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Topics - Dekon

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1
DF Modding / LazyNewbPack Graphics Problem
« on: April 11, 2016, 07:07:57 pm »
Good evening all,

I'm using the latest lazynewbpack, and I'm having a graphical issue where 30 seconds after starting DF, regardless of what I do or what graphics pack is installed, my screen suddenly just turns into colored blocks.  See image:




Any Help?

2
DF Gameplay Questions / Graphics Pack Problem
« on: April 11, 2016, 07:03:09 pm »
Good evening everyone.

I'm using the latest lazynewb pack.  No matter what graphics pack I have installed, shortly after opening the game - about 30 seconds or so - the coloring of everything screws up into just colored blocks.  See picture:




Any Help?

3
DF Gameplay Questions / Tools
« on: November 24, 2014, 05:44:07 pm »
The wiki is somewhat ambiguous on this point...

Are job tools useful now in the fortress, such as carving knifes and the like?  I know large pots, hives, stepladders, and all that are.  I'm just checking to make sure...  The wiki could probably use a column of 'used in fortress mode'.

4
DF Gameplay Questions / Inactive Dwarves doing Individual Training too much
« on: November 24, 2014, 05:40:20 pm »
If this is a known bug, yay.  If not, I'll post it or whatever.. but asking here in case it's not a bug or already known.

So I tend to like to armor all my dwarves, even when they're inactive, and give them training for agility/strength to help with non-military activities.

Generally I try to have one month every season where they're set to 'active' and train, followed by two months where everyone goes back to civilian duties.  Thing is - they're just doing individual training.  I even just flatly set them to inactive (as opposed to scheduled no orders), but they still just train.

Sure I could turn them off in the barracks, but it still seems a bit silly.  It seems like the priority for individual training is too high, leaving production facilities and duties to gather dust.

5
DF Gameplay Questions / Sheep not mating
« on: November 20, 2014, 10:25:11 am »
I embarked with two Ewe's and one Ram.

Roughly five years later - no lambs.  They're happily grazing away in an underground pasture, and other things are reproducing just fine - just not these lambs.

This a known bug, or am I doing something wrong?

6
DF Gameplay Questions / Dwarven Eugenics
« on: May 20, 2014, 12:01:53 pm »
Are base/maximum stats inherited, or RNG?  I'm somewhat considering creating a long term fort in which I kill off dwarves who have poor maximum attributes, while encouraging reproduction in dwarves with high maximum attributes - hoping to one day come up with a fort of super dwarves.  I'm not sure if this is possible, however.

7
DF Modding / Using DFHack or other to mod preferences/personality
« on: May 20, 2014, 10:30:59 am »
Quietest told me this was possible, but I would have to be careful.

Does anyone have instructions, or link to instructions, that would inform a novice on how to edit an individual dwarf's preferences and personality, using either DFHack or another program?

8
DF Gameplay Questions / Any DFHack or other means to alter dwarf?
« on: May 19, 2014, 11:56:43 am »
I know that in previous versions of DF, there was a tool that allowed you to cheat terribly in game and edit skills and such.

Really I'm less concerned about that, and more about altering some of my dwarfs preferences and personality.  Is there any tool out there, or within DFhack, that allows for the altering of an individual dwarf's personality or preferences?

9
DF Gameplay Questions / PerfectWorld and metals
« on: May 13, 2014, 01:05:38 pm »
So I was hoping to get some hints on using PerfectWorld a little better from those with experience.  I'm having trouble creating areas with good amounts of metals and differing metal types.  While I'm aware mineral scarcity plays a part in this, I imagine it has more to do with Volconism maps.

So - what gives me chances of having Magnetite in non-hill, non-mountainous regions? 

Also, on a different note - is there any way to see if there's an eerie structure (temple with masterwork adamantite weapon) prior to embark?

10
DF Gameplay Questions / Mine Cart usage?
« on: May 11, 2014, 06:40:48 pm »
So I've been playing DF for a long time, but I've never really experimented with the new mine cart system...  Guess it's from old habits, but I've just never tried it.

Has anyone found it to be useful?  In what situations is it useful?

11
DF Gameplay Questions / Stat Maximums per individual dwarf?
« on: May 07, 2014, 10:42:25 am »
Does each dwarf have an individual stat limit?  I've been having my dwarves train via military, which has greatly improved their stats...  But some don't seem to be improving any longer.  Further, when looking at attributes in Dwarf Therapist, they seem to be at X/X, suggesting they've hit some hard limit.

12
DF Gameplay Questions / Corpulence, Disease Resistance, Heal Time
« on: May 06, 2014, 04:58:26 pm »
So...  I have all my dwarves drafted and training four seasons out of the year (the mid month of seasons)

They're all becoming amazingly agile and strong and all that good stuff... But they're still mostly corpulent, and many are still susceptible to disease and slow to heal.

Is there any way to train these stats, and reduce corpulence?  Has anyone ever discerned if diet has any effect on corpulence?

13
DF Gameplay Questions / Seedwatch and Sunberries
« on: May 02, 2014, 03:11:08 pm »
So I have sun berry seeds set to 30....  but currently have 1000+ sun berries.  Every time I try and enable cooking for them, seedwatch automatically disables it.  Why isn't seedwatch allowing the cooking of sunberries?

14
DF Suggestions / Toady! A long time player's requested fixes
« on: May 01, 2014, 05:11:29 pm »
I must say that I'm very excited about the new release - I still remember the original DF, and being terribly confused and unsure how to mine... thinking my dwarves were starting outside of a city wall or something.

Regardless, I suppose I wanted to throw my two cents in on some things I think/hope will be either fixed with this release, or terribly soon after...

Fix 1: Refuse/Finished Goods Stockpiles with Wear condition switches

I mention this first because it would be both insanely helpful and insanely easy.  Simply put, dealing with worn clothing is still a major issue.  Yes, Dwarves don't necessarily keep things forever now.  And yes, I can deal with it by trading away old clothing.  But the problem I end up with is that I can't keep a stockpile of bins of clothing, because worn clothing gets mixed with good.

Ideally, I would have two options :  I could assign which 'wear' levels a finished good stockpile allows, and I could do the same with refuse piles (where worn clothing could rot away on its own).  The latter would have to actually allow for clothes, which it currently doesn't without finished goods on...   Which would be an acceptable way of doing it.  Really the quickest, easiest fix would just be to allow finished goods to have 'Worn' toggles for various wear levels, and we could turn them on on refuse piles.  Easy.

Fix 2: Armor Wearing

There's multiple things that need serious fixing here.

First, Hunters, Miners, and Woodcutters still don't wear armor while civilians if these professions are toggled.  It's somewhat ironic, because if I had to pick three civilian professions I'd -want- to wear armor, it would be Hunters, Miners, and Woodcutters.  Go figure.

Second, 'Over Clothing' still doesn't work.  Dwarves are a bit psychotic about layering, and trying to force armoring into the mix makes things a bit crazy.  They end up wearing multiples of some things and none of others...  It's not just that they won't put on armor, but instead seem to go completely psychotic about their clothing.

Replace Clothing works, though it's a bit sad.  This goes more into suggestions, but I honestly would rather use over clothing. It doesn't really make sense for dwarves, or any living thing, to wear armor -all- the time.  Doing so should generate unhappy thoughts.. and injuries.  Nor does it really make sense to wear -only- armor, as that should generate unhappy thoughts..  and chaffing.

Fix 3:  Medic!

Dwarves apparently are extremist individualists.  Jesus-dwarf helps those who help themselves, clearly.  Joking aside, the jobs in Healthcare are of an absurdly low priority.  If there's both a bleeding, dying dwarf on one side of the room, and a seed on the floor on the other, all the dwarves..including the doctor... would rather go take a barrel to the seed (stupid) than help the dying dwarf.  This also effects those chained in the Justice system, as they will starve and die of thirst if there's a lot of seeds to be picked up. 

Of course, once the dwarf becomes a corpse, it jumps up to top priority!

Fix 4: Training bolts?

...are a terrible thing.  Turns out dwarves know how to put them in the quiver, but not really how to remove them if they need to switch ammo.  You end up with dwarves stuck with training bolts until they're used up.  Distinguishing between bolts assigned for training and those used for their actual intent is utterly broken.

Fix 5: Lonely fishermen...

Good luck getting a legendary fisherman in the current version!  Turns out, long before they reach that point, fish will go extinct.  It's sad, really.  I mean, the water will be much cleaner, but dwarves don't generally drink water...  so this is generally a bad thing. 

Fix 6:  Chests are magical.

Chests don't melt.  I remember going for a couple in game years wondering why I wasn't producing metal, but still clearly had smiths sitting at the smelter, before I realized they were trying to melt the same chests for years.  Kind of annoying.



15
DF Gameplay Questions / Pre-stocking site?
« on: April 20, 2014, 01:40:59 pm »
I have no idea if this is possible, as I don't really play adventure mode, but to ask -

Can you play adventure mode, then start a fortress in the same world?  If so, if you start a site where your adventurer was, will effects of adventure mode appear there?

Basically, I'm asking this - If I were to start a world as an adventurer, find a spot where I'd later like to have a fortress, and leave items/things in that spot, could I then start a fortress on that spot and have the things I left there as an adventurer?

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