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Messages - sal880612m

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451
DF General Discussion / Re: Fianlly.. the release date...
« on: June 09, 2014, 02:23:55 pm »
I get no cookies. I had thought it had to do with vampires but I was wrong. On the other hand I also thought I had heard it  before and though I don't remember it specifically I have heard/played/seen the source.

452
... If I didn't spend so much time on the forums I would probably have had the same info. I think that it is implied or stated somewhere on the wiki but I don't remember where. Maybe one of the quick-start or embark pages? Maybe just be a matter of not reading what was said carefully enough though.

453
DF Dwarf Mode Discussion / Re: day-to-day routine
« on: June 09, 2014, 12:48:45 pm »
Pretty sure level of exertion affects the counters.

Wiki states that partying does not count as a break as dwarves can and will take a break from partying.

454
I am under the impression that that is the case for hunters immigrating to your fort and that that used to be the case if ambusher was the highest skill but that it no longer worked that way.

455
If you take a hunter I believe you also need to take a crossbow, quiver and bolts. I would be inclined to suggest you take a quiver or a cheep butcher-able animal that provides leather and make the crossbow and bolts at the site. Be sure to take materials if you don't have access to the ones you want to use.

ninja'd, but everyone else has some really good points. Witty makes an especially good point about taking growers, though in truth you can set that skill post embark and do okay though you may need to set more dwarves as growers if you don't put any points into it. Also use potash on your farms if you can.

456
If you followed the instructions in the readme it should work. Did you rename the SDL.dll and/or check the error log mentioned in the readme. If you didn't get a message asking about replacing the SDL.dll you put the files in the wrong folder, if you did and chose copy but keep both you should drag the contents over and choose replace. DFhack comes with a copy of the vanilla SDL call SDLreal.dll so You don't have to worry about losing the file forever.

If you have temperature turned on there is a tweak or binary patch that could possibly help speed up your game.
It also has some good tools like prospect/prospect all that can give you an idea what is available in an embark if you have some project that requires certain materials among others.

Also stonesense should, as far as I know, only affect your game when you are running stonesense and you do not have to run it so having it there is only an issue if you are desperate for hard drive space. Best way to describe it would be that it is similar to Dwarf Therapist it interacts with your game when Therapist is running but if you aren't running Therapist there is no affect on your game, but as Stonesense deals with graphics and automatically updates it interacts more constantly than Dwarf Therapist.

457
Graphs and charts are just going to confuse the guy. Step by step instructions are more useful.

People have already given him that and not everyone is the same in terms of what will click with them so I tried a different approach.

458
I think carving stairs as sort of a Z-level task. If you designate and upstair a stairway is carved out of the space designated but it looks something like this

-------  <-Roof

      --|
   --|       <-Stairs
--|

So even though the stairs do go up, they are totally unusable as the are. You then come in and designate a downward stair on the tile above that and you get
        --|
    --|
--|

        --|
    --|
--|

The other way around would be similar. I imagine Up/Down stairs as being something like this
______                                 _______
| ^ | v |                               |            |
| ^ | v |   and the next level   |  v  | ^  |
|_____|                               |_v_|_^_|

but all in the same tile with ^ being up and v being down.



459
DF Suggestions / History Generation and Loss
« on: June 09, 2014, 02:32:01 am »
Yeah so I was sitting here thinking about history and legends mode and the time before time and came up with the thought of setting year zero to actually be the start of recorded history. I know books and such have been suggested in the past from browsing through the eternal suggestion thread and while they have a place in this they aren't all there is to this.

I like that history is generated and different each time but I don't really enjoy browsing through all of the legends to get a grasp of what has occured. On the other hand statues, engravings, and figurines are all too specific to give you a general idea of what has gone on. This is where something like a book could be more useful. On examination instead of a brief description of what occurred you would actually that the creatures. sites, events legends mode entry except without the ability to move through links. Again I am relatively certain this has been suggested before.

What I am not sure has been suggested before is that another Age be added to the list of Ages that are possible something like a Dark Age where history stops or is barely recorded and old records are lost. I am having trouble coming up with the best way to describe what would occur during such a time. It would be something similar to a cull unimportant historical figures event except instead of actually culling them they would be shifted to an alternate file and only referenced if you happened across a book, engraving, or statue of them. In my mind a Dark Age would be an unplayable period of indeterminate length that would basically be a second world gen. So sites would get buried, destroyed, or topple some civs could fall completely and new ones rise up. It would be enough to make or alter the world in such a way that when you could  come to play it again it would be nearly like a new world but you could lose the ability reclaim buried sites in reflection of the world losing knowledge of the previous site if it got buried. If you embarked in the same area you may find that the site has only been buried by a layer of dirt but maybe there was a seismic event that totally destroyed any trace of it. On an individual level a single dark age wouldn't change much of the physical terrain but if you had a few of them in a row you might get a new island pop up or a coastline sink or a meteor crash and create a lake/ocean. This could also be an opportunity to destroy floating items.

I imagine you could also use something like this to make good and evil regions somewhat more organic. Say you had a fort with 150 dwarves who all starved to death and a Dark Age happened you could have the site get buried and quakes/cave-ins occur to entirely bury it but still tag the area as having had something horrific happen there. Good could be based on sites that used to be temples or sanctuaries or places that were just plain untouched by any civilization or maybe drenched in elf blood just to give them a deeper connection to the natural world and to somewhat offset the horror that can occur in forts.

I was thinking that something akin to world-wide war or a war involving a certain percentage of active civs could be what triggers a Dark Age. Though if mega beasts were allowed to reproduce like other creatures it could be cause by an explosion of them. The war option would actually give players a reason to actively engage in and respect diplomacy with other entities and civs.

It sounds good to me in theory, but I am tired at the moment (questionable mental state) and I don't know if occasionally semi-culling and offloading the history would be of any help in longer worlds. I started talking about books because they could factor into this mess in some way. Maybe any event, or biography recorded in a book would have a higher chance of surviving a multiple culls and make it so that the life story of the king who never did anything of note would, if he had an biographical book about him would survive a cul,l while the Megabeast who killed 10,000 sentients would go from a detailed record to a collective remark about similar creatures along the lines of "Many myths of ancient, obscure creatures who left a trail of corpses in their wake." because it/they didn't get recorded in any way. I don't think I explicitly stated it but such cullings would only occur on dead creatures as living ones can and still would affect the world.

 


460
DF Dwarf Mode Discussion / Re: Miners, Woodcutters, and Military?
« on: June 08, 2014, 09:31:53 pm »
I know for a fact he didn't go to and from a stockpile. He was being chased by something then I turned off mining, drafted him and order him to kill what was chasing him. I think the combat log had him using his pick but I don't remember for sure but I do know he did not drop it.

461
DF Dwarf Mode Discussion / Miners, Woodcutters, and Military?
« on: June 08, 2014, 08:04:01 pm »
I know that drafting Miners and Woodcutters cause uniform conflicts but recently I tried disabling the mining labor before drafting them in an emergency situation. Is this something that works all the time or did I just get lucky.

462
I thought there was something on the dev log to do with item wear. So it may be that in future releases repeated attacks to the same area could destroy the armor but still in general have the proper coverage.

463
DF Gameplay Questions / Re: Major features in next version?
« on: June 08, 2014, 05:00:56 pm »
Jumping and climbing.
Sites for civilizations other than humans.
The world will continue to progress after world generation
Multi-Z-level trees and some fruit trees I think

I am sure there are more but at this point those are the biggest ones I can think of. Also I am under the impression that his numbering scheme is representative of what percent complete the game is considered and I think he was quoted somewhere as figuring people would be surprised  by the numbering. Also the teal? entries in the dev log are going to be in the next version.

what do you mean by world will progress after world generation?
I dont see jumping and climbing/ are big trees as a major feature.

sites appears to be the big one. Doesn't look like he has diplomacy yet, so you can't ally with them. Also, doesn't look like you can have an empty and control multiple forts yet.

I listed the features I saw being talked about most, not necessarily the ones I thought were biggest. I do think that jumping  and climbing will be available to invaders which while likely still easy to defend against is a big step to making it harder to do.

464
DF Dwarf Mode Discussion / Re: How to get past the "mediocre" level?
« on: June 08, 2014, 01:23:56 am »
As for the ambushes, however, youre not supposed to get any attackers until the second year, iirc. That might be one of the many, many bugs in the game.

Yeah, that happened only twice in two different games. The other times it's just a group of thieves or snatchers, and those are easier to deal with. I though the ambushes arrived because I settled near goblins, without noticing.
I looked this up, and the wiki says that you will not get any attackers unless you have a population of 80 dwarves or higher. So it does not depend on the proximity of goblin civs, nor the age of the fort, but apparently on the population. I think you also have a higher chance of getting a siege/ambush if you have a huge amount of Created wealth(not sure about imported wealth).
Quick correction: 80 dwarves is the threshold for sieges, not "any attackers". Ambushes and snatchers can happen much earlier than that.

I think these values are set by tokens in the raws. So if you want you can turn sieges off entirely or you can set them to a higher value so that they will only occur when you have more than 150 dwarves. I think if you want to stop ambushes and snatchers though you need to alter [PROGRESS_TRIGGER_POPULATION],[PROGRESS_TRIGGER_PRODUCTION][PROGRESS_TRIGGER_TRADE] instead of [PROGRESS_TRIGGER_POP_SIEGE],[PROGRESS_TRIGGER_PROD_SIEGE][PROGRESS_TRIGGER_TRADE_SIEGE]. Read up on entity tokens on the wiki if you want to know acceptable values and what they mean. It can be interesting to play around with these, you can make it so that human caravans will only come if you have exported  30000☼ worth of goods. I could be totally wrong about this though.

465
You can set the keybindings up how you would like by using the keybindings option in the ESC menu. For vanilla DF these are the only keybindings that use Alt that I could see and the only one that I consider a big deal would be the ones for Careful Movement and Confirm Attack in Adventurer. For those I would consider switching with the ones currently using SHFT or CNTRL as you can get essentially the same functionality out of Careful Movement.

It is pretty easy to set up new keybinding just go into the category what you want to change falls in, find what you want to change, scroll over to add binding once press the binding you want, after that just hit enter. To get rid of keybindings you just scroll down from there until the keybinding you want gone is highlighted and hit backspace.

General
--------
Increase FPS limit
Decrease FPS limit

Adventurer
-----------
All Careful Movement (N,E,S,W,NE,SE,SW,NW)
Attack Confirm

Building
--------
Building, Slab
Bulding, Hive

Workshop
----------
Glass Goblet
Crafts, Slab
Mat. Goblet
Mason, Slab

If your issue isn't one of those then chances are it is either a keybinding you can't change or not a vanilla keybinding. At that point if you want help you need to give more information, specifically what mods/utilities and what keybinding is causing your issue.

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