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Topics - Align

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DF Gameplay Questions / Loyalty cascade as undead approach...
« on: January 19, 2016, 09:54:35 am »
Not sure what happened, just stationed my militia outside after a necromancer +his undead showed up, and after a minute my dwarves started fighting each other. Very bad timing. Any way to figure out what caused this?


Save here: http://dffd.bay12games.com/file.php?id=11676

2
DF Suggestions / Repeat forever without cancelling
« on: October 11, 2015, 07:17:51 am »
Such that I can set "Brew drink from plant" in the Still and not have it removed from the job queue after running out of barrels or plants. Or "Make coke from coal", or "Make silk pants", etc.

3
DF Suggestions / Dragons ought to start world gen fully grown
« on: January 30, 2015, 03:42:56 am »
We have dwarves and others "having the appearance of someone x years old, was one of the first of its kind" to kick off world gen with some adults, so doing the same for dragons - who depend on being high age to be powerful - seems like a good way to give them back their respectability.

4
DF Suggestions / In-game Options menu for init and d_init.txt
« on: January 26, 2015, 06:30:26 am »
More accessible, and I personally would use it to make a macro that changes all the options every time there's a new version.

5
Currently dwarves just run away from critters if they're civilians, towards critters if they're military, and this causes various nuisances and dangers.


Presumably they ought to make a decision on whether they can take a critter (based on size and skills?), leading to four scenarios:
1) "I can take that thing on! But it's not hostile, so I'll ignore it entirely."
2) "I can take that thing on! And it's coming for me, so I'm gonna charge it!"
3) "I can't take that thing on, but it's running away so I can just ignore it."
4) FLEE

6
DF Suggestions / Rivers drying out in hot climes
« on: December 08, 2008, 07:56:52 pm »
Anyone who's fascinatedly read about the savannah and its inhabitants (or watched Discovery channel) is likely familiar with stories of how areas would get drier and drier until there's only dust and debris. As the seasons change, finally the rains come and flood away all the garbage, and dust becomes fertile mud.

I believe currently water spawns in river edges at an even rate and then goes off the map at the same rate. Is it possible to decrease this level so it's not always 7/7 entering and leaving the map?

7
DF Suggestions / Separate movement speed and action speed
« on: July 26, 2008, 03:04:19 pm »
Currently, wolves and other four-legged creatures move just as fast as you. At the same time, I wouldn't be okay with them getting twice as many attacks per round - I'm already in danger of getting my throat torn out from random encounters.
So, hence the suggestion in the title.
I'm not sure if Agile stat-increases should increase both, or if movement speed should be pre-determined by raws - or perhaps movement speed should be affected half as much, but also be affected equally much by the Strength stats. So one level of agile and one of strength would be equal to one of the current agility effect.
That way you could still get soundbarrier-breaking workers, but they'd need to be more legendary.

8
I've been playing a rougelike recently that deals with the nuisance of choosing a target every time you attack rather nicely: by default you'll fire at the closest creature, but if you hit * you can cycle through targets, and once selected, a target stays selected until dead (or at least until not visible anymore).
In DF you might have to have a text list as well as graphically putting the selection marker above the target, since more than one creature can be in one square. Also, you could jump straight to the 'view creature' screen from that list so you can easily see which one you wounded, if need be.
Sounds awesome Y/N?

9
DF Gameplay Questions / Bunch of problems with my Mayor
« on: November 17, 2007, 09:29:00 am »
He never goes into No Job, but instead into Conduct Meeting. Since he still switches to any job available as if he had No Job, this might seem to be fine, but 1. he just stands around instead of going to a meeting area or something, and
2. he can't conduct meetings. Presumably because you can't conduct two meetings at once, regardless of one of them being imaginary.

Also, not so much a problem as an exploit, but my mayor had mandated construction of some fine pewter items, when I tried making him a recruit, fortress guard, anything to get him out of the Conduct Meeting lockup. In the nobles screen his mandate is gone, but it never ended normally, plus the job management order for the items is still there as well.

Third, as he was in the trading depot(because he's my Broker as well), he was re-elected, and now it says there are no merchants in the depot. There was no "merchants are packing up" message, so that's not it. Can't trade, can't move items to/from depot.


Missed the bug reports forum, putting topic there. Feel free to delete, mods.

[ November 17, 2007: Message edited by: Align ]


10
DF Gameplay Questions / Caveins blowing a hole through the floor
« on: November 13, 2007, 06:41:00 am »
When exactly does this happen? I was digging out some ground because I like symmetry, and used a support+lever setup to make sure no dwarves got crushed accidentally, but when the lever was pulled and the ceiling came crashing down, there was a small 2x1 hole in the ground. Right through my ammo stockpile into the living quarters, as it happens.

11
DF Gameplay Questions / Can't create Bismuth Bronze
« on: November 10, 2007, 05:01:00 pm »
I have tin, copper, and bismuth bars and their corresponding ores, yet in the smelter there is no option to make bismuth bronze, only ordinary bronze. Which is okay, but I don't like having a dozen metal bars lying around being useless, so what do I do to make bismuth bronze instead of plain bronze?

[ November 10, 2007: Message edited by: Align ]


12
DF Bug Reports / Can't trade with merchants
« on: November 17, 2007, 10:47:00 am »
As my Mayor was in the trading depot (because he's my Broker as well) to trade with the recently arrived human caravan, he was suddenly re-elected. Now it says there are no merchants in the depot.
There was no "merchants are packing up" message and they aren't going anywhere, so that's not it. I can't trade, and I can't move items to/from depot.

13
DF Bug Reports / Mandate-removing exploit
« on: November 17, 2007, 10:45:00 am »
Earlier, my Mayor mandated construction of some fine pewter items. I later tried making him a recruit, fortress guard, anything to get him out of this idle state he was inexplicably locked up in (didn't work).
Now, in the nobles screen his mandate is gone, but it never ended normally. And the job management order for the items I ordered for construction is still there, so the mandate wasn't fulfilled.

14
DF Bug Reports / Mayor never goes into No Job
« on: November 17, 2007, 10:43:00 am »
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=001801  is sort of related.
My Mayor never goes into No Job, but instead into Conduct Meeting. Since he still switches to any job available as if he had No Job, this might seem to be fine, but
1. when he has nothing to do, he just stands around instead of going to a meeting area or something
2. he can't conduct meetings. Presumably because you can't conduct two meetings at once, regardless of one of them being imaginary.

I believe this started happening after a liaison or other diplomat didn't leave properly.


15
DF Bug Reports / Invincible bones
« on: November 21, 2007, 11:34:00 am »
I've got a magma pool set as a dumping zone, and bone bolts and goblin skulls (but not other skulls) take an eternity to disintegrate in magma.
Sorry, my bad; they just took very very long.

[ November 21, 2007: Message edited by: Align ]


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