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Messages - darkhog

Pages: 1 2 [3] 4 5 ... 17
31
DF Suggestions / Re: Dwarven Mail
« on: December 11, 2023, 03:44:22 pm »
Perhaps "messenger" position could do a double duty as a postman, while in the fort and for communication with outside world when sent to different places? I agree that socialization needs to be improved.

32
DF Suggestions / Books that improve skills after being read
« on: December 11, 2023, 03:42:09 pm »
So been playing some Zomboid lately, and one thing from it that I believe would transplant very well to DF, are the skill books.

So, in Zomboid, there are certain books that improve your skills. Why not in DF though? The idea is, any dwarf with a sufficient skill level (competent or better) could write a "how-to" guide on their profession and store it in a library. Then, if some dwarf or another creature (excluding elves) that has no more than two skill level less than the dwarf that written the skill book, it would raise that dwarf's skill level for that specific skill to the level of the book. So if e.g. competent brewer would write a skill book on brewing, and then a novice brewer would read it, he'd instantly become a competent brewer (while also that book would be "too technical" for dabbling brewers or non-brewers to prevent OP situations).

33
General Discussion / Re: There's a bug in the forum
« on: December 11, 2023, 03:30:29 pm »
Yeah, it adds newlines in the full form.I don't even know why it's only the full form that's affected and not quick reply.
TinyMCE, maybe?

34
So I embark for a brand new fortress (the previous failed due to the werelizard problem AND FPS death).

I name the fortress Deathspiral.

I name the group of dwarves to embark to it The Act Of Failure just to be extra cheeky.

Guess what happens in the first few hours of gameplay.

35
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 10, 2023, 05:21:01 pm »
So I embark for a brand new fortress (the previous failed due to the werelizard problem AND FPS death).

I name the fortress Deathspiral.

I name the group of dwarves to embark to it The Act Of Failure just to be extra cheeky.

Guess what happens in the first few hours of gameplay.

36
General Discussion / Re: There's a bug in the forum
« on: December 10, 2023, 05:15:54 pm »
Windows, Firefox. Must be some modification to the forum made specially for this board, since I haven't encountered such issue on other SMF-based forums in the past. Only the "full" editor seems to be affected (after clicking "reply" link at the bottom or when making a new thread/editing a post). If I am correct, the very next line will show that Quick Reply form is unaffected.
Is it?

37
Wasn't sure where to put it since it's neither a suggestion, nor a bug report, just some ideas. So one of the biggest FPS death causes is pathfinding, especially when stuff like clown armies, undead body parts and so on are concerned, which goes back to the number of creatures trying to pathfind each frame. But wouldn't putting a hard limit on the total number of creatures on the map at the same time solve FPS death, at least when large amounts of creatures are concerned? Or, at the very least, putting a limit on the amount of creatures that can actually pathfind every frame, others being frozen in time until it's their "turn".


//edit: Another cause for the FPS death seems to be creatures stuck on trees or other inaccessible locations - would making them able to jump off, even if it would injure them help reduce chances of FPS death from such occurrences?

38
General Discussion / Re: There's a bug in the forum
« on: December 09, 2023, 02:54:30 pm »
...aaaaand it messed up the post in a brand new way, lol.

39
General Discussion / Re: There's a bug in the forum
« on: December 09, 2023, 02:53:52 pm »
IfI useA singleEnter, BadThingsHappen
However if I do double enter, it somehow puts a new line correctly. How it looks in the editor (a screenshot): https://i.imgur.com/M4V8cgr.png - seems to affect the full editor only though.https://i.imgur.com/M4V8cgr.png

40
DF Modding / Re: How do I access the new renderer in DF Classic?
« on: December 09, 2023, 02:48:34 pm »
I plan to stick to the size of the Premium set, so it will have the exact same tile and sprite sizes, just completely custom graphics. Can't do it right now due to the Dwarfcember being full effect on my Youtube channel (meaning new DF vids every day), but sometime in spring I will be doing that. Good to know that I can use the raws with Steam version as is, only having to replace the audio and the graphics (with audio I will just use one that ships with DF classic, unless some talented composer comes forward to make some DF music and license it under either CC0 or CC-by).

41
Creative Projects / Re: My webcomic, The Secret Report.
« on: December 05, 2023, 01:19:55 pm »
Thank you!

42
DF Modding / Re: How do I access the new renderer in DF Classic?
« on: December 05, 2023, 01:18:44 pm »
I have premium, so no need to hurt your wallet for me :). But I wonder if using the raws supplied with premium, but with different graphics and audio, would be okay from the legal perspective - messing with the graphics directly by replacing them as is and then adding the "premium" raws to handle them in the game (no premium art/sounds would remain in the game) would be actually easier for me as all I'd need to do is to just replace the art/audio without touching the premium  raws and repackage the thing, but unsure about legalities of it.

43
General Discussion / Re: There's a bug in the forum
« on: December 05, 2023, 01:13:35 pm »
The fact that a single enter doesn't result in a new line when making a thread, you have to press it twice.It doesn't do it on modify either, likely something is wrong with the full editor. The text in OP was supposed to be a haiku.

44
General Discussion / There's a bug in the forum
« on: December 04, 2023, 01:17:27 pm »
The single return no workYou have to press twice.The hope is dying.

45
DF Suggestions / Some QOL changes I'd like to see
« on: December 04, 2023, 01:10:31 pm »
- Ability to see the engraving on the floor/wall just by hovering over the tile. Currently it only shows that it's a detailed wall or floor. However, the engraving descriptions are usually so short they could have been shown in the hover popup, conversely when clicking on the floor, the popup is so huge that large amount of space is dedicated to the window background.
- Being able to move stuff to/from trade depo regardless if there's caravan around as I often keep forgetting to get the merchandise back after a trade is complete, leaving it to rot the following year.
- Ability to filter out stuff that are outside or inside depo if you just want to move stuff out or move stuff in, on the move to/from trade depo screen.
- Ability to search for items in trade import agreements and trade screen in a similar way you can search for items when making a work order.

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