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.

Messages - Kryxx

Pages: [1] 2 3 ... 5
1
DF Wiki Discussion / Re: Wiki Downtime Postmortem
« on: February 06, 2018, 01:06:17 pm »
I would just like to remind everyone of how great google is sometimes:

FOR ARCHIVED WIKI:
google the topic you wish to learn about on the wiki
copy the link when you find the right page
enter the link in the google web cache ( http://cachedview.com/ )

(It's even up to date  :D)

Thank you soooo much.

there is always https://web.archive.org

2
DF Announcements / Re: Dwarf Fortress 0.44.01 Released
« on: November 23, 2017, 11:21:45 am »

How does one get suggestions to Toady on linux?  I recently had an issue with my laptop being my router/firewall and changed to an USB installed linux.  It runs in loads from USB, run everything in RAM and saves the extra data to USB.   Linux doesn't really take a lot to run, this is on an old 800mhz laptop.   He could easily do this by just booting in.

The data would just need to be mounted from the current windows HD, so there's no transfer needed either.

3

Not sure where you linking from that is referenced since you don't say.

Das (Youtube name changed to DasTactic), did some video's last year that pretty extensive that covered everything during a few month period of last year with the current build then.  A lot of video's 50+ 30 min each typically 1-2 topics for each time.  Many newer players used them and like them.   

It's actually better for a 'newer' or person that isn't highly extensive in playing to make videos.

People that play a lot, and are used to certain things, do hundreds of shortcuts and things and forget about much of it and never make mistakes.  Even showing minor mistakes are how to correct them in videos is what get's people to learn.

It's probably the most up to date series that I've seen.

4
DF Dwarf Mode Discussion / Re: Population Explosion
« on: May 31, 2016, 09:47:31 pm »
Yes. I agree, it's why I modify the population to 20 for the first year. When the liaison comes and you are not at maximum they will send all 3 waves of migrants (for that year)  to you in order to hit the max ( and even go over).  I typically kill it for the whole year 1-2, then save and adjust it and then relogin and slowly keep it within reason.

I really wish there was an actual variable to control this better.  I typically get 30+ on the 3rd wave and 4th, and I haven't done much, as like you I'm just setting things up and I don't even grow wealth that much.

Also remember that even if you set children to nothing, they still come in migrant waves.

5


This is why I am saddened that tree's don't burn and dwarf's won't lit them on fire.

You should be able to cut the wood you want season one, and burn the rest down and keep it burnt as you pave.. But it's not coded in..

6
DF Dwarf Mode Discussion / Re: Best material for a flail?
« on: October 08, 2014, 11:13:37 pm »


Someone a few weeks ago was testing all types of metals and weapon types verses many of the various creatures.

I don't remember who.

They found some good data on it

7


The reason they are going there is it's closer for pathing.  Always put prisons way out of the way.

A few options.

1) Burrows.  Designate burrow for everyone, and don't include that area.  Kids may still go there.
Then make a burrow for the prison if you have a prisoner and jailer.

2) Forbid the door

3) Traffic restrictions.  If you make it cost too much in pathing they will go elsewhere.


8
DF Gameplay Questions / Re: A quick squad/military question.
« on: October 07, 2014, 10:33:32 am »


Each squad needs it's own captain

Assign the captain first to create the squad.


I had a fort with 30 dwarves and I had 4 squads.


9
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r4
« on: October 03, 2014, 04:42:16 pm »

Some constructive feedback here. 

It's 2014, I'll take my graphics.  I accepted text based games back in the 1990, when I had my 286, a single color monitor and each one was worth more than my car.

I don't see any difference between this and R3 when creating worlds.

The Starter Pack launcher looks 100% the same. It still default loads, the boring as hell, curse font with TWBT default loaded.   

This makes the main screen and the main world generation is the default using text (cursed) font.

Make 1 launcher change:  Change the font and fullfont in the init to to whatever graphic font is being used instead of text.   

10
DF Dwarf Mode Discussion / Re: Medicine for babies
« on: October 01, 2014, 12:08:44 am »


Nah, a wounded infant should trigger a diagnosis request for it (with the mother carrying it) to the hospital.

But infants are like parasites to the mother instead.

11
DF Dwarf Mode Discussion / Re: Tree Diplomacy
« on: September 30, 2014, 10:10:20 am »
Hm. Never gotten one. Guess the elves don't like me.  :'( I find elves are great for exotic war animals. That's about it. Oh, and live war training once I secure a male and a few females.


Your not getting any because your not near elven sites.   Or they are getting wiped out by another civ.

I actually try and choose my embarks with at least 2 out of 3 other civs.    It's boring as hell when there is no goblin human or elven sieges.

12
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r3
« on: September 28, 2014, 08:02:07 pm »
Twbt 5.13 fixes the issues with some of the map being text in TWBT_LEGACY printmode or w.e it's called. Honestly I don't get why it isn't the damn graphics (font) set because those using acii don't have graphics and why do they expect people who use graphics to know what this text poop is (even if I do) at the very least if there was a separate map tileset which mifki was told how it could be done we wouldn't have these issues.

Completely agree,  the dev is mixing in graphical updates to a 'text' mod. + multi level.  It should all be separate.

Only reason I leave TWBT on is for multilevel.

I honestly don't know what else it does, except in this latest version it messed with a bunch of stuff I didn't want messed with.

I guess I need to find a better font than curses, and replace it in the init.txt file.  Bleh... all this work. 

I'm tempted to stay on 40.12_R2 of the pack for a few months until all of this shit get's fixed/updated and leveled out to decent usage.   Won't have to worry about cave adaptation.   Welp took 1 min to convince myself.   

Especially since Toady is doing a ton of updates changing a lot of stuff, I fully expect DFhack to break in next patch due to having 119 emotions.

13
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r3
« on: September 27, 2014, 04:45:14 pm »
Hey,

it seems i have run into a problem with the current Starter Pack. I installed my Phoebus graphics and started up Dwarf Fortress (clean install) and the game shows for a second the Phoebus tileset and then reverts to the default curses-ASCII tileset. Tried every other tileset in the pack and it justs reverts back to ASCII. Does anybody know a workaround or the reason for this odd behaviour?

Lg
Prinz

It's not weird they are using the curses tileset for the font. If you want the embark screen to not have it use TWBT_LEGACY printmode, well half the screen won't if you want the updated twbt (which will be full graphics on the embark map) click here and copy it to your \Dwarf Fortress 0.40.13\hack\plugins directory and copy and paste/ overwrite. Just copy and paste the stuff in the 0.40.13-r1 folder and don't worry about the other stuff.

If you have the r2 version you can use the phoebus font tileset from that and the data\init init.txt file from it to have the r2 text.

It baffles me that it's kept on for TWBT, instead of TWBT_Legacy when the idea is to be newb friendly.  It's not newb friendly when the first thing they want to see are nicer graphics and it's text, then they have to learn how to go in and make all of these changes that they don't understand.


14
DF Dwarf Mode Discussion / Re: Graphics not working
« on: September 27, 2014, 04:40:08 pm »
If it's in the world generation part it's the DFhack mod called TWBT.   Text Will be text.
This was updated in version 40.13_R3 of the pack from version 3.41 to 5.12.

Default for this mode is ON, which is kind of silly, if your trying to get new players to use the pack.  Because it overrides the graphics in the world gen.

You have to change the PRINT MODE in the init to TWBT_LEGACY.
Even then it's going to display the world gen screen in text on the right side.  How much?  Depends how far you zoom out.  The farther out you zoom the more it is text.   If your zoomed in quite a bit (aka 90 year old man blind mode with size 28+font), it will then split it 50/50 text/graphics.

That is if you want the multilevel view of being able to scroll out and see 5 Z levels. 

If you don't care about multilevel views, change it to 2D or STANDARD.



15
Utilities and 3rd Party Applications / Re: Text Will Be Text - dfhack plugin
« on: September 26, 2014, 11:54:41 pm »

I did.. and it looks like this.

http://imgur.com/7GoMtAx

2nd world gen

http://imgur.com/ExOexN6


So when DF loads I hit full maximize and that is why it displays that way. No zoom in or out.

So if I zoom in a lot.... I can get it to be 50/50.

http://imgur.com/OJzKmia


I can get it to split the screen this way 50/50.  But the amount of wasted space... to view so little.   I have an average widescreen (1900x1080) for a reason.  To see more. 


Is there a reason the whole right side in legacy is displayed as text?  It wasn't this way in 3.41. 

Pages: [1] 2 3 ... 5