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Topics - zwei

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31
DF Suggestions / Logging improvements
« on: August 28, 2010, 08:35:40 am »
(This is mostly "selfish suggestion" because it is aimed to be usefull for one certain tool. But overall, it seems like good idea for game to be more chatty when anouncing things for people who like to recount history of fort later on for fanfiction stories or who could use some anouncements to be able to react to events that need reaction to. Besides, it does not seem like overly complicated thing to do for most of them.)

Okay, I suggest game log and anouncements to contain theese messages:

* When game is loaded, usefull to know what region/fortress is being logged for consecutive games.

Loaded game for <region name>, fortress <fortress name>. It is <season> of <year>, <month_date> <month>.

* When dwarf is marked as criminal by justice and overall justice messages. Player might want to react to this message.

<dwarf> was found guilty of <crime> and was sentenced for <punishment>.
<dwarf> was imprisoned.
<dwarf> was released from prison.

* Merchants provide unloading goods message, but not "ready to trade" message, which requires close watch on it. Anouncing the fact that player can start trading is usefull.

Merchants have finished unloading and are ready to trade.

* Siege end, purely for historical records.

<race> siege has been broken.

* Animal slaughtering message is a bit confusing because it is same as when animal gets killed by hostiles and knowledge that cat was slaughtered by player isntead of being killed by monster is usefull.

<animal> was slaughtered.

* Hostiles deaths are not logged at all - they should be logged as part of their combat log. Fun for grepping answer for "how many goblins did we kill?"

* Dwarven skill-ups and downs. I have chosen breakpoints after which low-quality products are impossible and first signs of rust so that player can react accrdingly (either ignore or queue some production).

<dwarf> has became Proficient <skill>.
<dwarf> has became Accomplished <skill>.
<dwarf> has became Legendary <skill>.

<dwarf> is now very rusty at <skill>.
<dwarf> forgot great deal of <skill>.

* Animal groups entering/leaving map should be anounced. Important-ish to tip off player that hunters will be doing their thing or that there are new targets for military live practice.

<species> wandered near fortress.
<species> have left.

* Total population after embark wave, for historical records.

There are now <number> <fortress_race> in our fortress.

* Dwarves getting to critical levels of hunger or thirst, somethign that player might want to know in case cosntriction worker walled himself off at inaccessible location.

* Mayor elections, ascendance from expedition-leader led community to mayor-led one. Just to record history better.

* Party ending, as players could want to be tipped off that workforce will be once again avaialble.

* Workshop construction being finished, so that player can immediatelly queue tasks.

<dwarfname> has finished construction of <workshopname>.

---

That's it for now.

32
DF Gameplay Questions / Generating world with extinct dwarves.
« on: August 26, 2010, 01:27:27 pm »
Simple question: how do i generate world where dwarven civilization is extinct but playable?

With unmodded raw. Also, Preferably with humans/elves/goblins extinct too (not required, but would be nice)

This is for "no trade, no imigrants" challenge that is going to be natural (no trading/imigrants because there is actually no-one that can come): fresh embark with dead civilization means two waves of imigrants. Ideal scenario for "seven dwarves create safe haven to which few survivors of holocaust come."

33
DF Gameplay Questions / DF2010 logging question.
« on: July 25, 2010, 04:58:52 am »
Versions prior DF2010 had "(dwarf) is more experienced." message whenever dwarf gained skill level, this message seems to be missing in DF2010.

Is there ways to turn it back on?

34
DF Suggestions / Wall-paint
« on: July 11, 2010, 02:42:08 pm »
What: Allow constructed or smoothed walls to be painted with colors

Why: OCD (twitch) players getting color-cordinated walls finally.

Minor why: Possible quality-paint improving room quality. See http://simple.wikipedia.org/wiki/Fresco for even better possibilities and art.

Possible elaboration: Allow furniture to be painted too.

How: Reaction of milled dye bag+bucket of water+plaster bag to create bucket containing paint suitable for wall. I guess.

35
DF General Discussion / Voice tallent needed!
« on: July 08, 2010, 03:21:43 am »
I'll go ahead and advertize SoundSense ( http://www.bay12forums.com/smf/index.php?topic=60287 ) project here.

Goal of project is to add sounds to DF the way vizualizers added graphics and various tools added gui :).

What is needed to be done (apart from starting to use it) are sounds and voice packs. Basic engine is mostly ready, but content is missing and here is your chance to be vocal!

36
General Discussion / domain abused to send spam (huh?)
« on: July 07, 2010, 01:15:14 am »
So, I go this curious email:

from   qezetn@dwxjhn.com <toadyone@bay12games.com>
reply-to   qezetn@dwxjhn.com
to   (my email)
date   7 July 2010 02:52
subject   qFAVluhxQPtGrQJV
mailed-by   bay12forums.com
   
Code: [Select]
9Cw2Ln  <a href="http://iwqmcffcfwzr.com/">iwqmcffcfwzr</a>, [url=http://gfiketnbzvwx.com/]gfiketnbzvwx[/url], [link=http://grruyjobnalo.com/]grruyjobnalo[/link], http://mvffwwowtnus.com/
Anyone got something similar?

I get feeling that there is some security slip-up, or did Creator just go mad?

37
Hello!

First, download link:
http://df.zweistein.cz/soundsense/

Seccond, example video of what it does:
http://www.youtube.com/watch?v=RSX3piF5ww8

SoundSense is tool that reads gamelog.txt and plays sounds according to it entries (so, when game appends, i.e., "It has started raining.", utility plays one of rain sounds.).

Player can fully customize what is and what is not played by digging into xml configuration and add his own sounds and triggering lines.

There is a wiki page with documentation:
http://df.magmawiki.com/index.php/Utility:SoundSense

---------------------------

If you want latest version of soundpack, edit your configuration.xml and set autoUpdateURL to:

<autoUpdateURL path="http://www.armedassault.info/_hosted/soundsense/au"/>

38
DF Gameplay Questions / No immigration without caravans?
« on: June 26, 2010, 02:24:45 pm »
Somehow, my civilization got short end of stick in worldgen apparently and i embarked to world where my dwarves civilization has "no important leaders".

What more, no human/elven or even goblin civ in screen either. Only unnamed batman civ.

So, five years have passed and no caravans came.

Immigrants came in spring and summer of first year, but never again since then, I get "your fortress attracted no migrants this season.".

Am i getting it right that no caravans=no message home=no immigrants? Are caravan-less embarks limited to two possible waves in spring and summer of first year?

---

I also embarked without anvil and pick (for fun), only with two axes. This means that I can not mine and am sad panda. :(

39
DF Suggestions / New building: Barrel
« on: June 06, 2010, 12:40:32 pm »
What: Allow barrel to be 'b'uilt at a location as building.

What will it do:

Dwarves will fill it with given fluid (water for starters) using buckets, 1 water level per bucket up to 7. It would also collect rain water when outside and would collect ordinary water if dropped from one level above it.

It would be source of water from drinking or for bucket brigade (if set as source in q menu).

When linked to lever and pulled, it would become "open" and leak fluid to adjacent squares.

Why?

Way to collect rain water
Water distribution throught fortress
Irrigation

40
DF Suggestions / Worforce management
« on: May 10, 2010, 05:46:50 am »
Currently, managing job assigments is fairly bothesome. Many utilities exist to ease burden, but as game progresses, even they become part of micromanagement nightmare.

Aditionally, as dwarves become more invididual with different stats, personality, likes-dislikes and actual skills they posses, finding "right" candidate for job can be painfull.

If even more detail that influences work performance is added, micromanagement argument always cries.

What i suggest is to offload all this to Manager noble. It is his job, damn it!

Simply this is what it would act like to player: You select job that needs to be done and manager lists dwarves in ascending order by their suitability to it. Say, if you want woodcutter, dwarf with actuall woodcutting skill will come on top, followed by dwarf that does not mind to be outside a lot and with dwarf that hates outside being on botton of the list.

Much like candidates for player chosen noble positions being sorted by relevant skill.

Gui would roughly look like this:

Column with list of labors where player selects what jobs will candidate have enabled. Acting like the one in 'v' dialog. can be tab switched from labors to chosen-noble list and to squad positions.
Column with dwarves ordered by suitability to selected job "profile". Pressing 'L' in this column will set selected dwarves labors to what is on left, pressin 'T' will copy labor assignets from this dwarf to left column (so that you can easily use existing dwarves labors as template).Column with relevant information to selected job (skills, likes, traits ...) and with listing of currently enabled labors and held noble/military positions.

41
Creative Projects / Infinite Garfield Minus Garfield
« on: May 03, 2010, 02:45:45 am »
Here it is:

http://garfield.zweistein.cz/

Window into sad, empty life of Jon who battles with his insanity. Enjoy!

42
DF Suggestions / Animal nicknames
« on: April 17, 2010, 04:23:12 pm »
Simple: Allow animals to get nicknames just like dwarves can.

Why: It would make animal management much easier. In Animal screen and in Assign to Cage/Rope menu, specific animals would be much easier to identify.

Typical situations: Player decides to butchering excess animals, but wants to keep breeding pair/breeding pair with backup.

Since breeding pair is typically roped somewhere to save on pathing, player does not want to keep just random male/female combo, but specific one that is already chained.

Also, when player sees 'stud' Horse die in game log, he is going to know that it is time to designate new 'stud' and chain him.

Other possibilities are nicknaming cats/dogs after owners: 'kivish's' dog so that player can tag them to be able to react to death apropriatelly (i.e. assign new dog, prepare for tantrum...)

43
DF Gameplay Questions / DF2010 mood: Body parts.
« on: April 03, 2010, 09:34:51 am »
So I got my first mood in 2010, straight fey mood by butcher that claimed craftswarfs shop.

He desires rock blocks (easy) and "body parts".

Now, what the hell does that mean? I slaughtered several animals so i have various prepared brains and lungs and whatnot, I also have enough meat, bones and skulls to sculpt abomination. He is not taking anything.

What exactly does he want?

44
DF General Discussion / Balthazar's Arena
« on: April 02, 2010, 07:49:11 am »
Hello!

I am starting simple PvP arena where players can compete on having "best" team. Outwit you oponents! Prove your teambuilding skillz! Crush oppostition by your knowledge of game mechanics! Tell Urist "gtfo noob, l2p, kthbai"!

Rules:

Team of 7 versus team of 7, two teams at a time in Single-elimination tournament. You can skill and equip them based on costs from embark screen, only items avaiable from embark in vanilla game are permitted; Vanilla costs and amount of embark points.

For simplicity, you can submit your team as saved embark profile while pointing out who gets what items.

If there are not enough submissions to populate tournament, default embark profile (unskilled, two axes, two picks) is stubbed in as a dummy.

Current status:

May tournament open, awaiting team submissions.

45
DF Suggestions / Workshops Bin/Barrel interaction.
« on: March 21, 2010, 11:22:08 am »
Basically, if workshop produces items that can be put to bin or barrel, hauler should put empty one in workshop. Worker would then put items directly to container and container would be hauled off to stockpile when full.

Container itself would not reduce or add clutter (it helps to organize items, but it takes space for itself.), but it would help with eventual hauling operation as only bin would be hauled out of workshop instead of several individual items.

This would help especially with workshop that over-produces and is heavily cluttered as when stockpile space become available again, only one-tenth of hauling jobs would be generated.

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