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Topics - Creamcorn

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76
DF General Discussion / So I was playing around with the int file...
« on: August 18, 2008, 08:10:29 pm »
Now my game runs at a hundred FPS, well actually I just started playing, but the game usually runs a fifty FPS when ever I start.

The only thing I touched was the G_FPS_CAP. Care for someone to explain?

Yes I turned invaders off, I hate dealing with that stuff at twenty or so dwarfs. Hey if I have the power to do so I should be able to change it. Also if your wondering I'm not use to having my game run at WHOOOOOOSH! speed.



Change this to turn sound off.

[SOUND:ON]

The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.

[VOLUME:255]

Change this to skip the wonderful intro movies.

[INTRO:ON]

This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.

[WINDOWED:YES]

This is the dimensions in tiles of the display grid.  Minimum x is 80.  Minimum y is 25.  Maximums are 200.  Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched.  The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.

[GRID:80:25]

This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.

[WINDOWEDX:640]
[WINDOWEDY:300]
[FONT:curses_640x300.bmp]

Full screen info.

[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]

If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

[BLACK_SPACE:NO]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the "raw/graphics" folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of July 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets.

[GRAPHICS:NO]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:curses_square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]

Change this to YES to keep the DF window on top of your other windows.

[TOPMOST:NO]

Change this to YES if you want to see an FPS counter at the top left.

[FPS:YES]

Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.

[FPS_CAP:100]

Use this to set the maximum graphical frame refresh rate during play.

[G_FPS_CAP:40]

This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.

[VSYNC:OFF]

Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.

[TEXTURE_PARAM:NEAREST]

Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.

[PRIORITY:NORMAL]

Change this to NO if you don't want to have the mouse involved at all.

[MOUSE:YES]

Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.

[MOUSE_PICTURE:NO]

Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.

[AUTOSAVE:NONE]
[AUTOBACKUP:YES]
[AUTOSAVE_PAUSE:NO]

Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.

[INITIAL_SAVE:YES]

Set this to YES to make Dwarf Fortress start paused whenever you load an active game.

[PAUSE_ON_LOAD:YES]

Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.

[EMBARK_WARNING_ALWAYS:NO]

You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).

[SHOW_EMBARK_RIVER:FINDER]
[SHOW_EMBARK_POOL:FINDER]
[SHOW_EMBARK_M_PIPE:FINDER]
[SHOW_EMBARK_M_POOL:FINDER]
[SHOW_EMBARK_CHASM:FINDER]
[SHOW_EMBARK_PIT:FINDER]
[SHOW_EMBARK_OTHER:FINDER]
[SHOW_EMBARK_TUNNEL:FINDER]

Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.

[TEMPERATURE:YES]
[WEATHER:YES]
[ECONOMY:NO]
[INVADERS:NO]
[CAVEINS:NO]
[ARTIFACTS:YES]
[ZERO_RENT:NO]

Change this to YES to output the reasons for world map rejection into a file.

[LOG_MAP_REJECTS:NO]

Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:<width>:<height>).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.

[EMBARK_RECTANGLE:4:4]

Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.
The format is (PATH_COST:<high>:<normal>:<low>:<restricted>).

[PATH_COST:1:2:5:25]

Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.

[STORE_DIST_ITEM_DECREASE:20]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]

Change this to YES to disallow pets from coffin burial as the default option.

[COFFIN_NO_PETS_DEFAULT:NO]

This controls the display of areas that are far below outside.  The format is SKY:<character>:<foreground color>:<background color>:<brightness>.  The <character> can be either an ASCII tile number or a character in quotes, like '#'.

[SKY:178:3:0:0]

As above, for inside/subterranean areas.

[CHASM:250:0:0:1]

This controls the "IDLERS: <number>" that is displayed in dwarf mode.  You can set it to TOP, BOTTOM or OFF.

[IDLERS:BOTTOM]

You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.

[POPULATION_CAP:35]

This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.

[BABY_CHILD_CAP:100:1000]

If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.

[VARIED_GROUND_TILES:NO]

If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

[ENGRAVINGS_START_OBSCURED:NO]

If you get annoyed by seeing items like *<*sword*>* you can
get rid of the outside ** by setting this to NO.

[SHOW_IMP_QUALITY:YES]

Set this to YES to display fluids as numbers indicating depth.

[SHOW_FLOW_AMOUNTS:YES]

If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.

[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]

This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.

[KEY_HOLD_MS:150]

This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.

[RECENTER_INTERFACE_SHUTDOWN_MS:0]

This controls "more" in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.

[MORE:YES]
[DISPLAY_LENGTH:23]

Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.

[ADVENTURER_TRAPS:NO]

Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.

[ADVENTURER_ALWAYS_CENTER:YES]

This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).

[ADVENTURER_Z_VIEWS:UNHIDDEN:9]

You can use these to say how nicknames are displayed in each mode
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL
[NICKNAME_DWARF:REPLACE_FIRST]
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]

These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.

[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:0]
[BLUE_G:0]
[BLUE_B:128]
[GREEN_R:0]
[GREEN_G:128]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:128]
[CYAN_B:128]
[RED_R:128]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:128]
[MAGENTA_G:0]
[MAGENTA_B:128]
[BROWN_R:128]
[BROWN_G:128]
[BROWN_B:0]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:0]
[LBLUE_G:0]
[LBLUE_B:255]
[LGREEN_R:0]
[LGREEN_G:255]
[LGREEN_B:0]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:255]
[LRED_G:0]
[LRED_B:0]
[LMAGENTA_R:255]
[LMAGENTA_G:0]
[LMAGENTA_B:255]
[YELLOW_R:255]
[YELLOW_G:255]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]

77
DF Adventure Mode Discussion / HOLY SHIT! Or in dwarvin terms. BY ARMOK!
« on: August 16, 2008, 07:51:27 pm »
So here I am, a female axeman, I wander around caves plus the world for a while gaining skill marks, slay a community of kobolds, and than I decide to work for the goblins in whatever the hell they are trying to accomplish.

So while I am in there I decide to recruit some locals to aid in the killing of an iron man,(deceased), and well I got a lowly pikeman. Though I am sure pictures speak better for here.




So here is what's so holy by it.

The second I see this guy, BAM!, pike in head, and it goes flying off! Mission acomplised!

78
DF Community Games & Stories / Kind of a new kind of DF community story.
« on: August 14, 2008, 12:56:51 am »
((WARNING WALL OF TEXT! PULL UP! PULL U-))

(Telling and grammar errores by a previous poster is a good thing! Don't be afraid to!)

Since I don't play much DF, but I will tell you I am in love with the game. Too bad it's not installed on every computer I see. Ah yes, the day I live in a world with a computer conveniently placed everywhere, with internet access, right to walk around with marshmellow fluff all over your body, as well as peanut butter, and DF installed on every computer with a global saved data system is the kind of world, would be the day I chop my tounge off, and give it to Toady as a gift, sorry where was I? Ah yes! Since I don't play much DF I will not tend to know much about it, given I don't. I won't try to make the same topic in this section of the forum,(not all are the same! D:). So I will make a roleplaying topic!

(NOTE: IF YOU KNOW WHAT A ROLEPLAYING TOPIC IS, THAN SKIP TO THE RED TEXT!)

Though enough of that here are my rules, please try to follow them, and read them.

This is not like most of the other topics here, it is actually a Roleplaying topic. Roleplaying in the sense, is taking control of a PCC,(Player controled character, think D&D, if you havn't played it think those interactive books where the author had you mindlessly fliping through pages, as you choose the actions of the PCC, and if you havn't done that! Think an interactive simulated graphics scenario generater... A FREAKIN VIDEO GAME!), though most tend to call it a PC, use PC instead. Than after creating your character's rich backstory, though most make it as they go along, you than have to enteract, with other people also making the story. As this typically goes, though if you are doing this by yourself you are writing yourself a story! Though this isn't what we go for, more so over a communal one!

So, I.E. a roleplaying topic is where YOU, CREATE a fictional CHARACTER, and have them INTERACT in a FICTIONAL WORLD, created by another author, (or yourself if you made the world), as well WITH OTHER PEOPLE. Where you MAIN GOAL is set up by the AUTHOR, and you TRY YOUR BEST to get to THE GOAL, as well as HAVING FUN, DOING IT, all by WRITING IT, as BEST YOU CAN, working along or against, ALL THE OTHER POSTERS,  solving your obstacles which are created by the AUTHOR... BANANA!

I am quite sure you all understood that.

Anyway! Here is my Dwarven character; male. Feel free to provide any information you please.

Litast Alaklibash Bidok In english Litast Aceaxes of Acting

Here is his skill list.

Axedwarf
Sheild User
Armor User
Novice Judge of intent
Novice Appraiser
Flatter

Very Strong
Very Tough

Inventory. (Exceptional&Masterful characters, if you can't find a way of getting the characters, the substitutes will be 5 for exceptional, and 6 for masterful.)

BTW The Ls' are the layers dwarfs tend to dress in.

*Left Hand Steel Battle Axe*
*Right Hand Steel Sheild*
+Head L3 steel helm+
*Body L3 Steel chain mail*
+Legs L3 Iron leggings+
+Feet L3 Iron High boots+
*Hands L3 Steel gauntlets*
+Body L1 Pig tail Shirt+
+Legs L2 Hoary Marmot pants+
-Legs L1 Crocodile Leather Thong-(?)
+Feet L1 Pig tail socks+

One war animal assigned.

War Dog(F)

Imust Osdintudrug
In English
Imust Ripvandals

Flavor information!

(please keep traits to a minimum of eight, three of your own made up ones are mandatory! Get attached to your character! >:( Traits will tend to make up what your character dose!)

Litast has been estactic lately.

Litast is very energetic. He can easily become absorbed in art and the beauty of the natural world. He lives for risk, and excitement. He is willing to compromise with others. He is completely uninterested in ideas and debates over intellectual issues. He always acts without considering alternatives or thinking through possibilities. He is incredibly confident. He is ruled by irresistible cravings and urges. (3 Mandatory made up traits) Litast is a complete womaniser he dose not tend to care of race, "As long as she has a pretty I'm not concerned!", (come on! Be intresting with these!). He often sees pure brawn winning over brians, and organization. He detest the thought of being shown an idiot, (even though he is).

All in all Litast is a great dwarf, although stupid, he will eventually realize what needs to be done to achieve a goal, albeit slowly.

Litast is as talls as dwarfs get, 4'7. He has a large slightly groomed brown mane of hair, and beard reaching down to his chest's mid section. His skin is very tan for a dwarf, and he also boasts a devilishly handsome dwarvin appearence, (don't know what that would look like, but what the hell! gives you a reason to think ;) ).

Extra flavor information

During Litast's youth, near the age of five. He wittnessed death, as a siege group of humans, goblins, and trolls. Stormed the fort of Helmsmoke of death, killing all his childhood friends, and parents. He hid in a cabinet while he listined to the screams, and pains of the slaughtered. Litast only lived because the new denizens quickly killed each other over control of there new city. When Litast finnaly left from hiding, he was obviously shocked of all the brutal carnage strewn about his childhood home. In areas he had to wade through the pools of blood left by the unfortunate slaughtered, in which he kept his eyes tightly shut to avoid seeing familiar faces, separated from there bodies. After emotionally painful cries of asking the empty halls if anyone were alive, Litast atlast realized, he was a lone suvivor. Litast was atleast sparred some luck, as the food stockpiles were located in a separate area of the fortess, and were abundant. Litast survived alone till early spring. It was at that time an elven caravan arrived, unaware of what had happen. The caravan went in to investigate, as well as loot, and perhaps eat a few fresh corpses. Except for the liason Mifava Gilafiale, who wanted to search for any tree seeds that could be saved from rotting. Luckily for Litast she,
OOC: See what I did there, by the way. OOC means out of character.
stumbled upon him down in the food stockpiles, near a forgotten corner. By this time he had fended for himself many times, fighting back at some kobolds who had bumped into him or the ocasional snatcher. His cloths were torn, bloody, and he smelt of old rotting death. Most beings would have probabley ignored this pitiful creature or killed it, but  Mifava was of the elven individuals. She took him in, and raised him for three years as an elf. Litast learnt much from the elvs, but was often left alone from the other children due to his race, and was often unable to commune to nature like most elvs. It was at last decided by Mifava that she would take Litast to a dwarvin fortress, and a very well known one too, plus protected, which was what she wanted for Litast. It was there that she payed a noble men, and woman couple
OOC: Don't ask why.
who could not concieve a child to adopt Litast. There Mifava told Litast to wait for her while she went, and fetched some personal trading items that she needed his help to show to the couple. She never came back. Litast threw a tantrum, but he knew deep in his heart that a dwarf was not meant to live among the surface dwellers or even think twice about chopping a tree, he quickly adjusted to his new lifestyle, and rose through the ranks of dwarvin nobility from his new parents, but he often showed thoughts, and traits of an elf, because of this he enjoyed the rest of his childhood alone. When Litast was finnally old enough he wanted to be appointed to true authority. His hard headednes, and sometimes his hard head! Lead him to such a possition, he became the expedition leader of dwarvin in search of admantine as apointed by the king himself. It was of course the happiest moment in his life, as it gave him the oppurtinity to rule his own way, met woman, and perhaps despense some well deserved justice, and righteousness in the way he saw fight, as well as a way of figuring out why Mifava left him, and took him in as her own son.
OOC: Remember! He is slow!
And this is where his story begins.

Yes the last sentence or there *should* be a sentence as to why your character is doing this somewhere in this post.

First six are of the original, after which are an immigration wave. Unless of course,(which will probabley be the case) no one posts I will take the task of making the other characters.

((BORING OLD RULES))

Primal Rule.

HAVE FUN POSTING, AND READING.

The golden rule.

ALWAYS KEEP A TEXT EDITOR PROGRAM OPEN WHILE YOU ARE POSTING  IN A RP TOPIC, AND ALWAYS MAKE SURE TO REAGULARYLY CUT&PASTE YOUR DRAFTS IN IT AS WELL. I CAN NOT BEGIN TO TELL YOU HOW ANNOYING IT IS TO HAVE WORKED ON A PIECE FOR AN HOUR ONLY TO HAVE IT DELETED BY AN ANNOYING UNFORSEEN PROBLEM.

The silver rule.

TRY NOT TO WRITE A FREAKIN NOVEL IN YOUR POST!

The bronze rule

ASK YOURSELF. "DOSE THIS LOOK MESSY?"

Other important rules.

1.PLEASE BE SURE TO REVIEW YOUR POSTS OR HAVE SOMEONE ELSE READ THEM BEFORE YOU ACTUALLY POST. TEXT CORRECTING DEVICES MAY HELP, BUT I PREFER TO DIFFER FROM THESE,(JUST MY OPINION).

2.NEVER TAKE CONTROL OF SOMEONE ELSES PC, UNLESS YOU ARE ABSOLUTLY SURE OF WHAT YOU ARE DOING. THOUGH IN THIS CASE IF EVERYONE,(OR MYSELF...) CREATES EVERY CHARACTER IN A VERY GOOD MANNER, THAN THIS SHALL NOT BE SUCH A BIG PROBLEM.

3. DON'T GO AROUND KILLING EVERYONE, SOME OF US SPEND ALLOT OF TIME WORKING ON THESE GUYS. SO HAVING THEM KILLED ONLY AFTER ONE POST IS VERY, VERY, VERY ANNOYING.

4. IF WE ASK YOU TO REVISE YOUR POST, REVISE IT!

5. YOU CAN BE AS INTRESTING OR AS DULL (OR GRAPHIC IF YOU INTEND TO "Intestines, and guts spilled onto the floor from his gored belly" "Her soft supple, and perky breasts" "He grabbed a pen, and wrote" ETC ETC THOUGH TRY NOT TO HAVE YOUR POSTS REVOLVE AROUND EROTICA *SO* MUCH,(although it dose make for an intresting topic :-*) JUST REMEMBER WHO MAY BE READING THESE POSTS.

6. READING IS BORING, READING IS NOT FUN. TV, AND VIDEOS ARE COOL. PLEASE TRY TO NOY BE LIKE THIS. BE PATIENT, AND ENTHUSIASTIC ABOUT THIS STUFF.

7. WE WILL CONTINUE WITH OUT YOU IF YOU TAKE TOO LONG.

That's all of them! Well, not all, but for the sake of sakeness it will be!

79
DF Gameplay Questions / So I finally got an anvil
« on: August 13, 2008, 06:39:20 pm »
Started new fortress,(again!), and finally made enough goods for an anvil.

Now what?

(Note the wiki, DEFINETLY dose not help me at all with this one, maybe I'm just stupid...)

I have coal. The bitumauanioisu, however the hell you say that, kind of coal, coal.

And some bars.

80
DF Gameplay Questions / Bins
« on: August 13, 2008, 03:16:15 pm »
Allright, another question.

How do I get dwarfs to use bins?

I've got *allot* of clutter in fortress from crafting, mostly mugs, trust me when I bolded allot, I really mean it.

Par instance. All my kittens have been adopted by every single dwarf,(one has ten, not kidding) because my butchers can't get down to the butchers shop in time, and kill the cats in time.

I have Forty-two! Forty-two empty bins, and about 3000? crafts, not gem setted either, setters take a very long time to get to the gems, and back up again.

So any suggestions? By the way, a couple of dwarfs were taken by strange moods during my fort time, and became instant legendary stone crafters!

Also been putting all of my stuff into one level, crafts level, because I made all the workshops atop everything, was that a good idea?

81
DF Gameplay Questions / Noise from farming
« on: August 13, 2008, 11:09:28 am »
Is there any noise created from farming?

Because I've just started building main rooms, and I just noticed where they are being built. So before I waste time hauling do you guys know that farm plots create any noise?

82
DF General Discussion / Random dwarf generator
« on: August 12, 2008, 06:04:39 pm »
This is fantastic! (Sarcasim) my new fortress just attracted some more dwarfs, too bad there all the behind the worlds largest brook.

I'm serious, it takes about half the map, and they are on the other side of it.

Not that the cougars, foxs, and raccons had any porblems with it, I'm sure they will cross it just fine!

83
DF Gameplay Questions / lol wut? Gem cuttin problems.
« on: August 11, 2008, 11:51:48 pm »
Allrighty than! Don't know why I typed that or this.

Anyway, I have found allot of gems so far, rough jaspers, and have built the approprite workshops for them, plus job commands.

Yet I still recieve the same message, can't cut rough gems, blah blah blah. The pictures explain it better. At first I thought I needed to show the gems were the forts in a stockpile, although anything on your fort grounds is yours.

Sorry about the ads, and well... size.
Here I show the rough gems. The miner dwarf is the gem cutter.




I am making the command now.




OH!? What is this? Paradox or something I'm not getting!? Look at the 13X comment.




So, has my dwarf gone blind, bug, my own noob stupidity or dose the game just hate me!?

84
DF Gameplay Questions / Are carp really that deadly?
« on: August 11, 2008, 12:43:45 am »
 Well I seem to have choosen a wonderful area for my newest fortress, things have been going very well so far.

A nice mountainy region, with plenty of trees with a small herd of wonderful unicorn near the area, and a lovely riv- wait whats that in the river, a sp- sp- spatttering of blood!? Hey look, another one, and a, OH GOD! Unicorn skull? Pike bones? Goat skull!? Groundhog chunks!?

Well it seems the only creatures left in the river are, carp. I've read stories on these dangerous creatures, but never thought I would ever see one.

Anyway they seem to be the only fish left in the river, and eh hem near it too. I only noticed these things because I was deciding on whether or not to send a dwarf fishing. Now are they really as dangerous as they, 'sound'?

85
DF Gameplay Questions / Trading wiki guide
« on: August 09, 2008, 09:45:15 pm »
Well I don't like complaining, but I always contradict myself when ever I say, "I don't like".

Anyway has anyone seen the trading page for the DF wiki? It's confusing as hell to me! Confusing I tells ya! I will post the link. I would like to know who can make any sense out of this, at first glance man! At first glance, and someone who is very new to this game.

I just want to request someone make it new time player friendly, instead of this mess of boxs!

Only untill I got to experimenting with the trade system did I learn how to use it correctly, unfortunatly I seemed to have completly fuged up my first time to trade. :(

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