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Topics - Nesoo

Pages: [1] 2
1
Life Advice / Book help
« on: January 29, 2009, 08:45:45 pm »
Probably not the best place in the world to ask this, but I don't really visit any other site that would be able to help, so here I go:

Does anyone know the name of a book that is about a boy falling in love with some naiad (or stream goddess, something like that), getting a sentient sword that can heal him (something to do with the sword losing one of its hearstrings, which eventually regenerate, to repair the boy's), and planning on killing a river god (who has seven times seven heartstrings, according to the sword) because the river god is causing pain for the naiad?

I read this book over 10 years ago and can't even begin to remember what it was called. Obviously I may not be getting all the details right, but it should hopefully be a good enough description for someone to recognize it.

Thanks!

2
DF Community Games & Stories / Lashpools [Community Input]
« on: November 05, 2008, 10:39:13 pm »
Hello all.

What I have here is a bit of a conundrum.

I have what I think is a really cool looking map, but... I'm not sure exactly what I want to do with it.

That cliff side is just begging to be smoothed, but... do I cut off all the stuff in the N/NE corner as well, having a giant cliff taking up just the West side of the map, or do I leave that part alone?

Do I use that "mini spire" as a natural ramp to the entrance of my fortress, complete with massive bridge project, or do I just put the entrance on the ground floor... or even just dig in from the top?

The one thing I do know for sure... there's going to be a waterfall over the entrance if it's on a cliff side. I'm also tempted to have a dining room that's open to the outside... wow, what a view!

Unfortunately, I don't think there's any sand, so I can't have a dining room that juts out with a waterfall pouring over a glass dome around it :(

This isn't going to be a community fort at all, nor can I guarantee a story (though I did get one started at the map archive), but I would like to have your input on what should be done!

I'd like to see what other people come up with as well, so if you would like to embark on this location for yourself:

Spoiler: world gen info (click to show/hide)

Spoiler: embark map (click to show/hide)

Oh, yeah, it was genned in 40c, I haven't bothered upgrading to 40d yet. I have history culling turned off, if that makes a difference. If you just want my save, here ya go. (Yeah, there's a bit more food than I suggest at the DFMA, I just said that to give them a reason to make a fortress instead of heading home.)

Spoiler: shh... hidden features (click to show/hide)

3
DF Bug Reports / Repeatable zoom to building crash [40c, d]
« on: November 04, 2008, 04:48:52 pm »
This might be related to some of the other zoom to building crashes, though I think those were reported to happen from the 'u'nit and 'j'ob screens. This one happens from the 'r'ooms screen and is highly repeatable, at least for me. Happens every single time.

Get the save file here. Everything is vanilla; I didn't even alter the init file. I first noticed it in 40c, but I replicated it in 40d (which is the file I uploaded).

Press 'r' to open the rooms screen, find the Great Dining Room (should be on the top), press 'q' to zoom to it. Now select one of the thrones and press 'x' to remove it. Once the dwarves have removed the throne, press 'r' for rooms, find the dining room again, and press 'q'. The game will crash.

Something that may help track down why this happens: zooming to the room while the throne is in the process of being removed prevents the crash from occurring after the dwarves have finished removing the throne.

(Just noticed that you don't even need to zoom to the room first. It will still crash if you just open it up, q a throne, remove it, then try to r-q to the room.)

4
DF Suggestions / Yearly status report
« on: September 13, 2008, 01:19:27 am »
(Edit: Holy wall of text! Consider this original part as the tl;dr version.)

Inspired by* Dolohov, we should have a yearly report. It could show such things as wealth produced that year, the number of each type of job that was completed, change in food/drinks, etc. It could have the numbers modified by the bookkeeper's settings, just like on the status and stocks screens. It would also, as in his comment, allow time for 1 year of world gen history stuff to occur. There could also be either an init option or (preferably) an in game toggle on the (o)rders screen for those who don't want to see it.

* Inspired by = Stolen from



Update:

Now that it's not 1 in the morning and I'm a bit more... awake, let's try a more organized list of what I personally would like to see:

+/- Change in:
  • Food - could have a sub list of the different types listed on the status screen: meat, fish, plant, and other
  • Drink
  • Wealth
  • Population - could also have a sub list for children and adults, or profession, or both (profession as a sub of adults?)

The +/-'s would be pretty easy to do: just remember what the numbers were last year (using zero for everything on the first year, of course) and subtract that from the current count.

This is meant to be a broad list to get a general idea of how your fortress is doing. Did that one legendary brewer crank out a lot more excess booze than those two professionals did last year, or did my overall booze stocks go down while he was running the show? I lost a lot of food this year, even though my population only went up 5. I'll have to see why that happened. Etc., etc.

Yearly Totals:
  • Exports
  • Imports
  • Migrants
  • Enemies killed - sub list of siegers, ambushers, thieves, kidnappers, and others? Could be combined with the ones below instead of it's own category
  • Ambushes (that are discovered and/or resolved; I don't think I've had one of these yet...)
  • Sieges (that are resolved, so a siege that's still going on at the end of the year doesn't count; it will count towards the next year's list, assuming it's solved then)
  • Jobs completed, especially:
    • Animals slaughtered
    • Corpses butchered
    • Completed hunts - huge discrepancies in these numbers can point out a large inefficiency with your butcher shops that you may not have noticed
    • Tanned hides - ditto with the tanner
    • Fish caught
    • Fish cleaned - for same reasons as above
    • Trees cut
  • How much food rotted

Those are the ones I'd like to see, though you could also include other fun totals like:

  • Tiles mined - channeled, dug, ramps, stairs, removed up ramps/stairs, etc.
  • Items created - probably best to stick with broad categories

That's a lot to fit on one screen, so it might be best to pick and choose important ones, though it wouldn't hurt to have multiple pages or have the screen scrollable like the help windows. If a year of history were to be run during this time (as in that other suggestion thread, obviously an idea that I support) it should probably mention that input may not respond while the history is running.

Maybe it would be best to have some kind of RAW file to define it? Then it could be laid out however you want!

Code: [Select]
[COLUMN1]
[POPULATION] (change in population, no break down)
[FOOD] (change in food, no break down)
[DRINKS_BY_TYPE] (change in drinks with a sub list for each
type: sunshine, sewer brew, dwarven ale, etc.)

[COLUMN2]
[MIGRANTS] (total migrants, no break down)
[JOBS_COMPLETED] (total of each type of job that was completed)
[+JOBS_COMPLETED] (change in jobs completed compared to last year;
should display all that occurred in either year)

I think Toady's going to hate me now ;)

5
DF General Discussion / Dev now, cats and vermin
« on: September 04, 2008, 10:40:57 pm »
Anyone know what
Quote
made cats able to carry vermin properly again
means? Are cats going to dispose of vermin corpses now?

Also,
Quote
made forbidden items count toward wealth properly
makes me :(. I was using that to keep my fortress value down so I didn't get too many immigrants or any ambushes until I actually had a fortress carved out of the map. I guess it's time to start getting used to having random peasants mine instead...

6
Other Games / ADOM - Worst and/or most embarrassing deaths?
« on: June 25, 2008, 06:35:05 pm »
I just had what I consider to be the worst and most embarrassing death that I've ever had in ADOM. No, not something silly that lots of newbies have problems with, like food, forgetting you can pray, or anything like that. No, friends, I hit a teleport trap and landed in this room:

(Potential minor spoiler.)


Needless to say, being a trollish monk at level 7, I had no way out. I did have a wand of monster creation, which may have given me a corpse that would give me teleportitis, but no such luck.

I ended up pissing off my god so he would strike me down rather than starve to death... I ended up with -12k points ;D

7
DF Gameplay Questions / Metal strands?
« on: October 31, 2007, 11:02:00 pm »
Anyone know what extracting metal strands in the (I think) craftsdwarf's workshop is for? I didn't see anything on the wiki for it and haven't played far enough yet to do anything with metal.

8
DF Gameplay Questions / Pets from the Liaison?
« on: November 15, 2007, 06:17:00 pm »
Several times on several different forts now I have requested Cows, Horses, and Dogs at full priority from the Liaison, and the next fall the caravan brings cages of... vermin. Is this a bug, or do they just hate me?

9
DF Bug Reports / Scrollbar
« on: March 03, 2008, 08:11:00 pm »
One line scrollbars seem to have a minor visual glitch. Movie.

10
DF Bug Reports / Pet burial
« on: March 03, 2008, 07:42:00 pm »
Making a coffin into a tomb, then freeing it and setting it to be used for burial doesn't respect the COFFIN_NO_PETS_DEFAULT option. See movie.


Edit: Fixed the subject line.

[ March 03, 2008: Message edited by: Nesoo ]


11
DF Bug Reports / Visualizer
« on: November 09, 2007, 10:41:00 pm »
I understand that it's not meant to be useful yet, but one of these is obviously much more useful than the other:

Just for kicks, I turned off blackspace and looked at it in full screen again. Still not great, but definitely better:

Basically, right now, the only way to use it is to be in windowed mode.


12
DF Bug Reports / Cancels dig
« on: February 26, 2008, 07:54:00 pm »
Miners are deselecting trees and plants by trying to mine them, then generating a cancel message; see the video. Noticed in 38c, though could have been present before.

13
DF Bug Reports / Message log missing death text
« on: March 31, 2008, 11:29:00 am »
I was dumping puppies into some magma (why? cuz I was bored), and the last one did this:

   

The spot where they were dumped was right on the edge of a cliff that falls into a chasm 1 or 2 levels down (I'm testing that "do chasms still get red lines?" question) so, depending on when the message is generated, I suppose it might be possible that the magma flow pushed it into the chasm before the message was fully assembled. I strongly doubt that I could reproduce it, and I don't have a save before it happened (nor immediately after; didn't think of it until much later). I had set 6 of them to be dumped (in a Pit zone) all at once, and it was the last of them that generated the goofy message.

Edit: Ugh. If I had autobackup on, I could have had a save immediately after. Found this in gamelog.txt:
The Stray dog (Tame) has died in the heat.
Urist Evostustuth, Brewer cancels Brew Drink: Needs empty barrel.
Stray dog (Tame) has given birth to puppies.
The Stray Puppy (Tame) has died in the heat.
x2
x3
x4
x5
The Stray Puppy (Tame) has
Rovod Limƒrsazir, cat (Tame) has given birth to kittens.
It is now summer.

[ March 31, 2008: Message edited by: Nesoo ]


14
DF Bug Reports / Bug 500 Fortification cancellation
« on: March 10, 2008, 07:49:00 pm »
Bug 500 seems to be back. Video #1 after I noticed some got canceled, video #2 started before I designated another set.

15
DF Bug Reports / Tree icons
« on: December 05, 2007, 09:53:00 pm »
Some trees (when bare) flash a backwards icon when they're flagged to be chopped down; see this video.

[ December 05, 2007: Message edited by: Nesoo ]


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