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Messages - Randomizer

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31
DF General Discussion / Re: Future of the Fortress
« on: August 31, 2022, 11:57:48 am »
I was wondering, will the new location finder have a way of showing where candy and clowns are to be found?. That way when you embark you can be sure it is on the game map. There are types of HFS that are not always found on the game map.  There may even be new HFS in the big release.  I would like a way to guarantee it is all on the game map I choose.  A setting in the init files could be used to switch this feature on and off. 

I am aware you are almost guaranteed to have a least a little candy but presence of the other HFS is rare and reduced to dumb luck.

32
DF General Discussion / Re: Future of the Fortress
« on: August 25, 2022, 03:47:19 pm »
If the release of the game generates enough money, would you be willing to hire additional programmers. This could dramatically increase the speed at which you will be able to move through your update/feature timeline. This would also free you up to do more work on the design end of the game which would benefit everyone.

33
DF General Discussion / Re: Future of the Fortress
« on: July 30, 2022, 08:41:49 am »
How long will it be before attacking armies will have the ability to dig or otherwise enter a walled off fort?

34
DF Gameplay Questions / Choppy movement in Steam Winter Update video.
« on: December 23, 2020, 08:08:53 am »
The way creatures and dwarfs move around in the video is very choppy to the point it was difficult to follow them on screen.  Is this just do to a low frame-rate of the video or will movement in the steam release always be that choppy.

35
Wont building destroyers destroy your bridges and flood gates?

36
My current fort is on an evil biome with plenty of hostile undead.  I would like to accommodate traders with wagons, but I have no idea how to protect them. They get attacked as soon as they enter the map. The ideal solution would be to force the wagons to spawn at a location of my choice close to my fort's entrance. My attempts to do this have failed. Is there a workable solution?

37
I created a fort on an evil biome.  It was the winter of my first year.  Suddenly without warning my dwarfs in mass decided to run outside.  It said they were preforming the job "store item in stockpile".  I checked the map and could not find anything to collect.  I have no idea why they are doing this.  I also could not find the out "Dwarfs stay indoors order".  It seems to have been replaced with burrows.

38
DF Dwarf Mode Discussion / Getting Dwarfs To Spar
« on: April 03, 2020, 04:44:06 pm »
I am having extreme difficulty getting my military Dwarfs to spar when I assign them to train in a barracks.  I went in scheduling and set the minimum number of dwarfs to train to 2.  They are all on active duty and in the same squad.  All they do is crowd in the barracks and do individual training.

39
DF Dwarf Mode Discussion / Elf and Human civilizations in Worldgen
« on: March 18, 2020, 04:45:42 pm »
df 47.04
large region 257x257

I am having problems generating a world that has an abundance of Elf and Human civilizations.  In all the worlds I generate, Elf civilizations are nonexistent and human ones are scarce.  I am not sure how to tweak the worldgen parameters to solve this problem.  I tried setting the number of civilizations to 180, which is the highest it can go before causing a worldgen error.

40
DF General Discussion / Re: Future of the Fortress
« on: March 08, 2020, 09:43:00 am »
How will images for procedural creatures be handled in the steam version?  The image would have to be assembled from different body parts of varying sizes.  Will we have just a generic procedural creature image?

41
DF Gameplay Questions / No Humans or Elves civilizations on embark map.
« on: August 14, 2017, 03:43:42 pm »
I generated several worlds with the intent of starting a fort.  Every time I generate a world I have the same problem.  There are never any Elf or Human civilizations to interact with anywhere on the map.  I have no idea how to rectify this problem.

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