Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - SmileyMan

Pages: [1] 2
1
DF Gameplay Questions / Flashing tiles on surface and unknown rocks
« on: May 27, 2016, 09:40:27 am »
Okay, I've tried the wiki, I've tried the forums, and I'm pretty au fait with the release notes, but for the life of me I can't understand a couple of things that are going on in my fort - just wanted to check if they're intended or bugs (which I'll report)

First up - a large amount of the rock around my starting location is of two previously unknown rocks/materials - they are "pock-marked metal" and "translucent stone".  Are these names for rocks that for some reason my civilisation doesn't know about? And if they are - how do I go about learning them?

Second up - and possibly releated, there are a number of squares on the surface that seem to be flashing/cycling through a large number of icons/colours, and trying to 'k' them give a rapidly cycling list of names.

Any help greatly appreciated?

2
DF Dwarf Mode Discussion / Mining just got dangerous...
« on: May 14, 2012, 06:59:50 am »
So I did my usual with my fresh clean install of 34.08 - embark with 6 picks and unskilled dwarves then designated a cliff face to be stripped away to make a nice imposing high wall as my main entrance.

My dwarves are being battered left right and centre by boulders! Can anyone who embarked with skilled miners determine if this is a mining skill effect?

On the plus side, skilled medics ahoy

3
DF Dwarf Mode Discussion / Miserable Military
« on: February 21, 2012, 08:34:46 am »
Is it a new feature that soldiers now get an unhappy thought about being relieved from duty now?

I have one poor sap who was unhappy to be relieved from duty, shortly after he was moaning about his long patrol!

I'm on the verge of losing my fortress to a tantrum spiral of unhappy soldiers.

Help!

4
DF Suggestions / Lead bolts
« on: June 01, 2011, 05:44:04 am »
Having just started out on a big ol' lump of galena, I'd really appreciate being able to use the lead for something military.  Obviously weapons and armour wouldn't be very practical, but it out to be possible to make lead bolts for crossbows?

I'm not after recreating bullets, just trying to fix a problem - lots of lead and nothing else!

5
Sounds like dwarf mode just got a lot more FUN.

6
DF General Discussion / Init options for SDL versions
« on: July 27, 2010, 09:46:39 am »
Can anyone please explain, when using the SDL version of DF2010, which of the graphics options in the init.txt file are actually useful?  Do I need to turn "GRAPHICS:ON" for instance, to actually use SDL, or is it being used by default?

The comments in the init file seem more to pertain the the old OpenGL engine rather than the new one.

7
DF Suggestions / Unicode text in file output
« on: October 06, 2009, 07:59:17 am »
Before anyone goes off on one, I know full well that the game uses OpenGL/SDL for display.  This is about the text files that are output, e.g. from world creation/legends mode.

At the moment, the files are output as an 8-bit code page 437 ANSI text file, which makes sense as this is how text data is presumably stored within the game.  Unfortunately, for those of us not in the US, if our computer doesn't use CP437, it makes a lot of the text hard to read.

For instance, something such as "ïssunnitom - The Everlasting Planets" in the world history file, displays as "‹ssunnitom" when opened in a text editor, and there are several other characters that don't display properly.  There are conversion tools, of course, but it's a bit of a pain to run every file through a conversion process instead of just opening it.

So my suggestion is that text file output be done in Unicode, so that all users can open them and read the same content.  I'd even be happy to write the code; I'd need to know how Toady stores strings and writes them to files, but the character conversion isn't hard, just tedious.

8
DF Suggestions / Init option to pause every season
« on: July 22, 2008, 07:40:18 am »
I've recently found that setting up the autosave feature to save and then pause every season has really helped with managing my fortress.  However, I don't really want to autosave, just to pause.

Could the autopause and the autosave be decoupled, so that you can have one without the other, or at different frequencies?

9
DF Bug Reports / [39b] Crash to desktop
« on: July 17, 2008, 05:03:59 am »
I had DF crash on me yesterday evening.  A swordsman and my character had just defeated a Giant in a cave.  The swordsman was unconscious but alive.  I hit (T) to travel away and hopefully recover some wounds, but I got:
Code: [Select]
Application popup: Dwarf Fortress: dwarfort.exe - Application Error : The instruction at "0x00000000" referenced memory at "0x00000000". The memory could not be "read".I have a zip of the save folder after the crash if that's any help.

10
DF Bug Reports / [39b] Disappearing giant in fire
« on: July 16, 2008, 06:41:37 am »
Rather odd, I was in adventure mode, and I went to the cave of a Giant I had been quested to kill.  When I approached, I noticed him outside the cave near a brook (this is a 39b world - the cave was there, but the giant was outside) and some trees.

I went into sneaking mode, and crept round to the opposite side of a tree that he was next to, without being spotted.  I then ignited the tree, hoping to cause some fire damage to the creature.

The area filled with smoke as usual; trying to spot the giant, I tried (l)ooking into the smoky area, and I could see smoke and ashes, but no giant.  I couldn't believe that it had burned and turned to ashes so quickly (and the task still registered as incomplete), but the giant had completely disappeared.

I (T)ravelled away a few squares, and then came back, and the perfectly unharmed Giant was back in her cave, and promptly killed me.

No save, I'm afraid, but shouldn't be impossible to reproduce.

11
DF Adventure Mode Discussion / Megabeasts are now much harder
« on: July 16, 2008, 03:24:36 am »
Since the latest release, megabeast quests have become much much harder.  Previously easily-beatable enemies, such as giants and cyclopes have become nigh on impossible.

Presumably this is because they get skilled up during world generation now.  Any animal that has survived long enough to be hated by a town has probably got 30-40 kills under its belt.

I generated a Large world (only took 20 minutes or so) and nearly every town in the northern hemisphere gives you quests to kill this one badass cyclops.  Weapons, whether handheld or thrown, just bounce off.  My current plan is to keep sending wrestlers to try and gouge that eye, but this monster pretty much one-shots everone with a punch to the body that explodes in gore.

While I relish the challenge, I hope that some sort of system to grade the quests you are given gets put in.  Perhaps a town could send you to kill the local wolf pack or cougar, before despatching you to the Cave of Death.

What's worse is, according to the legends screen, there is a dragon somewhere out there with 121 kills to its name.  The only reason there are no quests for it is that it appears to have utterly destroyed three civilisations.  There's also a zombie dragon with 60 kills knocking about.  Sounds fun!

12
DF Adventure Mode Discussion / Vorpal Challenge!
« on: March 27, 2008, 08:32:00 am »
How many victims can you decapitate?

Weapon: *Copper Short Sword*
Decaps: 33
Death : Dodged off temple roof

Edited Log:

code:
*** STARTING NEW GAME ***
** Starting Adventurer **
You hack at the troglodyte in the head with your *®*Copper short sword*¯*!
The head flies off in a bloody arc!
The troglodyte has been struck down.
The head flies off in a bloody arc!
Iwa Atkilkamca, Shopkeeper has been struck down.
The head flies off in a bloody arc!
Luto Usanadmi, Peasant has been struck down.
The head flies off in a bloody arc!
Sudem Thecistrul, Priest has been struck down.
The head flies off in a bloody arc!
Kamven Rametupu, Peasant has been struck down.
The head flies off in a bloody arc!
Tiquo Cocutukstis, Peasant has been struck down.
The head flies off in a bloody arc!
Uja Emthasiti, Peasant has been struck down.
The head flies off in a bloody arc!
R kfil Casotithbi, Guard has been struck down.
The head flies off in a bloody arc!
Ilosp Onakuda, Peasant has been struck down.
The head flies off in a bloody arc!
Islas Sugmuthe, High Priest has been struck down.
The head flies off in a bloody arc!
Thram Belrokkor, Priest has been struck down.
The head flies off in a bloody arc!
Sabu Atekcasser, Peasant has been struck down.
The head flies off in a bloody arc!
Anlar Adothaquov, Peasant has been struck down.
The head flies off in a bloody arc!
Ac Cobimalu, Peasant has been struck down.
The head flies off in a bloody arc!
Pan Tokdarulac, Peasant has been struck down.
The head flies off in a bloody arc!
Wisho Mathraskamca, Guard has been struck down.
The head flies off in a bloody arc!
Tor Enilgisep, Guard has been struck down.
The head flies off in a bloody arc!
Artha Oquohsuwu, Guard has been struck down.
The head flies off in a bloody arc!
Spishab Lapapuc, Guard has been struck down.
The head flies off in a bloody arc!
Nathob Ileatkil, Peasant has been struck down.
The head flies off in a bloody arc!
Ralin Escucasot, Child has been struck down.
The head flies off in a bloody arc!
Duli Diddetaba, Child has been struck down.
The head flies off in a bloody arc!
Cobi Pidudcusith, Mayor has been struck down.
The head flies off in a bloody arc!
Tunem Gelnesim, Child has been struck down.
The head flies off in a bloody arc!
Ismir Abac, Shopkeeper has been struck down.
The head flies off in a bloody arc!
Istra Gibpirni, Priest has been struck down.
The head flies off in a bloody arc!
Ikar Emungco¤u, Peasant has been struck down.
The head flies off in a bloody arc!
Pethit Wogethomod, Peasant has been struck down.
The head flies off in a bloody arc!
Uthra Ismanrorkek, Priest has been struck down.
The head flies off in a bloody arc!
Isun Inutamsan, Peasant has been struck down.
The head flies off in a bloody arc!
Abli Athisresmi, Child has been struck down.
The head flies off in a bloody arc!
Lershi Sasrin, Peasant has been struck down.
The head flies off in a bloody arc!
Behal Eslikeko, Peasant has been struck down.
The Priest charges at You!
The Priest attacks You but You jump away!
You slam into an obstacle!
Your head is broken!
Your left eye has been blackened!
Your right ear has been badly bruised!
Your left ear has been broken!
Your right lower arm is broken!
Your right elbow has been sprained!
Your right hand is broken!
Your first finger, right hand has been bruised!
Your head is smashed into the body, an unrecognizable mass!
Your right upper arm is broken!
Your left lower leg is broken!
You have died after colliding with an obstacle.


Obviously there were many other kills in this adventure, but I noticed four or five decapitations while playing and thought I'd find out how many there were.

That sword was brilliant.


13
DF Dwarf Mode Discussion / First fortress extinction
« on: December 07, 2007, 07:35:00 am »
Had my first fortress that actually died (rather than being abandoned).

It started off well.  A quick scout of the beach location revealed a caldera, obsidian, hematite and aluminium, as well as a low loamy cliff to rapidly dig a fortress into.  Sure, it was a scorching hot place, but our surveyors assured us that there was an aquifer just below the surface that would provide us with water.  Besides, with the loamy fortress ideal for crop production, we would be assured of plenty of wine to drink.

Our hunter set to work seeking and killing the abundant local gorilla population, and we quickly had a nice little industry set up producing high quality gorilla leather armour.  Next the farms were set up, and were producing a lovely crop of plump helmets, ready for viniculture.  Thinking we had the basics for survival covered, our ambitions grew, and we mined an extensive system to tap into the magma source and start smelting iron and aluminium.

The first sign of trouble came when our hunter was injured bravely taking down a leopard that was threatening the camp.  Although he was being cared for, he lost his appetite for wine, and demanded water, which we could not yet provide.  Shortly after, he died of thirst, but since our successful start had attracted a number of replacements with similar skills, while sad at his loss, we knew we could survive.

Of course, in assuming that his death was a one-off, we made the mistake that ultimately cost the life of everyone in the fortress.  Yes, the hunter had died while resting an injury, but he had been thirsty long before that.  Too late, we realised that in our zeal to get the precious iron, we had neglected to brew any wine.  Our cooks were quickly ordered to make some replacements, but by now all of the barrels had been filled with gorilla fat.

The desperate thirst was now beginning to drive all of the dwarves mad.  Everyone was ordered to make barrels from wood, iron, aluminium, anything.  Too late.  Most died on their way to their workshops, or in their delerium took it upon themselves to perform the most menial of tasks.

The last two were given strict instructions to do nothing but make barrels or brew wine.  One heroic carpenter dragged himself to the workshop and managed to turn the last remnants of the wagons that brought us into a precious, precious barrel to hold the wine, breathing his last as he banged in the final nail.  The remaining dwarf, stricken with grief at the loss of his friends, grasped at the barrel.  But the thirst had taken his mind, and he could no longer think straight.  He took the blessed container and stuffed it full of gorilla fat, before dying a sad and lonely death dragging it back to the food stores.

I really wish the Manager could "manage" the fortress for you, such as maintaining minimum/maximum stocks.  And the priority given to difference game events is insane: "Oh look, you dug down through that Microcline and found...more Microcline!  Better pause the game and centre on the momentous occasion!"  But "You've run out of wine and water, and all your dwarves will be dead within a week? Nah, you don't need to be informed of that!"


14
DF Gameplay Questions / Training Appraiser skill
« on: February 27, 2008, 05:52:00 am »
Having managed to lose my broker due to my inability to correctly count to seven while mining, I'm in the situation of needing to train up a new one.

I know that you skill up in Appraisal by trading at the depot.  Does anyone know if there is any difference between:

1) Making one massive trade
2) Making many individual trades
3) Making many individual trades, exiting the trade screen each time.

Would be useful to know.  The wiki also says that "seeing items to trade in the depot" improves the skill - does this mean that just shipping loads and loads of stuff to the depot but not actually trading it will help?


15
My adventurer had both eyes torn out by some goblins, but survived the attack.  On the local map, he could only see an area of one square around him, as usual.

I decided to use the travel map to get him to a human town to retire.  While travelling on the map, there is no restricted vision at all, and he can see many miles.

This seems a bit incongruous with the experience on the local map.


Pages: [1] 2