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Messages - Quatch

Pages: 1 ... 60 61 [62] 63
916
DF Gameplay Questions / Re: Rock Crystal
« on: August 29, 2008, 02:41:17 pm »
The only map I can remember finding it, I had it in abundance.  Every second gem cluster.

Of course, there wasn't any sand on that particular map.   >:(

My experience exactly.

917
DF Dwarf Mode Discussion / Re: Looking for a starting location...
« on: August 29, 2008, 02:33:46 pm »
I've spent much more than 2 hours at this..

Anyone with luck on the site finder?

918
DF Dwarf Mode Discussion / Re: Jails
« on: August 29, 2008, 01:47:35 pm »
I make my jails like super bedrooms. A bed, a drink stockpile, a prepared food stockpile, a table and chair, all in engraved stone.

Just with no doors, and a more compact layout centered on a well (in case of hammerings).

Oh yes, and I make the rooms large enough to encompass a few nice statues.

919
DF Modding / Re: mac tilesets
« on: August 28, 2008, 07:28:59 pm »
Work manually. Copy the art into the art directory, change the init.txt file.

Have a look at the mayday build for windows for its art folder and text file, copying those into the mac version worked for me.

920
DF Modding / Re: [noob question] Tileset and Mac version
« on: August 28, 2008, 07:27:37 pm »
I seem to recall another thread with this info about migrating mayday to 40c which has the info you want.

Basically, I just copy the art folder, and the init.txt file to the appropriate spots. That gets most of it.

How do you find your framerate compares to running in parallels/bootcamp (if you do)?

921
DF Gameplay Questions / Re: Generating Small Worlds
« on: August 28, 2008, 07:15:58 pm »
I find that you get aquifers in soil layers, so you want to reduce some soil. Try fewer erosion cycles?

922
My favourite way to get crazy volcanism and savegery without rejects is to increase the weight at the top and bottom of the group, such as:

[VOLCANISM_FREQUENCY:1:50:1:1:1:50]

it ensures there are lots of little spots with low vulcanism (for civ's), and lots of spots with high (for forts).

I also turn of all of the requirements (except min volcanoes 200 for large area). As long as you play with the weights you won't run out of civ placing areas.

923
DF Suggestions / Re: New Top Suggestion gathering
« on: August 28, 2008, 12:30:54 pm »
Farming Improvements

Tabbed Filters and string search for all selection screens (stocks, units, etc)

Standing production orders (produce to level)

924
DF Gameplay Questions / Re: When does the action start?
« on: August 28, 2008, 12:18:53 pm »
I'm having the same difficulty as the OP, I think, but I have some specific requests for advice.

I'd really like to have some of that crazy wildlife that makes the outside 'fun', but I can't seem to get any. I embark on Terrifying, Haunted, etc, and have yet to get any undead anything. Have yet to get an elephant in my jungles.

How do you get the neat stuff to spawn?

What do you look for on the embark screen to garuntee terror whenever a dwarf ventures outside?

Are there any existing modsets that make wildlife/raiders more potent? The wiki describes modding, but there doesn't seem to be a collection of existant mods. This might help newbies like myself and the OP.

925
DF Suggestions / A reply about stack combining
« on: August 28, 2008, 11:50:33 am »
I'm leaning toward not suppressing the information by using some extra objects (could use the same ones as the interface would I guess, though there are all sorts of ways to think about it).

Can't you just create a new "stack" container that would be created by stacking two objects of the same types (bolts, coins, ...) and destroyed when it contains only one object?

This is roughly what I meant by "extra objects", except for the "just" part.  The main point is that it's not only an interface problem.  If items are potentially contained in fake stack items, all the job handling needs to be revised to support that.  It's a bit less of a pain if you restrict to only coins or bolts say, but there are still things to be considered.  Take bolts for example.  Your guy wants to equip some.  First it needs to recognize the container as a valid ammo object.  Depending on exactly what you choose to stack, some members might not be as eligible as others -- what if some in the stack were forbidden, or tasked for a job, prior to stack formation, for example?  Those cases would need to be disallowed or handled.  Then the equipment checker needs to realize he's got the bolts when he places the container in his quiver.  Not so bad, possibly handled by current code, but something to check.  Now he wants to fire a bolt -- shooting needs to be rewritten to support bolts in the fake objects.  Sort of a piece of the quiver code already, maybe nothing needs to be touched at all, but takes some checking and testing.  There are side issues like valuations and stocks screen stuff, which might be handled already, and other thises and thats (environmental functions would need to be taught about fake containers -- rain for example should get the bolts wet, but currently there's no mechanism for jumping through a container on the ground to get the inside stuff wet, I think, since containers are generally real -- not hard, but yet another issue), as well as any applicable storage jobs, which run into some of the first problems I mentioned.  As you get to other objects, like food, you inherit more difficulties (vermin need to see and realize that they can eat food in stacks for free, etc. etc.).  As far as I can tell, the problem is not super difficult, and a lot of the issues just need a nudge one way or the other, or no nudge at all, but there are a Lot of issues that turn this into a tedious and long haul.  There's generally more to do and check than people expect.

What about adding a task at a boyer's shop to recombine bolt stacks, not unlike melting objects at a smelter. Old stacks are destroyed, a new stack is made. It would centralize the code changes to be only in one place.

926
Right now I think a common complaint with Dwarf Fortress is that unless you force difficulty on yourself you really don't have a hard time.  I think the main issue of this thread is that starting in a temperate calm woodland will lead to a madness-inducing easiness.  So advanced players are forced to handicap themselves ("I'll start in the tundra with no booze!").  Throwing in attrition-like difficulties such as the ones in this thread is the best way to keep DF interesting to late-game players.

...

Political upheavals, disease, supernatural problems and other things are forthcoming from the devs, but there needs to be many smaller issues like the above.  Because once you get your booze, farm, and metal industries up you really have to find ways to entertain yourself.

Seconded! We need some sort of late game challenge, something that works for people who enjoy conflict (army arc), and those who want to build by themselves. Making dwarves more difficult to please is something that will really help the latter.

Besides, you can already assign rooms and such to legendaries, and I know in my forts I tend to take care of them much better than nobles. This is just having the game incorperate that.

927
DF Gameplay Questions / Re: siege difficulty levels.
« on: August 27, 2008, 08:34:56 am »
While I agree that realistic tactics are way out of bounds of what we expect realtime game AI to do, the siegers already act pretty much how we want them to: run to the base, kill everyone. All that needs to happen are fixes to the truely onesided defenses: invulnerable constructions, impassable moats, inconcievable traps (Ok, a third I didn't work.. but some of you magma trappers...)

We just need a few fixes tacked on to the siegers to get far more gameplay from them.

928
DF Gameplay Questions / Re: siege difficulty levels.
« on: August 26, 2008, 12:44:09 pm »
I generally only use stonefall traps. They won't win the siege for you (unless you carpet the place with them), but you still get some defensive architecture.

929
DF Dwarf Mode Discussion / Re: Hilarious Mistake
« on: August 26, 2008, 11:55:55 am »
Quote from: userpay
Might burn down the door and flood the fort.
[/quote

Sounds Dwarfly.
might want to forbid the door though, depending on how nice you are.

930
DF Suggestions / Re: Create Suit of Clothing?
« on: August 26, 2008, 11:49:54 am »
I second these suggestions. Any way of dealing with this is better than nothing.

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