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Messages - zwei

Pages: 1 ... 18 19 [20] 21 22 ... 119
286
DF Suggestions / Re: The interface...
« on: August 06, 2012, 08:31:50 am »
I think its awesome that this game has so much complexity, but I'd really like to see sorted menus and searches. When you're adding a new job you can just type in what you want and the game sifts through everything until you get a match. Its fast and efficient. With the huge size of most of the menus a lot of time is spent searching for what you want just because everything is unsorted.
This. The controls make sense to me. D for designate, b for build. Its easy, but the worst part is looking for individual stuffs. I hate having to scroll through pages upon pages of crap. The bring stuff to the depot page has a search, and the manager new job page, as well as the embarking page. I just want to be able to search my stock page, the names on my military positions page, and the units page.
Yes, ability to search for both commands and items would go long way in making game more pleasant to play.

But it only helps players who are familiar with game already. It does little for newbies because they do not know what to look for.

I train animals in i-area (formely in b-building) and place then in i-area. however, caged animals are put in p-stockpile, some animal handling is also done in b-buildings.

I b-build bed and make dormitory from it, but i i-zone hospital.

I designate individual trees to cut down and herbs to pick, but hunting and fishing automatically picks targets and commences action, collecting webs is triggered by workshop job and picks target on its own and sand/clay is triggered by workshop job but requires i-zone.

There is unified vision about what features are being added, but no unified vision how they are to be accessed by player.

---

Besides this, UI is missing rather simple quality of life things: I would, for example, expect that holding right mouse button and dragging mouse would move map and that mouse wheel would change z-levels (and scroll full-screen lists).

287
DF Gameplay Questions / Re: No caravan brings wood any more
« on: August 06, 2012, 07:59:52 am »
Nobody has brought any logs to my fort in a long, long time.  Is there anything I can do about this?

Caravans will only bring logs if you have free space in wood stockpile.

So either designate bigger stockpiles or use up some wood.

288
DF Suggestions / Re: Designation: unlinkable
« on: August 06, 2012, 07:58:29 am »
It's rather annoying to have a long, long list of gears or bridges that are being used only for connections and are never intended to be connected to a lever or pressure plate. So it would be nice to have an extra command in the d-b menu so that you can disallow items (and therefore the machinery made from them) from showing up in the 'connect to...' lists on pressure plates or levers.

what about just making use of forbidden status? I would imagine that bridge with forbidden components would be left out from link list.

289
Creative Projects / Re: Infinite Garfield Minus Garfield
« on: August 04, 2012, 07:43:29 am »
Added some new strips to rotation!

Evolution:

290
I have incorporated all recent tracks to ss, you can get it via autoupdate function. (plus small pack tweaks)

291
Three new ones up :)

http://soundcloud.com/simonswerwer/decapitated-camels
http://soundcloud.com/simonswerwer/simon-swerwer-galena
http://soundcloud.com/simonswerwer/bonecrafter-1

i switched to mp3, btw. 320s.

@zwei I think I FINALLY have something ("Galena") that might be more suitable for spring/summer  ;D

Wow, that are positivelly great tracks!

Decapitated Camels are my favorite :-)

I'll get to adding them to SS as soon as i have time.

292
DF General Discussion / Re: Future of the Fortress
« on: July 19, 2012, 01:40:14 pm »
Like what?

It could, for example, be one tile construction that shelters from weather and can be slept in line a bed.

293
DF Suggestions / Re: Expanded work orders
« on: July 19, 2012, 06:31:26 am »
I would definitelly be handly to be able to define order as persisting with no cancelation spam.

Mill plants, brew, cook, spin thread, progress plants, make soap...

Anything that you need to refresh every so often.

294
DF General Discussion / Re: Future of the Fortress
« on: July 15, 2012, 12:13:34 pm »
There should be a way to prevent the diggers from effectively destroying the defenses every time they strike.

(Do you happen to play some kind of mmo? You sound exactly like someone who heard their character will get one percent DPS nerf and decided to launch preemptive qq strike.)

And why do you think that is what would exactly happen?

You know nothing about how many of them will there be per siege. How fast will one of them will dismantle wall or dig. It will likely not be one giant wave of 100 legendary miners.

It is feature designed to discourage turtling. They will work slowly enough to provide opportunity for counterattack or for placing squad on the breach point.

295
DF General Discussion / Re: What turns you off about DF?
« on: July 12, 2012, 08:54:29 am »
It would go long way if toady simply included "mod manager" that takes stuff from community-operated repository.

He would release game as usual, but user would be able to get list of tilesets (and major mods) for his version, download them and install them with one keypress.

All that tileset/mod creator would have to do is to prepare package which is tagged with new DF version and upload it to repository.

Add star rating, "recomended" feature and you have really nice system in place.

296
DF General Discussion / Re: Future of the Fortress
« on: July 05, 2012, 01:42:26 pm »
Will it be possible for your fortress to become a goblin slave camp while you play?
With sites soon changing hands during play, and combatants able to give up and submit to their opponent, then we basically have the chance for your militia to give up crying and the goblins to instal themselves as the owner of your site.

That would be so awesome!

I can imagine gameplay: You stop recieving elf/human/dwarf caravans and instead start recieving goblin caravans. You will get quotas to fill for export of weapons/armor/food/luxuries. If you do not meet quotas, random dwarves will be executed.

You military will be turned off (or rather, goblin happening on dwarf wielding weapon will raise alarm, kill offender and then the random executions/jailings will happen). Every so often, you will get migrant wave - goblin military reinforcements along with few new slaves.

Of course, accidents with goblin fatalisites will be met with retribution.

Dwarves will siege your outpost and if they happen to win, you will get reinstated.

Whole game would become about sabotaging goblin military and forming "la resistance" to strike from inside in apropriate moment.

297
DF Gameplay Questions / Re: What's the point of a dormitory?
« on: June 29, 2012, 08:31:13 am »
I also designate hospital zone over dormitory later on, so in the begining it serves as real dormitory and then just leave it be - beds serving as hospital beds.

298
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: June 28, 2012, 06:39:50 am »
...How would you make blocks from broken mugs, tables, and mechanisms?

I always imagined "Block" in df as small pile of brick-sized chunks of building material. I'd think you could make quite a few of those from rock table and small rock objects could provide odds to fill clefts.

We could alternativelly reprocess small rock objects to gravel/peebles which would be building material used to build roads (or make concrete) or even to sand for which we already have uses.

299
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: June 28, 2012, 05:08:17 am »
I suggest something diffrent.
Right now, we can designate metal objects for melting.
I propose adding "Burn" option to that, availible for cloth (-->ash) and wooden (--->charcoal) items.
Finally a use for all that stuff that caravans left after getting ambushed.

Think bigger.

Rename "Melt" tag as "Reprocess" and based on material do:

Metal -> Melt to bars
Wood -> Burn to charcoal
Rock -> Blocks
Cloth -> Ash
Leather -> Ash
Bone (and basically all other organics) -> Ash
Glass -> Raw Glass
Gems -> ?

Make this fractional (burning wooden bolt generates 1/10th of charcoal bar, most metal items already have theese values assigned) and we are set to go.

300
SoundSense does not seem to work with version DF 34.11. Is there a way to get it to work with that version the error I get in soundsense is: Exception in thread 'main' java.lang.UnsupportedClassVersionError: cz/zweistein/autoupdater/callback/IProgressCallback : Unsupported major.minor version 51.0
Doesn't that mean it does not support my version of Dwarf Fortress? How can I fix this?

Guess you should download previous version of SS (r34) or latest java, whichever is easier

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