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Messages - hermes

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871
DF General Discussion / Re: Post Merge Question
« on: May 10, 2010, 06:54:53 pm »
Except, 31.04 (the merge version), includes a lot of changes that might have changed values in the raws. people have been reporting that updating the raws only works if they have not been re-ordered (smelting iron requires 3 copper bars and other randomness).

So it will likely work, but no guarantee until it is tried.

Hmm this is something that has been confusing me a little...  could anyone clarify for me...

I've read that the raws have to brought across with the save files, so does this mean that the game copies and changes the raws from their vanilla state itself when it's running?
If this is the case, and if the raws ever need updating, wouldn't this break save compatibility every time?

I'm sure I've got the wrong end of some stick on this though.

872
I agree with Greiger.  It seems a bit odd at the moment that creatures fond of industry keep working themselves into a dehydrated fuss when there are hundreds of barrels of booze just down the hallway.  :)

873
I was in the same sit after reading Boatmurdered.  Captnduck's youtube tutorials helped me get into it...  He has started making a new series for 0.31, though you might want to go back to the originals since he skips some info in the latest.

DF 0.31 tutorial
http://www.youtube.com/watch?v=KGBTNPbUvFM

The best part is he tackles one or two points in each video, so I found that you can just skip the things you're comfortable with and follow along with the tricky stuff.  (The latest where he tackles the new military is quite hilarious as his "long defeat" plays out).

edit - I think there are more spoilers in the new vids, the earlier ones are def more spoiler free if you're worried - http://www.youtube.com/watch?v=koZUS2h-Yzc

874
Good work on the second edition, I'd like to subscribe too.

875
DF General Discussion / Re: Military = Broken?
« on: April 29, 2010, 08:05:51 am »
I've had similar experiences with the military.. my squad was working fine until they started "individual combat drills".  Changing the schedule, kicking them out the squad and disbanding the squad all did nothing, they just stood there.
Removing the furniture and barracks designations released them into the "lost" status where all they do is eat, drink and party the lazy swine!
Since my woodcutter was amongst them, we ran out of wood.  So I tried to assign the job to another industrious dwarf, but he didn't do anything.  The axe was in a chest in the barracks, but he never got it.  I put him in a squad and assigned him the axe, he got it, but as soon as orders were cancelled he put it back and never cut a tree.  Fortress abandoned, and gaming put on hold till this is fixed, regretfully :/

876
This is a great idea, entertaining and informative.  Much better than any "real" newspaper.   :o
Separate threads is probably best, and this really stems from amazing laziness, but I too would like some way to have this more easily accessible... stickied if popular perhaps?

877
DF General Discussion / Re: miners not picking up pick
« on: April 16, 2010, 02:35:14 am »
oh my this is good news... (that I'm not alone in this, that is)  I put my original miners in the military, but the new miners didn't do any work.  I think the military-miners had kept their picks as weapons, so I assigned them new ones yet still the new miners didn't dig.  The "fortress" expansion has come to a halt...  :(
Reloading works?  Shall try that..

878
Both the buckets and the channels are great ideas.  Linking wells to channels or something could be useful perhaps.
I tried the new game for a bit and the first thing I did was spend 30 mins attempting to get dwarves to water an underground patch with buckets.  Now I know I couldn't  :/

879
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 01, 2010, 05:16:35 pm »
Many Congratulations on the release, Toady!
You deserve a hear earned feet-up with a cup of tea.
I shall dub my first Champion after thee.
(After I figure out how to re-clothe the militia, having happily hit "enter" on the military screen)

880
DF General Discussion / Re: Dwarf Fortress Screenshots!!!
« on: February 21, 2010, 09:32:35 am »
Hehe, had me for a moment... but mainly because I had the impression that Toady was getting some people to test for him - didn't he say that in a dev log??  In which case I thought it possible that someone could post screen shots.  But in any case I'd prefer the new screens/layouts to be keep under wraps.  Even though I looked at the thread.   :o

881
DF General Discussion / Re: Idea: community-made 'improvised' campaign mode
« on: December 17, 2009, 06:01:41 pm »
Would scenarios be useful here?

Heh, well I guess it is a pretty popular idea then, but still, no one has done it yet?

882
DF General Discussion / Re: Idea: community-made 'improvised' campaign mode
« on: December 17, 2009, 04:44:39 pm »
This is something I've been waiting for for ages!  (And even posted about, but people just said it had been tried before..?)  As much as I wanted to do the soap tower challenge I just don't seem to have the patience for the megaprojects.  I think the only barrier is finding someone to actually set it up, provide the files and the brief to go with them.

I guess they should be on the smallest worlds/maps poss for people with slow machines.
And of course you should probably wait for the new release since save compat would break, but you could plan it out now/test in the current version.

If it worked well, then something like this should definitely be stickied for newcomers.

883
DF General Discussion / Re: Dwarf Fortress Talk #5: Feedback
« on: December 09, 2009, 08:29:06 am »
Toady wasn't off topic so to speak. It is just that the topic ended up being much more vague then what was first expected.

So instead of getting a lot of information on what could affect the random generation of civilisations we got a lot of information of the implications of that generation.

Yes, this is what I meant.  :)
I really enjoy whatever they talk about though, the Scamps attack and washing machine story were great.

Quote
Aquazzar

Hehe, I'll read it this way from now on   ;)

884
DF General Discussion / Re: Dwarf Fortress Talk #5: Feedback
« on: December 08, 2009, 08:04:48 pm »
Hey I've listened to all the DF Talks so far, and the last one felt a lot less focussed on the main topic.  I think it'd be better if Rainseeker and Captaintastic had a series of logical questions (and guys, I can't really tell what your questions are half the time because you mix them with examples and pose an answer all at once!  Write them down before!)... Toady going off at tangents is the charm of the show, but after listening to just under an hour on procedurally generated cultures I don't think I'm any the clearer on what happens/shall happen.

In part I'm surprised people voted for this because they already covered world gen and Toady kind of retrod old ground here.  Anywho.... I think more structure - questions and a direction planned out - at least in the main section would be good.

885
DF Suggestions / Re: Lighting arc discussion
« on: October 20, 2009, 06:22:43 pm »
This is such a good thread, and is easily my number one wishlist for DF... in light (haha) of the recent podcasts I thought it might be worth bringing up how looking forward to lighting might be important to a siege update (next next release perhaps).

There have already been great suggestions on how lighting affects combat/sparring and so on.  Presumably, when(/if?) lighting makes an appearance it could be made equally important to things like disarming traps, or if goblins tunnel then they could have [INFRAVISION] like dwarves, etc.  But I haven't seen much discussion on how lighting would affect pathfinding, and it seems to me that this would (should?) be a big factor in any new pathfinding algorithm - and at least something to bear in mind so as to make future rewrites easier.

Toady talked about how the invaders would have to read the map better, and lighting would make this process a whole lot more tactical, both for invaders and dwarves.  But in general, the question of how darkness would affect/determine pathfinding seems a bit tricky...

Do creatures "know" where they have to go, and go as far as they can until they reach darkness?
Or do they "know" a general location/direction and have to search from there?
What is the reaction of a creature that finds itself in darkness?
Do they retrace their steps?
If that doesn't work, what should pathfinding do then?  Give up and curl into a ball in the corner?  (Darkness traps could be hilarious - in a DF-only way - in this respect)
How far do creatures pathfind into darkness if there is "light at the end of the tunnel"??

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