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Messages - MMad

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406
DF Dwarf Mode Discussion / Re: Very basic question
« on: July 23, 2008, 03:35:51 pm »
Heh. It should probably say somewhere on the screen.

407
DF Bug Reports / Re: [39c] Healthcare still fatal at best
« on: July 23, 2008, 03:21:02 pm »
The main problem I have isn't necessarily keeping them fed and watered, it's getting the wounds to heal at all. It's really not reasonable for a dwarf to spend a year and a half in bed because of a broken leg. Perhaps the percentage chance of a wound healing as a season goes by should be dramatically increased?

I think the times are sensible, assuming unskilled health care.  However, a skilled nurse should be able to dramatically reduce healing time. Not sure to what degree it has an effect atm.

408
I ended up with very similar "Job item lost or destroyed. x539" spam when trying to sort out some animal overpopulation problems. Might be of help if the cause of the problem is similar? Here's what happened:

1) I channelled out a hole in the ground to chuck animals into.

2) I created an staircase down into the hole, seperated by a door set to "tightly closed" to prevent animals from escaping.

3) I created a pit/pond zone over the edge of the pit (1x2 zone, one grid over ground,  one over empty space)

4) I assigned every single horse, cow and bull to be pitted (lots of animals). Dwarves started hauling animals and chucking them into the pit.

5) I figured (inspired by the wiki) that the process would be faster if I had more than one pit/pond zone giving out jobs, so I created a second pit/pond zone next to the first one.

6) I assigned every single horse, cow and bull to be pitted in the second zone as well. Here's where the problem started; I should of course have realized that the different zones couldn't know that they shared a physical pit.

7) Dwarves started running down into the pit to fetch animals that had already been pitted from zone #1 in order to pit them from zone #2. While silly and inefficient, this wouldn't really have been a problem.

8) The door to the pit started "leaking" when dwarves ran in and out, and animals started escaping.

7) To prevent dwarves from re-pitting animals, I forbid the door into the pit. My thinking was that this would lead to dwarves not accepting jobs to pit animals already in the hole, leading to a potentially frustrated zone but no major inconveniences and eventually all animals would be in the pit. This is when I started to get the same kind of "Urist cancels Pit Animal: Job item lost or destroyed. x12074" spam that the OP seems to experience. Also, my framerate got REAL crappy, probably not very surprising.

The reason I didn't report this before was that I had to act so stupid in order to get it to happen that I wasn't sure it was worth addressing. But if similar stuff happens in other situations it might help hearing what I did to cause it..

Some further reflects on my experience above:

A) Animals probably shouldn't be allowed to pass through "tightly closed" doors even if they're temporarily opened by dwarves. This to simulate dwarves acknowledging the "keep closed!" sign on the door and not letting animals through. Critters seem way to likely to sneak out of pits otherwise.

B) It ought to be possible to see whether an animal is currently pitted in the "assign animal to be pitted" screen for the pit/pond zone. The reason for this is that if a single horse escapes somehow, or a new one appears outside of the pit, it's hard to figure out which animals needs to be re-assigned to the pit/pond zone. Of course, since none of my animals in the example above was actually in the pit/pond zone, there may be no easy way to check this currently. Perhaps check if they're enclosed in a small area with no path out?

Anyway, hope this helps somehow.

409
There's two things in this thread I find pretty strange.

One: that dwarves eat vermin and live fish if other foodstuff are available.

Two: that vermin and fish can be tamed. How'd you tame a mussel, anyway?

410
DF General Discussion / Re: The Army Arc Donatathon!
« on: July 23, 2008, 01:41:52 pm »
Annoying is when I accidentally press a mystery key somewhere on this annoying keyboard and it switches from EN-US to EN-UK layout, many special symbols are switched...such as the " key becomes @.

The mystery key combination is Alt+Shift, at least on my version of Windows. It's pretty annoying indeed. :)

411
DF Suggestions / Re: Brainstorming for quest ideas.
« on: July 21, 2008, 10:57:03 am »
-"Just go here" is kinda the staple of boring quests... and "Go talk to him" is also refered to as such

I think stuff like "bring this important letter to the mayor of Town X" or "Bring this message to the elven king and then return with his response" could be interesting. Especially if the town in question was under siege and enemy spies tried to ambush you on the way, or the elves turned hostile after the message was delivered. :)

While I wouldn't mind people in the game noticing you are "Frank the man who collected 100 goblin heads" I think it would be rather crazy for someone to give you a quest as such.

On the other hand, something along the lines of "I'll give you a gold piece for every goblin head you bring me!" would make sense as a way to compensate mercenaries, especially during a time of war. Which should be most of the time, to make the world interesting. :)


A quest bulliten board may help, or just have questgivers hang out in the tavern, but have some way to help players reach their goal of finding a quest as quickly and painlessly as possible.

Asking someone if they have a quest should IMO usually return something like "I don't need anything done, but I heard Besmar Uristsson was looking for help with something. Her home is a little bit to the north-west of here."

412
DF Bug Reports / Re: Ramp to Wall to Bridge to Ramp not pathable
« on: July 21, 2008, 10:46:38 am »
Ramps are really frickin' weird.

No, not really.  They make sense.  From the wiki:

The lower ramp is valid; the upper ramp is not

The problem I have with ramps is that they're really weird to visualize, and doesn't seem to make physical sense. The way I've understood them - and I acknowledge this may be incorrect, please educate me if so - a ramp doesn't have a direction, but allows access up to *any* empty tile above a wall that may appear next to it.

So if you have a flat area with a lone ramp sitting in the middle, you can walk across it. I'd visualize that as a pyramid-shaped small hill or something. But if you go and build walls and floors around that ramp, suddenly you can walk from any of these walls down to the ramp and back again. Now I'd visualize this ramp tile as a hole in the ground, sloping upwards to all sides.

So assuming I haven't gotten them entirely wrong this entire time.. ramps are terrain objects that morph and change shape depending on their surroundings. I think that's pretty weird. :) Just smack a ramp down any old where and it will remold itself after your needs..

413
The default should always be what Toady has right at this very moment, pure ASCII; simply adding support for others to build a prettier world would be more than enough for a lot of players, myself included.

There's no sensible reason why ASCII should be default. The vast majority of players would find the graphics more attractive and useable - an init option to load an old, ASCII-set should be more than enough for the fundamentalists among the current players - they'd certainly be hardcore enough to do the necessary change.

As for all the suggestions wanting a seperated client or an interface API, I don't think that's likely - I remember Toady saying in an interview that he was very reluctant to give away control of the game, and if a third-party interface became a de facto standard it would constrain further development since he'd more or less be forced to support it, even if he wanted to take things in a different direction.

Even so, I hope the community will some day in the future be allowed to contribute substantially to the game, e.g. with content for a future default graphics tileset, to make it as awesome as the best modded ones. Copyright and stuff always gets a bit messy when this kind of thing is handled over the internet, but with the correct license or if it's called non-profit work for hire it should be possible for a few skilled artists to help out. Unless the Adams want to do it all themselves, which may of course be the case. :) I'm hoping not, since it would unavoidably limit the potential final scope of the game.

414
I love these stories. :) I think Besmar is my new favorite dwarven name.

I have never seen anyone kill a demon before this, and the interesting thing is that even after the demon died, goblins still continued to start worshipping him.

Not so strange, really. Obviously they think his death was just a part of his cunning plan, and he's going to return one day and destroy all his enemies.

415
DF General Discussion / Re: Notes
« on: July 20, 2008, 07:54:19 pm »
Heh, sure "real" signs would be cool, especially if they were created in world gen, e.g. "This way to Ūtak Drakamishor, the Glorious Capital of the Nation of the Forked Tongue --->".

But, the abstract notes as described by Toady in the above post are AWESOME! :D

AWESOME > cool.

416
DF General Discussion / Re: The Army Arc Donatathon!
« on: July 20, 2008, 07:49:24 pm »
erm...I accidentally sent 52 Euros instead of dollars.
ow.
*Areyars finaces were struck down*
I was gonna need that to rebuild my system. :p

Heh, I very nearly did something similar. According to this thread it's customary to include the 2.9% +30 cent in the donations, so I did the math and ended up with $26.025. Feeling lazy, I just copied the sum from my calculator program to the paypal browser window and went through the motions. Looking at it now I don't see why I should have bothered with 0.25 cent, but I guess that didn't occur at the time.

Anyway, the problem was that my Windows version is Swedish, and in Sweden we use commas (,) instead of full stops (.) to seperate decimals, something most calculating programs recognize and respect. So if paypal hadn't disallowed donations past $10,000, I would have sent $26,025.

417
I agree, the specific issue with brokers bringing items to depot instead of trading is one that has always annoyed me.

418
DF Bug Reports / Re: Ramp to Wall to Bridge to Ramp not pathable
« on: July 20, 2008, 07:05:36 pm »
Ramps are really frickin' weird.

419
We don't need an upgrade to the interface. Works fine for me.

It may work fine for us 'hardcore' gamers, but I know quite a few people who scoff at the idea of a text-based game to the point where they won't even look at it, much less consider playing it. Plus, some streamlining wouldn't hurt; it'd be grand if I could identify dwarves at a glance, and designate things quickly and efficiently.

I would *never* have played DF without a graphics pack. I tried, and I failed - I couldn't figure out what kind of creature was what, the horrible ASCII mess hurt my eyes and nothing made sense - I couldn't see a field of grass with dwarves and dogs on it, I just saw a bunch of random letters cluttering my screen. I was about to give up on the game, even though it seemed awesome, when I found Mike Mayday's pre-packaged version - and lo! Barrels suddenly looked like barrels, buckets like buckets, gears looked like gears and I could generally start to figure out what the heck was going on. :)

The few other people I've managed to get hooked on the game also used the Mike Mayday version - the fact that I didn't have to install it or do anything in particular to get it working was probably critical. The two people at work who tried it the bare-bones ASCII version when I did both gave up in minutes, dismissing the game as unplayable. When one of them saw me playing with a graphics pack a few days later, he exclaimed "wow, this actually looks like something I'd want to play".

I want the the graphics and the interface to improve in DF more than any other feature, for the single reason that it would make it easier to introduce it to other people. Right now it's hard for the majority of computer gamers to take very seriously. Which is a huge shame. The ability to have unique sprites for every single object in the game (so that a short sword could be made to look different from a long sword, and have a different color) and have these sprites have an arbitrary resolution would probably result in super-sweet graphics packs in a week or so, and increase the potential player base by at least a thousand percent. :)

A suggestion regarding mouse usage: one basic rule I've always found sensible for computer game interfaces is to make sure from the start that the user can do *everything* with the mouse if they want. I realize how horribly time-consuming that would be to implement in DF, but I think it would be worth it.

420
DF Bug Reports / Re: [39c] Deconstructing Depot offer free stuff!
« on: July 19, 2008, 08:05:20 am »
I believe this was possible in older versions as well, and that the traders get angry at you just as if you siezed their goods.

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