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Topics - WCG

Pages: [1] 2 3 ... 5
1
Tilesets and Graphics / How do I enlarge true type fonts or... everything?
« on: December 27, 2015, 03:12:51 pm »
I'm playing adventure mode after a break for the past year or two, and maybe I've just forgotten how to do this. But everything on the screen is so tiny, and my eyes aren't what they used to be. Experimenting with the resolution in the Lazy Newb Pack hasn't seemed to help. What am I missing?

I switched to the Spacefox graphics pack, because that seems clearer to me. The images are still very small - smaller than I'd like - but workable, if there's no easy way to enlarge them a bit. But the text was really messed up (and still is, in things like the help windows), so I changed to True Type fonts. That's much clearer, but the text is very, very tiny. How do I enlarge that?

The wiki says I can "Replace font.ttf in data/art with your new font," but I'm afraid I need more information than that. What new font? Where do I get it? Sorry, but I stopped paying attention to this kind of thing when computers stopped using DOS.  :)

It's hell getting old. But better than the alternative, I guess...

Bill

2
DF Gameplay Questions / Dye problems
« on: September 30, 2014, 05:23:45 pm »
I'm having trouble getting my dyer to dye cloth and thread. He's done it before, but now, the jobs are cancelled with "needs unrotten dye item." Is that a problem with the thread/cloth, or with the dye? Can you tell?

I've got plenty of cloth, and some thread, in my clothing stockpile, and none of it shows up as already dyed when I look at it. (Plus, my clothier recently stopped making clothes, because I've got the orders set to only use dyed cloth. So the cloth is there, and it's not already dyed.)

I've got plenty of dye in my food stockpile, too. None of it is forbidden, and neither of these stockpiles are set up to feed a particular workshop. I've got no burrows, either. The dyer's workshop is close to both stockpiles, and there's definitely no access problem.

Any ideas? I've run out of things to check.

Thanks.



3
DF Gameplay Questions / Moving levers (two levers to one bridge?)
« on: September 13, 2014, 11:21:35 pm »
I want to move some levers I use to open various bridges, but I'd prefer to keep the bridges working all the time. Can I connect two levers to the same bridge?

If possible, I want to set up the new levers in my new dining room and get each hooked up to a bridge before I deconstruct the old levers. Will that work? Can I have two levers connected to the same bridge, and then deconstruct one of them, so that I end up with a new way to open the bridge (but I've still got some way to open it throughout the move)?

4
I built a stairs in the wall, so my dwarves could roof my chicken coop (blue peahen coop, actually, but you get the idea). Now, I want to deconstruct the stairs and repair the wall. However, they stand on the roof to deconstruct the down stairs portion, which then leaves them stranded up there!

I'm building an above-ground fort, with towers, so I'll be building lots of roofs. How do I do it and not leave dwarves stranded on the roofs everywhere?

Maybe I could just leave the top of the stairs on the roof, but I want it to look right in Stonesense. Thanks.

5
DF Adventure Mode Discussion / DF 2014 Adventure Mode questions (long)
« on: August 19, 2014, 02:40:40 pm »
Sorry about the length of this, but I've got a number of questions after trying the new DF version in adventure mode. I'll try to be as concise as I can, but... that's not very.

Note that I wrote the whole adventure up in more detail here, if you want to read the whole thing:

http://garthright.blogspot.com/2014/08/just-flesh-wound.html

I'd welcome replies either there or here. Now, for my specific questions:

1. I dropped out of fast travel, with an uneasy feeling, while traveling through a small town. It was an ambush,... sort of. I mean there were goblins, but they weren't immediately hostile. The townspeople said there was a bandit gang harassing them - these goblins, I suppose - but there was no sign of combat in the town.

The goblins said they were on a mission, but I couldn't ask what that mission was. (There are a million different conversation options now, but almost none of them actually seem useful for anything. Certainly, I couldn't find any way to ask what I needed to know.) As I talked to them, they got right up in my face, but they still didn't act hostile (maybe because I'd accidentally left my weapon in my backpack? LOL). But when I walked away, they followed us - again, staying very close.

What am I supposed to do in a situation like this? Will it inevitably end in violence? Are there conversation options I missed?


2. Eventually, not finding any other useful conversational option, I asked one of the goblins to yield. He refused, called me a coward, and demanded that I yield. About this time, I realized that I wasn't wielding a weapon, so I took my axe out of my backpack. One or both of these things caused the situation to go to hell.

I don't know if it just takes a long time to remove a great axe from a backpack (reasonable), or if I just hit the wrong button when there were multiple pages of combat options (and therefore skipped my turns to act). Either way, I missed most of the combat and didn't find out what happened until I went back afterwards and read through the announcements. So what key am I supposed to press when there are a bunch of announcements with [more] at the bottom?


3. To keep this as short as possible, I'll skip that combat. Later, I was in melee range of a goblin bowman, but he parried every attack I made. (I find this typical of DF. Enemies are either easy or completely impossible to harm in any way - nothing in between.) However, the second time I swung my axe at his neck, he said, "I yield! I yield!"

OK,... but then what? What am I supposed to do then? He didn't drop his weapon, and I couldn't find any new conversation options. So was that just local color, or did it actually mean something? In desperation, not finding anything else to say, I demanded that he yield. So he shot an arrow at me!

Does that mean he hadn't actually yielded? Or did I miss the appropriate response to his apparent willingness to yield? Plus, how in the heck can someone shoot a bow at an enemy standing right next to them, swinging an axe at their head?


4. I couldn't hit the goblin bowman, because he kept deflecting my attack with his bow, so I reached out with my left hand - my "lower left arm" - and grabbed his bow. I'd heard that you could disarm enemies that way, but I didn't seem to have that option. (Admittedly, my character has no wrestling skill. Was that why?)

I don't remember how the top option was worded, but it wasn't at all clear what that would do. When I tried it, I just adjusted my grip on the bow. The only other option was to release the bow, and I didn't want to do that. What am I missing here?


5. Since I was holding tight to his bow, I tried swinging the axe in my right hand, but again he deflected the attack with his bow. It seemed to make no difference that I had the bow in my hand!

So I grabbed his left arm with my right hand ("lower right arm"). Note that the bowman was standing on a ledge, so I hoped to throw him off the ledge, but I didn't have that option, either. Well, at the very least, I figured he wouldn't be able to shoot me with his bow, not with me having one hand on the bow and one hand on his arm.

But no, he shot me in the lung! "Mortal wound" started flashing on screen. (The arrow went into my chest through my leather "dress" - my character is male, so I don't know why he started with a dress - and through my iron chainmail shirt!)

Apparently, the only thing I accomplished by grabbing the bowman was that I could no longer dodge his attack. That's just nuts, isn't it? Again, am I missing something here?


6. The bowman ran away, eventually. With an arrow in my lung, I couldn't catch him. But there didn't seem to be any way to injure him, anyway. I know I've heard that you can throw enemies off cliffs or disarm them by grabbing their weapon, but how do you do that?  Nothing worked for me.


7. On the bright side, I survived my "mortal wound." Five minutes in fast travel and I was perfectly healthy again. So my last question has to do with buying and selling in a shop. It used to be that I could make an offer and then press 'a' (ask) or 'o' (offer), which would get the merchant to tell me what he'd pay for an item or how much he wanted for an item (depending on whether I was buying or selling).

But that doesn't seem to work anymore. All I got, when I tried that, was the option for me to enter a number between zero and zero (0-0), whether I was buying or selling. Note that, when I tried this, both the merchant and myself had gold coins (the same kind of gold coins, too).

So how in the heck do you use currency now? Is there a simple way to buy and sell items? I don't want to spend all day just trying to figure out the price of prepared giant toad brain (which seems to be just ridiculously expensive in gold, anyway; gold must be common as dirt in DF!).


If you've lasted this long, thanks for any help you can give me. Dwarf Fortress is great, but it's almost equally as frustrating and annoying as it's fun. Almost.  :)

Bill

6
Other Games / Post-apocalyptic roguelikes?
« on: June 30, 2012, 03:14:05 pm »
Can anyone recommend some post-apocalyptic roguelikes, or any somewhat similar game?

I've tried Deon's Post-Apocalypse mod, but for some reason, it's unplayably slow on my computer. (Dwarf Fortress vanilla works fine for me, though.)

I've been playing Cataclysm, and that's been great. I suppose I'd like something similar, with many different skills to learn and to use - and maybe even with a graphics pack, since I'm not a huge fan of ASCII - but with a Wasteland or Fallout theme.

Alternatively, I'd be interested in any of these kinds of games with a science fiction theme, since I get tired of fantasy. And much as I'm enjoying Cataclysm, I'd like a game with NPCs I can trade with and defend (if only in my imagination). I enjoy survival games, but I also enjoy building. So rebuilding civilization in a post-apocalyptic setting would seem to be ideal.

But really, I'm just easily bored, so I tend to jump from game to game. And I'm always looking for something new to try.  :)

7
DF Adventure Mode Discussion / When villagers attack...
« on: June 16, 2012, 09:13:08 am »
I was sneaking - as usual - when I arrived in a hamlet and wanted to get a quest. But the first two villagers said they didn't want to talk to me. I suppose that should been a clue that I wasn't wanted there, because, suddenly, I was "spotted," and the roomful of villagers all attacked.

The weird thing is that my companions did nothing at all. They just ignored the whole thing, as I battled villager after villager. Is that normal?

Note that we hadn't killed any domestic animals, though my companions had attacked eagles, fish, and a hippo as we walked to the village (and my character joined them, once they made the first strike). But I wonder if my reputation was just too low? I had yet to accomplish a quest, since the first was a bandit camp just packed with archers, who wiped out my companions almost instantly, and the second was in a city sewer, which we hadn't entered yet.

Actually, in my first quest, I killed one of my own companions who was dying in agony. Really, I was just trying to put her out of her misery. (That bronze armor she was wearing was just a keepsake I kept in her memory.) So, did that do such a hit to my reputation that villagers want to kill me on sight?

It was kind of neat, anyway. But I was surprised that my companions didn't join the fight, one way or another (either with me or against me).

8
DF Adventure Mode Discussion / Adventure Mode traps
« on: June 13, 2012, 09:42:00 pm »
If you spot traps in Adventure Mode, do they become safe to walk on? I suspect so, but I didn't want to assume anything.

I should have tried it, I guess. As it turned out, a mummy caught me anyway, as I was escaping with some loot I just couldn't resist.  :)

9
DF Gameplay Questions / Defend burrow
« on: June 01, 2012, 10:57:35 pm »
OK, I had some goblin bowmen attack, so I sent my marksdwarves to "defend burrow" at the appropriate location. They've done that before without any problem, but this time, they all turned civilian - every marksdwarf in all five squads! - and went off on civilian jobs.

I set up a different alert with that same "defend burrow" schedule, but that didn't make any difference.  So I deleted the burrow and created a new one, then scheduled them to defend that one. Still nothing.

When I set them to patrol the same location, they did that OK - well, as OK as patrolling ever works (they rarely want to walk close enough to the fortification to shoot through it). But when I tried to get them to "defend burrow" again, they all turned civilian and went home.

Any ideas?

PS. I'm playing 0.34.07, not the latest version.

10
DF Dwarf Mode Discussion / Exotic eggs
« on: May 28, 2012, 12:58:25 pm »
Has anyone successfully cooked Giant Raven and Giant Echidna eggs? I had a couple of game crashes this morning, and I just wondered if that might be it. It's the only thing really unusual I had going on (although I don't actually know if my cooks were using those items or not).

After the second crash, I saved the game again before the crash occurred, then removed all the job listings I could. But I also prohibited my cooks from using those exotic eggs, just in case. Either way, I've been playing awhile without another crash.

It's probably not the eggs, but I thought I'd ask about your experiences with them. Any problems with Giant Raven and Giant Echidna eggs?

Oh, and I think this is the first time Dwarf Fortress has EVER crashed on me, and I've been playing for years (not all the time, admittedly). That's pretty good for alpha, I'd say!

11
DF Dwarf Mode Discussion / Rabbit ranch
« on: May 27, 2012, 09:14:17 am »
I figured that rabbits would be an easy source of food, since they'd probably breed very quickly. Well, that last part was certainly true. I've got bunnies like you wouldn't believe.

But when I started slaughtering the adults, I discovered a problem. Yeah, you're probably laughing already, but I didn't realize that you don't get meat from rabbits!

So my cooks have run out of raw materials, while my butcher is slaughtering every rabbit and bunny he can find, trying to get rid of them - and getting just a skull from each (well, a skull from the adults; I don't know if bunnies give anything at all).

Luckily, my egg production has been more successful. I've got not just chicken, goose, duck, turkey, and peafowl eggs, but a few alligator eggs (caught and tamed the adult) and giant raven and giant echidna eggs (thanks to elven traders). But I don't have a male of any of those last three (this is a jungle setting, but I've seen only female alligators, so far), so I can't breed up a larger population.

12
DF Dwarf Mode Discussion / Vampire withdraws from society
« on: May 26, 2012, 10:57:49 pm »
One of my vampires just got a strange mood. I thought it was kind of funny, especially since he's been locked up in a tiny room for two years. So now he's going to "withdraw from society"?

Actually, I'm tempted to let him out. He's a highly skilled armorsmith, so I'm curious what artifact he'd make. And he'd probably go back into his room with no problem afterwards.

But I'm trying to role-play all this, and I just can't see my dwarves letting a vampire out. (Admittedly, they keep voting one of the vampires mayor!)

13
DF Gameplay Questions / Marksdwarves and fortifications
« on: April 29, 2012, 08:45:31 pm »
OK, how do I use fortifications with marksdwarves now?

Apparently, they now have to be right next to the fortification in order to shoot through it. But they won't stand where I station them, and they're not smart enough to take even one step forward. (They apparently don't notice goblins on the other side of the fortification, though civilians for miles around are running away in panic.)

If I tell them to kill a prisoner on the other side of the fortification, they just stand there. If I look at them, they indicate "no reachable valid target." And that's even the case when they're lucky enough to be carrying crossbow bolts! (Half of them usually have empty quivers and won't bother to pick up a bolt even when they're standing on the stockpile.)

Honestly, the military seems hopelessly screwed up. I wouldn't mind it being so ridiculously complicated if it actually worked. Well, I wouldn't mind so much, anyway. But I wish Toady would stop adding stuff to the game and fix some of this stuff we really need.

Frankly, the military worked a lot better two years ago than it does now, don't you think? At least fortifications worked OK back then. And at least marksdwarves would get a little bit better after shooting at targets for a couple of years.

I was hoping they might improve slightly if they shot at goblin prisoners, but I can't get them to stand close enough to the fortification. Meanwhile, as I say, my whole fortress is pretty much at a standstill as civilians panic (even though there's no way the goblins can escape).



14
DF Gameplay Questions / Can't get my military to patrol
« on: March 04, 2012, 09:07:45 pm »
I'm still struggling with that military screen! I've got a squad of two marksdwarves who I'm trying to get to patrol around my bedrooms, in the hope of catching one of our three vampires in the act. (I removed the doors to the bedrooms, so my dwarves are all going to become little voyeurs, I guess.)

I created a new alert, called "Patrolling." I created waypoints in the hallways of my residential section. I created a route, called "vampire route," connecting all those points. I set the squad to the "Patrolling" alert, then scheduled them to patrol the "vampire route" every month of the year (yeah, I may have to change that, eventually). I set the minimum number to one.

But I still can't get them to patrol. Indeed, they just keep doing their civilian jobs. And no, they're not restricted to a burrow. Any idea what the problem is?

Honestly, the rest of DF has a terrible interface, but that military screen is something else again! The game is certainly worth it, but it does get frustrating, sometimes.

PS. Note that the three vampires arrived when the fort was only one year old. I'm using Dwarf Therapist, which gives the game away when it comes to vampires, but I'm trying to pretend I don't know who they are. (One of them was immediately elected mayor!) I hardly have a military at all, and I've lost two dwarves to the bloodsuckers already. So I don't suppose this fort will last long.  :)

15
DF General Discussion / Vampires vs. war dogs
« on: March 04, 2012, 10:28:49 am »
This is my first fortress with vampires, so I'm wondering how this works. At the beginning of my second year, with only 15 adult dwarves, I got a big migrant wave which apparently contained three vampires (going by the fact that their names are different in Dwarf Therapist).

I'm trying to ignore the fact that I already know who these vampires are, and apparently how many they are, too. We've had our first fatality, one of my original dwarves found dead in his bedroom, completely drained of blood. Thinking it reasonable that my remaining dwarves might find that a bit scary, I'm removing all the doors to the bedrooms. (Dwarves apparently aren't smart enough to LOCK their doors before going to sleep.)

But my nobles sleep elsewhere, and there's not much traffic there. (My new mayor is, in fact, one of the vampires.) So I was thinking about putting a war dog in their bedrooms, either on a rope or just pastured there. My question is, will war dogs attack a vampire if he enters a room and tries to suck the blood from a sleeping victim? Would this actually work as, if not a deterrent, at least an effective alarm system?

I don't have nearly enough dogs to do that for everyone, not even if I used puppies. But it would seem to make sense for the nobility, wouldn't it? But would it really work as far as the game mechanics go?

Thanks


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