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 - PigtailLlama

Pages: [1]
1
I like how the priority system for the trade agreements work. The job system could use that -Its current list form doesn't make sense, as the jobs often fall on different types of workshops, and due to priority quantities, workshops can stall with certain jobs because there's a call for more than ten of something and the resources that are needed are not available, but the next set of jobs for that workshop do have the resources, but never complete due to the manager auto-assigning those ten-plus jobs again with the higher priority.

Changing that priority system to the one used in the trade agreements would be more useful, as it can tell the auto-assigner what should be done first, what jobs can be layered on each other due to sharing the same priority, and what can be done last.

2
This thread's purpose is simple, but the contents speak of complex tales - Share stories of the events that passed in your worlds of Dwarf Fortress, only to lose them in a crash.

If you think you've encountered something that's specifically unique to anything else in this thread, give Toady a hand - Log in or register to the bug tracker and post your bug and the details leading to it there.



I'll start with mine. My fort was doing rather well for its small size, making the usual mass of plump helmets and prickle berries destined for brewing while expanding its outside farming operation to prepare for other plants such as hemp, spelt, parsnips and cranberries (can you do anything with the bushes yet?). Meanwhile, my two miners were quarrying the side of the valley, where the grand plan would start with the entrance, walls, and outbuildings of the fort. (Everything/one else was in a temporary place I dug out of the valley floor.) Along with these feats, a child also crafted an artifact gauntlet out of yak bone adorned with chalk cabochons and iron in the shape of a lion.

Due to not having a Supply Depot built, the elven caravan came and apparently waited just outside my site, even through I didn't need anything from them thanks the increased amount of wood you get from trees. A while later a migrant wave came, the more interesting of the migrants being a mason (good timing game!). To see who I got altogether, I checked my units.

That's when it crashed. I lost all the progress I made from the fall of the first year to the spring of the second year. I did so much setup, and now I have to do it again  :'(

3
DF Suggestions / Temporary fix - fruit collection
« on: July 13, 2014, 04:15:16 pm »
As of right now, it's not possible for dwarves to collect fruit from trees in Fortress mode, but as a temporary fix, how about reverse-engineering the cave spider web collection code so that they do the same with fruit and nuts that have fallen off of trees?

4
DF General Discussion / The Echidna rolls into a ball.
« on: July 09, 2014, 08:47:18 pm »
The Echidna unrolls.

5
DF Modding / MOVED: [GRAPHICS] Crazy 8x8s
« on: July 08, 2013, 09:33:37 am »

6
DF Modding / Reducing site sizes
« on: June 02, 2013, 09:02:11 am »
Is there any way to reduce the sizes of civilization sites in the game? 15x15 seems ridiculous for some locations, such as Dwarven mountain halls given that they dig downward and live in layers...

7
DF General Discussion / The Goose Chase that is DF2012 Linux
« on: May 30, 2013, 03:58:59 pm »
I have to ask, was the compiled file for the Linux version of Dwarf Fortress botched by accident? I've had to manually install (Not through Aptitude, but get Debian packages, extract the files and move/copy them through the terminal):

SDL and SDL-ttf (usually a given on 64-bit Ubuntu)
GTK 2.0+ for X11
GDK
Pango
Cairo
Pixman
libJPEG
libPNG (15?)

I've stopped at libPNG because at this point, there's got to be something seriously wrong that it can't use libPNG12, let alone be able to use at least some of the x64 packages.

EDIT: Got it all. Perhaps it's time to update the installation guide to include all these libraries now.

However, Pango is throwing some weird exception at me about modules or whatever not loading, then showing an error dialog box in text I can only assume is in the wrong encode format.

8
DF Suggestions / Graphics optimization - Rotation & Flip
« on: May 26, 2013, 07:34:04 pm »
So... Anyone else wanting a [HORIZONTAL_FLIP] and [VERTICAL_FLIP] attributes for their raws? It would really cut down on wasted space for graphics that require a lot of tiles to properly work, such as walls, rivers and rails. It could also have an option to randomly flip certain tiles upon creation to give a little more variety and break up some of the repetitiveness.

[ROTATION] (the 90-degree kind) would also be nice, but it's only used if the tileset passes a square-tile check.

9
Tilesets and Graphics / [GRAPHICS] Crazy 8x8s
« on: May 23, 2013, 01:03:02 pm »
Yes! It's a new graphics set!

They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!

INSTALLATION: Put the data folder in your DF file. Click yes when prompted to merge or overwrite.



Changelog

Current version: 0.7

What has been included in Version 0.7:

- Updated dft_custom.png
- Updated colors.txt
- Updated init.txt
- Updated font to add missing glyphs
- Created depth-like effect for the sky, found in the optional d_init.txt

What has been included in Version 0.6:

-New font that uses the same tiles
-Adjusted colors
-Adjusted graphics in dft_custom.png
-Included init.txt and color.txt, and packaged into a .zip file for one-step installation into the DF folder

What's next?
-Creatures & Professions having their own tiles
-Raw editing. Three versions will be made when this occurs - Full includes raws, colors and custom tileset; Custom Lite includes customized tilesheet and colors; RogueLite includes basic tilesheet and colors.

Screenshots

Embark
Spoiler (click to show/hide)

Early Fortress
Spoiler (click to show/hide)

Adventure Mode
Spoiler (click to show/hide)

Arena Combat
Spoiler (click to show/hide)

Tiles for Customization
Spoiler (click to show/hide)


10
DF Suggestions / (Giant) Lemmings.
« on: April 02, 2013, 04:04:37 pm »
http://en.wikipedia.org/wiki/Lemming

Because we just need them in a game about dwarves which always needs more dwarfy moments.

11
Pretty simple, really. The idea is to be able to assign wheelbarrows to dwarves that would perform their tasks faster and better with them then just carrying the needed items by hand. Imagine how fast master mason Urist McUrist could build a wall if he had a wheelbarrow all to him/herself, or how fast farmer dwarves could plant seeds or harvest crops with wheelbarrow or bag assignments!

Pages: [1]