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Messages - Rafal99

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391
Not really possible at the moment.
For shells you can make a stockpile accepting body parts only from turtles and cave lobsters, this is the only way.

392
DF General Discussion / Re: Grates?
« on: June 12, 2010, 05:58:42 pm »
I have never seen dwarves walking through vertical grate...

1. Are you sure it is vertical grate not a floor grate?
2. Are you sure it is actually constructed, not only designated?
3. Did the dwarf just walk through it or was it pushed by water, also was the dwarf in combat?

My bet is that it is not yet constructed.

393
DF General Discussion / Re: Lag v. 0.31.06
« on: June 11, 2010, 04:04:02 pm »
Omg I would love to have my game run at 76 fps.
I have never played with more than 100 to be honest, and it is only possible in the first year. In usual fortress I get around 30 fps if am lucky, sometimes lower.

394
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 08, 2010, 11:58:44 am »
Quote from: Toady One, BugID#774
(...)
The other matter is just the frequency of the updates. People will want their dwarves with the best possible equipment and they also will want them to not bother with minor upgrades if it means wandering off. This is more subtle and also a lesser non-bug issue, so I'm going to mark this report as resolved and note the other issue down for consideration as a rebalance for whenever it comes up.
Regarding the second issue, that seems like it could be an arsenal dwarf setting that the player then balances to his needs. Some default value would need to be in place for forts that have yet to meet the arsenal dwarf population requirements.

Yeah good idea with arsenal dwarf setting. Personally I would like to set my dwarves to immediatelly perform even minor upgrades when in inactive or training mode, but do only the absolutely necessary equipment changes when given move or attack order.

395
* battle ax
* shield
* helm
* greaves
* mail shirt
* breastplate
* gauntlets
* high boots

Note that dwarves can wear 2x mail shirt + breast plate, also cap + helm, so you may want to add steel cap and another mail shirt to this list if you want optimal protection.

396
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 05, 2010, 06:07:28 am »
I am getting some graphical gliches when going from one screen to another ingame. Seems like some screen areas that should be refreshed are not.
Using default settings [PRINT_MODE:STANDARD] and [SINGLE_BUFFER:NO], haven't yet tried others. I am on Windows XP SP2.
 
Lets show this is on screenshots:
Spoiler (click to show/hide)

Btw nice work on making FPS counter find its place on screen without obscuring anything.

397
DF Gameplay Questions / Re: 12 fps feels like luxury...
« on: May 26, 2010, 03:52:55 am »
What processor? How much RAM? What world size? What embark size? What features in embark site? How many dwarves? How many pets?
You do not expect us to find the cause without some more info, do you?

398
DF Gameplay Questions / Re: Modding in shells in 40d?
« on: May 22, 2010, 08:05:55 pm »
Try adding the [HASSHELL] tag to whatever animal you want.

Doesn't seem to have worked.  Do you have to mod the saved raws, like in 31.xx ?

There is no save folder-specific raws in 40d.
I think that in 40d [HASSHELL] works only for vermin animals, try adding it to some vermin fish or to some ground vermin (rat, beetle etc).

399
DF Dwarf Mode Discussion / Re: Favorite Type of Stone?
« on: May 21, 2010, 01:07:54 pm »
Cobaltite!

401
DF General Discussion / Re: What programming language?
« on: May 14, 2010, 10:42:31 am »
Do not learn C before C++ or you will get bad habits of doing stuff the C way, which is usually worse than doing it C++ way.

402
DF General Discussion / Re: Odd dwarf behavior
« on: May 13, 2010, 02:54:41 pm »
This is what was happening to me in 0.31.1 and 0.31.2 versions. There is some sort of update to pathfinding every few minutes that fixes the problems.
But 0.31.3 fixed these bugs. Well... it seems that not all of them. 

Upload a save so others can test it.

403
DF General Discussion / Re: What programming language?
« on: May 13, 2010, 02:29:35 pm »
Seems very relevant to this thread:


404
DF Dwarf Mode Discussion / Re: Unkillable, untrappable hill titan
« on: May 13, 2010, 08:22:07 am »
Drop it 50z levels down, or cave-in a ceiling onto it.

If you want your dwarves to kill it, mod axes to have 10x more weight, contact area, penetration and speed modifier. Or 100x more if 10x doesn't work. Don't forget to revert it back later.

405
DF General Discussion / Re: Odd dwarf behavior
« on: May 13, 2010, 08:03:45 am »
Do the bug persists after save and load?
If yes then upload your save and post it in the Mantis.

You are experiencing a pathfinding bug that was mostly fixed in 0.31.03, but there seems to be rare occurences where it still happens. Toady will need saves reproducing it to fix it completely.

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