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Topics - Prospero

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1
Curses / Another moviefile mirror
« on: February 26, 2006, 07:13:00 am »
Just a quick heads up to let you know that I have created a Dwarf Fortress sub-page on my fledging website. It has mirrors for all of the DF movies (bundled in packs of five) along with the move player itself.

http://www.firestormproductions.co.uk/prospero/g-dwarffortress.htm

My page is still a work in progress but I thought I might help out by sharing the load of hosting the movies (and giving visitors a previewish overview of the game while they're there    :) )

[ February 26, 2006: Message edited by: Prospero ]


2
Curses / System Requirements?
« on: September 19, 2005, 01:26:00 pm »
Since I hadn't finished watching all of the demo movies yet, I tried to put the player onto my laptop, happily thinking that a P2 300MHz / 128Mb RAM machine should be able to cope with a text-only application without problems. But it ran very slowly, and I noticed you seem to be using graphical text tiles.

Any reason why I'm getting < 1fps in the player? Sadly this laptop likes to keel over and die at the very mention of OpenGL (and sometimes SDL) due to no hardware acceleration   :(


Edit:Aha, reading through the 'Back to the dwarf game...' thread, I see you are indeed using OGL, which explains things. Sorry, I'll pay more attention next time :P

[ September 19, 2005: Message edited by: Prospero ]


3
DF General Discussion / Labour count screen?
« on: August 12, 2006, 05:45:00 am »
It could be useful to have an interface screen similar to the 'z' population summary that lists each labour type along with the number of dwarves which are set to do that particular job type. It may help to identify bottlenecks in production, especially in the early stages of 'carefully prepared' start fortresses.

You could also allow the player to navigate through the list of labour types and then hit enter to see exactly which dwarves were counted in that labour - a bit as if you were applying a filter to the 'u'nit screen.

Just a thought  :)


4
DF General Discussion / Squads and wildlife
« on: August 09, 2006, 04:58:00 pm »
So after my earlier encounter with some mandrills, I fire up a new Play Now! settlement to see what happens (previously I'd been trying to pick out a reasonable 'calm' site).

Barely a minute passes before I notice a wave of 'm' creatures approaching - this time not mandrills, fortunately (I don't remember what they were... some two-word name), but nevertheless they were apparently quite intent on ransacking my outpost before I'd even dug into the mountainside!

As an emergency, I allocate all my dwarves into a single squad and activated them. My new ultra wrestling force had no problem dealing with the situation, so I then deactivated the squad so they could get back to their normal business. Except...

Another wave of m's came. And another. With this new tactic of defence they were no threat, but by having to activate and deactivate the squad so frequently, the dwarves became unhappy at being relieved from duty.

Not only that, but for some reason my axe-using Carpenter / Woodcutter dwarf seemed to be unable to chop trees after all the wildlife had been dealt with. I notice some equipment gets dropped upon squad deactivation, so maybe that's what happened to his axe (I think I'd set all members of the squad to fight with axes). Unfortunately he didn't seem inclined to go and find it again to get on with his proper job.

End result: lots of butchery materials but no wood to make barrels to keep them in (or even some beds to rest my disgruntled beardies)  :(


5
DF General Discussion / What a start...
« on: August 08, 2006, 01:27:00 pm »
On my 3rd try (after botching up my fortress supplies selection on the first two tries) I finally pick a site and start learning how to dig and build stuff. But suddenly, without any warning, my fledgling outpost gets overrun by a terrible, vicious horde of... mandrills!  :p

6
DF General Discussion / (Bug?) Human Merchants can't make their mind up
« on: August 14, 2006, 10:40:00 am »
So I get a message saying that a human caravan has arrived and, unsurprisingly (because I had only just started thinking about beginning to plan the commencement of a road) I got a message along the lines of "The human wagons have bypassed your inaccessible site."

Fine, I thought, I didn't want any of your smelly goods anyway. But just a couple of minutes later I get another announcement to tell me that the "Merchants have arrived and are unloading their goods." !

Either the depot is inaccessible, or it's not! Indecisive bunch, methinks  :)

Should the merchants not have turned up at all, or will they just have a reduced selection of stuff instead?


7
DF General Discussion / Possible refuse bug
« on: August 12, 2006, 02:01:00 pm »
Not sure if this is intentional, but all refuse seems to instantly disappear upon the changing of the season. I can understand individual pieces having their own lifespans and rotting away eventually, but for all refuse to be vapourised at once seems distinctly odd behaviour  :)

8
DF General Discussion / Updated my DF page
« on: October 22, 2006, 04:19:00 pm »
Haven't been posting here much but I have been lurking... just wanted to say I've finally updated my article on Dwarf Fortress over at my site, and if you're really interested you can read it here.

I've also added some download mirrors which I'll try my best to keep up to date  :)


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