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Messages - Giant Dwarf

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1
I am a bit concerned by the lack of highlighted letters for shortcuts.
Really hope we don't have to use the mouse for everything in the end as it would be super cumbersome.
(To me DF plays a lot more fluid than Rim World for example.)

And even if there are shortcuts for everything it will be hard to get into (or even coming back after a longer break) without being able to see them immediatly.
So please add those back. 🙏

2
We are currently discussing the worldmap. Since 32x32 is a bit large, the idea is to use 16x16 tiles for it, to show more map at a time.
So no changes to the "engine" in the ragard of zooming and panning?

If it's somehow possible it would be super nice, if we could zoom/pan around smoothly (not in huge steps as it is right now). Like in RimWorld.

Is this possible?
Will it maybe be in the Steam Release?

3
Sorry, if this was already asked.
But will the Graphics-Overhaul also allow to scroll and zoom smoothly?

This would be an absolute killer feature, which would also make the game a lot more accessible and appealing to newer players.
I mean, no doubt I will buy it anyways (and so will a lot of DF-fans), but I think there's a potential for a lot more customers with "polish"-things like this.

4
Quote
Is there a way to not have all those stones listed as economic (and still have this feature working)?
Nope, that's just how DF works.
Ah, ok. Sad.

But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.
The way it currently works is this:
 - Disabling the feature removes the reaction from your civ, but the reaction still exists. (deep down DF knows that stone can be used in it, hence it's economic)

I could change the launcher to remove the entire reaction too. It's just a few extra lines, which would fix your issue. Btw, you can do that yourself by just deleting reaction_meph, reaction_brickoven and reaction_crematory. Those contain all the custom reactions that the tileset adds. Of course you should keep everything turned off in the launcher, otherwise it will throw a lot of error messages.
It worked.
But somehow the smoothed floor now looks different. And also I can't see the engravings at all (didn't use Extra Engravings).

5
Thanks a lot!
I will try that out.

6
Quote
Is there a way to not have all those stones listed as economic (and still have this feature working)?
Nope, that's just how DF works.
Ah, ok. Sad.

But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.

7
When I go to the stones tab in stocks.
It shows all possible usages for the economic stone.

Is there a way to not have all those stones listed as economic (and still have this feature working)?

(Thx btw. for all the great work! With your Pack DF is really beautiful now!)

8
Since the new materials for weapons & armor change game balance, they are of course optional and can be disabled in the launcher. Same button as always: Decorational workshops YES/NO. I might split that up in future, to give players greater control over individual features.
I kept this feature disabled, but my stones are still all economic now (and they show, that they can be used for weapons).

Is this a bug, or did I miss something?

9
DF Gameplay Questions / Re: Is there a way to just get less Migrants?
« on: March 25, 2016, 03:43:06 pm »
Thanks for all the answers! :)
I guess I will just "micro manage" the Population Cap then.
Thinking about it, it's actually not that much work, if you consider, how much you have to do to actually keep your fortress running. ;D

Still a more elegant solution would be cool.
Maybe as a mod?

@Niddhoger
Can't be trading profits, as I didn't even trade anything to the first caravan.

10
DF Gameplay Questions / Is there a way to just get less Migrants?
« on: March 25, 2016, 12:22:48 pm »
Hi

I know, that there is a population cap, which you can set to prevent Migrant Waves (after the first 2).
But I personally would rather want really small Migrant-Waves instead of none at all.
(Also I'd still like to have normal child production!)
Is there any way to do this?

In my current game, it was like this:
- 7 Starting Dwafs (one was eaten by an alligator, but anyways ...)
- 2 Migrants in Summer (good!)
- 9 Migrants in Autumn (too much already!)
- 25 Migrants in the next Spring (-.-)

I think 1-4 Migrants each Season would be ok.

Those huge waves kinda destroy my relation to the Dwarves.
I'd like to Micromanage them properly, give them names, know them a bit better. But with such big waves, it gets kind of annoying/impossible to do that.

11
DF Gameplay Questions / Re: How to not be "fooled" by vampires?
« on: June 26, 2015, 06:45:10 pm »
Hrhrhr :D

My last vampire became bookkeeper (of course).
He was quite good with the Mace. So when the first Goblin Armee came, I decided I'd let him try his luck.
He killed 5 goblins/trolls, and the rest of the "armee" flew. :)

However ...
Before picking up his newly made Mace, he made sure to get a quick "snack".
And there went my cook ... -.-

So I wasn't feeling too sorry, when the next Goblin Armee ripped him apart. ;D

12
DF General Discussion / So I visited my old Fortress ...
« on: June 26, 2015, 06:36:50 pm »

:o

I am pretty sure, everything was great when I left.
I swear!


So this happens, if you leave your fort unsupervised for a few days.
Anyways ... got my Artefact Platinum WarHammer. :D

13
DF Gameplay Questions / Re: How to not be "fooled" by vampires?
« on: June 06, 2015, 03:57:13 pm »
I just tried it unconnected - seemed to work at first, but unstable? Maybe just connecting to a small game is best (I have a 1x1 calm test bed all turtled in that I save for all my quick experiments and designs, loads quick even on my old dino.)

Anyway... step by step to customize DT...

Spoiler (click to show/hide)
Aaaaah, thank you very much!
Hadn't even noticed, how much you can customize this thing! :)
Now I have to make my perfect grids. ^^

Also thx to everyone for the further vampire tips.

@Goatmaan
My vampire had killed over 2000 (!) TWO THOUSAND humans.
I mean, if it were elves, ok .. but HUMANS ... that's sick!

14
DF General Discussion / Re: Werebear Whoop!
« on: June 06, 2015, 03:46:57 pm »
A Werebear was my first combat experience as well.
But thx to Kogan Nishuker I could continue with my game!

He was the only trained Axe-Dwarf.
He had 3 recruits, but didn't have enough time to prepare them for what was coming. :/
None of them had armor.

They died as heroes and will always be remembered in Sprinkledbusts.
Kogan and his 3 recruits (who could only bite, punch and kick).

Kogan killed the beast alone ... I was already having the hope, that he'd survive, after he dodged so masterful for quite some time.
But in the end, the Beast was ripping apart Kogan's throat. And immediatly after that it died of its wounds.

15
DF Gameplay Questions / Re: How to not be "fooled" by vampires?
« on: June 03, 2015, 08:03:21 pm »
The Vampire got indeed Mayor.
I immediatly put my old Leader Dwarf in place. ^^

Though there are surefire ways to tell. Since vampires don't breathe, it would be possible to set up a drowning chamber and see who is unaffected by it.
This surely sounds like a great idea! xD

You can't just turn it off for Vamps, but you can remove the "kills" column.

In DT, under Options, go to the Docks drop-down and select "Grid Views" - that will put all the possible grids in a box on the right.  Right-Click the Grid View you want to adjust and make a Copy of the Grid View(s) that list Kills. Go into that copy, and Edit that section and cell - delete. (Give the Grid View a new name at the same time, perhaps "+Military+" or "@Military" - something that is significant to you and will stand out when you Add it.)

Then instead of the default Grid View, load your edited one.

(I use ONLY customized grid views, diff orders, groupings, colors.)
Thank you very much! :)

Will try that out tomorrow (couldn't find the option at the moment ... maybe only available, if connected to a game).

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