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Messages - mscottveach

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Forum Games and Roleplaying / Re: Trying to Remember Old Game
« on: October 24, 2021, 04:20:03 pm »
Perplexicon was it! Thanks, guys. I didn't realize it was played here... I just asked here cause I figured you guys might know, ha. Thanks!

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Forum Games and Roleplaying / Trying to Remember Old Game
« on: October 24, 2021, 01:57:41 pm »
There was a forum game I stumbled onto once a long, long time ago. Maybe 10 years ago. All I can remember about it is that it was a kind of battle royale in side a fairly contained space - maybe a building - and the fun of the game was that there were these magic books strewn around with magical phrases in them - and you'd have to get one, say the phrase to find out what it did...

...and as the game went on - i think - once you started learning what did what, you could start trying to combine them to create stronger/more interesting effects.

That's all I can remember about it. Does this a ring a bell for anyone? Does anyone remember what it was called?

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DF Gameplay Questions / Re: Detailed Fight Logs
« on: July 01, 2017, 04:34:40 am »
I guess it must have been some other game. Oh! Just as I'm writing this I've suddenly remembered:
it was Dominions IV. My bad. Ha.

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DF Gameplay Questions / Detailed Fight Logs
« on: June 28, 2017, 12:14:33 am »
I may be going crazy. But I swear at one point years ago, I had turned on some kind of
verbosity setting and was getting way more detail in my fight reports. But now for the life
of me I can't find any mention of such a thing and am now wondering if maybe it was some
other game?

Basically: is there a way for me to see more detail of the blow-by-blow of a fight than is
displayed by default in the reports menu?

5
DF General Discussion / Weird Mouse Issue
« on: June 21, 2017, 11:34:55 pm »
I'm back to playing after about a year off and I can't figure out how to fix this weird UI bug I have now.
I'm using the most recent PErrant's pack for windows.

The issue is that I have a green X that trails the mouse pointer around at an offset. If I put my mouse
pointer in the upper left, the X and the mouse pointer was colocated but as i move the mouse to the
right or down the X doesn't move as quickly so by the time I put my pointer in the bottom right hand
corner, the X is offset by some significant amount.

Anyone seen that before? Any idea how I can fix it? If I disable mousequery entirely it goes away but
of course so does my ability to use the mouse for anything.

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Twice now, I've had migrants arrive. And you know how they do that hang out on the edge for a few seconds before streaming in thing? Well, twice they've just sort of disappeared instead of streaming in.. but the really weird thing is that therapist thinks they arrived. But they're nowhere. My total pop count says one thing in therapist and nother in the game. Anyone else seen this? Any advice on how to fix it?

PS. I have also noticed a few times that a Necromancer and his army would show up, hang out on the edge fro a second and disappear. I thought thtis was a feature.. like the army considered attacking and then decided against it... but now I wonder if it's not the same bug that I'm seeing with migrants...

7
DF Gameplay Questions / Re: Minecarts hate me.
« on: August 12, 2016, 03:31:00 am »
@fleeting: I think you have the right of it. I think what I'm seeing is too few workers, too many jobs, and too many too large stockpiles. I went in overhauled (see what I did there?) those things and it started working as expected. Thanks!

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DF Gameplay Questions / Re: Minecarts hate me.
« on: August 11, 2016, 12:07:12 am »
Yes, I made sure to enable WOOD at the first stop and made sure that the
second stop did *not* have it enabled. (As my understanding is that if that
were the case they would never unload... not sure why that would affect
loading but in DF, you never know.)

I also tried deleting all the rules and even the stockpiles and then resett
them as I sometimes find that this can trigger a dwarf to take action but
to no avail. I looked at burrows just in case I had accidentally
somehow made the cart off-limits. I hadn't. I looked at the o menu to see if
set something there was weird. It wasn't. What else? Basically, I checked all
the usual suspects for DwarfsActingBadly Syndrome.

But i definitely don't know everything that can go wrong...not to mention that
I'm new to minecarts so I feel like i am probably making a so obvious
it's inscrutable mistake.

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DF Gameplay Questions / Minecarts hate me.
« on: August 10, 2016, 08:24:02 pm »
So, I'm tearing my hair out trying to get minecarts to work. Here's what
I've done:
- made a track (covers about 100 tiles and 6 z-levels and takes a good 6 or 7 turns);
- put a stop at both ends and programmed them correctly;
- namely the first stop has "Push when cart is full of item" and I've enabled
the item I want (wood) and I have tried both linking a "take" from a nearby wood
stockpile and also tried not doing that.
- the second stop has "guide when minecart is empty"and nothing is enabled as "keep this"
- I've assigned the minecart to the route.

So, all of that puts me in the situation where I have a minecart siitting on the
track and I have a route that doesn't have any warning symbols on it.

MY problem is that I can't get teh dwarves to fill the minecart. They just ignore it.
In fact, they go to the stockpile that is supposed to feed it and will grab wood and
then walk right past the minecart on their way to deliver the wood where the minecart
would have anyway.

I've even stripped some dwarves down to just having the wood hauling skill and
they too join the "hauling wood past the tool that will help" weirdnes..

Any ideas on what i'm doing wrong?

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I just wanted to second a recommendation for DasTactics DF for newbies videos. They're well organized.
Fairly succinct (by youTube standards) and comprehensive. I watched them when was making them and
I still go back to them from time to time to remember some detail.

If one was going to embark on a new set of videos I think taking a look at these is a good idea. If you
have value to add over what he's done then definitely go for it.

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DF Dwarf Mode Discussion / Re: The Secret Sauce?
« on: July 08, 2016, 01:29:23 am »
Once again, what specific thing are you noticing, or are you commenting about the overall image? That is part of the beauty: we start with something simple, and them our mind makes a gestalt out of it. We see the image as something greater than it is, and so we create a story with the information given.

I'll pay attention more and start logging some. Even right now, I'm suddenly realizing that part of what I am reacting to is the unique style of compound word he creates. "Boatmurdered" and "Battlefailed" -- that simple word smashing has just the right dictionary to make for some v compelling words. But it's more than just that. I'll pay more attention and maybe come back!

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DF Dwarf Mode Discussion / Re: The Secret Sauce?
« on: July 06, 2016, 11:29:07 pm »
1) As a linguist, I do not believe that it would be very hard to simulate language, especially in the context that I have seen in my Dwarf Fortress years. There is a file in your game which acts as an index, which can be seen here [DF wiki]. You can go ahead and edit the languages as you see fit.

2) What you are witnessing here is called emergent game play wikipedia.

Hmm, yes, I guess I didn't qualify my questtion/comment correctly. I'm a TV writer but once upon a time I got a CS PhD -- I'm no linguist but i have some experience in NLP and related fields. Which is to say that I've seen a lot of machine constructed language. I was remarking that there's something special about what DF does that I can't quite put my finger on... it's better than anything else I can think of except some of the very new cutting edge stuff coming out of Fei Fei Liu's lab.  I would imagine that as a linguist maybe you could see what it is... it's some kind of expertise that the designers have encoded... some intuition they have about which words to include and what kind of grammar to use.

Like it's not even remotely close to the only procedurally generasted naming system but the names it generates. They're so rich that they beg you to start building a story around them. The magic here isn't technicasl (I don't think).. it's poetry. It's some kind of understanding about what words do what things when...

It's weird, I remember listening to one of the podcasts they used to dp and someone was commenting on how well his pathing system worked and they wanted to know what his trick was..and i had noticed it myself... it does work well... and he was like "iuhhhh, it's just A*... and I think.I put in a tweak or two that I can't remember.. but really it's A* and I remember thinking that those tweaks might be more impressive than he realizes. I have a feeling he just cobbled together a straight-forward grammar and didn't realize that there's something about his touch that makes it different.

@PatrikLundell Thanks. I know about the thread. I guess I was more interested in what has been said in the past but even more interested in what thoughts other players had about these aspects of the game.

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DF Dwarf Mode Discussion / The Secret Sauce?
« on: July 06, 2016, 02:11:00 am »
I've been thinking a bit lately about makes DF more compelling than one might expect. And it's led me to be
curious about two things:

1. Has Tarn talked much about the algorithms he uses for language construction? I can't quite put my finger on
it but the number of delightful language constructions that occur in this game is shockingly high. How did he brew that? Is
that his and his brother's language taste just getting packaged for us.. or did he stumble on to a grammar that
works surprisingly well. How often does he tweak it?

2. And that leads into my second question. It seems like a huge amount of what makes DF fun is that it's just
complex enough and that entities collide in unpredictable collisions. And while we know how some of the systems
work, we're in the dark enough to be surprised and/or potentially delighted when some novel behavior explodes
out of a unexpected collision. The key to this working is that we can't just check a wiki and know how every system
is designed. My question is: do the developers explicitly keep the system mechanics secret? Or do they offer them ad
hoc if asked? If the former, have they ever talked about how they decided what to reveal and what to keep secret?
Curilous if they've ever regretted revealing something.

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 26, 2016, 07:34:25 pm »
I used to think "potash" was some weirdly named food product made of potatoes so I considered Potash Makers useless.

Up until now I was pronouncing it "puhtash."

And... uh... .what's the truth? (Asking for a friend.)

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And to think I read a blog post about DF just the other day that commented on how mature, reasonable and supportive the community is...

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