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Topics - DimmurWyrd

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1
DF Dwarf Mode Discussion / ricks utils
« on: April 28, 2008, 04:52:00 pm »
Sadly he removed all his old ones from the wiki to upgrade to his new all in one thing... The sad part being that I can't use .NET framework 3.anything (ok I just refuse because it's spyware and drives my firewall nuts) and I need the upgraded offsets file for the old utils  :)

BTW just so I don't get flamed the EULA for .NET 3.0+, IE7+, and media player 10+ all state that these programs search your HD For "pirated files" and report back to M$ about it... now what ELSE they report I can't say but that alone is too much invasion of my privacy nor do I need people knocking down my door at 2am just to find that I do indeed own the originals for every game installed on my PC :/ (I use a lot of NO-CD programs because starforce has already ruined 2 of my DVD drives and I won't lose a 3rd)


2
DF Dwarf Mode Discussion / goblin sieges? (33b)
« on: December 21, 2007, 10:33:00 pm »
What triggers goblin sieges? it's getting totally out of hand I am having anywhere from 10-15 groups of goblins show up every year (year 3+) and it's getting kind of insane with as many as 5 groups hanging around at the same time :/

3
DF Dwarf Mode Discussion / specialists?
« on: September 27, 2006, 06:06:00 pm »
What are the various specialists you get and what requirements? such as the sherrif, bookkeeper, broker, and especially the manager lol... I got the manager and sherrif in one wave and haven't a clue what to do for/with them... how does one make an office??

4
DF Gameplay Questions / How Does Adventure mode tie in with fortress mode?
« on: September 29, 2006, 08:21:00 pm »
Specifically I have seen posts that mention that you start an adventure in an abandoned fort... What I wonder is if you do that (and how do you do that? quick start?) can you pick up stuff that was made in fort mode (i.e. if I make a bunch of weapons/armor/coins in the fort mode will my adventurer find those things in adventure mode?

Another thing I find confusing is the value of minted coins... I notice I make 500 per bar but what are their relative values... and can you "trade" for less than a full stack? How do coins work in general in both adventure and fort modes?

So many questions I have but can't really think of at the moment hehe.


5
DF Gameplay Questions / reveal.exe for latest version?
« on: December 20, 2007, 05:21:00 pm »
Is there a version of reveal that works with the new versions of Dwarf Fortress? I have tried the one on the wiki but it only partially works in that it will reveal some of the map but it leaves most of it still hidden. Mostly leaving the -z levels mostly hidden except for an S shaped line through the middle of each level with occasionally random blocks also revealed...

6
DF Bug Reports / new stockpiles
« on: October 30, 2006, 08:38:00 am »
I can't seem to find pig tails, cave wheat, or sweet pods in the list of foods... I was hoping to create a stock that only held seeds and produce from planting and a seperate one for booze and prepared food near the dining hall...

7
DF Bug Reports / game year wrong!
« on: October 29, 2006, 11:45:00 am »
I've noticed that in some games I'll be in the second year but when I go to the Z screen it says it's 1057 or some such year... I first noticed this when loading an old game actually... going what the heck??? I only played through one winter how could it be 1057 hehe... I haven't seen it lately and all my old saves got wiped accidently  :(

Just wondering if my system lags so bad that the year outpaces the actual time played somehow lol (doubt it because game has yet to use more than 23% of my CPU but possible.)


8
DF Bug Reports / using charcoal in magma smelter?
« on: October 21, 2006, 06:27:00 am »
I thought the entire reason to make magma smelters was to avoid needing charcoal anymore yet my metalsmith is dragging coal in anyway :P

9
DF Bug Reports / dwarves hate lever!
« on: October 18, 2006, 09:52:00 pm »
I have had a lever with a pull task for almost an entire year now yet even with a dozen idle dwarves nobody has the time to pull it... I checked it very thoroughly and it is completely accessible and nothing is on top of it etc. they just refuse to pull it :/ (it worked the last spring) it's hooked to my floodgates for farming so I haven't been able to grow anything all year and my poor dwarves are gonna be a might famished come next spring.

10
DF Bug Reports / odd glitches
« on: October 16, 2006, 08:04:00 am »
this is odd... I keep digging up sets of armor??? my miner will be hummin along diggin out an area then he moves on and there's a [ on the ground behind him so I scroll on over and it's a few pieces of chain armor and some leather clothing so I think "he is just dropping his armor right" and i look at him and nope he's still dressed he's done this 3 times now twice he "lost his pick" when this happened and ran to get a new one (but didn't equip armor)

There were a couple more I intended to note but they've since blanked on me so I'll add em here when I remember again :/


11
DF Bug Reports / problems making pig iron and steel
« on: October 13, 2006, 01:23:00 am »
I have several coal an iron bar and after much effort a pig iron bar in the bar/block stock yet every time I qeue a make steel job it gets cancelled saying no pig iron (when trying to make the pig iron I would constantly have the metalsmith drag the hematite, limtestone, and a charcoal to the smelter then cry about not having charcoal/coke doing that even though at the time I had 6 charcoal in the stock. Eventually he did the job but I don't have a clue why or what I did that made it work (none of the bars were tasked btw) now I have tried for over a half hour to get him to make a steel bar so I can make a darn magma smelter but no luck :/ just keeps saying no pig iron. and he's back to saying no charcoal/coke when I try to make another pig iron in case he wants 2 of those :/


*EDIT* nevermind he finally did it... I had to make a dozen more charcoal before he could find 2 to make the second pig iron. *EDIT*

[ October 13, 2006: Message edited by: DimmurWyrd ]


12
DF Bug Reports / Broker arriving wrongly?
« on: April 07, 2007, 01:35:00 pm »
I just got the broker, manager, and sherrif all at once but have yet to mint a single coin... I forget what triggers the manager I think trade and I guess I've done enough of that hehe just think the broker came wrongly but not sure if there might be another trigger so thought I'd ask  ;)

if it is a bug I saved and rar'd it up so I can send the save on.


13
DF Bug Reports / Fisherdwarf falls into a chasm?
« on: September 27, 2006, 05:56:00 pm »
I am still west of the river yet I got a message that a fisherdwarf fell into a chasm... it's now on the deceased list?? gotta be one dumb dwarf eh?  ;)

14
DF Bug Reports / Two different games, two different forts, same crash
« on: September 26, 2006, 01:41:00 am »
For some reason the game is crashing every time when the first dwarven caravan appears... (pauses fine but as soon as I start time it crashes with the useless windows message about reporting this crash) This is the latest version df_21_104_21c.zip (love the mouse support BTW) I wasn't really DOING anything at the time just waiting for things to work out after a snakeman ambush that wiped out all but 3 dwarves (just as the metalsmith arrived) so was just watching em clean up the place lol.

15
DF Suggestions / Some of my thoughts and observations after a couple week
« on: October 15, 2006, 08:49:00 pm »
Everything in here refers to dwarf mode only as I don't play adventure (too barren as of yet)
NOTE: Other than these things mentioned below I find the game excellent and well thought out and implemented... So even though I may seem to be purely negative I am not and it would be ridiculous to state all the things I find RIGHT about the game because there are too many. Also I am aware that many of these things are already known and such I still feel it's worth giving my opinion to support reasoning for change and possibly priority level of fixing/changing things. And also please note that I haven't come close to encountering everything that can happen (or even a fraction of what I've read about in the forums lol

Combat in general is FAR too deadly for no good reason (unrealistic to the point of ludicrous at times) For example... My competent warrior in full bronze plate with bronze shield and bronze spear goes out to tackle a group of wolves... first wolf he meets jumps out and tears his brain out? ok now I wanna know how the wolf bit through that bronze helm AND the dwarves thick skull so easily??? this wasn't a "giant" wolf or a "warg" or anything else fantasy so it's really kinda lame for it to be able to do this. I can't even see it realistically killing the guy at all (knocking him on his butt and bruising him soundly yes)

Hunting in general is more or less useless. No matter how great your hunter gets he WILL DIE! And he will die very young. Nothing like seeing a groundhog run up to the hunter jump on his leg claw it's way up his torso and chew out his eyes... I think my last 10 trappers/hunters have lost at least one eye to a groundhog. I know dwarves are short but that's kinda silly (and is related to combat above) Hunters are also too stupid to see that this is a PACK of wolves and will charge in and get literally torn limb from limb as well.

Hauling is borked... I know this is already on the "todo" and all that but I feel the need to re-emphasize it's importance to me. I know you can do things like let the shop clutter with hundreds of items but to me that's kind of a cheat/exploit that I'd rather avoid. To me a game of this nature is at least half about stockpiling goods for various reasons. I simply LOVE seeing massive stores of goods I guess hehe. That's why I like games with visible stockpiles like this instead of simply having a "wharehouse" that can hold XXX of each item or whatever like the first two settlers games. Currently stockpiles SLOW DOWN production in most cases (the only one I can see that's really needed is food atm) being able to set priorities on each item by general type would help immensely as would having dwarves do a simple distance calc to see which jobs total distance is shortest and do that one (modified by priority)

Nobles were implemented way too early I think... Or at least parts of them were... an example is the mandate for specific material stone items implemented BEFORE there was any way to actually fill that request properly. They are too greedy I've had nobles simply claim every single item of a certain type (earrings, sceptre's etc.) and fill every container and open space in their rooms with these items then keep claiming them so that I can never sell these things... I'm waiting til I have a dozen nobles and nothing left to trade because it's all claimed. As I see it the mandates have no viable reason they are just in the game to annoy and make things harder. Consider that if most players are as likely to create "noble drowning rooms" as not then there's something wrong with the balance of advantage/disadvantage to having said nobles.

General dwarf behavior... Can you see louie from the liquor store getting ticked cuz he was too stupid to go to bed on time and go home before going to sleep so he goes and blows up the laundromat? This "feature" seems to be implemented purely to make things a trial at times   ;) (perhaps it's an incentive not to forget making bedrooms, wells, and other such things.) Overall It's a minor thing mostly but I really think depression and/or going on strike for better conditions is a far more useful and realistic a way to handle things. (in other words dwarf still consumes resources like food and booze but contributes no work until he gets a room or you build a well etc (side note striking mason/architect will go off strike to build a well and people will go off strike to haul beds only.))

On the Military side... Either military dwarves should stop following their leader so slavishly or there needs to be a simple leaderless group designation with the sole purpose of sending large groups of independant fighters to an area (since once in a fight they are independent and wander all over anyway) because it's really a pain in the butt to order a squad to battle when civvies are being shredded only to find out that they aren't coming because fearfull leader is napping at the moment. Dwarves with leaders should use some form of leadership skill on that leader to determine flocking... I.E. A strong leader will keep his troops together and coordinate attacks so that they dogpile opponents and methodically chase down enemies as a group or at least in pairs/trio's etc. based on the relative strength of the enemy.  a poor leader works as normal hehe. That would be the advantage of squads as they are now versus just a group of leaderless soldiers. there are many times I just need ANY armed/armored dwarf to show up and times I need a coordinated squad and it would be nice to have both options available. (when I say leaderless group that means that soldiers act as normal but instead of following a leader they will all INDEPENDANTLY follow the exact same orders such as patrol this or station there etc. so while 1 goes to drink the rest are still on duty and so on and they don't all leave just because the leader got a bit tired)

Stacked items are a CRITICAL problem atm IMO... having 2000 individual bolts lying around is really insane and considering how rarely dwarves like to consolidate them in bins it becomes a nightmare since my map is littered with single bolts. (and after the economy with single coins) This might also serve to help with the hauling problems where many barrels/bins/bags get filled with a single item then ignored.

Again on Hauling... I think it would be better to use a first in first out instead of first in last out system for qeue'ing hauling jobs because the first in is the most likely to spoil on food not the last in... I really hate it when half the crop withers because the haulers choose the LAST one to mature to haul and when you have 10+ farmers and 100+ crops ripening within seconds of each other that means a LOT of withering. (you can use dedicated food haulers but with hauling as slow as it is already that hurts all other hauling jobs a lot.) also I think it's more along the lines of plant gathering for harvesting though...

Thanks for reading this dissertation and I hope maybe it can prove some use to someone hehe.

[ October 15, 2006: Message edited by: DimmurWyrd ]


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