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Messages - VislarRn

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1
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: July 12, 2019, 10:06:49 am »
A test build with a fix (hopefully) for a stonesense wagon-related crash is up at https://github.com/DFHack/stonesense/issues/54#issuecomment-510273737 if anyone here is interested in testing that.

Tried it yesterday. No more wagon crashes from my side anymore.   :)

2
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: July 12, 2019, 10:02:17 am »
OK I got it working. From PatrikL's post I got the idea to try a Locale emulator set for US on the launcher and this fixed the issue, why I have no idea, there is nothing I have seen that should have been a problem and I have not had this trouble with any other game. But hey got it working, not going to complain.

Thanks for the assistance.
Geez, thanks. I was so frustrated. Locale emulator fixed the same problem for me too.

3
DF Suggestions / Re: Terrible Suggestions Thread
« on: June 28, 2019, 07:29:01 am »
Procedurally generated UI !
That would put end to all these criticisms Toady gets for not making game user friendly enough, because UI will be part of the game.

Sometimes you can use mouse, sometimes it is keyboard only.
Sometimes it is more visible and clear, sometimes more cryptic.

And different types of UI seeds can shared among players.

4
DF Suggestions / Re: Electricity
« on: May 16, 2019, 10:38:09 am »
Has this been suggested before?...
I don't see possibility of Toady adding wide scale electrical engineering within the framework of current development plans.
But things similar to a Baghdad Battery or scholars writing books about electromagnetic effects of amber (maybe even using amber for healing practices) could fit into DF worlds well.

But never say never.
After Dwarf Fortress 1.0 when everything about fantasy world simulation is done, we might get second expansion for DF (since first expansion is probably all about steampunk :P) that touches these types of technological innovations.

5
I was wondering if trees could be smaller and doubled by four.
It would change a cartographic style a bit to make more sense in scale-wise. Right-now those trees won't give me an impression of real forest, they are more like small park. They also make mountains look too small.

What do you think about something similar instead?

6
I think more people would dye their dwarves' clothing if they could actually see the results.
I agree. People ignore dyeing because they can't see the results.

My personal humble preference would be dwarves to be represented in actual clothing, since it would make things more interesting as cultures get simulated more deeply in later versions of the game.

7
DF Suggestions / Re: Self-deification of the player
« on: January 29, 2019, 03:36:15 pm »
from the dev page:
  • Non-magical worlds will still have (possibly multiple) creation myths
Wat?
That is what I don't understand.  A myth by definition implies some magical/supernatural elements, or else it is just a historical record/scientific theory surely?

I don't think so? Myth beforehand is a metaphorical interpretation, usually confirming some narrative founded deeply in culture. Very similar to fairy tales that carry values and cultural messages over generations. As long as you have literature and/or poetry, you have solid foundation for myths.

8
DF Suggestions / Re: Terrible Suggestions Thread
« on: December 22, 2018, 02:43:02 pm »
When your fort hits 50-year mark, moss should start growing on exposed stone block constructions.

I will say no more  8)

9
DF Suggestions / Re: Deity Sharing
« on: December 08, 2018, 03:51:22 pm »
Neat idea. It would make knowing religious lore actually useful.
Shared gods between civs - higher chance of an alliance.
Different gods - might result more neutral state in diplomacy.
Controversial gods - e.g. goblin god that seeks destruction of dwarves, might result in high antagonism between goblin and dwarf civs.

It might fall into the category of M&M or later updates though.

10
DF Dwarf Mode Discussion / Re: Helping prevent rain stress?
« on: December 05, 2018, 07:51:58 pm »
I feel you man. Since I am above-ground fort builder myself, I just avoid playing until villains update is finally released with some stress fixes.
But you could try to add [PERSONALITY:STRESS_VULNERABILITY:0:30:90] to dwarves, and see if it works.

11
DF Suggestions / Re: Tea
« on: November 18, 2018, 09:37:42 am »
I don't understand why dwarfs, which need alcohol to get through the day, would ever see tea as something other than water that has been polluted. They would be suspicious about drinking it, and would make jokes and rude comments at a "tea ceremony", and generally do anything except drink the tea.

All dwarves don't have to be Scottish, some might be British too. :)

12
DF General Discussion / Re: How long will the Big Wait be? [Speculation]
« on: November 15, 2018, 10:43:40 am »
Usually Toady seems to fall terribly into planning fallacy when making predictions.

According to that, I think that the Big Wait will be over in February 24th, 2023.
Pessimistic, but on the positive side, Toady probably gets a bit sidetracked also, resulting some more features and game mechanics, we originally didn't expect to be in M&M update at all.

13
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 14, 2018, 12:42:19 pm »
Dentistry inn both modes.  Enough said.   :D
Wait what!?
I've always wanted to be wandering dentist in adventurer mode! This is one of my life's dreams to see DF coming this far.

Now stop crushing my dreams!

14
DFHack uses autosave function from fortress mode. Since it doesn't exist in adventure mode, you can't force your game to autosave while playing adventurer.

But overall, I'd find this feature useful, no matter if it would be implemented into the game directly or not. It's just because I find that DF has sometimes tendency to crash in adventurer mode and this feature would add some extra security.

15
I was just wondering, if things go that far that DF actually tries to implement some more complex political systems in it and ideas about this topic start to be more relevant, should the rules of this subforum be made more strict?

Maybe the standard posting protocol could be something like: Someone posts an idea that could be implemented in DF. All further responses keep their orientation towards to improving this idea and/or pointing out technical aspects about possibilities in implementing it.

If user doesn't post its response according to this protocol, they receive a ban.

This way only relevant posts remain and people can't have their morally sanctimonious navel-gazing and devs can actually read information that matters to them. Right-now we don't have filters and useful information gets piled under useless derailed non-technical debates about different moral-philosophies. It ruins the process of brainstorming and might actually hurt the development of the game because topics are hopelessly derailed in first ten posts.

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