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Messages - MMad

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421
DF Bug Reports / Re: 39c..total and complete crop failure
« on: July 19, 2008, 07:11:16 am »
So basically the bug is filled bags being usable in construction?

If so, it should be easy enough to check if it always occurs. Embark with a single bag full of seeds; try to build a container from it. See if you can still plant.

If it does replicate from such as simple test case, it's quite an issue. :)

422
DF Bug Reports / Re: 39b's bugs list.
« on: July 16, 2008, 01:51:13 pm »
Merchants are too fast - okay, this may be a bug, but I personally can't confirm it (merchants in 39a seemed okay to me, 39b is currently not checked). However, it does not sound like a game crippling or even annoying bug. So it would be worthwhile getting better confirmation.

Yeah, you can pretty much scratch that complaint. When the season changed and my folder was backed up I ran it again, and they were fine this time. I don't know what caused it the first.

I seem to recall reports of lightening fast merchants appearing now and then for the old version as well. So it's probably an old, rare bug.

423
DF Suggestions / Re: More Ethics Tags- Specific ones
« on: July 16, 2008, 01:41:41 pm »
I'm not sure I think "personal freedom" and "civil suppression" are concepts that make sense (or would even be recognized) in a medievalish fantasy world. Minor historical exceptions aside, these are very much modern concepts and starkly at odds with anything associated with monarchy and feudalism.

424
DF Gameplay Questions / Re: Question about flying limbs
« on: July 16, 2008, 01:26:29 pm »
Hm. I can imagine an über-powerful hammerdwarf smacking an unfortunate goblin in the groin so hard that its spine snaps and it is rent in twain, legs and lower torso thrown away by the force of impact and the uper body hanging in the air for a moment, Wile E. Coyote-style, before tumbling to the ground.

However... lower body flying off from the force of a bite in the same region? A bite powerful enough to go straight through the target and split it in two still probably wouldn't cause much of an arc. Right now I believe the damage messages for lopped off body parts are the same regardless of the type of damage that caused it, maybe they shouldn't be? *shrugs*

425
This is just my opinion but wouldn't it have mad emore sense for it to default to the 'old' down the bottom and give people the option of having it up the top?

Not really, what with the game being in alpha and all. :) Obviously Toady thought displaying them on the top was the better design choice, and if so that should really be the default. If all new features were opt-in, few would ever use them.

426
DF Gameplay Questions / Re: Oh your gonna love this
« on: July 16, 2008, 01:08:02 pm »
Sounds like the dwarven and human civs were at war with each other at the moment...

If that's the case, shouldn't the town inhabitants have been initially hostile to the dwarven settlers?

427
DF General Discussion / Re: Elves: better or worse?
« on: July 16, 2008, 01:03:05 pm »
Their morals feel inconsistent to me at the moment (they happily eat goblins, but get pissed if I make bone bolts out of one?) but I'm all for elves being more rabid and crazy, in an alien kind of way. I'd love it if the whole beastfolk alliance thing showed up in gameplay as well.

They really should be buffed, though, the way they get slaughtered in world get battles now is kinda silly. Sure, they may only have wooden weapons, but with their enormous lifespans they should all be legendary fighters, with masterful equipment. Then you'd see the true fury of nature... :)

428
dwarves won't move owned clothing unless it's theirs, and once they drop it they won't move it.

I think the player should always be able to [d]ump items, regardless of if they're owned or not. Doing so should probably revoke ownership and generate a negative thought for the owner, proportional to the value of the item.

"He was upset about having a possession confiscated recently."

429
DF Bug Reports / Re: [39b] Stairs down just under up/down stairs.
« on: July 15, 2008, 07:57:08 pm »
Maybe Toady should some day try to change it to just "stairs" that decide on their own whether they should be up, down, or both based on other "stairs" above or below? *shrugs* Sounds cool enough in my head.

That's pretty much exactly what I imagined, only sensibly formulated. :)

An "up/down" stair would turn into an "up" stair if you deconstructed the stair below it - since you can no longer go down, it's not an "up/down" stair, is it?

A "down" stair would turn into a "up/down" stair if you built a "stair" above it. Takes a bit more suspension of disbelief to accept, since it kind of requires the dwarf constructing a staircase from above. But it works if you imagine that the original "down" stair was always an "up/down" stair, only not with anything above it. :) Or you could go with the scaffold handwaving I think Nazush Ebsas hinted at.

Anyway, this would make stairs so much easier to handle. Right now they're not user-friendly at all.

430
DF Bug Reports / Re: [39b] Lost keyboard
« on: July 15, 2008, 07:48:17 pm »
Are you by any chance running a non-english version of windows, with a non-english keyboard layout?

It's possible to change your keyboard language in windows with Alt+Shift, which for example in my case (being Swedish) changes the "å", "ä" and "ö" keys to "[", "'" and ";". :) Quite insidious since there's no feedback at all from Windows, except the little "SV" changing to "EN" in the taskbar. Until I figured out what the heck was going on I kept hitting it by accident in games, could no longer type sensibly and had to restart to get things back to normal.

431
DF Bug Reports / Re: Expanding Bug # 000398, 38c
« on: July 15, 2008, 07:27:10 pm »
What you are saying is the bug, is that the block produced from deconstructing the floor realized there was a bridge there and never checked the bridge's state.

That's what I'm reading it as, as well. The block should have fallen down (or perhaps more sensibly have been placed next to the hole by the dwarf doing the deconstruction - not sure if that's how it behaves in normal cases) but ended up suspended in mid-air by the retracted bridge.

432
DF Bug Reports / Re: [39a] Bridge bugs
« on: July 15, 2008, 07:23:34 pm »
Looking at these images, it just hit me how horribly hard it must have been to get the roads and bridges to line up reasonably well in even the majority of cases. I'm becoming more and more impressed with this release. :)

433
DF Suggestions / Re: Make trading a little harder.
« on: July 15, 2008, 07:15:52 pm »
I think you can view trade agreements from the [c]iv screen.  I also think the suggestion is a good one, though with the civilizations mixing the way they do now you might find the demand for narrow/large crap back home is higher than you'd expect.

You were right about the trade agreements being visible on the civ screen, thanks for the info. :)

When the Caravan Arc rolls around - or at least the tasks that are currently grouped under that headline - I imagine trading will become a whole lot more complex in all kinds of ways, presumably the incoming traders will have more specific needs and wants in mind. If nothing else this would be needed to make it consistent with any caravans the player sends out. :) Not that I know if anything like that is really planned, but I sure hope so. It'd be awesome.

Pack a lot of masterwork rock items in a cart, designate a bunch of dwarves as merchants and guards and send 'em off to the elves to trade for wood or cloth, then wait a bunch of months, hoping for the best, until they either return (hopefully with a sensible profit) or news arrive that their were ambushed or whatever. It'd be a big gamble - sending lots of dwarves out into the big bad world without you to protect them - but potentially very profitable. Kinda like financing a merchant ship bound for India back in the 15th century.

434
DF Suggestions / Re: Make trading a little harder.
« on: July 15, 2008, 05:47:12 pm »
Yeah, this makes sense. It's a little weird that the human traders will happily accept unlimited numbers of (Narrow giant cave spider silk sock). The market in the Mountainhomes really ought to be somewhat limited.

Of course, if something like this was implemented we'd need to be able to lock up what the current "work orders" from the different civs are - that's not possible now, right?

435
DF General Discussion / Re: [V]isualize
« on: July 15, 2008, 05:28:02 pm »
Actually, it's unclear, chokes on underground stuff, has a very limited set of viewing angles, and shows less than 3dwarf.

It will be absolutely gloriously useful when finished though, since it'll be in the game itself instead of a seperate program. :) Personally I'd prefer the game to completely playable in fully 3D.

I also want a flying bicycle and peace in the middle east.

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