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Messages - sweitx

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16
In the mean time, a "sort of" way.
Enable ALL labor on the dwarf. That will they'll do whatever task needed to be done.

17
DF Suggestions / Re: Make the embark map continuous, not paginated
« on: May 27, 2013, 04:16:29 pm »
... how fast is your computer that you can play a gigantic embark area without dying an FPS death?

18
DF Suggestions / Re: Container haul improvements
« on: May 27, 2013, 04:10:55 pm »
Probably change the wordings to be a bit less wordy.
1. Collect with container
2. Collect without container

Right now, as workaround, I designate two stockpiles.
Stockpile A: Use no container, take from anywhere.
Stockpile B: Use container, take from Stockpile A, take only from linked stockpiles.
This way, dwarfs fill up stockpile A hauling single item at a time, then another dwarf will grab a container from B and "vacuum" up all the stuffs in A into one container.
Also, if you need some mass collection (say, after siege), you can switch stockpile A to "linked only" and stockpile B to "from anywhere" to let dwarf go vacuum up those sweet, sweet loots.

19
DF Suggestions / Re: A Proper Nerf for Quantum Stockpiles
« on: May 27, 2013, 04:00:46 pm »
I like this idea. it's simple and could, potentially, be not so FPS intensive (depending on how fast the computer can get a "count" of the number of object on the tile).

20
Dear Marksdwarf squad,

Staring is not a substitute for bolts. Stop staring at the goblin and go pick up some bolts to shoot said goblin with! The bolts that're RIGHT BEHIND YOU!

Sincerely,
Overseer drowning in unused stack of bolts


21
DF Dwarf Mode Discussion / Re: War Animal Arena Testing
« on: May 24, 2013, 12:22:26 pm »
Is this just one test or several tests?
A single test might not be conclusive. One team might've gotten lucky with an early kill, and just snowballed from there.

22
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 24, 2013, 10:58:15 am »
OH MY GOD LOOK AT MY FORTRESS NAME



One Ring to rule them all
Did you happen to embark next to a volcano? Better yet, a volcano named Mordor?

23
DF Suggestions / Re: Helping the Toad Code
« on: May 23, 2013, 09:17:34 am »
One other possibility is to help mods like DFHacks. The mods help make Dwarf Fortress more playable, and therefore help improve the player base for Dwarf Fortress. Which in turn help improve the donation to the great Toad.

24
DF Dwarf Mode Discussion / Re: Do Invaders run out?
« on: May 22, 2013, 01:53:58 pm »
It used to be that way for a while but people started complaining about not getting migrants or merchants, so it was changed.
You won't get any historical migrants if they don't exist in the game though. Noobspawned migrants have poor skills and no families.
Oh! That's why I'm now getting migrant with little to no skills!
I was wondering about that when, early on, I was getting migrant with weapon skills, armor skills, a few labor skills, and scattering of social skill. Now I'm just getting migrants with, say 1~3 labor skills and nothing else.

25
Several burrow related suggestions.
1. Dwarf Manipulator style interface for burrow assignment
Basically, use the interface we have for Dwarf Manipulator. But instead of having labors have columns, have burrows.
Obviously, we're going to have issue with that burrows can have arbitrary names and it will be difficult to fit into a single character (unlike labor, which can fit into single character column by having 2 letters representing the labors).
A solution would be to use the burrow symbol as column headers, and display the name of the highlighted burrow (like how Dwarf Manipulator displays the full name of the labor when the column is highlighted).

2. Extension to above, profession based auto-burrowing.
Allow automatically assign burrow based on activated labor.
For example, if a dwarf has the "weaver" labor active, he/she is automatically assigned to the weaver burrow (to prevent him/her from grabbing spider web from unsecured regions in the cavern).

Current DFHack capability to search for dwarf in the burrowing window is very helpful already. But I believe that my first suggestion would be helpful in giving an "at-a-glance" status on your fortress' burrow statuses. Also, since currently you cannot check which burrows a single dwarf belongs to by just looking ('v') at a dwarf, the above suggestion would be helpful at "debugging" burrow assignment.

26
DF General Discussion / Re: Inaccessible Webs?
« on: May 22, 2013, 09:31:48 am »
You know, it would be nice if there's a way to treat web-gathering like sand-gathering. Let us define a web gathering zone.
If there's a worry that the Zone interface is getting cluttered, the Resource Collection activities (sand, clay, web, wood, etc) can be nested under, say, "Collection Zone".

27
DF Dwarf Mode Discussion / Re: Big migrant waves
« on: May 21, 2013, 03:10:11 pm »
Alright i'll try the dormitories, i don't care if they have to see each other naked, they will do my bidding....Alright im pretty sure that when im not awake yet. That im a weird person.
Being naked (aka having clothes rotten off) do provide a fairly heavy penalty happiness. Which means likely tantrum spirals.

28
DF Suggestions / Re: (Giant) Lemmings.
« on: May 20, 2013, 02:12:36 pm »
Well, you could always mod Lemming in.
Give them fast speed and high innate dodge skill.
Dodge skills, when used near water, can easily make them "dodge" into water.

29
on a sligtly more on-topic note:hm.  Take a cat, and risk an infection, or take no cats, and deal with rats...
Oh. that's an easy enough answer. leave the cats behind, and be extra sure to keep all the food in rock pots, or nethercap barrels.
In my fort, I butcher ALL cats, but managed to cage and train a breeding pair of peregrine falcons. Chained 2 females next to a nest-box (plus a male somewhere else), I got myself a perpetual source of flying vermin hunters.
My fort now has about 10~20 falcons flying around constantly, murdering every vermin they could get their claws on. Even better! Since they fly, they frequently path outside of the confine of my fortress and reveal ambushes.
So in short, lot of falcons...
1. No living vermin anywhere.
2. Free ambush patrols.
Down side, of course, is that I'm getting a LOT of dead vermins outside.

30
Currently, worldgen shows the number of rejections that have occurred, but does not show either the number of successfully-generated regions or the number of regions the map will have total. Because of this, it's not really feasible to know how far along worldgen is (especially for large worlds) an whether (c)ontinuing a few more times is worth it or (a)borting the process is easier on your sanity.
The rejection is not on a per region basis. The rejection is on the whole map. As in the generator found out that the map it's currently generated cannot fulfill whatever restriction the generation algorithm placed on it (too many savage area, too few mountains, too few plains, etc).

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