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Messages - Pvt. Pirate

Pages: [1] 2 3 ... 93
1
oh. for me, the launcher still works even though. i'll just create those two empty folders and hope it will just work as intended

2
idk why, but when starting the launcher, it claims it cannot find 2 plugin paths:
"C:\Spiele\Meph Tileset V5.5 - 47.05\Dwarf Fortress\hack\plugins\original"
"C:\Spiele\Meph Tileset V5.5 - 47.05\Dwarf Fortress\hack\plugins\twbt"
also i get that TWBT error about the shell, but you already said it was irrelevant.

3
DF Dwarf Mode Discussion / Re: How much embark points everyone uses? v2.0
« on: December 04, 2020, 01:47:45 pm »
Not sure if I have seen anyone else do this, but I always use the standard number of points and bring 5 picks and 2 axes.  This lets me plan half the fort out and have it almost done by the first migrant wave. 

Bags of sand are 1 point (i think?) and come with a free bag.
my latest forts had 3 picks, 2 axes, some materials to kickstart steel industry and some fabric and yarn from each available type so the first strange moods don't kill my dorfs and to have some emergency material for the hospital.
i am unsure if they changed that about bags of sand.

4
Embrace the werelama

Ascend to woolly goodness
thx. now i'm trying to imagine dorfs trying to sheer a rampaging werellama, while wearing totally OP fullplate armour to not get bitten.

5
from my own experience, it's rather complicated to inject such a mod into a linuxLNP. some script files might need to be rewritten for the linux version.

6
I have to repeat - is snow supposed to look like rock in Meph's Tileset?
that snow in the picture looks perfectly fine to me.

7
FreeSpace, I feel your pain.

When I started I kept thinking Charcoal was for cooking, I never looked at it as coal. Took me forever to operate a smelter. Kept digging, and digging for Bituminous Coal. Quit many times, thinking my embark was bad, it had no coal.
yes, the "needs refined coal" was keeping me thinking i'd need coke for creation of steel.
i kept trying to seperate the stockpiles for charcoal and coke and shit like that and wondered why the coke didn't get used up...

8
had to deactivate those decorations etc. because they make the material selection lists unbearably long.
also the game crashes sometimes - which i can't tell if it's from the vanilla game or from the pack.
but compared to 44.09 it crashes like 10x as often. (i was able to play many hours straight in 44.09 without crashes and 47.xx randomly crashes after about an ingameyear)

 :-[ my bad... i just found that that crashing one was 44.09...

9
DF General Discussion / Re: *We need your help to save the noobs!*
« on: May 15, 2020, 08:24:22 am »
alphabetically sorted lists everywhere which automatically sort, even if there's modded content added.
also filters for lists:
-brewing ingredients <-> cooking ingredients
-clothes and armor seperated!
-egglaying creatures <-> and the non-egglayers
-grazing creatures <-> nongrazers
-pet <-> not pet
-trained <-> wild

and if a list is fullscreen and there's no other layer of scrolling up/down, accept all possible up/down scrolling keys. (material selection in manager screen, symbol selection during embark or when selecting details for a job...)
had to correct it. it doesn't help much if you have to assign every creature to one single big zone and then have to assign all grazers to the actual grazing pen afterwards and then pick out all the egglayers to assign to the nestbox zone and then free all the pets from those zones.
it's okay with ~20 animals, but after the third migrationwave, you definitely have too many animals to actually care about sorting them out manually.

so maybe an autoassigning option for the zone system would help too.
just adding all the above as options for a Pen/Pasture zone and all creatures will automatically be assigned accordingly.

10
DF General Discussion / Re: *We need your help to save the noobs!*
« on: May 14, 2020, 03:06:03 pm »
alphabetically sorted lists everywhere which automatically sort, even if there's modded content added.
also filters for lists:
-brewing ingredients
-cooking ingredients
-clothes and armor seperated!
-egglaying creatures
-grazing creatures

and if a list is fullscreen and there's no other layer of scrolling up/down, accept all possible up/down scrolling keys. (material selection in manager screen, symbol selection during embark or when selecting details for a job...)


11
is there a manual to the new workshops?

12
a paperdol lsystem for items and uniforms would either have to be restricted to like 3 layers or it would not work much. also you can wear mittens over gloves, but cannot wear gloves over mittens - for obvious reasons.

13
omg, please tell me we're not going to ruin this awesome game with paid content systems.

14
i don't get where the problem is.
to me, the biggest thing that will come is a stormtide of requests to totally dumb down the game.
and i don't mean requests to make things in the UI easier to grasp or more intuitive to use or fixing some logic holes that seem normal to DF-veterans,
i mean real dumbing down: "please reduce the amount of ores and alloys!", "why do my dorfs need to drink?!", "why can i flood my fort?! nobody warned me about this, 0/10 stars"

15
DF General Discussion / Re: *We need your help to save the noobs!*
« on: May 03, 2020, 07:22:40 am »
but for the stone, i'd actually find it more consistent if each tile would yeald atleast a brick and some would yeald a boulder with the skill of the miner slightly improving the chances of getting a boulder.
The issue is item clutter when digging out areas.
oh, didn't think about that...
but if each wall needs 4 bricks anyway, it might be used for craftign and building already.
whenever i make a huge surface defense, i need lots of stone for it and after i lay out my plans, i start digging to find out what material i can use for it all.
there's always ways of getting rid of surplus stone.
idea: new type of possible contract with human settlements to supply them with a certain amount of bricks.

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