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Messages - ToxicFrog

Pages: [1] 2 3 ... 9
1
DF Gameplay Questions / Re: Safely removing carved up/down stairs?
« on: May 12, 2009, 09:38:52 pm »
I rolled back to my last save and tried again and now everything is working smoothly, even with multiple miners. My best guess is that having some down-stairs lying around from my earlier experiments with "remove up-stairs" confused them fatally.

2
DF Gameplay Questions / Re: Safely removing carved up/down stairs?
« on: May 12, 2009, 09:24:17 pm »
I designate them one ZL at a time. I have a lot of miners, so I suppose it's possible that they're standing on adjacent staircases and removing each other's.

And yeah, I'm using 40d11.

3
DF Gameplay Questions / Safely removing carved up/down stairs?
« on: May 12, 2009, 09:03:59 pm »
I have a cliff face that's covered in up/down stairs, carved from the rock of the cliff itself:
Code: [Select]
######### Top view - repeat for 20 ZL
XXXXXXXXX

I now want to remove most of these stairs, and I'm having a bit of trouble. Remove upstairs/ramps leaves me with a cliff face covered in down stairs. The wiki suggests channeling, but in that case the dwarves without exception try to channel the stairs while standing on them and fall 20+ ZL, with predictable results. Dropping rocks on the stairs from above (by constructing stairs or walls and then unsupporting them) has no effect.

Help?

4
DF Dwarf Mode Discussion / Re: Engraving bedroom walls
« on: August 25, 2008, 10:04:53 am »
I don't believe that they actually have "sides" per se, but however one side gets a deduction because of the shared tiles and the other does not, for whatever reason.
In that case:
(1) why does the quality of the two rooms increase in lockstep until the engravings are made?
(2) why is it consistently the room on the side the engravings were made from that gets the value increase from them?
Furthermore, as I understand it, "edge" tiles (dark blue Xs) don't get penalties for overlap in the first place - only internal tiles (light blue Xs) do. The idea is to prevent you from putting all your nobles in the same physical room, not penalize you for making rooms next to each other.

5
DF Dwarf Mode Discussion / Re: Engraving bedroom walls
« on: August 23, 2008, 12:57:36 pm »
So wait, its best to have 2 tile wide walls between bedrooms if you want to up the value? I'm so confused.
Yes. The reason is that engravings will only contribute value to one side of the wall, so if you have a one-tile-wide wall, best case is that the dwarves will put some engravings on one side and some on the other, and each room will get around half of them. Worst case is that the dwarves obsess over one side and one room gets all of the engravings and the other room gets nothing.
If you have two-tile-wide walls, each tile can be engraved only from inside the room it borders, and consequently the engravings will affect that room.

6
DF Dwarf Mode Discussion / Re: Engraving bedroom walls
« on: August 23, 2008, 09:42:03 am »
Tiles do not have 'sides'.  The entire tile is the wall and the entire tile is engraved.

actually, and totally unintuitively, walls do have sides and engravings do have facings, and due to the way the code works, walls can only have one side engraved at a time. or actually, ever.
My own testing bears this out. I dug two long (1x20) bedrooms in microcline, paralleling each other so that they shared a wall. I then gave each one a diorite door and a *tower cap bed*.
Current quality: meager.
Then I locked the door to the north one and told them to smooth the shared wall.
Current quality: modest.
Finally, I instructed them to engrave the shared wall.
Final quality: north one still modest, south one decent.

This is somewhat annoying, and I hope it gets fixed.

7
DF General Discussion / Re: A massive hippo herd at my river.
« on: August 18, 2008, 01:31:49 pm »
Hippos are inherently passive; as long as your dorfs don't do anything stupid, you can be assured that the hippo won't do much against you.
In my experience, this is not the case; doing anything in proximity to a hippo - fishing, drinking, walking from point A to point B, rocking back and forth in the corner mumbling about elder gods - will quickly result in a blood-soaked killing spree. I've also seen hippos wander across the map and into my fortress for no apparent reason, then flip out and start killing once inside.

8
Nope, not modded at all. I'm not even using a custom tileset or anything.

9
A bunch of elves came to Girderpassed today and offered to trade large quantities of cloth. As it happens I had need of cloth, and also had need of getting rid of large quanties of low grade trade goods, so I let them in and started the trading.

I made them an offer - a good one, I note - and they made a counteroffer: they want me to throw in a (pig tail left glove), a *diorite scepter*, and... a turtle shell amulet.

Does this mean that, if I actually offer them this trade, they will accept it? Or are they just trying to give me an excuse to kill them all and use them as fertilizer?

10
Assuming that the game remains purely top-down 2D (which is likely), I am sure that you will always be able to use a graphics set that makes it look like it does currently if you wish.  Someone might need to make such a graphics set, but I'm confident that it will be done if/when the game doesn't natively support the type of ASCII rendering that is used currently.
The game isn't using ASCII rendering. If it did, there would be no tileset support at all, it would be possible to run it in a terminal, openGL performance would be irrelevant, and so forth.

What it has is a standard graphical tile based 2d renderer. The reason much of it looks like tty by default is that tty graphics are easy even when it's not really running in text mode, and graphics are neither a priority, nor a skill, of Toady's. The reason it looks like that to some extent even after installing a tileset is that many of the tiles are shared between world objects and UI text and there is not, yet, a way to replace them seperately.

11
DF Suggestions / Re: Top 10 suggestions
« on: August 05, 2008, 01:58:44 pm »
YES! Finally! Thank you, Toady, and thank you Align for pointing that out!
+kitten tallow biscuits+ for everyone!

12
DF Suggestions / Re: Top 10 suggestions
« on: August 05, 2008, 10:23:19 am »
Of these ten: priorities. If I had a kitten for every time disaster befell the fortress because you can't create high-priority jobs, I'd have a lot less trouble keeping my dwarves fed.

However, my number-one needs-changing request is the interface, and indeed I'm surprised that that didn't make it into the top ten, considering how often interface issues are discussed here:
- tiny field of view (80x25 less menu and border space) means you can see only a tiny slice of the world, and bizarre aspect ratio results in lots of wasted screen space
- different screens use the same button for different things, or different buttons for the same thing (eg, cancel is space on some screens and F9 on others)
- laying out large constructions is basically impossible even with the recent improvements, especially given how stupid dwarves are about build positioning
- managing work preferences and similar is an exercise in liquid pain

Some of these - the first two in particular - should even be fixable in under an hour unless the DF codebase is much more screwed up than expected. And yet, nothing happens; people who would otherwise enjoy DF avoid it, people who do enjoy DF do so in spite of the interface, rather than because of it, and Toady is so deeply paranoid about anything that even implies the words "source code" that no-one else can fix it, either. :(

13
DF Dwarf Mode Discussion / Re: Demons without warning?
« on: July 31, 2008, 03:36:29 pm »
@Christes, Userpay: no grace period at all - as soon as I closed the announcements, the carnage began. I'm just going to rewind a month or so - I have some cool mechanisms going in this fort that I don't want to lose untested.

14
DF Dwarf Mode Discussion / Re: Labelling Levers
« on: July 31, 2008, 02:03:12 pm »
The traditional approach before Note was implemented was to put a coffin next to each lever, name a dwarf accordingly, kill him, and inter him there.
I think I prefer notes.

15
DF Dwarf Mode Discussion / Re: Cultivating a forest
« on: July 31, 2008, 02:00:18 pm »
Designate that area as Restricted (d-o-r). If they need to pass through it, perhaps also designate a High Traffic path through it (d-o-h). Dwarves will consider a Restricted area to be 12.5 times "slower" than unmarked ground, and 25 times relative to high traffic, and will thus tend to avoid it.

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