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Messages - Shonai_Dweller

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256
Okay, new embark in newly generated world. Same issue recurs.

Another issue is that the Steam ASCII version does not display any of the announcement notifications on the left side. They still exist, you can mouse over them to see the tooltips, but there is nothing there and no way to know that one has come up. The only exceptions are the big alert boxes.

This is a big issue because the vast majority of announcements are configured to not pop up in the alert box, not pause, and not recenter, so you can have all sorts of information you need just never appear at all unless you're aware of the issue and edit the announcements config to feed them all through the alert box. I don't know why the ASCII update was pushed without a working alerts system implemented for it.
Which tileset are you using?
Vanilla set shows all the alert icons.

257
DF Gameplay Questions / Re: Classic v50.05 small questions
« on: January 09, 2023, 06:17:43 am »
Drawbridge:

Top right menu not working for you? (Piss poor design. Can only assume it's temporary).

There's a bug in the ascii tileset (and sometimes crops up in the graphical) where you can't see the bridge as you draw it. Bit annoying.

258
DF Gameplay Questions / Re: Classic v50.05 small questions
« on: January 09, 2023, 05:28:57 am »
The number of barrels has always been a maximum. Dwarves won't place more than that, and can't place barrels that don't exist.

259
DF Gameplay Questions / Re: Classic v50.05 small questions
« on: January 09, 2023, 04:58:55 am »
(Note that despite there being a paid graphics set, 50.05 is exactly the same game regardless of who distributes it to you.)

Barrels/bins number can be set with one of the icons at the top of the pile details menu (see pic and tooltip below).



Exactly as the tooltip says, make a bunch of 1x1 tomb zones for each spot you want to drop a coffin onto (or seal them all up in individual rooms and use the multi function).

260
DF Bug Reports / Re: Notes on Bug Reporting
« on: January 09, 2023, 04:44:15 am »
The bug tracker states you should search before sending a report in (normal) but there is no search option on it (less normal)
There is, it's just frustratingly obtuse.

261
A question. Does these mod structure changes affect Classic too? It has been a long time since I've done any real modding, and the new structure feels a tad strange for someone such as I.
"Classic" and "Steam" are exactly the same game, so yeah.

262
They've always been there, you just didn't look carefully enough before graphics were introduced.
Performance troupes don't belong to any civ so don't have clothes to pull from (regular visitors do so are clothed).

263
DF Announcements / Re: Dwarf Fortress 50.05 Released
« on: January 07, 2023, 07:13:53 pm »
Nice to scrap with cavern dwellers without fear of save corruption.

But wait, are the bat people supposed to have access to steel?
Just sent my rookie militia to clear them out and they're facing steel spears and shields. Ah well. Should be OK......

264
DF General Discussion / Re: Weird Villain Behavior in Worldgen
« on: January 07, 2023, 06:18:34 pm »
It's a case of humans thinking "all those damn elves look the same"...
And a slightly different shade of hair.

265
DF General Discussion / Re: Future of the Fortress
« on: January 07, 2023, 06:14:40 pm »
Quote from: Shonai_Dweller
Setting tombs in the new interface seems actually harder than previously (making a 1x1 zone on every coffin) unless you enclose every coffin in its own room and use the multi command.

Is that something that needs more development (to have multi recognise lots of unenclosed coffins as separate burial places) or is your vision of dwarven burial to have each coffin in its own room (and therefore system is working as intended).

(Also because the tombs are zones, when you designate a memorial hall over the graveyard it says it's "overlapping" which I think reduces the value, right? Guess that's not a big deal but I do like to avoid overlapping zones...)

Miuramir: http://www.bay12forums.com/smf/index.php?topic=169696.msg8437555#msg8437555

We wanted to add some kind of catacomb zone to cover this, and didn't get there.  It came up quite a bit in pre-launch testing.  I don't think I can easily make multi recognize semi-enclosed spaces well, although I'm assuming there's various existing work on that.

As a side note, overlapping is a huge penalty now, so we're going to want to fix the spots where it feels improper.

Thanks for the answers Toady.
If overlapping has a penalty, why is multi selecting the walls by default? Most players I believe won't have double-wide walls, especially for bedrooms.
As Toady mentioned, not everything is meant to produce an Overlapping penalty. Throwing a pasture into a dining room also doesn't for example. It's very obvious when it happens, it shows up in bright red on the interface.
The example in my question was of a memorial hall over a graveyard causing a penalty, which I assume shouldn't happen (unless we're meant to make coffins and slabs as a pair for each dead dorf and have people visit the slabs rather than the coffins).

266
DF Bug Reports / Re: Notes on Bug Reporting
« on: January 06, 2023, 05:15:40 pm »
We (managers) can still see the emails you send in. I'll try to create a ticket from yours, although the drawback is that you won't get notified for updates.
So I can keep sending bug reports and ignore the auto-reply?
There's a couple more that aren't on the tracker yet I think.

267
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 05, 2023, 10:20:20 pm »
The drawbridge is closed and dorfs are happily dancing and drinking their first winter away. Successful set up and enough booze to last until summer.

Visiting "Monster Slayer Necromancer" wants to come in. Don't care, probably a spy anyhow.

Cyclops attack! Don't care, pass the sewer brew and get simulating some wind instruments fellas!

Muffled screaming from outside. Yup, necromancer was a spy, his smashed body registers his true name. Brought a tourist guide to the Tower. Will put that in the library next year some time unless the keas swipe it in the meantime.

Life is good.

268
DF Modding / Re: Why are small animals so damned scary??
« on: January 05, 2023, 09:41:20 pm »
Have you ever seen Hitchcock's The Birds? They were small too.
Normal people when attacked by vicious, wild, possibly rabid furballs tend to try to get away. Use hunters to keep the plant gatherers safe.

269
DF Gameplay Questions / Re: Military woes
« on: January 05, 2023, 09:38:32 pm »
Hmm I suppose I'll try again.. I might have swapped between custom and archer uniform before settling on archer, that must have bugged it out then.

It's not a bins issue in any case. I never use bins for anything at all. Quantum stockpiles for everything. I never even produce a single bin in my forts, and take care not to import them either.
Probably the uniform bug then. That's workable enough. I've got custom uniformed, happy dorfs pinging away at their targets in between sessions of learning how to bite one another, so it can be done. :)

Oh, except the poor chap with a bow who insists on stocking up on bolts. Not sure anything can be done for him...

270
DF Announcements / Re: Dwarf Fortress 50.05 Released
« on: January 05, 2023, 09:32:04 pm »
Since 50.01 I've not had any announcements like the local bandit camp has joined my fort for economic reasons (they wanna rob us). Have these announcements of economic links been been rehidden in this version?

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