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Messages - Inquisitor Saturn

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166
DF Bug Reports / Re: [39d] Dwarves have stopped moving
« on: July 24, 2008, 05:07:09 pm »
Yes, the meeting area was outside, but they were using it fine before. It may have to do with my designate dumping some rocks that were designated hidden, but only Toady would know for sure.

And I hadn't even cut down any trees yet.

167
DF Bug Reports / [39d] Dwarves have stopped moving
« on: July 24, 2008, 12:58:59 pm »
All my dwarves have refused to move anymore, save for one miner. They're just standing in the meeting area, dying of thirst, even though there's a clear path to the food stockpile.

http://dffd.wimbli.com/file.php?id=334

168
DF Dwarf Mode Discussion / Re: Site Finder
« on: July 24, 2008, 12:44:56 am »
Let us shed manly tears for those whose utilities are now obsolete, and a salute, for we may not have these without them.

169
DF Modding / Re: Using the World Painter Tool
« on: July 15, 2008, 02:35:56 pm »
It's mouse-based, try using that.

Anyway, it's extremely hard, if not impossible, to get it to generate things you want. Even if you tell it to save the stuff you paint, it'll still qualify it under the parameters of the previous screen, which means unless you have a definite knowledge of what each parameter does(like Toady), then you aren't going to be able to paint your own worlds. If the parameters set themselves according to what you painted, it would not be a problem. As it stands, the painting part is dumb and even less intuitive than the rest of the game. Also, the smoothing brush doesn't work.

One of those coders floating around here should come up with a utility that sets the parameters automatically, or something.

170
DF Gameplay Questions / Re: Cliffs?
« on: July 15, 2008, 02:31:28 pm »
They're still around, just not everywhere. How often do you see cliffs in real life?

171
DF Gameplay Questions / Re: World gen help
« on: July 15, 2008, 02:30:15 pm »
Custom world gen is very hard. It's annoying that the game isn't smart enough to tell that, when you raise the amount of volcanism, it should probably allow... MORE VOLCANISM!

Further, the painting part is even worse. Even if you set everything to be saved in world gen, it'll still try to generate things it's not allowed to, leading to infinite rejections.

Until Toady simplifies the process or someone else comes up with a utility that calculates this crap for you, we aren't going to see very many people's custom worlds. Right now it's almost entirely a mixture of dumb luck and fiddling with variables that are hard to decipher.

172
DF Dwarf Mode Discussion / Re: Rain rain
« on: July 15, 2008, 02:07:11 pm »
I wonder if they refill when they've been covered up...

173
DF Announcements / Re: Dwarf Fortress 0.28.181.39a Released
« on: July 14, 2008, 03:54:06 pm »
Just stick in the [NO_SLEEP] tag.
This wouldn't work with existing saves, only new world gens, right? 

No, it works with existing saves.

174
DF Announcements / Re: Dwarf Fortress 0.28.181.39a Released
« on: July 14, 2008, 12:51:48 pm »
Just stick in the [NO_SLEEP] tag.

Anyway, I notice that food seems to rot extremely quickly now.
I brought like 100 barrels of meat with me to a new fort and they all rotted away, even though they were IN BARRELS and IN A STOCKPILE. Also, any food merchants bring is also rotten. This is a major problem.

175
Fun fact, masters of the art of the samurai sword do, in fact, do this.


176
DF Dwarf Mode Discussion / Re: Music?
« on: July 12, 2008, 12:03:11 pm »
What would be neat: Dwarves playing music on the instruments you can make in the game, and they can join together and jam. The different instruments could have their own sound files, and when the dorfs start playing they will wait for the right moment to start playing so that they match up with those already playing, like in The Sims 2.

Having the music sound better or worse based on some musical skill probably would take up a lot of file space and be harder to implement.

In game terms, Dwarves listening to good musicians could provide a nice bonus to mood, or maybe warriors who listen to music right before battle could be more likely to trance. Since there is already some code to tell if dwarves' sleep is disturbed by workshop sounds, that could probably be used in a similar way.

177
DF Dwarf Mode Discussion / Re: Pumping lava
« on: July 12, 2008, 11:54:50 am »
Actually all you need is a stone block. And the rest can be made of w.e your want.

Actually, it doesn't even matter if the block is made of wood. So long as the magma doesn't actually flow on top of the part where the dwarf would stand during pumping, it will function fine forever.
The reason is that pumps don't actually "carry" fluids. Instead, they look at the source of the fluid below them and then move that source to their front. And, the front of the pump functions like a wall, so magma will not be able to flow over that.

So just remember this: As long as the magma does not actually flow on top of the pump, there is no danger of it being destroyed.

178
DF Dwarf Mode Discussion / Re: Terraniums, their contents and Magma
« on: July 09, 2008, 09:36:35 am »
Genius factory!

You could use the teleport thing as an elaborate trap.

Stick the caged gobbos in a pit, and the next time an invasion comes, pour magma on them. The burning stuff will teleport to the trap corridor, setting any of those little green bastards who walk over it on fire.

179
DF Dwarf Mode Discussion / Re: Onolerar Reborn
« on: July 09, 2008, 09:34:32 am »
=(

Got a version that works with OpenOffice?

The office 97-03 version opens just fine in open office, it seems

180
DF Modding / Re: Making swords out of other stone.
« on: June 02, 2008, 11:18:00 am »
Don't know about that, but keep in mind that it'll be just like obsidian when it comes to quality. There's no way to change that yet.

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