version into something new players would want to jump into and try.  So if he does read all this and can look objectively at everyones posts(and having read this, no one here has used this thread to bash, only to give honest opinions) then I think this thread could be very useful for him.  Just my 2 cents.

6
Played latest version, being a new player having migrated to DF from Minecraft.  I wanted an in-depth game that I could play without feeling the need to include too many mods.  Mainly because for all the evolution in and standardizing of modding that minecraft has gone through, most still fall prey to a few simple key issues, here are the ones I felt MDF has fallen prey to:

First - documentation.  I put this first because it is THE most important thing.  The manuals were very lack luster.  Also the less you have to consult the MDF manuals the better.  In-game documentation, or simply intuitive reactions/building design are best.  EDIT: One big thing I noticed, is the wiki for the mod.  Vanilla df has the player base to support a wiki, sadly your mod does not.  Most pages are blank, still.  Many pages are missing.  Documentation will most likely have to come from you.  Sorry if that sounds harsh, but that's what this thread is for, right?

Second - less is more.  Especially in a game with DF's already enormous depth.  It's grating to see mods that force content and ignore what's already there, feels like the modder is trying to fit a square in a round hole.  My favorite mods have always been the ones that expand on already existing elements, or provide alternative routes to accomplishing goals, for example one thing I did really like was new way to get fuel that used an existing building.  That is also an example of how to eliminate some of the need for documentation as the player will discover it naturally without making new buildings and  there's no mystery around how to accomplish it.

third - incomplete or buggy content.  Remove it, all of it.  If it isn't done, but you need feedback, a dev branch would do that right?  Most would want a clean, complete feeling mod.  It would also ensure a more dedicated tester base, as they would be volunteers, not frustrated fans.  I might feel different about this except that I'm not a teenage gamer anymore :P, anything that feels rushed or not at least semi-professional just makes me go into a cane waving frenzy lol.

I'll end this with a few of the things I enjoyed most about the mod:

First and foremost, the races.  You had me at gnomes. 

Second - alternative power and expanded machinery and traps, electricity etc.  The extra automation

third - the different ways to interact with the world at large with raids, telegraphs etc, adds nicely to the immersion.

7
DF General Discussion / Re: Dwarf Fortress 40_06 Starter Pack r1
« on: August 05, 2014, 02:41:47 pm »
So I guess Falconne is busy with other projects/games, which leaves us with no mouse/utility as far as  I know, or is there another one out there that could be added to the pack?

8
I'm trying to get a dwarf who dreams of raising a familiy engaged to a dwarf that actually dislikes family. They've been training on two adjecent screw pumps, have the same room designated as a bedroom, but 3 years of that, and  they're not in a relation yet. Their social skills do go up from being adjecent to each other most of the time.

They gotta be partying, yo. Dwarves can't talk and work at the same time.
Just throw 'em in a burrow together and make sure they don't have anything better to do.
Check it.

Found the problem. Male test subject just got himself a gay lover.

Maybe having the male work at a screw pump all day wasn't such a good idea.

9
DF Dwarf Mode Discussion / Re: No Migrants
« on: July 29, 2014, 10:39:41 pm »
Are you using the LNP 40.05 r1?  It had an issue with the d_init file for migrants, its fixed in r2.

10
DF General Discussion / Re: Dwarf Fortress 40_04 Starter Pack r5
« on: July 28, 2014, 12:12:27 pm »
Yay tnx, the Universe of Cyclones awaits!

11
DF General Discussion / Re: Dwarf Fortress 40_04 Starter Pack r2
« on: July 28, 2014, 02:10:51 am »
Why is your pack so big anyway?  DF itself is small.

Because it contains pretty much everything.

You mean, !!EVERYTHING!!

12
DF General Discussion / Re: Elf sites are beautiful! Well done.
« on: July 17, 2014, 02:25:16 pm »
Time for arena testing  :P
Find a tree and change it to:

[MAX_TRUNK_HEIGHT:300]
[MAX_TRUNK_DIAMETER:100]

Crash upon creation...

Try smaller?

Smaller? That doesn't sound like proper !!SCIENCE!!

13
Utilities and 3rd Party Applications / Re: UI Improvement Plugins
« on: July 16, 2014, 06:23:14 pm »
Quick question, do you plan on adding any new features with the 40.0x version?  just curious.

14
DF Dwarf Mode Discussion / Re: Coal - the myth, the legend.
« on: July 15, 2014, 04:20:11 pm »
The previous posters have it, coal is found ONLY in sedimentary rock. You will primarily find sedimentary rocks in swamps, low-lands with high drainage, near an ocean, or potentially near a river. You will rarely if EVER find coal on a mountain, it just wont happen.

That said, embarking on a mountain means you should probably just dig straight to magma anyway.

Kewl, I'll have to try THAT....fml

15
DF Dwarf Mode Discussion / Re: Coal - the myth, the legend.
« on: July 15, 2014, 01:39:22 pm »
wouldn't dumb un-luck be luck?

It will probably help if you embark on a mountainside if you're looking for minerals, soil and flux.

Kewl ill have to try that.

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