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Messages - Gezol

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16
DF Bug Reports / Drinking problem
« on: August 26, 2006, 11:32:00 pm »
The scenario: two dwarves, who both have the Drink job, are both occupying the same square, both have what seems to be the same barrel of Longland beer in their inventory, and neither one of them seems to be actually drinking. Neither one has moved, and both of them are now dehydrated, and will probably die that way eventually.

I did a search to see if this had been reported, and saw mention of an eating/drinking problem that you knew about, so this might be a known issue, but I can send the save if it isn't.


17
DF Bug Reports / Re: Kidnapping woes--children heard, but not seen
« on: September 16, 2006, 10:52:00 pm »
I'm just bumping this thread to say that for now, you can free children from bags by taking the bags to the trade depot, since apparently taking bags or cages to trade depots automatically frees confined creatures. I think that's not supposed to happen, but it's a fortuitous side effect in this case. Of course, this means they can only be freed when merchants are present, but the dwarves bring them food and water while they're in the bag, which is enough to keep them going until merchants arrive. Throwing them in the chasm kills them, however.

I don't know how high-priority fixing this is, but I have to say I hope it gets done soon- it's pretty annoying. Probably it wouldn't be too hard to fix- if a bag contains a kid, have them freed automatically as soon as a dwarf picks up the bag.


18
DF Bug Reports / Re: Potash problem
« on: August 24, 2006, 01:40:00 am »
Okay, it wasn't as bad as I thought- what it was doing was automatically creating three fertilize field jobs and then canceling two of them because there was only one potash. After the first two got canceled, one of the dwarves did get the potash and carry out the job succesfully.

So, yeah. Sorry about the hasty bug report, though I don't know if it's supposed to automatically create three jobs...


19
DF Bug Reports / Potash problem
« on: August 23, 2006, 11:12:00 pm »
I think this is a bug. It's possible I'm missing a step here and it needed to go into yet another container, but...

Basically, after an excruciatingly long, slow process, I finally managed to produce potash. It was carried into a bin in the bar/block stockpile. That seemed to be the final step, so I figure they'll be able to use it now, order the fields fertilized, and right away, they cancel the job because they can't find potash.

Assuming I'm not just missing something, I can send you the save if you need it.


20
DF Bug Reports / Re: "likes groundhogs for their ."
« on: August 22, 2006, 01:51:00 am »
Oops, I don't think I was that clear- in the dwarven likes list, it says the dwarf likes "bin", without the plural. Bins is the correct plural, of course.

21
DF Bug Reports / Re: "likes groundhogs for their ."
« on: August 22, 2006, 12:59:00 am »
Their burrowing, maybe? It would be an appropriate choice, considering the dwarven mindset.

As long as we're discussing dwarven likes, I've noticed that they like cheetahs for their roars, but cheetahs actually can't roar.. They "growl, purr, bark, bleat, chirp, and hiss." It shouldn't be hard to find something else to like about cheetahs, though...

And finally, it's a tiny little grammatical thing, but they like "bin" instead of bins plural.


22
DF Bug Reports / Re: Legendary dwarves can't construct farm plots
« on: September 16, 2006, 08:29:00 pm »
I just sent the save. Prepare to be awed by my amazingly haphazard and poorly designed fortress. The farm plots are a good example of it, actually. I never did anything with floodgates or channels or any of that, it's just been Nile-style straight from the beginning...

23
DF Bug Reports / Legendary dwarves can't construct farm plots
« on: September 16, 2006, 07:02:00 pm »
This is a weird one- probably related to some of the other issues with legendary dwarves. I had a legendary craftsdwarf go to make a farm plot, only when he got there, instead of actually making it, he would go to a square for a second, flash a red question mark, run to another one chosen seemingly at random, repeat ad nauseum. The general effect was reminiscent of a chicken with its head cut off.

This probably would have gone on forever if I hadn't suspended the construction and turned off that dwarf's farming skill. I reactivated the construction, and it was picked up by a legendary jeweler who did the exact same thing. Noticing a pattern at this point, I suspended the construction and turned off the jeweler's farming skill, reactivated construction, and this time it was picked up by a non-legendary dwarf who constructed the farm plot without any problem.

I have a save with the jeweler doing this, if it'll help any...


24
DF Suggestions / Re: Payment Methods
« on: September 21, 2006, 06:37:00 pm »
quote:
Originally posted by Toady One:
<STRONG>WorldPay costs $400 to set up and $50 a month according to their initial quote.  That's fine if having the alternative actually brings that much in.  I'm still waiting to hear back from them specifically.</STRONG>

Oof. That's a pretty big "if". I have to say, if that's what they charge, I'd strongly advise against doing the Worldpay thing- basically, the only advantage of that would be getting the people who (A) want to donate, (B) refuse to use Paypal, and (C) will only make donations online. It might bring in a few more donations, but I just don't think there's enough people like that out there to pay off those fees... Other payment options are always good, but not something that could potentially end up costing you money.


25
DF Suggestions / Re: Dragon Fortress (Future suggestion)
« on: December 18, 2006, 09:32:00 pm »
On the strange and secret ideas, I'll only say that I still want to see the one involving the far future of the world go in the game at some point. Tarn seems to be a bit ashamed of it, so I kind of suspect it won't happen, but personally, I think it would be pretty much the best thing ever. Then again, I think I have more of a taste for gonzo weirdness than a lot of people do when it comes to games. Which reminds me- I don't know if it'll happen, but I'd love to see Star Team finished someday. That game truly is like no other.

26
DF Suggestions / Re: Linux version?
« on: September 07, 2006, 07:06:00 pm »
Toady- check your PMs.

It sounds like there's a sub game involving kobolds in the works?


27
DF Suggestions / Re: Military suggestions(long)
« on: August 30, 2006, 07:44:00 pm »
One thing that might help with expanding the notion of heroism would be to mark certain intelligent species like frogmen and kobolds as being active enemies of dwarfkind, unlike, say, raccoons. Killing or injuring them would give more glory than doing the same to things like bears and raccoons, and just wounding an enemy species might be enough to earn an animal a place in the legends.

What's happening with the robot game, by the way? I know it was almost done, but I imagine Dwarf Fortress is taking up pretty much all of your programming time these days...


28
DF Suggestions / Military suggestions(long)
« on: August 29, 2006, 11:25:00 pm »
So, I just won my first full scale battle in fortress mode. A pack of frogmen burst out of the river and launched an ambush at a particularly inoppurtune moment- just as the village representative was crossing the bridge. One stepped on a stone-fall trap and quickly died in a pool of his own blood and vomit, but the rest of them jumped onto the bridge and proceeded to attack the representive and the couple of pet cats nearby. The representative was hit over the head and dragged into the water, and one cat was killed and the other injured, but the frogmen found the cats to be surprisingly tough foes. The cats bought enough time for the nearest soldiers to rush in and make short work out of the frogmen. The representative, meanwhile, crawled back onto the bridge and went to his meeting.

Have I mentioned lately that this game rules?

Anyway, the whole thing gave me a few ideas for the military:

-Escort orders: Soldiers could be ordered to serve as bodyguards for certain dwarves. A dwarf given this order would closely follow whoever he or she was ordered to guard. Certain nobles might demand bodyguards, and it could be useful when you had dwarves in dangerous areas. You could also assign them to guard children when they start getting kidnapped.

-Keep track of kills: Self explanatory, really. Every major roguelike has a screen listing everything you've killed- obviously adventurers would have one, but dwarves could as well. Enough of one kind of kill could lead to some kind of title, eventually- "Death of Goblins", "Bane of Frogmen", "Bearslayer", etc.

-Military decorations: Another thing for metalsmiths to make. There could be all kinds of different medals for various things- killing a certain number of enemies, being injured in the line of duty, serving as a soldier long enough, or reaching a high skill level in a weapon(there could be one for the transition from Swordsdwarf to Swordsmaster, for example.) Medal construction would be mandated by certain nobles when a soldier met the requirements for one, and receiving one would give the soldier a happy thought.

-Some way of commemorating heroic animals: Animals that get a kill or are killed by certain enemies could end up in the legends and recieve a coffin burial, if it's available. This idea was brought on by the fact that the pet cat's body ended up in the refuse pile, which felt somewhat disrespectful since he'd torn a few chunks out of the frogmen and bought enough time to for the village representative to be saved.


29
Other Games / Re: Another Sub Game
« on: November 08, 2005, 10:53:00 pm »
Shit Thrower Cannibals... wow. Good name for a grindcore band. And I guess it goes to show what a Bay 12 fanboy I am that if you ever do release it, I'll download and play it immediately, in spite of the obvious fact that only pain and suffering will come of my doing so.

So the next question is, where will the prison card game that you told me about fit in? It sounds like it's really going to complicate the whole question of defining a sub game. Too fucked up to fit in anywhere but with the sub games, but too deep to be one. Maybe it'll need it's own separate category...


30
Other Games / Re: Another Sub Game
« on: November 08, 2005, 09:31:00 pm »
Yeah, I think that was me. I was noting that the past two sub games had shared a censorship theme. I think that was the same discussion where you said they'd gotten too high quality lately(a trend that this new one has definitely reversed) and someone else wondered if there should be another category. F*ck Y** and I'm Voting For Myself do seem like they don't quite belong in the same category as the other three. But then, I guess that gets into the question of how you define a sub game.

It's an interesting question, actually. Is it... we'll call it "minimal"... gameplay that makes a sub game, is it fucked up subject matter, or are both required? And where is the line drawn? I've always thought it's determined by subject matter, but then again there's a lot of fucked up things in Liberal Crime Squad and it's not a sub game.
And Cross Stompers actually isn't that bad when it comes to subject matter, but there's no doubt about what category it belongs in. Maybe it's just one of those things where you know a sub game when you see it. Maybe I'm putting way more thought into this than the subject warrants...


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