Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - codezero

Pages: 1 ... 19 20 [21] 22 23 24
301
DF Suggestions / Re: Trash old clothes
« on: September 17, 2008, 06:41:01 am »
It's fairly easy to repeat build all the clothing items, or Job manager.

Just seems like not much work to (re)implement a fairly major portion of the game.

302
DF Suggestions / Re: Implementing Atheism in DF In A 'Unique Manner'
« on: September 17, 2008, 03:14:58 am »
Quote
The reason that Atheism is so strongly tied with ration thought and science is that unseen god(s) is not disprovable and thus believing in it is as rational as believing in anything else we can neither confirm or deny exists.

Well science and mathematics in particular are based on axioms, which we inherently can't prove or disprove. Ask a scientist enough questions and he'll eventually tell you 'because the axiom says so'.

I think the idea that atheism is more rational is merely popular sophistry. Popular in some cultures at least, Rabbis (sp?) are considered pretty rational.

303
DF Suggestions / Trash old clothes
« on: September 17, 2008, 02:23:34 am »
Swap worn clothes with new clothes if available. Auto-mark swapped old clothes for dumping and remove owned flag. Reinstate (un)happy thoughts about clothes.

Can I add this suggestion to eternal voting or is it 'being worked on'?

Also, would it hurt to make dwarves dump owned stuff if so marked? Maybe the owned flag could just be removed when marked for dumping?

Dump it damn you! I'm your GOD!

304
DF Suggestions / Re: Realistic Mining Suggestion
« on: September 17, 2008, 02:12:23 am »
One has to remember that the main characters are dwarves, traditionally fantastic miners. So why should they suffer from the constraints of human miners?

That said I don't mind the idea of rubble. Maybe mining rubble could take the same amount of time as mining does now, whereas getting a useful stone out  of the tile could take longer.

305
DF Bug Reports / Re: [40d] 1x1 food stockpile problem
« on: September 15, 2008, 08:56:51 pm »
My 40d fortress nearly starved to death until I realised there were no crops growing as all my seeds were in bags inside barrels, and all unusable(red). I had to go through each seed barrel and dump the bags, set barrels to 0 in a stockpile, and reclaim the seed bags. The thing toady implemented was preferring the use of non-empty containers more.

306
This happened to me couple of days ago, and it wasn't cause anyone was sleeping 'cause I cycled up to a certain squad but it wouldn't keep cycling, - or +. Only a minor annoyance, and it might not even be relevant in the next version.

307
DF Suggestions / Complaint meetings
« on: September 14, 2008, 02:09:33 am »
More complaint meetings, I've never even seen one.
Complaints about bad issues even if they're happy on the whole.

The reason I want this is because - aside from viewing profiles - you rarely see the results of your happiness accomodating. This would also make happy dwarves productive dwarves. Relatively.  8)

[/complaint]

308
DF Suggestions / Re: Improved Farming
« on: September 14, 2008, 01:42:32 am »
I know this thread is dated but it's the link from the eternal suggestions voting board.

My 2 cents.
I like the fertility idea, give all sand tiles a fertility value and decrease it as it gets used or increase it if fertilised. Plants range from 1-5 yield depending on current fertility/maxfertility(of best sand/peat?).

Combine this with the watering task and farming is more modest, realistic and isn't really any harder to manage. You'd only have to move farms if you don't want to waste wood.

Also I think underground crops, aside from mushrooms, should be cut out until lighting is implemented.


309
DF Dwarf Mode Discussion / Re: What shouldn't be eaten?
« on: September 11, 2008, 08:49:01 am »
I think anything that eats meat (like cats and dogs) would taste pretty crap.  Lizards don't taste very good, and they only eat insects. What vegetarian animal don't we eat? I could sure eat some bugs bunny right now.

I wonder if a dwarf would eat a corpse if it was starving to death? Maybe there should be a threshold where ethics slides in DF.

310
DF Bug Reports / Re: [39F] Offloading Units glacially slow
« on: August 11, 2008, 04:23:38 am »
The error is in atioglxx.dll.  I renamed the file to atioglxx.old to see if it work then, and it does. (...)
 (I've done a full uninstall/wipe of ATI software & reinstall already) (...)

atioglxx.dll

Looks like you need a new ATI OpenGL driver.


Quote from: codezero
fuck you're slow draco

311
DF Gameplay Questions / Re: Framerate
« on: August 10, 2008, 11:55:13 pm »
If you're a dual core user, feel free to set the priority to realtime in the init file. Then when you launch DF, set its affinity to 1 core, and set anything else important to the other (only winamp for me, it'll skip otherwise). This will make sure DF uses as much cpu as possible.

Related: Anyone know if it's possible to emulate a single core (using both cores) through software or even theoretically?

312
DF Dwarf Mode Discussion / Re: Champion Throwers.
« on: August 02, 2008, 08:57:57 am »
yeah heh, just noticed another thread talking about this in a commonplace fashion, was trying to delete this post when you replied.   :-[

313
DF Dwarf Mode Discussion / Champion Throwers.
« on: August 02, 2008, 08:54:18 am »
Do you ever see your champions throw a wildbeast about 5-10 tiles? They'll be wrestling and all of a sudden the beast will suddenly move 10 squares away, faster than anything, and die. Dunno if it's intentional?

314
DF Gameplay Questions / Re: Where did the flood come from???
« on: August 02, 2008, 08:48:55 am »
I had a big flood recently when I'd used an up/down staircase instinctively instead of just an up stair case, which is all I needed. Even if there's no connecting staircase below an up/down staircase it'll leave a hole in the floor. Could that be the problem?

I was able to dig around the offending area (to reduce the water level), remove the staircase, and floor the hole, plus I got a few good swimmers.

315
DF Bug Reports / [39e] damp stone different?
« on: August 02, 2008, 08:33:38 am »
I thought i remember when you dig under damp stone (despite the warnings) the water flows down out of the ceiling.

3 times or so in this version I've dug under decent size ponds and no water fell anywhere. Ponds stayed the same level. (I use numbers for fluid depth)

Pages: 1 ... 19 20 [21] 22 23 24