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Messages - Colev0

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DF General Discussion / Re: Future of the Fortress
« on: September 02, 2017, 08:50:29 am »
In worlds where gods/forces physically exist, would the death of a god eventually lead to rumors of their death, which itself would cause their followers to worship another god? Would priests working in temples devoted to that god change their profession upon learning of their god's death? Would temples dedicated to that god be destroyed, or would they be re-dedicated to another god?

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DF General Discussion / Re: Future of the Fortress
« on: May 04, 2017, 12:02:10 pm »
Regarding the magic system, are there plans to make magic capable of changing biomes from one type to another? For example, if magic could affect the weather, could it eventually change a rainforest into a desert during world gen, or vice versa?

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DF General Discussion / Re: Future of the Fortress
« on: February 17, 2017, 01:29:03 pm »
It's been said that artifacts will only be able to wear down or break under certain conditions, but a what about regular items that an adventurer turns into artifacts after worldgen? Will they follow the same rules as traditional artifacts?

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Sort of off-topic: has anyone noticed anything strange about animal people in fort mode? They seem to move super slowly on my end, but I'm beginning to think that I've got a special case on my hands.
A bit of a Necro, but just to answer this question.

Animal men have the [MEANDERER] tag. It makes them wander about aimlessly when they have no job. When they get a job they have to fight the meandering instinct, so they end up dawdling over to their job site very slowly, often taking steps in the wrong direction along the way.

I tried making a Tiger man civ once and I had to remove the tag because nothing was getting done in Fort Mode.

Yeah, I've discovered this, as well. The easy fix seems to be adding [CV_REMOVE_TAG:MEANDERER] to the raw file that contains the [CREATURE_VARIATION] interactions. I'm still not sure if this produces any unintended behaviors, otherwise I'd push for it to be implemented.

Thanks for the reply!

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DF General Discussion / Re: Future of the Fortress
« on: September 25, 2016, 05:40:40 pm »
On the topic of the new worldgen system in the works: are certain creatures in the game slated to be removed in order to better suit this system? I understand that mundane creatures like cats and dogs will probably be kept so that completely mundane worlds can be more easily created, but what of creatures like gorlaks, satyrs, etc? Will they be replaced with randomized creatures when fantasy worlds are created, or will they remain to some extent?

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DF Gameplay Questions / Question About Infections
« on: August 14, 2016, 11:20:49 pm »
Has anyone ever had an issue with diagnosing retired adventurers with infections in fortress mode? 'Cause that's what's plaguing me right now: try as I might, I can't get my retired adventures diagnosed and treated in time before they succumb and die to infections they sustained during their adventures.

Does anyone have any advice for this?

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DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 05, 2016, 06:42:41 am »
I've gotten to a point in an adventure mode save where almost every action causes the game to crash: entering fast-travel, waiting, moving, building a fire, sleeping, and drinking water are all among them.

The version is 43.04. Some of the raws have been modded to add a few extra creatures, but the save has been stable up until now.

Has anyone ever had this problem and "fixed" it? If so, how did you go about doing it?

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DF General Discussion / Re: Future of the Fortress
« on: June 24, 2016, 02:00:15 pm »
Fantastic to see you on the forum! I hope you stick around, and join the community.

So question likes these, when asking about Blah, or X, in the future, is "Sounds good, no time line." Its doubtful there are heinous bugs that ToadyOne and ThreeToe are like, "We could fix that, but nah." Considering this seems like being told no twice in the row on your question, I really do hope you stick around.  ToadyOne has over the years, kinda set up a pattern to a certain category of questions. This bug we'll get looked at again, when they become relevant to development. Considering the last release, ToadyOne stated they were gonna start to switch DF over to 64bit, its probably very unlikely that your personal favorite bug is gonna get quashed in the time frame of "soon", unless it exist because of memory registry issues, which, you know, it may.

Ah, well, I suppose I should've expected that. Regardless, thanks for the reply, and the warm welcome.

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DF General Discussion / Re: Future of the Fortress
« on: June 24, 2016, 01:58:50 am »
Quote
I'm sure there's nothing wrong with asking, but have you checked out the bug tracker recently? There's hundreds and hundreds of issues. Some of them are bugs, some of them are unfinished features. Unless you say specifically what you want to know, you almost certainly won't get the answer you want.

You want to know "When will animal men be more viable and less quirky?". Define viable. Define quirk. What do you want to do with an animal man? Are you aware of the massive updates animal men got in this cycle making them hundreds of times more "viable" than previously?

Your question is as vague as "Hey, will you fix the issue with the dwarves some time?". Everything in the game could do with being less "quirky".

It's good to ask questions. But be more specific if you want actual information. DF is a massive game with a huge long-term development plan and nobody can read your mind to guess what you're asking.

I'm not sure I deserved a belittling lecture over a mere misunderstanding, but you've got a point. Here's something less vague, then:

Are there plans to fix issue #0009588 on the Bay12 bug tracker anytime soon? The issue makes animal people undesirable as fortress residents and adventure mode companions because it more than halves their walking speed when they aren't hauling/carrying something in their hands. I'd really like to use animal people as residents in a fortress since it makes the fort's population more varied, but this issue makes it difficult for them to do several jobs efficiently, and thus discourages their use.

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DF General Discussion / Re: Future of the Fortress
« on: June 23, 2016, 11:25:33 am »
Will animal people be made more viable anytime soon? There's been a couple of quirks surrounding them for quite awhile in both modes of play.

How exactly do you want this answered apart from 'what quirks, is there a bug report?' before waiting a month for the next Future of the Fortress?

There're a couple of bug reports; I just wanted to know if there was a plan to address them before the next update or two. Looks like it's too early to ask, though. My bad.

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DF General Discussion / Re: Future of the Fortress
« on: June 23, 2016, 02:35:04 am »
Will animal people be made more viable anytime soon? There's been a couple of quirks surrounding them for quite awhile in both modes of play.

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Sort of off-topic: has anyone noticed anything strange about animal people in fort mode? They seem to move super slowly on my end, but I'm beginning to think that I've got a special case on my hands.

13
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 21, 2016, 07:49:21 pm »
Sorry, I'm not sure if this is the right place to ask this.

Will animal people be made more viable anytime soon? There's been a couple of quirks surrounding them for quite awhile in both modes of play.

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DF Bug Reports / Re: [0.31.01]How-To: Using the Mantis Bug Tracker
« on: April 04, 2016, 03:16:54 pm »
Is there any way to change the title or description of a bug I've reported? I misjudged the nature and scope of the bug after doing a few tests in DF, and now the current description is a little inaccurate. I know I could always post a new report, but I'd rather avoid that, if possible.

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