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Messages - Zwerg

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1
I still don't get it, beside Sites that get abandoned and more quests chances in Adventurer Mode, what are the differences you actually get to feel (mainly in fortress mode)?

2
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 01, 2012, 06:58:30 pm »
I want to collect a big amount of human blood rain in an evil biome (for the reason I don't know yet). I hope it will work.
It won't. Right now the only working "true" fluids in the game are magma and lava, so syndrome rains just coat everything on the surface with their contaminant without actually generating any fluids.

What a let down.

3
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 01, 2012, 05:30:13 pm »
@Zwerg, To add to Trif's msg.  I think the key depth to start accumulating water from rainfall is 2/7 or greater.  But I could be off, by +/-1.  Reservoir design, is irrelevant, as long as all edges are watertight, it will grow to 7/7 eventually, unless biome temp is hot+.

@Fluoman, yup.  Peregrine Falcons will. Cats are it tho from the start. Nothing else at embark, correct.  A good way, I've found to keep vermin out is to seperate the food stockpile.  Then guard the prepared meals with a kitty, so as to not lose any time spent in cooking.
How do fluids act on Slopes or Ramps? The wiki is not clear to me. For example: What is the best way of building a funnel that collects rain, does it matter if I use ramps?:

      |_             _|              or          |     |
         |_        _|                             \    /
            |_   _|                                |  |
               | |                                   \ /
           
Keep in mind, rain only gets collected in murky pools. A funnel won't help.
But anyways, I don't think that fluids behave differently on ramps than on floors. Both funnels should be equally efficient if you pour water in them.

I want to collect a big amount of human blood rain in an evil biome (for the reason I don't know yet). I hope it will work.

4
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 01, 2012, 10:16:12 am »
How do fluids act on Slopes or Ramps? The wiki is not clear to me. For example: What is the best way of building a funnel that collects rain, does it matter if I use ramps?:

      |_             _|              or          |     |
         |_        _|                             \    /
            |_   _|                                |  |
               | |                                   \ /
           

5
DF is the future of games. For me at least. 3D graphics are already stagnating, just look at this (I know it's not the whole truth):
       
Spoiler (click to show/hide)

In 10 years the people will be bored and the companies have to bring some gimmicks like 3D glasses and shit to keep you playing. DF will be still the same then, just deeper as any game there ever was. There is your preferable future... 

6
DF Dwarf Mode Discussion / Re: Getting back into Dwarf Fortress
« on: November 11, 2012, 12:39:09 pm »
This might help:

Spoiler (click to show/hide)

7
DF Dwarf Mode Discussion / Re: First Evil Biome
« on: November 09, 2012, 03:17:50 pm »
I hadn't even considered that, since I haven't had any die on me in the past. I'm glad you pointed it out...

You just wasted another chance for FUN. Tha's not how you play this game. Play first, ask later.

8
DF General Discussion / Re: How do YOU imagine Armok?
« on: November 09, 2012, 03:04:24 pm »
Like Vulcan from greek mythology. With the anvil and tools to forge the world. Actually I think even Toady had something like this in mind.


10
DF General Discussion / Re: Dwarf Fortress should have more Gunpowder
« on: October 27, 2012, 08:06:40 am »
"Insanely strong acids are required for the setting and will make it in at some point." Toady, January 26, 2010

What can you actually do with acids? And why are they required for the setting while gunpowder is not?

11
DF General Discussion / Dwarf Fortress should have more Gunpowder
« on: October 26, 2012, 05:05:24 pm »
Sometimes I read comments of people who totally dislike the idea of having Gunpowder. WHY? Explosives/gunpowder are IMO worth a long discussion and I couldn't find one (link?). I see huge possiblities. I'm not that creative so I just say what comes to my mind:

Gunpowder for cannons, simple rifles and explosives. You can actually blast a hole into the earth or into you Fortress aswell. Finally a way to break in certain places (like a magma pipe) without a Dwarf. And FUn Fun FUN! I know it could make things to easy (like fighting armies and monster) but think about it to be difficult to handle and only long installed fuses can blast in the distance.

Explosives are generic to any kind of game like DF in some way or another, so why are these things are still missing and seldom spoken about?


12
It's caused, I think, by the person not uninstalling a texture pack properly. Most texture packs take advantage of Text Mode by replacing accented letter tiles with graphical tiles and changing the raws to use the new tiles. Based on how many gaffes of this kind I've seen, I have to wonder if maybe the installation programs are being more obfuscative than is strictly necessary.

This! It was a mayday version that I used.

13
There you go.
Spoiler: double resolution (click to show/hide)

Spoiler: quadruple resolution (click to show/hide)

I ended up resizing it in Gimp without interpolation (after trying three different and more complicated ways that messed up the color depth...).
I can't upload .bmp files on decent image sharing sites, but if you really need the bitmaps, maybe I'll upload them on DFFD.

Have fun!

Thank you so much! The result is perfect.



Btw I managed to survive (for now).

14
I'm not shure where to post this. Anyway here is my little story: In my time playing Dwarf Fortress I have used many different tilesets but never was totally satisfied. Actually these days I always want to use the old fashioned, rough looking original curses_640x300. The problem is, of course I have to zoom in so much ingame that the tiles become so blurry that my eyes can't take it for long. I've gone through the tileset repository and tried out many versions but they either lag the genuineness of the original, or they are square, which I started to dislike.

I tried to make a scaled up version on my own but soon realised that this is not that easy. My knowledge of graphics or editing pictures is too slightly and I ended up having stripes where they shouldn't be or the tiles weren't sharp enough. I guess my only chance is to draw every pixel of it on my own. But before I start a project like this I'd rather ask If anybody had the same idea before and found a way. Maybe there is even a simple way that I didn't know about.

Too make it short: I'd like to see a large version (around 175%-200%) of the original curses_640x300. Sharp and not to distinguish from the original. I really would appreciate it.

15
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: August 28, 2012, 08:55:19 am »
It seems that my key bindings on these parts were out of order. I'm using a "once-was Mayday" version, maybe because of that.

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