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Messages - Sutremaine

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6256
In IL-2 it does something even better:  a toggle switch for each and every difficulty feature.  For example, you can have every single nit-picking realism detail and still choose to toggle off blackouts and redouts from high gee maneuvers.
It would be so much easier to be able to access the init options from the main menu, and having them in such a prominent place away from the technical settings would make them less daunting to newbies. Might be nice to have a couple of preset difficulties offered anyway to make troubleshooting easier.

6257
DF Gameplay Questions / Re: Quickest route to apathy?
« on: January 12, 2010, 02:30:14 pm »
I'm pretty sure my own butchers have gone apathetic from butchery.
Could be personality-based maybe, since I was trying to make a certain dwarf both a Legendary Butcher and hardened to death. In the end I had to go and find some small animals for her to kill. I'd test this out, but the effort would be better saved for the next version.

6258
I wonder what the trigger for their trade good is.
Did you do anything major with your wood stockpiles or wood stocks? It's been suggested that empty wood stockpiles nudge traders into bringing more of the stuff, though to my knowledge there's nothing concrete.

6259
DF Gameplay Questions / Re: why in the world?
« on: January 11, 2010, 08:00:29 pm »
There's no way to get things into a one-tile shaft without the wall being added last, since (as you said) the dwarf needs another tile to work from. So if you really hate digging ant tunnels all over the place, you can have the plumbing threading through your fortress. Strictly speaking you might be digging out a greater number of tiles, but I assume you're talking about how small a box the fortress can fit in as opposed to its raw size.

I prefer digging shafts by making a staircase down one z-level and then ordering the shaft to be channeled out. Odds are that the one-level fall won't do anything more than stun the miner even at low Toughness.

6260
DF Gameplay Questions / Re: Quickest route to apathy?
« on: January 11, 2010, 07:20:31 pm »
Make a single 5x5 meeting hall. Build a butcher's shop in the middle of it. Let as many of your dwarves as practical go idle, making them gather around the butcher's shop. Slaughter many animals. That should do it, with minimal effort.
Does this work in 3D? I could have sworn I tried this a year back, although maybe I'm getting confused with butchers not getting apathetic from their own butchery.

6261
DF Dwarf Mode Discussion / Re: Will he ever be better?
« on: January 11, 2010, 04:10:54 pm »
He'll be fine as a melee dwarf as long as he's got a sighted squad leader. Getting him to stop passing out will be tricky if he can't be made a civilian, as the most common methods of building EXP (and therefore attributes) involve making a dwarf operate pumps or do the books. If he can't be deactivated, the only options are the Fortress Guard or death.

6262
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 11, 2010, 03:20:06 pm »
So I thought I'd play 2D again. Initially I lost half my supplies to a cave-in, which in retrospect was a sign from the gods.

Spoiler (click to show/hide)

That is such a perfect storm of fail and incompetence that I've highlighted the most interesting parts. I think I'll hold out another month or so then hitch a ride home with the traders. God knows what that poor metalsmith is going to think of all this.

6263
I'd like to be able to click on options instead of always having to use the keyboard. Most likely I'd still use the keyboard a lot since I've played enough to memorise a lot of the multi-press commands, but I'd like the option. I can also move the cursor faster than I can scroll from the top or bottom of a list to the middle. For designations I'd like to be able to drag out areas instead of being limited to placing the cursor or selecting one tile at a time.

6264
DF Suggestions / Re: Feces and Urine
« on: January 11, 2010, 10:16:02 am »
Hmm, should the urine be consumed by the labor or would the bucket be built into the workshop?
Build it into the workshop and have dwarves refill it as they pop by. Two buildings for the price of one!

6265
DF Suggestions / Re: Feces and Urine
« on: January 10, 2010, 07:23:19 pm »
I'd like to see piping implemented first (something functioning like bridged channels from 2D, except that they're treated as normal floors afterwards). Right now everything capable of transporting liquids is big enough for a dwarf to walk through, and that's not necessary for dealing with the waste of even 500 dwarves. It also makes a huge mess of the mountain, which has always bugged me a little. A well doesn't need the amount of water that a dwarf-sized tunnel can provide.

6266
DF Modding / Re: Breakable limbs for animals?
« on: January 10, 2010, 06:33:36 pm »
It's pretty easy to do it yourself. Go to raw/objects and open body_default.txt and replace the whole [BODY:QUADRUPED] entry with the following:

Spoiler (click to show/hide)

It's functionally identical to the humanoid body with the exception of the [STANCE] tags on the front feet and the name of the entry, and splits the legs into two parts each. Since the names of the body parts are the same (that's RUA and LUA, etc, not the text descriptions), you can use humanoid joints without any further modification to the body_default file. You add the joints to your quadrupeds by running through each of the creature files (creature_[whatever].txt) and changing "QUADRUPED" to "QUADRUPED:HUMANOID_JOINTS". That needs to be in all caps -- as a rule, everything needs to be in caps with the exception of text that the game displays.

6267
The only reason why I hadn't reuploaded this is because it wasn't checked/updated for the dN versions.  I guess now that there is demand for it, I'll update it and reupload it.
And this time next month you'll likely be doing it aaaaall over again. Cheers, it's a nice utility.

6268
DF General Discussion / Re: Apparently someone out there likes DF
« on: January 10, 2010, 04:15:14 pm »
Let me give a more detailed description. Ugly, indignant, bitter, dogmatically feminist, reflexively jealous, vengeful humor haters. Trust me, if you experienced them firsthand, you'd agree.
If these 'couple' of women were so bad that they caused the end of SA's golden age all by themselves, how did they not get removed from their posts?

6269
DF Dwarf Mode Discussion / Re: 40d and 40d16 freezing on fullscreen
« on: January 10, 2010, 01:06:57 pm »
I've restarted the computer and reinstalled 40d16 (didn't bother with 40d after that didn't work). It's a single OS computer and the graphics in 40d are my own.

I don't think there's much point in putting this in the bugs forum, since there isn't any useful information to give and I'm going to purge the whole system anyway since it's brand new and there's a load of pre-installed rubbish on there.

6270
DF Dwarf Mode Discussion / 40d and 40d16 freezing on fullscreen
« on: January 08, 2010, 05:16:52 pm »
The game runs fine in windowed mode, but freezes up with a blank screen when I try to make it fullscreen. I get sound if I've enabled sound but the computer is completely unresponsive with the exception of the power button.

init file:
Spoiler (click to show/hide)

It was working yesterday and I haven't installed anything since then or made any alterations to the graphics options. The 40d installation has graphics and custom tilesets but the 40d16 installation is vanilla with some cosmetic changes to the init file.

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