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Messages - hermes

Pages: [1] 2 3 ... 61
1
DF Announcements / Re: Dwarf Fortress 0.42.01 Released
« on: December 01, 2015, 09:24:23 pm »
Congratulations Toady and Threetoe!  Thanks for the great content in this release, it is very exciting.   :D

2
These are beautiful rectangular sets, thanks!  They will christen the new DF nicely.

3
Other Games / Re: Persona 5
« on: February 05, 2015, 12:53:08 pm »
Bump for release of new trailer.  Info in OP.

4
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 18, 2015, 11:35:52 am »
I'm basically visiting this thread only when 9dots posts. His specific technique and skill at drawings just pleases me and I don't know why. All hail hypnodots! :P

qft.........ptw

5
Hehe, thanks this is... interesting!  I feel this is probably what a higher being experiences when it takes in the petty lives of humans... sockpuppets and edit-wars and censorship fade to the background and become curios of human nature.  Well, I guess that's how Wikipedia should be viewed by anyone anyway.  Mehates Wikipedia, but this is great.

6
DF General Discussion / Re: Dwarf Fortress for the BLind: Advice sought
« on: January 10, 2015, 11:49:45 pm »
I dunno, I have no experience playing anything blind but DF is probably one of the better games to play because the same information is available from more than one place.  The fortress itself is represented on the map but one could also look at a list of workshops and rooms and get a reasonable idea of the layout.  Units are represented on the map but also in the units list.  If this cross-referenced data were presented in an intelligent way I don't see much of a problem with maintaining a mental map of the fort or with keeping track of changes....?

If Button's suggestion were implemented with smart audio outputs for standard DF menus, and some custom audio outputs to present other information that would be good?  I don't know of any Text To Speech libraries that'd be useful.

7
DF Announcements / Re: Dwarf Fortress 0.40.23 Released
« on: December 25, 2014, 05:10:03 pm »
Thanks for the great updates, and happy holidays Bay12!  Perhaps the extended grace period at the start of my fortress is going to be over with a vengeance now....

8
DF General Discussion / Re: Future of the Fortress
« on: December 19, 2014, 01:42:20 am »
Thanks, it could well be that.  I tried mining the same spot immediately from load, but the game crashes at a different point each time, though sometime within about 4 minutes - so can't blame the mining!  Do have a similar gamelog.  Guess I'll continue with 40.19 and see if that still happens.  The vein-mining is awesome.

9
DF General Discussion / Re: Future of the Fortress
« on: December 19, 2014, 01:16:29 am »
Eagerly transferred my current fortress to 40.20 to try out the jobs and mining, two things...

1)  It crashed after about a minute, only thing I had done is initiate an auto-mine and then watch that happen.  Guess I'll need to experiment a bit to see if it is reproducible.

2)  For the new job system to work properly, should we be turning on all jobs for pretty much all dwarves?

10
Ptw

11
Set up a very extensive hospital system.

I never maintained it, mind you, but the infrastructure was there. Didn't help that half the doctors got injured and refused to heal themselves.

You mean, you wanted the doctors to operate on themselves in this palatial OR?

12
DF General Discussion / Re: Future of the Fortress
« on: December 15, 2014, 02:25:12 am »
Heh yeah I eventually just buckled and had to play.  Would be cool if the Scamps code could have been cleaned up to make it in.

When adding new features/screens to the game, control wise do you have a scheme you are following that will be consistent with the future rewrite, or are the controls decided upon without an eye to the future because you know the UI rewrite is coming?

Maybe this was asked before or maybe it's not clear... It's just that even after playing for years the other night I hit a wall with the stocks kitchen screen and it took me a minute to work out to tab between screens.  I guess that's consistent with the civ screen, and I was tired and inebriated, but it raised that Q in my mind.  edit - would like to add that playing DF at speed is, currently, a pretty good form of mental gymnastics... I'm constantly aware of having to switch control schemes for different menus and mentally traverse esoteric hotkey menus, and I hope that in the future when everything is consistent someone recreates the old-school control scheme so it'll still be possible to experience that feeling.

13
Letting elven traders who bring countless stacks of grown garbage and not a single caged war-worthy animal leave with their lives.

14
DF General Discussion / Re: Future of the Fortress
« on: December 14, 2014, 11:40:41 am »
I'm so excited for the new job system.  Been playing my fort with about 70 dwarves once or twice a week and I keep forgetting what labors are set up properly and which are temporary and it is a horrible mess.  Well I guess my forts have always been that way, but the way the new system sounds like it's going to work seems like the way I've always wanted/expected it to work.  So, excited.   :D

15
DF General Discussion / Re: Future of the Fortress
« on: November 14, 2014, 08:22:46 am »
Cool cool.  Development moving on is great news, and Fortress Season is open then I guess!  Great to hear the new podcast too, though I was hoping to hear some post-release reactions though I guess that would work much better with Rainseeker and the Captain.

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