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Messages - Urist McTeellox

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1
Just a quick note that I'm playing DAIII under Linux. I've only just started, so there may be hiccups, but my steps to run have been:

- Download and unpack Linux LNP 0.44.10-r01
- Download and unpack Wanderlust V3 44.10 release of DAIII.
- Delete the `df_linux/raw` and `df_linux/data` directories in the LinuxLNP.
- Copy the these directories across from DAIII.
- Start Dwarf Fortress (without DFHack) by cd'ing to the df_linux directory and running the `./df` shell-script.
- Create a world using advanced parameters with the ORAM-NALISH-MED-PREGEN-WORLD-Y195 settings.
- Enjoy!

The fire & ice pregen crashes for me, But Oram/Nalish is working great!

Many thanks again for what looks like a spectacular mod!

2
Mod Releases / Re: Dwarf Fortress Revised for 0.43.05
« on: April 08, 2017, 12:06:53 am »
Just providing some feedback that this working with great with the Linux LNP and Fortress defence, although I had to compile dfhack from source to get a bunch of stability improvements for 43.05, and everything has been 100% solid since I did. The tooltips are great, the extra reactions are appreciated, it feels just like vanilla DF but with a little more polish and balance. A+ work.

The only thing which has been remotely weird is some dwarf's pet bird (I think a guineafowl) is underground scratching up worms, but the area it's in is dry rock, rather than soil or muddied rock, which doesn't seem like a worm-friendly environ. But that has absolutely no impact on gameplay, and honestly it's kinda awesome to watch a bird scratching up worms to begin with. :D

Many thanks again!

~ McT

3
Mod Releases / Re: Dwarf Fortress Revised for 0.43.05
« on: April 01, 2017, 10:45:51 am »
Thank you! Trying my next embark with this, merged with Fortress Defence. So far there's no file conflicts, so we'll see how things go. :)

Also especially thank you for posting the github repo. Starred and watched. :)

~ McT

4
Tilesets and Graphics / Re: Dungeon Set v1.0 [TWBT 42.06]
« on: April 13, 2016, 06:26:08 am »
This is *beautiful*, and I'm using it now for my first DF game in over a year. Thank you *so* much!

5
DF General Discussion / Re: Unofficial Linux Lazy Newb Pack
« on: April 13, 2016, 04:52:53 am »
You are fabulous, thank you!

Is there a github or other source code repo that one may follow?

6
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: May 25, 2015, 01:38:34 pm »
Yeah, I also get many less scalps and souls than I have dead enemies, which i don't really understand either.  Possibly, just need more tanners and totem poles, to preserve the items before they go bad, as you said.

I have the same problem. Which is why I always complain about why they don't just use totems. If you don't get around to processing that skull for a few weeks, it's still a skull ... but a scalp is dried up jerky and a soul is ... well, I don't know what an expired soul is. :)

As was mentioned, a skull could be from anything, including domestic animals. The scalp system means you *have* to fight, as they're only dropped by the Great Races (whatever they happen to be now). :)

In my orcish forts, each citizen had their own three-level dwelling, consisting of their living quarters, personal workshop, and tomb. When an enemy is slain, their skulls were used to decorate the tomb, making it more and more badass until the orc falls in battle and their death celebrated. Consequently, I made sure that skulls didn't have any competing uses; I didn't want folks to feel torn between utility and decorating the halls with skulls of their enemies. :)

(Also... hello again, everyone!)

~ T

7
DF General Discussion / Re: Please give me your opinion: DF Patreon
« on: May 14, 2015, 12:09:51 am »
The short opinion: Do it. Please.

The long opinion:

Do it. You have a dream. You have an excellent track record of getting things done. You should absolutely be pursuing that dream, and you should absolutely be letting the community support you in doing so.

The really successful campaigns on Patreon are all established creators. They're comics, games, artists and musicians that all have a strong track record and a strong following already. You have that with Masterwork. If nothing else, enable crowdfunding for MWDF; that will let you leverage the most interest, that will get you the most word of mouth, that will get everything going with a bang. Put a link in your signature. Make a big post on reddit. Find reasons to toot the hype train horn. I'm pretty confident that you'll be successful. Make sure Masterwork appears front-and-centre in the campaign materials; it's what people recognise, and it's what people love. It's a *very* good vehicle to get existing supporters to discover The Legend of Urist.

All the regular advice regarding Patreon applies. Give people reward tiers (especially at the $1, $3 and $5 mark), but don't be surprised when people don't want rewards. Set funding milestones, they give people something to work before, and "we're 93% to our goal" calls strongly to a lot of people. Make your your patrons get updates on what's happening, and what their money is going towards. I struggle with all of these for my own campaign for the Comprehensive Kerbal Archive Network (CKAN), which is still young but proving to be quite successful.

In many ways, I started my own campaign to keep myself honest, because I noticed that I had started to slow down. My milestones come with clear deliverables in terms of work and reports; whether you do this is up to you, but they do make good milestones, and it provides backers with assurances that you're not just around for now, but really around for the long-term. As we all know, there are plenty of abandoned mods and creations out there because the folks who made them have moved on to other things.

Finally, $500/month is too low as a final goal. Yes, it'll cover your living expenses in lower-cost countries, but your backers (of which I will be one) also want to see you put checkmarks in the countries you haven't cycled through. We want to see you with enough funds to get to DF conventions. We love your work, and would like to see you earning more than just the minimum to get by. So consider having a higher "final goal", and at least have in the back of your mind goals *beyond* that.

So yes, please do this. While my current commitments have had me away from DF for much too long, I really want to see you still around when I come back. <3

8
Utilities and 3rd Party Applications / Re: DFHack Script Collection
« on: March 15, 2014, 06:01:30 am »
Toady said no to the sticky, because the first thread can be edited by anyone, opening grounds for spammers and trolls. Just wamted to let you guys know. He said that it would be different if someone governs the thread, as in : approves of suggested changes to the first post, but he will see how the forum discussion goes and how many people are pro/contra stickying this thread.

For what it's worth, I still have to press a button to trigger the top-post update (which I usually do when I see anyone post), so spammers are unlikely to get much in the way of instant gratification.

I think the actual risk of spammers is very low; needing to register a github account to update a markdown wiki to spam a DF board is a lot of work for a very specialised target. In the case that we ever do see spam, I can tweak my update procedures to show me the actual changes before committing them. (Really just a matter of adding a few more git commands to the current release code).

~ T

9
0.75 integrated into SWP, with many thanks to Splinterz. :)

10
Suggestion:

profiles that changed the settings in the (g)ui ("Masterwork Settings") would be awesome!
Spoiler (click to show/hide)

I really like this idea. It could potentially make it easy to retain one's preferred settings across releases, and certainly would make it easier for players to share preferred settings (which could also help with some bug-fixing, if bugs exist only in specific tilesets for example).

I shall put it in the issues tracker. :)

~ T

11
Gnomes are now updated to 0.75 in SWP/gold. Thanks to splinterz for the pull request!

12
With Thistleknot's help, I've cast resurrect channel on the Masterwork IRC Channel (#Masterwork on freenode). I'm there as pfenwick. I may also set up a bot to report when changes are pulled/committed to SWP, because that's wonderfully easy to do. :)

~ T

13
Wait, is that a bugtracker? That looks like a bugtracker. I've been looking for a bugtracker all over the place, WTH!? xD

It sure is! Enjoy! :)

Quote
So... github has "issues" -.-"

Not everything's a bug. Some things are feature requests, or build systems, or other things.

Quote
Which branch / repo would be adequate to take as a base for my own modifications now? Gold? Alpha? Or Splinterz?

pjf/gold has traditionally been considered authoritative, and at this point should contain all of Splinterz' updates. Although one of the best things about git is that you can absolutely base your work off anyone's repository. Right now alpha/beta/gold are all the same, because all the "experimental" features (orc rebalance, warlocks, etc) are no longer experimental.

So I'd fork off pjf/gold and go from there. Github provides pretty nice full-repo download zipfiles, so you essentially get your distribution packaging done for free. :)

~ T

14
So, I'm finally back in Australia (home), and have updated SWP. Most notably:

  • All the 4i changes have been added.
  • All of Splinterz most recent patches have been applied.
  • Alpha, Beta, and Gold are now all the same, since all the races (Warlocks, Gnomes, and Orcs) are in the main MWDF release.
I still have a number of patches from ppeng to merge, and splinterz has been doing an amazing job of keeping the issues tracker up to date.

I haven't updated top-posts, but my bots will update them if you do so¹. :)

Keep being awesome!

~ T

¹ Right now I have to manually trigger them, but I'm in the process of transferring them to exobrain control, so my digital minions can do everything.

15
Are you still doing the staged releases? Didn't examine it too closely but "Gold" looks sort newer than beta/alpha ATM with commits already included that I couldn't find in beta/alpha... & stuff...

Alpha/Beta previously contained warlocks and orcs, which are now in the official releases. So as of a few minutes time, all three branches will be the same.

I've just integrated a boatload of patches (especially from splinterz). Am about to push all the pretty little zip files before I crash into bed. :)

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