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Topics - Crafty Barnardo

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1
DF Dwarf Mode Discussion / An existential question
« on: March 18, 2008, 03:19:00 pm »
To the extent that DF is a role playing game, what role does the player actually take?  Are you playing as one of your dwarves, possibly the mayor, issuing commands to the other dwarves?  This wouldn't make much sense as you can keep giving commands when there is no mayor or any kind of leader in the fortress.

Are you some sort of semi-scient god like being?  This would make a little more sense because you don't control any of the dwarves directly but are able to command them through some sort of delayed telepathy.

I suppose this is a question that comes up in any simulation-style game where the player controls the action through menus rather than a physical avatar.  I'm just curious how other players view themselves when they are playing a fortress.


2
DF Gameplay Questions / What more do you want from me?!
« on: January 30, 2008, 12:46:00 pm »
So, my Competent Gem Cutter gets possessed and promptly takes over a Jewler's Shop.  Sounds great, but he has been sitting in there for at least a couple seasons now saying "rough... color.." and "cloth... thread..."  In the shop he has 3 rough gems.  In my stocks I have 27 rough gems, 13 cut gems, and 2 large gems.   I also have 8 pieces of pig tail cloth.  I don't have any thread, but my understanding (from the wiki) is that thread isn't used for artifacts.  I haven't forbidden anything and all the materials are within a few squares of this guy with no obstacles in between.  Any ideas what else this idiot needs to finish his project?

The only thing I can think of is that the cloth is inside my loom rather than in a stockpile, but I don't know why that should matter.  It isn't forbidden and it isn't [TSK]'ed.  I have several stockpiles set to take cloth, but no one ever bothers to move it.


3
DF Gameplay Questions / Dogs keep ropes?
« on: March 04, 2008, 10:25:00 pm »
Are chained animals supposed to keep ropes and chains around their necks if they are set free?  I have a dog with a pigtail rope in his inventory on his upper body.  I suppose the problem is that I deconstructed the rope as a building before unassigning the dog.  

I dumped the rope and a dwarf took it off and hauled it away.  Seems like it should just drop to the ground when it is deconstructed rather than just hang off of the dogs neck.


4
DF Gameplay Questions / New mandates?
« on: February 26, 2008, 09:25:00 pm »
Mandate from the mayor:  Complete Metalsmiths Guild Jobs (14/19)

Is this new?  How do I fulfill it?  Do I just need to make 19 things at a metalsmith?

Edit:  apparently that is exactly what I needed to do.

[ February 26, 2008: Message edited by: Crafty Barnardo ]


5
DF Gameplay Questions / soldier becomes mayor
« on: February 23, 2008, 09:26:00 pm »
I just had a soldier get elected mayor.  Will she do her mayoral duties if she is still in the military, or does she need to be deactivated?

6
DF Gameplay Questions / What else would you use a coffin for?
« on: March 26, 2008, 01:28:00 pm »
As per the topic, does anyone know why coffins aren't automatically designated for burial when built?  Is there some other purpose for a coffin?  Does anyone use coffins as decoration?

7
DF Bug Reports / [176.38a] check chest?
« on: February 16, 2008, 10:38:00 pm »
I don't know if this is a bug or if it's even something new, but I keep getting lots of dwarves with the job "Check chest".  Basically whenever I uild a chest, almost every dwarf has to walk over and 'check' it whatever that means.  I don't know what they're doing, but it seems like a waste of time.

Edit:  this seems to only happen to chests that aren't owned by anyone.

[ February 16, 2008: Message edited by: Crafty Barnardo ]


8
DF Bug Reports / [176.38a] merchants caught in cage traps
« on: February 16, 2008, 01:54:00 pm »
Human merchants came to my fort and three (including the baron) got caught in cage traps.  I have had cage traps before but I have never had merchants get caught in them, so I assume this is a new bug.  They all immediately went berserk (but they are locked in the cages, so no big deal).  I tried to release them but I keep getting this message:  "Dwarfy McDwarf, Animal Trainer cancels Releasing Large Creature:  Need empty cage."

I do have empty cages, but I don't know why you would need one to release a creature.

In the meantime, I guess I have some nice additions to my zoo.


9
DF Bug Reports / ramps without walls [27_176_38b]
« on: March 19, 2008, 09:38:00 pm »
I couldn't quite tell from the bug page if this has been reported or not, but it just happened to me.

   

Those are ramps without adjacent walls.  Shouldn't they collapse?

[ March 19, 2008: Message edited by: Crafty Barnardo ]


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DF Suggestions / smoke
« on: December 18, 2007, 04:41:00 pm »
It seems to me that with all of these furnaces going all the time in my fortress, that there ought to be smoke in the air.  I figure it could work like miasma except it would only be generated when a furnace or forge is being used.  It would then dissipate over time, or it could be channeled outside using pipes and chimneys or wall grates.

11
DF Suggestions / more realistic smoothing/engraving
« on: December 18, 2007, 01:03:00 pm »
I know this would be a pain to implement and it would probably be considered a nerf, but it has always bugged me:  isn't it kind of unrealistic to have a wall tile smoothed or engraved and then have the detailing magically appear on the other side at the same time?  I mean, if I carve my initials into the wall of my bedroom, let's say, I wouldn't expect to then walk outside and see my initials (written backwards, mind you) on the siding outside.  It would be more realistic to force each side of a wall to be detailed separately.

Again, I realize this would be a pain, because there would have to be a separate image tile for a wall detailed on the south face vs. a wall detailed on the north face, etc.  In fact there would have to be 48 different tiles for both smoothing and engraving if I am counting right.  It would also mean your stone detailers would have to do more work if you want to completely detail two rooms which are side by side.  

I don't think this would apply to fortifications since they are supposed to go all the way through the wall anyway.


12
DF Suggestions / Suggestion for improvement: no more improvements!
« on: February 01, 2008, 10:34:00 am »
I was browsing through the development logs on the Bay12 site and I realized that this game has been in development for at least four years.  I realize that DF is a relatively huge undertaking in terms of content and that it is only being worked on by a two man team, but that seems like an extremely long time to be in alpha.  I know that there are plans for a lot more additions like the army arc and what have you, but my feeling is that Dwarf Fortress in its current incarnation is a perfectly fun and playable game without any of that stuff.  

My suggestion is that rather than spending time adding on all of these arcs and other bloat projects, that Toady et al. just finish up the known issues, and come out with an actual beta release.  Then, once it is in its final version (i.e. DF 1.0) They could work on the other stuff as an update or a sequel (i.e. DF 2.0).  

Obviously, this is just my opinion.  I don't know that much about programming or game development, and I am certainly in no position to tell someone who makes awesome games and gives them away for free how to do their job.  But I think that the game has to be 'finished' at some point and I think we may already be at that point.  

Just remember:  a good design is finished not when there is nothing left to add, but when there is nothing left to take away.


13
DF Suggestions / A dwarf's best friend...
« on: February 22, 2008, 11:04:00 am »
I would like to be able to assign burial chambers to creatures after they die.
I just had a stray war dog which was chained next to my entrance knock a hydra into a nearby pit.  The dog was killed in the process and the hydra wasn't really hurt, but she soon got a steel bolt shower from my marksdwarves perched bove.  After the dust settled, the dog was hauled to the refuse bin like some kind of hoary marmot corpse.  He'll probably get turned into a dog bone idol or some such, but I wish I could put him in an opulent tomb as a reward for saving my fortress.

14
DF Suggestions / Smart as smelters
« on: March 14, 2008, 11:16:00 am »
The smelter workshop is smart enough to know that you can't do anything there without fuel.  It seems like the metalcrafter should have the same ability.  In fact it would be handy if you couldn't assign any jobs if you didn't have the approrpiate raw materials.

15

But it's a bargain at only 40,000 dwarfbucks!


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