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Messages - Eidalac

Pages: 1 ... 27 28 [29]
421
DF Suggestions / Re: Site symbol
« on: July 05, 2009, 10:06:33 am »
Well, if such is the case, it's clear your group is a bunch of shamed outcasts, and so deserve the terrible things that shall be done to them.

While they are on fire.

422
DF Modding / Re: What do you think ( a tileset )?
« on: July 05, 2009, 02:16:05 am »
Very nice looking overall.  I'm certain to steal some of this into my ever-mutating tileset. ;)

Still, I have to echo Shoku a bit - looking at the engraved walls and floors makes my eyes water.  I'm sure it's partly due to that screen being a mostly white stone, but I'd recommend toning the engraved forms down a notch.

I'd like the walls better if didn't have the seems & juts at the edges, but I can see that being a matter of personal taste.

I am loving how your outdoors is looking.

423
Worst case, you should, IIRC, be able to butcher them if they are still in a cage.

424
Hrm?

Last I checked, the game didn't care at all if the parent animals could access each other - so long as they were on the same map, they can do the deed.

I've has a tame bear become a mommy from a wild male that was only on the map edge for less than a month, on the other side of a river to boot (no bridge at that time).

425
DF General Discussion / Re: ocean forts beware!
« on: July 04, 2009, 09:59:07 pm »
Japan needs to realized that they are almost as bad at admitting and breaking bad habits as America, and if that phrase translates well that might be the most effective way to explain it.

Much as I love Japan, I have to admit the cultural pressure to conform and not cause problems makes them prone to deny a problem exists than to deal with it.  Speak no evil indeed.

426
Well, you can cheat.

Install 40d into another location and juggle the saves around, since those are still compatible ATM.  Do whatever you need to do in 40d, save it, then load it back up in 40d#-whatever.

Since 40d# changes so often right now, that's likely to be the only option, since going through the effort of hacking the memory now will likely be negated when the next iteration comes down.

427
DF Modding / Re: Question: possibility of larger graphic tilesets
« on: July 03, 2009, 11:19:31 am »
Hrm.

Haven't used D12 myself yet, but that's possible in theory.

However, the game uses the same tileset for map tiles and the text for menus, so all the text would be, I think, stuck at the large size, regardless of the zoom.

428
DF Gameplay Questions / Re: Troubble with Mayday Tile Set
« on: July 03, 2009, 11:14:08 am »
Hrm.

IIRC, The max on the grid is 80.  Never seen what happens if it's too high, so I don't know for sure that's an issue.

429
DF Dwarf Mode Discussion / Re: ASCII advantage?
« on: June 28, 2009, 10:32:44 am »
Eh.

I mostly get the ASCII, but I prefer tilesets.  'Course, I started with a set from the get-go, and have merged and altered 5-6 sets to make the one I use now, which I'm sure biases me a bit.

430
DF Bug Reports / Re: Population Cap Not working
« on: June 27, 2009, 10:54:53 pm »
One thing that could cause this is that, if you are far enough away from the mountain home, an immigration wave can take so long to reach you that it may be on it's way when you hit the cap.

Also, IIRC, the immigrants are triggered by caravans, so if a dwarven caravan left while you were still under, that could trigger a wave that may arrive after you are over.

And both these can happen, so, in theory, it should be possible to get 2-3 waves after you've hit the pop cap because of the delay involved in the immigrants 'knowing' you are over.

And sometimes, Armok just wants to make you suffer.

And by suffer, I mean build a death machine to offer up blood to Him.  ;D

431
DF General Discussion / Re: What turns you off about DF?
« on: June 17, 2009, 09:26:52 am »
Hrm.

Before I learned the ropes, it was the interface.  The menu system isn't very intuitive for me, and even with my fort in it's 5th year it can still take me a few tries to recall which menu option that, say, building stairs, is under.

However, I found DF via the tale of Boatmurder, so I knew about the ASCII, and I found Boatmurder via TVtropes, so I new about the wiki and the existence of graphic sets, so I was well armed from the get-go on those fronts.

My best advise, given that, would be to include a link to the wiki either with the game or in the in-game help itself.

IIRC, DF was once described (on TVTropes I think) as a game with many ways to fail, but with no victory that you don't make for yourself.  This is not like most games (and is why I love it), but is going to confuse many people who don't know what they are in for.

Best thing you can do for that is tutorials and/or scenarios, maybe in the form of a pre-built fort in which you are promoted for certain things to be done in a certain order.

Lastly, even now, I have trouble managing jobs in my fort.  Part of this is related to the interface (it's hard to figure out just what exactly is the issue in any given case), and part of is me not having had the time yet to learn about using the manager screen.

432
DF Gameplay Questions / Re: Haul the damn items!
« on: March 18, 2009, 08:53:07 am »
Also, can be caused if you have too many other hauling jobs, as taking from the trade depot seems to have a rather low priority for most items.

My fort has 2 legendary and 3 nearly legendary miners, who I finally had to turn into haulers just to get enough stone cleared for my other minions to move the food indoors.

If you think that might be the issue, you can turn off stone/ore hauling from the orders menu as well, IIRC.

433
DF Suggestions / Re: Livestock/ranching
« on: March 12, 2009, 08:33:43 am »
I notice that idle animals will tend to go to the meeting hall.

So, lets say there is a Ranch zone you can define, either for all animals or a specific kind.  Animals selected should tend to go there, much like they currently do to the meeting hall.  Further, once in such a zone, the pathfinding cost to step outside of it should go up (not by a huge degree, but enough to make them prefer to stay in over going out).  Building a wall/fence around the area is the only way to ensure the animals stay in.  Maybe dwarves with Animal Care or Animal Training jobs will be able to herd the animals into the correct ranch as they wander.

As for doors... well, I think that setting a door to not permit pets should work.  As is, any time a dwarf passes, at least one of his pets can follow him, if not all of them, which makes it kinda pointless.  So long as the doors block pets from entering, you don't have to worry about them getting stuck inside.

So, now if you have a defined ranch with walls and a door, and you want to get a critter out?

Build a cage inside, put the animal in and have it haul off for... whatever.

434
DF Suggestions / Re: Ashes
« on: March 12, 2009, 08:04:21 am »
Hrm.

Personally I'd rather see asses created as a byproduct of making charcoal, in a manner like when you melt metal items; ie, for every x units of charcoal you create, you get x/y units of ash.

So if you are making charcoal, you'll get ash as a byproduct, but if you don't need/make charcoal, you'll have to burn the wood directly.

I also like the idea of burning rubbish to generate ash.  I don't think it'd be best to not have trash items generated (we have enough stuff going on without tracing garbage), but if you set an ashery to the 'burn trash' job, any dwarf with the cleaning job will 'gather trash' in a room, and the amount of ash generated would be a factor of the size of the room he picks and the traffic in it.

In any case, I think burning would should be the most direct and controllable way to get ash, but some other options with some output would be nice.

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