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Messages - Lord Snow

Pages: [1] 2 3 ... 35
1
DF General Discussion / Re: *We need your help with game ending stress*
« on: December 30, 2019, 08:17:16 am »
Quote
Most of these people don't bother giving us any feedback, which is understandable.  The game just sucks and why play?
Sorry.
If you haven't noticed complaints that the game is getting less and less playable with every new feature on the same old clunky interface since at least the military revamp update, you have been listening to only the same 5 people.

It's slow and getting slower yet.
World Gen parameters are all but useless (hello 23000 living historical figures in 8000 popcap world)
You're getting too many dwarves too soon with no chance to identify with any.
Dwarves have more needs but less use.
A lot of jobs have very little impact.
Training military is a dance on a knives edge between having 30 dwarves get chopped up by a single properly equipped goblin because they kept their training swords on vs. dwarves slicing each other up with real weapons in the barracks barely gaining any skill.
Forgotten Beasts syndromes are getting too many shots off.
Dwarves are still horrendously stupid about cleaning/getting cleaned up as well as avoiding obviously contaminated areas.
Blaaa bla bla

A couple of versions back i coped by atom-smashing 75% of each migration wave, walling in and building traps. Lately i just don't play anymore.
For all the interesting detail in DF worlds, other games let me actually experience fun stuff and lose in interesting and comprehensible, in-the-future-avoidable ways. DF .28 was a lot more accessible than what we have now.

2
DF General Discussion / How to enforce Population Cap set for World Gen?
« on: February 16, 2019, 07:36:23 am »
Genning a medium Region with a cap set to 9000, 500 years in i find myself with 18000 historical figures alive, out and about complicating the world and slowing it down.

How can i gen a medium to large world with a small amount of historical figures?

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 03, 2019, 10:00:01 am »
A child appears to have climbed(?!) into a tree and got stuck


Felling the tree got the little monkey right down. Stopped playing "make believe" though to grab some real drinks instead.

4
DF General Discussion / Re: LinuxLNP - 0.43.05 x64
« on: February 03, 2019, 06:28:18 am »
EDIT : i've tried to copy the layouts from the LNP folder to /usr/local/share/dwarftherapist/memory_layouts/linux/, and now DwarfTherapist sees it, but complains that DF either is not running or unloaded the fort - while instead i have it open and running

... copied them from where? My memory layouts folder is empty just like yours used to be.
I've tried the LinuxLNP-0.44.12-r02/LNP/utilities/dwarf_therapist, but that dir only contains a binary and manifest

5
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: July 20, 2018, 04:31:15 pm »
PyLNP 0.13a is now up.

This improves handling of TWBT-specific files somewhat (including support for twbt_objects and twbt_graphics folders to override files when installing graphics packs with TWBT enabled), and should also make the macOS builds work a little bit better.

It sounds like this will fix the issue?
issue persists, plus all dfhack options disappeared after replacing the launcher that came with this pack with the later binary version (32bit windows ones)

In another thread, I found the following quote on how to enable TBWT components for tilesets:

The TWBT components are no longer installed by default on the repo. This is to allow TWBT to get the cool TWBT transparency features without making the pack look worse for non-TWBT users.
Here's how to install the TWBT components:
  • Open the /LNP/Graphics/Spacefox/ folder.
  • Copy the contents of the /data/twbt_art/ folder to the /data/art/.
  • Copy the contents of the /data/twbt_init/ folder to the /data/init/.
  • Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.
  • Copy the contents of the /raw/twbt_objects/ folder to the /raw/objects/.
  • Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init
  • Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
  • Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
This will give you dwarves and creatures without the background around them.
It will let you see the floor behind most of the furniture.
It will give you a text font designed for use with Spacefox.
It will make the workshops look fancy again.
And lots of other stuff.

I did this for my pack and it made a huge difference in the sprites and text. I'm wondering why this is not done by default for the pack.
Where are the files this guide demands? https://imgur.com/018Xlfi

and more importantly, where do i get a set of such apparently specialised TWBT files for a different tileset? (or how do i make one)

6
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: July 19, 2018, 01:32:46 pm »
Sorry can you sum up how I need to configure settings and tilesets to reproduce the crash?
crashing config sample:
https://imgur.com/KpyPDuY
game opens, menu works, savegame loads -> crash when loading completes

7
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: July 18, 2018, 08:55:16 am »
Okay, but you didn't say whether you're using TWBT. I think you are from your screenshot, because the map tiles don't line up exactly with the "Dwarf Fortress" title. What happens if you turn TWBT off?
i edited the previous post before seeing your original answer and didn't repeat the information in my next.
It works with TWBT off / using STANDARD instead. What do i need for TWBT to work?

8
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: July 18, 2018, 08:47:33 am »
Are you using TWBT? If so, what happens if you disable it?
Also, is the GRAPHICS setting in data/init/init.txt turned on?
GRAPHICS is OFF, the tileset i'm using is just a plain old Curses replacement with no extra tiles or definitions. I have selected ASCII from the LNP "Graphics - Choose - Change Graphic"

9
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: July 18, 2018, 08:30:11 am »
First time running the starter pack, so bear with me please.
After setting up most of the things to my liking, i've become stuck at tilesets. It's agreeable enough to let me use my desired set as font, but that, of course, literally only sets the font.
(Result with curses square 24x24 as graphic: https://i.imgur.com/gb3WiEG.png)

I was previously using this same PNG with my non-Starterpack Dwarf Fortress 44.12. However, selecting it as graphic, DF crashed after loading my game three times in a row.

Is there maybe a log or similar for me to dig up and produce for you?

EDIT:
the crash reproduces after setting font+graphic to a different, identical PNG.

another minor bug i've run into: after switching to the stock view and back, the game world is not shown / appears solid black.
This is fixed by either zooming or going in and out of the ESC menu.

EDIT2:
both issues are gone after switching printmode to STANDARD instead of TWBT.
but then, of course, TWBT is disabled and i can't get multilevel view.

Is there some setting which neds to be activated alongside TWBT?

10
DF Gameplay Questions / Do bolts (re-)stack now?
« on: July 18, 2018, 06:24:34 am »
I've looked at http://dwarffortresswiki.org/index.php/DF2014:Crossbow and http://dwarffortresswiki.org/index.php/DF2014:Bolt but neither contains the information:
Are bolts collected into stacks of [whatever maximum size] now, or are we still stuck with individual bolts being hauled around and forever alone?

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 18, 2018, 05:56:19 am »
Oddly there's almost no FPS hit from everything above ground being on fire and collapsing, but the collapse warnings are making it just as bad.

You can edit the announcements file in the init folder to prevent pausing and centering the camera on a collapse. Just find this [CAVE_COLLAPSE:A_D:D_D:P:R] and make it look like this [CAVE_COLLAPSE:A_D:D_D]  Remember that collapsing trees can punch a hole in your roof if you've dug out the space below them and if you turn off the announcement you might not realize it until it causes a problem.

Thanks!

I knew there had to be something. I'll remember that if I need it, rain started up and the rest of the fires burned themselves out after a little while.  I was fairly careful to avoid roof areas with trees growing on top since I embarked in a half-forest / half-mountain biome.  Most of the collapses were happening far away from any construction.  Oddly I had a different fortress with the warnings turned on where something kept poking holes in the roof of a tunneled soil area that was hit during exploratory mining but nothing ever popped up and there were no cave-in effects (dust, etc).  Nothing attacking seemed to want to path to it, either, even though it should have been climbable and was a direct path into the base. 

Anyway,

The last events were immediately followed by a tantruming dwarf being cursed to become a were-lizard for knocking over a temple statue, and another goblin siege:  The 13 trolls and 9 beak dogs arrived at the gates first, and were slaughtered in record time by the tiny number of remaining militia members.  The 43 goblins remaining took one look at the bloody mess covering the scorched and smoldering landscape in front of the gates and ran for the hills.

Militia Commander, who has a fun inventory and is an impressive troll killer:
Spoiler (click to show/hide)

Marksdwarf:
Spoiler (click to show/hide)

A farmer by trade who was drafted for the last siege: 
Spoiler (click to show/hide)

A professional fish cleaner wrestled one of the trolls to death, apparently having decided not to pick up a weapon:
Spoiler (click to show/hide)

Another draftee gets his first taste of troll blood:
Spoiler (click to show/hide)

The remaining troll is now in a cage trap, waiting to be given something fun to do. 

No sooner do the sane dwarf crew remaining rush out to rebuild the two front doors that were torn apart by trolls and clean up the gigantic mess of gore and troll armor that will block them from closing, a new threat arrives: 

The Bronze Colossus Redari Irecisaro Vicíthène has come!  A gigantic magic statue made of bronze and bent on mayhem.

Buon giorno, Redari.  Che cazzo fai?  Non preoccuparti del sangue...

Sigh... I should have known joining a civilization called The Sacks of Clenching would be a bad career move. 

Well, if I can get the non-tantruming dwarves left over to wall up the front gates while a ballista is built, and the human trade caravan waiting for a depot that no longer exists holds him off for a bit...  that or do some creative tunneling towards the brook to the south.  Most of the militia are wounded and recovering and the farmer hauling the hand has recently thrown a tantrum so things aren't looking so great in that regard... and the commander and his favored silver scimitar may do so great against bronze.

It appears I've missed a crucial feature of Dwarf Fortress all this time...

How are you getting the ingame text along with colors copied and pasted?

12
Tilesets and Graphics / Re: curses_vector - ∞x∞
« on: July 18, 2018, 05:05:56 am »
Great work.
I don't think i'll ever be ready to move up to 48x72 and lose the additional information provided by increased tilecount, but this certainly is beautiful.
Spoiler (click to show/hide)

(truetype was disabled in init.txt in order avoid black outlines around text while using custom colors)

13
Tilesets and Graphics / Re: Runeset: Rune Based ASCII Tileset
« on: June 30, 2018, 06:12:01 am »
http://dwarffortresswiki.org/index.php/File:Runeset_24x24.png

Trying to use the latest version of this tileset, tile colors are all messed up.
Downloading the archived version right below instead, things look fine.

Do i have to change some df init settings in order to enable compatibility with the later version?

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 25, 2018, 03:01:42 pm »
Nothing much. Just generated this. https://imgur.com/aueMYtq

My first large, long worldgen in 3 or 4 years. Used to play medium worlds around 300 years because worldgen just wouldn't work for larger and/or longer.
Really excited to dive into this one, seeing as it's still Age of Myth full of beasts and titans and dragons and whatnot waiting for me to slay them in some devious way.
44000 people alive, really? Jeez!

15
DF General Discussion / Re: Largest/Longest world gen in 44.x?
« on: April 22, 2018, 09:54:40 am »
DF does not multithread.
no kidding

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