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Messages - sal880612m

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241
While I agree with what you are saying this topic is ill-conceived as people aren't likely going to listen and you have just given them a place they will feel it is acceptable to complain or defend their complaints. I would seriously consider locking this topic if it starts heading that direction and you sincerely want to stop people from complaining.

242
Loving the new sheathing. As someone who likes to play outsiders being able to strap my weapons to my body and free up my hands is awesome. I no longer need to leave meat behind to keep my weapons.

243
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 08, 2014, 10:11:23 pm »
^ I am not sure that this is anything new. I never really use bins myself except for crafts but I have heard negative things about getting stuff out of them, and this is roughly the same behavior I remember for barrels from 0.34.11. I would definitely search the bug tracker carefully before making a report.

244
I also stood on a shrub and was able to pick and eat red spinach leafs.

245
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 08, 2014, 10:03:33 pm »
I do wish I could chop wood.

Is this a bug you have or are you just avoiding it because of falling trees. My experience has been that trees tend to fall on the tile opposite of you wood cutter. I cut a bunch down and got no injuries, I am actually much more worried someone will walk on the other side of the tree from my wood cutter than I am about him.

246
DF General Discussion / Re: Start playing new Version or older one
« on: July 08, 2014, 09:56:31 pm »
Yes I want to have fun and also try to stay on the right path without putting in too much mods lol

It isn't very dwarf-y of you to think there is a right path. Next you'll be suggesting Toady put in a win condition. ;)

247
I have seen dwarfs take barrels for a single plant so it isn't fixed AFAIK.

248
DF Gameplay Questions / Re: How do conflict levels work?
« on: July 08, 2014, 09:06:49 pm »
I can only think of two other possibilities offhand engage/d and the one where they aren't doing anything. Engaged means they are trying to begin combat with you, and not doing anything means the aren't going to attack you if you don't interact with or get noticed by them. There might also be an alert one where they are expecting to be attacked by you and are prepared for it. I think I have seen engaged but the other two are just what I figure might/should be there. All of them seem pretty straight forward to me in what they mean.

249
Secondly, cosmetic diversity has indeed been way too much of a focus in these latest cycles. I was not at all excited about making honey, and I'm not at all excited about this huge number of real world plants in the game. I loved brewing longland beer! It's gone now? Awwwwwe. This is a fantasy game. The real world is beautiful and interesting in a completely different way than a fantasy world. It's fun taking a break from the real world sometimes to learn about a fantasy world instead. Gimme back my sewer brew!

I think you have two things wrong here. One longland grass and such are still in the game as far as I can tell. Two cosmetic diversity is likely the single smallest part of the new version. Yes there are a bunch of new plants and trees but realistically adding them to the raws is relatively straightforward. What took so long was updating the code for trees to the point that having those trees in the raws could be meaningful. Making them multi-tile, drop fruit, and drop multiple logs. I suppose it might have been possible to work these into the old trees but having seen the new ones I am really glad he didn't. I also have trouble viewing this as possibly being a purely cosmetic change, I can't help but wonder how growing works at this point.

250
There is a bug with the new version that it could be as well. I myself didn't experience it and I can't tell from your post whether  you mean I was correct only about you checking through the z stocks or if you checked and someone taking the barrel actually  was the issue.

If it was the barrel thing I commonly set up a larger food stockpile that accepts only from links and will use barrels and a smaller one that accepts from anywhere but doesn't use barrels along one of the larger stockpiles edges set to give to the larger stockpile. That way the barrel spends a great deal less time unavailable because it is in transit.

251
DF Gameplay Questions / Re: How do conflict levels work?
« on: July 08, 2014, 08:28:18 pm »
I haven't really tested it out, but I would assume their effect is as stated above. For non-lethal they are trying to subdue you so they aren't going to try and slash your throat or stab you and you can cease combat by yielding. For lethal they are making possibly fatal attacks but you are still able to cease combat by yielding. No Quarter means yielding is either not possible or a death sentence so it is a death match.

252
This could be the old someone has taken the barrel/pot to pick up a single plump helmet thing or the stockpile being linked to something but not to your kitchen/still. I am assuming the stocks you checked were the ones accessed by z as opposed to physically checking they are available in your stockpiles.

253
I don't really know what to say but it has been obvious to me since I got into DF that it is supposed to be more about the canvas. I have been lead to believe that is what he has always been trying to do. Now I may not have been around since 2006 but it really doesn't seem likely that the information available suddenly changed just before I got into it. Less so because no one commented on it at the time.

Quite frankly I would rather have longer development cycles. First of any community games life is going to be tied to it's version and while save compatibility may be a thing it isn't always going to be especially since any time Toady would spend trying to make it a thing would basically be wasted and doing it every release would add up very quickly. Needing to scrap all your saves isn't a big deal when there are larger changes and longer development cycles but if he did smaller cycles I could easily see saves becoming outdated very, very quickly. Second any third party applications, or sources like the wiki are going to have trouble keeping up if releases occur too quickly which would likely end up resulting in something polarizing the community further than it already is.

In short I think longer development cycles are better for the game and the community. Maybe not quite two years but I certainly don't want a new version every two weeks or month. For example had Toady released each time he finished one of the following: Multi-tile trees, New personality/dream stuff, revised movement, revised combat, Climbing, Jumping, sites for other races, progress after world gen, revised conversation system. I probably would have only updated 3 of potentially 9 times because of the value I place on things, some people would also probably stop and stick with version X if they didn't like the implementation of version Y until feature A that they really wanted got put in version Z.

On the stone and soil types I support adding them before hand and making them mechanically different at a later date. It is easy enough or at least theoretically possible to flag a predefined stone/soil type to follow a certain mechanic later but it is impossible to add it to the world post-generation.

On mods I am largely against their addition. There are a few reactions I think that Toady should put in like adventuring tanning and leather crafting, sure the reactions are small and anyone who wants to can but given how outsider adventurers are implemented they should be there by default or at least waterskins and backpacks should be more common. Also a way to create an anvil without already having one I modded in the making of a clay anvil cast and set up a smelter reaction to take that and 4 bars of iron/steel to get a new anvil without having on to start with.

254
I am somewhat curious as to what we need to start? Are we waiting for a stabler version of the new version, are we waiting for more players, to discuss and settle on things, for a good time to start. Just looking for when I need to check in or what else I could/need to contribute?

255
DF Gameplay Questions / Re: Wilderness or Joyous Wilds - New Player
« on: July 08, 2014, 02:05:50 am »
Wilderness is IIRC neutral with middling savagery while joyous wilds is good with high savagery and unicorns are available in most good biomes.

Chart is something like this
              Benign    Neutral         Savage
Good      Serene    Mirthful         Joyous Wilds
Neutral    Calm      Wilderness     Untamed Wilds
Evil         Sinister   Haunted        Terrifying

If you are really new and just want to focus on the basics interface I wouldn't do evil or savage.
Other tips
-Start planting as soon as you can
-Pop cap is a soft limit in 34.11 and I don't think that has changed so you can get significantly more than whatever you have that set to and it doesn't stop children from being born.
-You will need to provide new clothes to your dwarfs roughly every two years.
-Use pots instead of barrels. They store more, can be made of most any material, and are lighter. They can't be used to construct some buildings or produce dwarvern syrup but I think those are the only things they can't do.
-Don't dig bedrooms in soil, dig them in stone.
-Turkeys are your friends. Cats are a necessary evil. If you can buy/catch a breeding pair of Peregrine Falcons they can replace cats. Pigs and dogs are also good too.
-Learn how to set up minecart quantum stockpiles and custom stockpiles.
-Don't use training weapons in your military.
-Training axes can be used for cutting wood.


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