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Messages - aepurniet

Pages: 1 ... 9 10 [11] 12 13
151
DF Gameplay Questions / Re: Farm Understanding
« on: June 28, 2010, 12:26:53 am »
or use d-p, to harvest surface plants. after they are eaten or brewed you will have seeds for these surface plants.

152
DF Dwarf Mode Discussion / Re: Lack of mud
« on: June 26, 2010, 11:29:18 am »
Ran into this yesterday, found the answer on the forum using google site:www.asdf.com query term.   tiles that get cleaned of mud, will never get muddied again.  I don't know how this happened to my tiles, but to fix that you can reset the tile by building someting on it and then deconstructing it. I prefer 2 kennels since my farms are 5x10.  After that water can muddy them again.

153
Only other option I could think of (besides multiple doored access tunnels , and caveins) is to use pumps. After building the pumps 1 zlevel above the channel, you can clean all the access ramps in the channel.  This might also have the added benefit of pressurizing the magma, so it spreads faster (maybe, have not tried).  Also you can easily turn off the flow by disconnecting the power from the pumps.

154
its a no brainer to allow this type of interaction.  my current workaround has been building individual pens for the animals.  getting them set up is a little bit of a pain, but once you get them set up its pretty easy to make sure your slaughtering the right animals.

155
DF Suggestions / Re: Ui fund?
« on: June 25, 2010, 08:54:55 pm »
if toady doesnt want to open an interface (programatically) for the community to get involved in the UI, then i dont think we should use money as a motivator.  i dont really want to put conditions on my support, and instead i am donating for the work toady already did, not any future work he may or may not do.

156
DF Suggestions / Re: New pastime for nobles/New civ. element
« on: June 22, 2010, 12:40:44 am »
i like having to kick up to the king. maybe once you get a duke.

157
DF Suggestions / Re: Add a Stables/Pasture.
« on: June 22, 2010, 12:34:14 am »
just build it manually. thats half the fun.

158
DF Suggestions / Re: Toady, it's time to simplify
« on: June 22, 2010, 12:32:16 am »
what about the complex stuff that is awesome? personally i love the gene aspect, raising huge muscular cattle to feed the fortress.  the appearance descriptions are nice too (and driven by genes), i wasnt expecting much from that but its cool.  contaminents are cool too, but dont work perfectly. (blood somehow multiples all over the fortress).  i like the new combat / weapon system too, but i think it actually lost some depth in the strategy. maybe faking all those values would make it a little more interesting.

anyways, just remember that you are not playing a release of a game, you are playing a build. i dont think there is a problem with the new features, its just a matter of tweaking balance and the interface later.

159
DF Suggestions / Re: Maybe it's time to bring in additional people.
« on: June 19, 2010, 03:54:04 am »
No additional people for gameplay. toady has an image (that is probably constantly evolving) for this game, and i would like to see where it goes.  he is the promised one and i have a religious faith that the game will be truly righteous (its already pretty awesome).  even triple A titles have a lead designer whose decision is final about the direction, for good reason. (they usually have lots of feedback, but so does toady from these forums).  with open source no one has a final voice on anything, clearly not an option, even if money was not a concern. community gets fragmented between forks, arguments over patches erupt, politics rears its ugly head, and the overall progress of the project wanes. nobody wants to see that.

arguably UI is a concern, but this game isnt close to done, and the addition of more people working on that (UI), might actually stall the main project between releases.  still im a sucker for nice interfaces, and df could really use one EVENTUALLY.

to help it get there, feedback through the forums is probably the way to go. and writing your own third party madness for those truly motivated and zealous.

really it could use a nicer UI now, but maybe it would be just time wasted at this stage of the project for toady.  in one way there is a parallel development going on with the 3rd party tools.  people are trying different ideas as far as interaction and data presentation goes, and some make life considerably easier, no doubt the best ideas will eventually make their way into the game.

160
DF Suggestions / Re: Display materials/quality of built furniture
« on: June 19, 2010, 03:24:03 am »
why are there 3 possible interactions with the same item?  why do i have to exit the current command and have the cursor reset its position to enable a different piece of information to be displayed, and/or start a different interaction?  we all know im interested in interacting with the 'bed' for example (im tired), shouldnt i see all information pertaining to it, and allow all actions to be possible once i select it?

i think this is what the orig post was about .  maybe i completely misunderstood (or im projecting ;), but it seemed to be a gripe about the interface.  of course there are work arounds. and the UI is nowhere near done. (if the game is 31% done, then the UI is about 15.5% done).

it seems like small improvements like this in the interface will definitely help lower case fun, but maybe toady has bigger fish to fry.  i cant say i blame him, but i wish we could help.

not advocating open sourcing this beast, but we could have some one(s) step up to do the integration between game and UI, much like what was done with the drawing engine. i know his position on this and his points are fair.  hate seeing him write new UI's though, we could totally get some lackeys to do it, that do that sort of thing for a living ;), while he uses his valuable time to up the ridiculousness of this game.

161
DF Suggestions / Re: Production Overhaul
« on: June 09, 2010, 04:15:43 pm »
one day we will be able to queue custom jobs from stockpiles (to fill them). we will be able to set the workshops to fulfill said jobs, and each workshop will be able to have stockpiles set as its raw materials source.  of course this will all be so the manager noble has something to do. i cant wait.

162
DF Suggestions / Re: Label or rename levers
« on: June 09, 2010, 04:06:34 pm »
i think you should be able to rename everything, stockpiles, workshops, levers, and even give items nicknames. we can already do this with dwarves.

163
DF Suggestions / Re: Label or rename levers
« on: June 09, 2010, 01:26:47 pm »
SRSLY

164
DF Suggestions / Re: Workshop enhancements
« on: May 24, 2010, 05:32:06 pm »
YES! simple and would provide a lot of functionality.

i would also like to be able to add [r]epeat # times, where the job would be repeated # times, then taken out of the queue.  maybe the manager noble can inspect the job and approve it or something.

also to be able to add [h]igh priority jobs, where instead of a repeated job going to the end of the queue, it would remain at the top of the queue until cancelled, deleted, or finished.

instead of #2 i would like to add a custom way to generate autojobs, much like the hard coded options we have now for auto collect silk / auto butcher / auto loom.  something like generate a milk animal job if im low on milk in this stockpile. (or cheese, i think we all know what we are after).

165
DF Suggestions / Re: Stockpiles improvements, filters etc.
« on: May 19, 2010, 09:39:47 pm »
ohh, and i would love the ability to create a forbidden stockpile, meaning every item brought there becomes marked forbidden.

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