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 - Eagle of Fire

Pages: [1] 2
1
DF Modding / Graphic Set Question
« on: December 23, 2007, 02:17:00 am »
I been trying to make Sophir graphic set work on my computer, and the best I ever been able to make out of it is this:
Fullscreen:
:(

2
DF Dwarf Mode Discussion / 100% Lava proof technique (spoiler?)
« on: July 27, 2007, 12:41:00 am »
-"Hey guys, I have that hitch again! I think if we just keep mining straight from now on, we'll find something interesting!"
 :D"


100% Magma proof technique. Can also be used to locate in advance waterfalls and chasm location...

Kind of take the mining step fun out of the game tough...

[ July 27, 2007: Message edited by: Eagle of Fire ]


3
DF Dwarf Mode Discussion / Huh... At least he didn't cut his toes. :P
« on: July 25, 2007, 03:59:00 pm »
I'm pretty stumped on this one... Would any one of you guys know why a wood cutter would behave like this?


In this game, I have a lot of woodcutters... So I decided to give them both the wood cut and wood hauling jobs, since they are cutting thru the forest way faster than my haulers can get to the wood. Since there is a lot of elephants on the other side of the river, I am cutting wood only on the fortress side of the river.

What I have figured out so far: I am pretty sure that I got the message pretty late, the wood cutter probably hauling one piece of wood before returning back to fell another tree. That would be why one of my haulers (pic 3) got the time to get to the axe and is onward to haul it back to my depot.

My question is, what would make a woodcutter drop his axe in the first place? I'm sure I didn't draft the woodcutter, nor did I play with his job list. There is nothing which could have made him drop the axe to do something else and it's the first time in about 10 forts that I ever notice something like this happening.


4
DF Dwarf Mode Discussion / Gah... I think I'm screwed.
« on: July 22, 2007, 01:01:00 am »
Alright... I got a problem here saving the last time I played my '68 game... The save game took forever to end (and by forever, I am talking almost 15 minutes) so I then tryied to go back to Windows, and realizing that DF was not responding I had to reset. Which mean that my game didn't save correctly, and now when I try to load it it the game crash on me...

I guess I'm completely screwed, right? Is there something to do about this? Also, what do I have to do to backup my games between saves? I guess I have to backup a directory, but I'd like to know which one in particular to be sure.


5
DF Dwarf Mode Discussion / 10 items Strange mood
« on: January 04, 2008, 02:51:00 pm »
:p

6
DF Dwarf Mode Discussion / Grand Tomb Designs
« on: August 29, 2007, 04:26:00 pm »
Inspired by great living quarter designs, I am now looking into grand tomb desings. I remembered some time ago someone who posted the picture of his ankh tomb, and I've found it:
 :)

Edit: Oh and I forgot to add... His name is in the file name, but I'll say it nevertheless. The credit goes for herrbdog for this incredible tomb.  :)

[ August 29, 2007: Message edited by: Eagle of Fire ]


7
DF Dwarf Mode Discussion / FAO Fullscreen lovers
« on: August 19, 2007, 11:33:00 pm »
Inspired by Herrbdog tileset on the Wiki, I created a shaded tileset targeting resolution of 800x600.

Basicaly, you have the exact same "curses" default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange.

I tryied it pretty fast, looked pretty nice at first glance (demo and first screen).

For those who are interested in trying it out, please advise for annoyances/further improvements.


8
DF Gameplay Questions / Strage question...
« on: November 20, 2007, 04:25:00 pm »
...regarding underground rivers. I know that you have a small chance, just like rifts or pits, to find an underground river in the map your playing. I also know that you can create dams if your river freeze in winter, which happen on my map (but not for a long time though).

Question: if I was to build a dam on a brook, dig in front of it and create a new path for the river to run to... Would it be treated by the game exactly like an underground river and have all the advantages, or will it be simply considered as a normal construction?

And by advantages, I of course mean underground forests and spider silk gathering. Just like in 23a.

[edit: typos...]

[ November 20, 2007: Message edited by: Eagle of Fire ]


9
DF Bug Reports / Great Thrower? Yeah, right!
« on: August 13, 2007, 05:25:00 pm »
I've got this bug twice now on as many adventurers. I didn't train them immediatly up to legendary in throwing, and thus it is getting better and better slowly as I throw things around.

Usually, even at dabbling, I manage to throw stones, hit and seriously maim the target(s). Once I reach the "Great thrower" status, the adventurer can't seem to be able to hit an elephant in a corridor. Sometimes, the object thrown even go in the opposite direction or away at a 90 degree arc than where it is supposed to go, and it is just as if my adventurer didn't know how to throw at all.

My guess would be that there is a bug somewhere which switched the Great Thrower and the Dabbling levels together...


10
DF Bug Reports / Manager job screen
« on: November 18, 2007, 03:00:00 am »
Two small suggestions. First, I noticed the max amount of items you can make in one single order is 30. I don't really mind that, but could the interface be changed so if I order more than 30 then the manager simply break the big order in smaller pieces of 30 items?

Second suggestion, maybe more like a bug report: I can't see the "forge iron crossbow" in the job search list. I could queue it fine at the metalsmith's shop, but the manager seem to remain clueless on the matter. He don't appear to have a problem with "make wood" or "make bone" crossbows, though.


11
DF Bug Reports / My bookkeeper is not legendary enough...
« on: January 08, 2008, 05:31:00 am »
 

As you can see on this image, I have quite a lot of rocks in my fortress. And it's far from the end of it, since my miners are still mining exploratory shafts to find ores...

I used to check this screen to know exactly how many ores I have and how many I should queue in the manager screen. It seems now that there is so many rocks to count in that menu that the game take several seconds (easily up to about fifteen) to count, and there is so many the game don't even show me the listing!

I'd suggest, beyond the bug, that rocks and economical stones (or at least ores) should be sorted in different submenus...

[ January 08, 2008: Message edited by: Eagle of Fire ]


12
DF Bug Reports / Boss? I think we have a problem...
« on: January 04, 2008, 03:24:00 pm »

And me who thought that digging my tombs in diagonal was a refreshing idea...

*sigh*


13
DF Bug Reports / Lag issue
« on: November 07, 2007, 12:04:00 am »
I noticed that I had a lot of lag issues in my last fortress, none of which I been able to link to something in particular.

It seemed like the lower lever I got, the slower the game became... Even though nothing was dig out there yet.

After a while I thought it was probably because of a graphical issue, having too many things running on the screen would cause slowdowns... But then it turned out that it was mainly in areas already fully excavated/populated/discovered that the lag had less impact... I can keep my screen to a certain place and have the max FPS I've set for the game (45) for eternity, and yet when I move only one button press in a given direction, I'll fall to 20 or sometimes even 15-10... And yet the view on the screen change very little.

I'm pretty much baffled by this behavior. Oh, and I'm always playing fullscreen, and it seems like I lag less when I remove the right map but I keep the command screen open to the right.

Anybody have any idea of why the game would react this way? Is there some hidden stuff in the lower layers of earth which slow the game to a crawl until I discover it?


14
DF Suggestions / Rock walls
« on: August 07, 2007, 03:28:00 pm »
I'd find incredibly usefull to be able to set a flag when you paint the rocks to be either mined or smoothed/detailed on the same system than the workshops already have when the manager (I think) get in.

What I mean is, let's say that I want to create a huge tomb... When it's all diggen out, I'll want to smooth it. However, what is the use of a legendary engraver in all this if what you want is to train the untrained historians skill up? There is none, and in the current build what I'd have to do is to hand pick the legendary historians and remove the stone detailing job so they don't go there and steal the exp of those poor dabling Dwarves.

Then, when I'm done smoothing the whole thing and I want to engrave it, I want the whole thing as masterfully engraved as possible. What would be the use, then, of those above mentioned dabbling historians to work on the whole project? None. So with the current build, I'd need to hand pick every single historians, remove the stone detailing job from the low ranked ones and give it back to the legendary historians...

For mining, it's not as bad but it would still be needed. For example, if you are digging a vein then you'd rather do it with legendary miners because those miners can get more ore out of the rocks than a dabbling miner. On another occasion, when you are about to reach the magma then you'd want your most skilled miner to get out and dig because you want to minimize the chance of losing your miner(s). And on other occasion when it doesn't matter because you are training those apprentices, you don't want a bunch of legendary miners to get in and steal all the XP of the apprentices, for they'll never learn at a good rate otherwise. Same system than with the historians, you'd need to hand pick every single Dwarves and switch the mining job as needed...

Extremely tedious...

Think about it, how it would be so much easier if all you'd have to do was to set an option in the digging/detailing screen when you are "painting" the rocks to be digged/engraved and set such and such rocks to be mined only by miners with skill up to Grandmaster, or to set those tomb walls to be  engraved only by legendary miners/engravers...

That would be so awesome, and such a time saver...


15
DF Suggestions / Workshop Chutes
« on: December 04, 2007, 02:45:00 pm »
Suggestion: New Item: Chutes.

Made by a mechanic at an mechanic's workshop, the chute would be a furniture item which are to be installed by mechanics next to workshops. The whole purpose of this item is to set a new drop point for workshop workers to drop the items they are creating. Output resulting in only two hauling jobs for 10 items instead of 10 for 10 like it is already.

For the chute to work after installation, or be "enabled", a dwarf with the haul item job enabled must first haul a bin under the chute. After a number of items, equal to the number or normal items stackable in a bin, is achieved, again a dwarf with the haul item job must come fetch the bin to bring it to a stockpile and another bin must be "loaded" under the chute for the dwarf working at the workshop to use the chute again.

The chute could be made to spawn several levels, every single chute item being used for half a level like the way staicases work currently. The sole purpose of a chute being to allow steady and slow but safe delivery of items from top to bottom, items would not be harmed in this way even if the chute spawns a big drop.

I'd suggest that it could be made from anything already coded to be able to make bins and barrels, and that several chutes could be installed next to the same workshop. For coding purpose, a workdwarf would first check if there is an available chute attached to his workshop to drop the item he's working on before qeuing to his next job, and drop it at the right place if one is available. If no chutes are available, the workdwarf should act like it is already currently done and jump immediatly to his next job.


Pages: [1] 2