Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - fonzacus

Pages: 1 2 [3]
31
DF Suggestions / Re: controlling a dwarf in fortress mode
« on: August 12, 2016, 12:39:32 am »
having recently tried retiring a fortress and visiting it again in adventure mode, the game does provide a hint of what might come. it is true as i sort of want to 'take control of a fortress in adventure mode', but still be able to build in fortress mode. the reason why i want to be able to switch back and forth seamlessly is to speed up the build process. having to sit there while you infinitely press the period button so they get their jobs done. wouldnt it be nicer if you could reautomate the dwarf AKA using a key to unpossess the dwarf, and have fortress mode space pause/resume?

a wise man once said: never send a monkey to do a mans job. having many 'you just walled yourself off' scenario, being able to accurately do what is needed may help some of the more casual players. i like to play DF for its building aspects, and not for most other !!FUN!! things like surviving against impossible odds. the usual 'siege is here, station guys --- nah, im on a break' thing gets me (thank armok for DFhacks siren).

this does have 2 effects though. it helps more casual players play, while increasing management for a time. id like to see where 'taking control of the government' might lead us to, it might realize a part of this suggestion.

32
DF Gameplay Questions / Re: properly using the manager
« on: August 12, 2016, 12:15:05 am »
thanks for both of your suggestions here and on the thread. had a nice skim through the pages on there and am starting to get the gist of it even with the UI being clunky as always. the wiki has too little info compared to the first page of that thread.

33
still fairly new, played a while back with workflow, now learning the manager orders. kudos to all you researchers.

id like to vote this for president, along with a sticky and a max priority search order on perpetual set to daily to help new players with micromanaging :3

34
DF Gameplay Questions / Re: properly using the manager
« on: August 10, 2016, 11:45:16 pm »
thanks, using the search filter here is kind of like using the DF UI everywhere, a bit clunky ;P

35
DF Gameplay Questions / properly using the manager
« on: August 10, 2016, 02:45:09 pm »
has anyone done any extensive research on how to use the manager properly? its pretty daunting using the stock manager without something to guide you through all of the various options.

what are the a r p supposed to mean? the different inequalities? o means start this job after that job is finished.

using charcoal as an example, i gave a 0 perpetual order with the basic a r p.
amount of items - at least - 0
logs - at least - 10
refined coal - at most - 10

what does amount of items refer to? the charcoal themselves?
roughly, this translates to: a continuous job that starts once there are 10 logs on the map, and stops when there 10 charcoal. even on a continuous cycle, shouldnt the last condition pause the job until there are less than 10?

honestly id like to avoid redoing the entire manager orders because i have too many running. even with so many announcement cancellations id tough it out and prepare with new knowledge on properly using the manager.

as for which DF are you playing? im on LNP, i doubt thatll make any difference though. im pretty sure this isnt the cause.
0009792: [Dwarf Mode -- Jobs, General] Managed jobs decrement all like orders, producing wrong number of total items (Toady One) - resolved

36
DF Suggestions / Re: controlling a dwarf in fortress mode
« on: August 07, 2016, 12:20:09 am »
this is kind of a discussion. i do see us being able to control a dwarf sometime in the future. it could be a dwarf version of you (like an 'overseer' type), or a 'divine intervention' where you can choose to control a single unit to make adjustments (like you need precision your drunk dwarves cant do, *cough* reservoir *cough*). politics wise you could be a peasant with the peoples support and topple random mandates, reject beatings and so on would be nice. 'divine justice' = no punishment?

as for controlling a single dwarf (overseer), i feel a bit too attached so losing a single dwarf hurts. id like to imagine the player as a part of the embark team instead of just watching from the clouds. being able to autopilot (default fortress mode) and taking control (adventure mode turn based) when you take over. 'possessing' a dwarf could work as well IMO. pushing a person down a well seems more satisfying to me rather than using tricks and traps.

an ageless dwarf could fit the overseer type, but i personally rarely have people die of old age. most of my fortresses die before hitting our 10th anniversary.

37
DF Suggestions / controlling a dwarf in fortress mode
« on: August 06, 2016, 01:02:57 pm »
dont think ive seen this yet.

if gods, ghosts, goblins and other giggitys exist, why not a dwarf you can command like in adventure mode? this dwarf does the job of any normal dwarf, then at a tap of a key, it turns into a fortress mode like game. they start at basic attributes you can raise over time with skill and stuff. you can recruit (they will never reject? a bit OPd?) and have a merry adventure in your embark region. the dwarf is ageless, but can be killed/diededed.

it sounds like a rework of the entire game, and IMO i think the game was meant to have something like this implemented some time in the future.

thoughts?

38
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: July 23, 2016, 02:59:04 pm »
IMHO dorfs are the true vermins. wrecking mountains, destroying nature, swimming in lava

all in all, having more automatics should be impossible ATM unless youre willing to break the game. labeling a livestock as a vermin might have a cat attack a 'land vermin', trappers might not be affected. fishers should be fine since fishing means wading in the water waiting for fish to eat your beard. labeling the wool and milk vermin might cause even more trouble than its worth. so yeah, no can do on vanilla, only in dfhacks

39
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: July 23, 2016, 02:08:06 pm »
awh, thanks for the info. hoping this plea gets heard by someone and make the management a bit easier.

weird, i only see 2 automatic, it might be possible with ☼modding skills☼. as for fishing, how do dorfs magically know they shouldnt eat fish until its been cleaned. achievement get +1 point to IQ

40
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: July 23, 2016, 01:08:06 pm »
which file holds 'automation'? examples; catch a fish 'prepare raw fish' job gets queued in the fishery, butcher an animal 'tallow fat' and 'tan hide' and so on. id like to know because id like to complete the other basic automations like spinning from sheared animals then making cloth (i dont think there are any other paths here) and probably making cheese from milk. i havent used milk as a 'raw' cooking ingredient yet. it would be nice to reduce announcement cancellation spams from using the vanilla manager.

41
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: July 19, 2016, 07:17:53 am »
is this thread still active?

42
DF Suggestions / Re: disabling ghosts (launch parameters)
« on: July 16, 2016, 02:38:49 am »


Umm...

Are you aware that in the init folder of the main DF folder, d_init.txt and init.txt can be found? That is where your wanted setting can would be found.
[/quote]

didnt know about that, had a quick playthrough on standard then switched over to the LNP.

43
DF Suggestions / disabling ghosts (launch parameters)
« on: July 15, 2016, 12:47:30 am »
ey guys, new to the game and stuff. looks just like what i wanted, simcity (pre MMO) had a baby with minecraft. im currently having too much *cough* fun *cough* ATM.

not sure if its been suggested before or not (cant find through search) seeing how ghosts are relatively new (CMIIW), but could there be a gameplay option that disables ghosts? we do have a lot to worry about, having unnamed ghosts wreaking havoc is just too much *cough* fun *cough*. luckily we can close the game without saving unlike both games above (except for backing up minecraft saves), it makes a nice stress killer.

since there isnt an ingame option menu, a custom launch parameter could be used (which should work on windows and linux, i sort of hate mac). this new custom launch parameter should open up a ton of new gameplay option without having to dig through raws, making things simpler for gamers. lets take ' -noghost dea' as an example. that disables dorfs, elves and animals, but allows human ghosts. activating that deletes all of these ghosts, whereas disabling allows new ghosts to pop up, but doesnt affect deleted ghosts. theyre gone for good, removing gravestones is allowed. other examples could include -nosnatch, -noadopt, -nogame -nolife ;P

Pages: 1 2 [3]