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Messages - Sourlout

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31
So what you guys are saying is basically, "If you want to eat give us the next version."

(Yeah, I know, its more like, "hurray, a new version, thank you and here is your reward!")

32
DF General Discussion / Re: What are you looking forward to most?
« on: June 15, 2009, 05:41:15 pm »
Personally, I am looking forward not only to the addition of the new and exciting content, such as the underground features and societies, but to the improvement of control over your dwarfs. 

I think for many people who play dwarf fortress, controlling the dwarfs in your fortress is a key component of the game.  The game starts with 7 dwarfs that have unique personalities.  Your fortress grows upon these few dwarfs; if they do their jobs correctly, then you survive another winter.  For the first few games, the new player is dependent on a very small selection of dwarfs as he learns the game.

But then some immigrants come in with a strange assortment of professions... then more immigrants, and more... till your fortress houses 50 odd dwarfs all running amok (not to be confused with the blood god Armok). The rations are all eaten, there is no more booze left, people no longer have rooms and the fps is now at a steady 20fps. 

It is now an issue controlling all those dwarfs.  Trying to create order in your fortress becomes a difficult task.  Trying to equip your military, to use the correct weapons and armor is a headache.  Setting up the different tasks each dwarf is to handle is cumbersome, the best options are to use a different program or to just let the new dwarfs be.

For me, the game losses its fun as the fortress develops because I no longer have control over the fortress.  (Note: I haven't utilize what tools already included in DF to help manage the fortress)  Where once we had individual dwarfs that we watched and cared about, we now have a swarm of random, uncontrolled dwarfs running around everywhere.

33
DF General Discussion / Re: Freeware Friday re-visited
« on: May 28, 2009, 03:39:09 am »
His first Freeware Friday article on Dwarf Fortress was what got me interested in the game.  The way that he talked about what could be done in the game kept me trying to learn how to play it.  Glad to see that he has written another.

34
I have actually stumbled upon a joystick to keyboard program. It works by running in the background and replacing the joystick input with keyboard commands.  It also has macros, repeating key strokes, etc.  I just gotta search for it now...  Ah-ha, it is called JoytoKey!  http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm

Now, if you actually want to program it yourself, you can disregard the above. and then, good luck.


35
DF General Discussion / Re: What turns you off about DF?
« on: April 22, 2009, 09:21:57 pm »
This is a good question.

I remembered becoming first interested about Dwarf Fortress from big download's freeware-friday post.  However, the ASCII graphics presented too much of a learning curve for me, even though I had previous experience with some ASCII games (doomrl, which is roguelike-lite).  However, after being pointed to the tileset and graphics, the graphics, interface and gameplay were no longer a problem for me as I relied heavy upon the wikipedia.

What turned me off, or why have I stopped playing, is the lack of being able to handle a large fortress effectively.  This could be a personal thing, but after just talking to my wife who also plays, both of us struggle with keeping interest after the size of the fortress prevents micromanaging.  (For her, she actually cares about assigning each dwarf a job that they like doing... crazy imo)  also, getting a fighting squad ready is difficult to do without many dwarves dieing from training problems  (which is being fixed)

Also, for me, I also struggled with not being able to plan the fortress to be the most effective/optimized for travel distance and effective movement of things.  Basically, I want to  game the system to have the best results possible.

I've tried a bit to use mechanics to move water and lava, to have giant construction projects however with the decrease in FPS, I find the game becomes too slow for my interest.  (I use to play at 250-300fps...)

Thanks for asking the question.  It looks like you have lots of feedback already, but I just wanted to make a comment beyond graphics.

Sourlout

36
It has been a bit since I checked this post and all I want to say is...

*gleee*

Can't wait.  Underground features, soap having a function, underground features, all the afflictions that now can be caused to the dwarfs...




37
Toady, just reading over some of the goals... its like the night before christmas, with sugar plums dancing in my head!  ("Its almost toooo good. Mind Blasting!")   

Reflecting for a min; I am stun at how good of a game, of a world, that has been created by the two of you guys.  Through hard work and smarts... Really, really impressive.

I find for myself, when I am sitting in class at university and I start to day dream... I use what you guys have done as a platform for inspiration. (Such as, instead of dwarfs, make the workers Robots, with human overlords, trying to conolize a new world thats been randomly genereated with multiple fractions existing in space with relationships that vary.  Or, creating a modern day prision for the worlds super villians while trying to also turn a profit.  That, and just trying to plan a better fortress...)

Anyway... I am really looking forward to the future of Dwarf Fortress.

-Sour

38
A related question: do invading enemies starve? I mean if you trap them in a pit or similar (without using cages).

I found that leaving anybody in a locked room for an extended period of time results in them going crazy.  Once was by accident to a trade caravan and the other was on purpose to an invading goblin ambush.

They don't so much starve to death as just lose their minds.  (which, imo, is much much worse)

39
DF Modding / Re: Problem with [40d] Version 16, Mayday
« on: December 12, 2008, 06:01:05 pm »
Sorry about the lack of detail, edited my previous post to be clearer.

Basically, my problem is that does stone control require a new map to be gen in order to function properly?  It appears that it does, since my dwarfs have issues using workshops when in fey moods.

40
DF Modding / Solved - Problem with [40d] Version 16, Mayday
« on: December 12, 2008, 05:33:47 pm »
Solved - for using the latest Mayday release, a new world must be generated.


[Figured this post should be here since it is deals with a mod bug, not a bug in the actual game]
[Edit - The latest Mayday's release comes with something called Stone Control.  It, by default, has all the stones listed, even non-economic type, in the z->stone list so that you can forbid the use of common stones so that your mason shops or craft shops will use the flux to make better crafts. Sorry about that.]

I started a new base and had a couple of dwarfs (butcher, stonecrafter) enter into a fey mood, however they wouldn't enter any workshops.  (I am not sure if I had the shops built before of after)  I know about the stonesense control , so I went into the stone menu (z -> stone) yet, only economic stones were listed. [Edit - whereas, with stone control, as stone types should be listed] 
Yet, I was able to create workshops/walls/floors with both chalk and felsite lying around...

Now that fort I embarked to, was in a world map that I have previously generated (and found to be *awesome*).  When I created a new world and embarked, the stone menu did contain all the stone in the map; it appeared the stonesense control  was working.

Hmmmm.....

[btw, Mayday, thanks for the releases.  I was able to introduce DF to my wife due to the graphics.]

41
This happened to me as well. 

To stave off the cave-adaptation, I removed the ceiling from a few z-levels and set the area, which now reads as out-doors and lighted, to be my meeting space.  When I turned on dwarf stay inside, dwarfs would get stuck in the meeting area. 

42
DF Gameplay Questions / Re: How do i embark with more than 7 dwarfs?
« on: November 10, 2008, 08:38:46 pm »
I find that reclaiming an abandon fort just to get additional dwarfs is a bad thing; you have 40+ dwarfs that need to be assigned proper tasks, there is stuff all over the place and I hear that magma buildings remain disabled, FOREVER!  *dun-dun-duuuun*

However, there is hope!  There is a program called Gibbed Dwarf Fortress Tweak, or some variation of that, which allows you to edit the starting number of dwarfs and the amount of points you can spend before you embark.  I have used it, it works with 40d, and I think it will meet your needs.

Sour

43
DF General Discussion / Re: User Interface: a question to all players
« on: November 04, 2008, 04:50:55 pm »
"I couldn't get into the game before I've tried a full graphics set"
If I could I would vote for this option twice, once for myself and one for my wife.  (We are both using Mayday's set)

44
DF Modding / Re: Dwarf Manager (Dwarf Foreman Reloaded)
« on: November 04, 2008, 04:41:36 pm »
Really, really like what you have done.  Thank you.

A small feature request, one that I would find useful, is for each labor task to have a count of how many dwarfs are currently assigned to it.

For more complex skill sets (i.e. default craftsdwarves), you might try to append their title with letters denoting which skills are legendary.  So long as you put the letters in the same order every time, you can neatly sort your legendary bonecrafters (Craftsdwarf B) from your combination leg. bonecrafter/glassmakers (Craftsdwarf BG).

This so reminds me of XCOM:UFO, where it was really hard to tell what soldier was good at what so you just had to rename each soldier with letters referencing if he was strong, agile, etc.  It worked for xcom, more then likely it will work for dwarf fortress.

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