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Messages - Teiwaz

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61
DF Modding / Re: The Goblins Mod
« on: July 19, 2009, 07:46:08 pm »
Hmm... never thought about modifying the other races to make them hostile rather than the other way around

I looked at the Troll stuff, and nothing jumped out at being all that different from, say, the cow entity (other than child/male name variants.)

62
DF Modding / Re: The Goblins Mod
« on: July 19, 2009, 03:00:35 pm »
I've been playing with a slightly modified version of this for the last couple days - lots of fun. I've always found the best part of DF is being evil, but that never fit Dwarves so well. (Though this is the first Goblin mod I've played with where the Goblins don't end up murdering each other constantly - strangely, these guys seem downright psychologically stable compared to dwarves!)

Just saw 2 oddities:
- Humans and Elves trade with me. From the readme, it sounded like they should be at war with me. The Dwaves are, but I have yet to see any show up.
- Trolls don't breed. There are males and females, but I've been playing for 3 years of gameplay and my troll pit still only has 7 trolls in it, while my cow population (I feed my gobbos with a combination of livestock, fishing, and trading for meat) has exploded in that time.

63
DF Dwarf Mode Discussion / Re: Easier ways to dispose of prisoners?
« on: May 14, 2009, 01:59:26 pm »
I put a hatch cover at the top of my prisoner disposal chute. The dwarves will open the hatch to throw the prisoners down, but while the hatch is closed, it prevents any survivors in the pit from scaring your executioners into releasing their victims early.

64
DF General Discussion / Re: What turns you off about DF?
« on: May 01, 2009, 07:40:27 pm »
Managing dwarves' labor settings. There are 3rd-party utilities to help with this, but it's still a pain in the ass.

The graphics and UI are the biggest issues by far, though. It's really hard to get people to even give DF a second look because it's so hard to learn the controls and figure out what you're seeing. Personally, what I would like to see, is a DF "SDK" - I know Toady doesn't like working on graphics and interfaces, but there's a thriving community of people out here who try to do it all the time, but lack the tools. I'd love to be able to write my own interface for DF - a graphical, mouse-driven type thing, but have DF go on being developed/running under the hood. It seems like this wouldn't be all that hard to do, as DF's interface is mostly just modifying data anyway. (Queing up jobs, etc.)

At the *very least* I'd like to see the font and world graphic sets get separated, so people can mod in graphic sets without it turning all the "h"s in the text of the game into little pictures of chairs and whatnot.

65
Just a couple of little features I'd like to see:

First of all, why are we forced to abandon our fortress to use the Legends mode? With the enhanced worldgen stuff, there's all sorts of neat stuff happening in the background... but let's face it, with thousands of historical figs, you don't care about any of them all that much - until, of course, you want to look up the background of that titan you just killed, or find out the background of the Goblin regional leader you just captured. Unfortunately, as it stands now you have to savescum and abandon the fortress to look up the backgrounds of creatures you meet, which realistically is the only time you're likely to spend much time poking aorund in legends mode. Since legends mode is read-only for regional data, could we be allowed to access it without having to abandon our fortress, please?

Another thing I'd like to see is scheduling of duty shifts. (I mean the "on duty"/"standing down" setting from the view squad option on the military screen.) I'd like to be able to set my squads to automatically stand down during certain seasons, similar to how you schedule what is planted in a field. That would mean I could rotate squads on and off duty automatically to give them downtime, time to train, etc. (As it is I rotate my wall guards after every siege, which is both a pain in the ass and means it's my less experienced fighters who are always my first line of defense.)

Also, bug time: for as long as I can remember, the "Dwarves can go outside" order appears to actually refer to "Dwarves can go aboveground," not "Dwarves can go outside" as the text would seem to indicate. They turn back when they hit aboveground tiles, *not* outdoor tiles. This means that if you've build a structure, or a tower sticking out of the mountain, dwarves won't use it if they're ordered to stay indoors. (This is a pain in the butt as I often build structures outside  to defend my fortress entrance once my fort matures, and I often build a network of guard towers with marksdwarves in them connected by underground tunnels to guard caravans) I've totally pooched a number of fortresses because I extended the main stairway of my fort aboveground into a tower: if I order all dwarves to stay indoors (to prevent the fortress/royal guards from making suicide runs during sieges) then nobody can use not only the aboveground part of the tower, but the entire length of the stiarcase as it's considered indoors, but aboveground if it was ever exposed to the air (and this is IMPOSSIBLE to fix with constructions, as they won't change the underground state.) The same thing also happens for water freezing in winter - an underground river won't freeze, but if you open it to the sky - ever - it will freeze even if you pu a ceiling back on it again, and again, there's no way to fix it.

66
DF Gameplay Questions / Re: Closing floodgates when submerged?
« on: March 12, 2008, 11:29:00 pm »
Yeah, that's the page, Barnardo.

My next attempt at it will be to try lowering the maximum to less than 7 - I'll place the pressure plate to activate between 1 and 4 or something, and then get the dwarves to fill the post manually to 1 depth with buckets, the floodgate should then open, fill the resovoir to 5, and then close I hope, and reopen once it gets empty enough.


67
DF Gameplay Questions / Closing floodgates when submerged?
« on: March 09, 2008, 05:46:00 pm »
The only source of water on my new fortress' map is a brook. So I built a central shaft (the entire fort's below water level) to flood with water - the plan being to have floodgates up the height of the shaft which would close when the channel beyond (which would serve as the water supply for the floor) was mostly full.

Unfortunately, I don't seem to be able to get pressure plats to close a floodgate when submerged.

I tried linking all the plates to their floodgate, and then opening the floodgate with a lever. I tried opening the floodgate with a lever *BEFORE* linking the pressure plate. (This is the method described in the Wiki) and nothing seems to work. Anyone have any ideas on how to rig this? Is it possible any more?


68
DF Gameplay Questions / Re: How to go about a mass genocide
« on: March 03, 2008, 02:35:00 am »
Those are all a lot of work. If you have a cliff nearby (including the mouth of a volcano or anything more than a half dozen tiles in height or so) just define a pit zone at the edge of it, and then mark all the animals you want killed. Your dwarves will haul 'em out, and give 'em the old heave-ho, problem solved. After a minute or two of setup, my dwarves are busy at work slaughtering the hundreds of animals that were causing even my Quad-Core 2.4GHz machine to chug.

Incidentally, cats always land on their feet, but it doesn't help them much if you drop them from high enough.

The only downside is you might feel really bad about it. Watching a stream of dwarves haul hundreds of kittens to a cliff and toss them off in troubling, even if the kittens just are lower-case "c's." There's a stream of vomit leading to the cliff, too - I don't think my dwarves like the job much either.

[ March 03, 2008: Message edited by: Teiwaz ]


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