Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - zwei

Pages: 1 ... 19 20 [21] 22 23 ... 119
301
@zwei: do you mind if i post news of new songs here? otherwise I'll make a new topic under "Creative Projects".

I don't mind at all.

And good job on last track -i especially like 1:13 part :-)

Love this mod. Makes DF much more enjoyable to play. For some reason thou, soundsense will randomly close down.  I'm not sure what causes it, as I never immidiatly notice it.
Also, how exactly do you add new sounds?  I looked on the wiki, but I don't understand what it's saying. 

If you have trouble with it closing down, i really need more info - either check if there are files like "hs_err_pid2224.log" in soundsense home directory, or you can run it with soundSense.cmd, then windows should stay open with error message (if there is any).

As for adding - open xml files in soundpack and take a look. Edit small stuff.

Ok so here's that error message I've been getting:

"Exception with .\packs\seasons/summer/Expeditionary.mp3: java.io.IOexception: Resetting to invalid mark: Resetting to invalid mark"

I hate to dig up things that are months old, but I'm getting the same problem. Also on all of my modded-in music.

Still looking onto it.

Any chance those mps3 are in vbr?

302
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 25, 2012, 03:28:01 am »
I just found it an interesting exercise. I reckon if a committee argued back and forth about these in minute detail, for about a year, they could turn out a viable list at the end of it.

What about scrapping comitee AND list?

Right now, we have seen tons of proposals and every single one has arguable portions where people disagree with order of names.

I hereby suggest simple number. There is no in-world reason to map levels to discriptive names, it is all for players sake and for players simple numeric level conveys information with comfort and speed.

I'd like my Carpenter to be called Impressive because he impressed lots of dwarves (lots of quality beds from him for example), not because he is L8 Carpenter - for that, game can just call him Level 8 and we can save adjective hunt in thesaurus which provides gems like "Flawless Woodutter" or "High Master Wood Burner" or "Legendary Miller".

I want my millers to be legendary because there are stories about them circulating the world.

303
hi zwei,

i made another track that i think might be usable (adventure mode?): http://soundcloud.com/simonswerwer/the-balanced-dunes

And, of course, it is great. I updated soundpack and added it as well as other recent songs.

Also, some minor fixes for ss, r35: df.zweistein.cz/soundsense/soundSense_35_165.zip

304
What about caltrops?

305
DF General Discussion / Re: Future of the Fortress
« on: June 21, 2012, 01:35:47 am »
will the next changes include a nerfing of crossbows, both overpowered in Fortress mode

[citation needed] - I am not sure is it realistic but it is balanced, it is impossible to kill invaders using crossbows (hurt yes, but killing is almost impossible). I can even say that it is one of few examples where DF is balanced.

If there isn't any way of defending yourself against an invader usign a crossbow, no matter how well-prepared you are, then it's not balanced. I don't agree with that statement anyway.

My point was more concerned with Adventure mode.
There when you fire with a bow or a crossbow, you stand still for several turns unable to do anything to simulate the "reload". So you can't carry a crossbow around, fire a shot at an enemy when you see one then drop it immediately to unsheath yout sword and, after the fight is over, reload your crossbow.
It's also annoying that your fire rate using a crossbow is severely lowered if you take a blow to the ankle (although that can be explained by saying you typically need to be standing when you reload a crossbow).

Problem with realistic fire rate is that game does not support realistic equipment and behavior in this regard: It would have been great if it took considerable time to reload in dwarf mode, but for that to work, you would also need to give crossbowdwarves secondary melee weapon which they would draw when approached in melee.

Adventure mode npcs would suffer this too.

306
DF General Discussion / Re: What turns you off about DF?
« on: June 19, 2012, 01:26:46 am »
For example 'the reclaim after sieges/ambushes causes goblins to be friendly' bug seems to not be fixed yet
and IIRC they become hostile when your fortress is attacked again.

...
"Oh, hey there. What a surprise."
...
"I see, you want to rebuild this fortress. Would mind us hangig out here for some time? We like it here."
...
"Last attack? That must have been some other goblins. Look how harmless we are, standing next to your children, watching them play."
...

307
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 16, 2012, 12:41:32 pm »
Which, as I said before, is the point of them. It's to make dwarf fortress more a simulation, and less a game with arbitrary rules.
The names aren't derived from the simulation, they're just arbitrary labels with no cause or effect otherwise. I would like the dwarves to take up hobbies and then have "Urist is a dabbling potter" in their profile.
I'd say you were missing his pont, but that would require me to understand what yours is. Are you saying that the simulation should not simulate the differences between master and merely proficient skill levels, or...what?

Quote
Quote
It's in fact a replacement for gradual learning. The skill levels are lying so close toghether that people can't easily see the difference between them, making an arbitrary level up mechanic in a gradual learning curve (for the dwarves, not the humans).
It's still an arbitrary level up mechanic in a fancy package. A misapplied one, IMO, because these terms have real concepts behind them which make them unsuitable for a straight hierarchic ladder of labels, and could be developed in so much more.
It's not a perfect system, but many (most?) of the skill levels do actually apply to a more-or-less linear increase in skill, from "just starting" to "capable" to "among the best in the field."

Quote
Quote
I'm content with knowing that my dwarves are currently proficient in their skill, and that dabbling is bad and master good.
Great, then why do you need more labels than half a dozen?
Because there are differences between proficient and talented, and when I want the best possible crafts I turn to my talented crafters over the merely proficient!

Sigh. Can you guys start making readabe replies - something that is not four posts in one? Anyway:

Simulation of course should know about differences in crafter ablities and their seniority. And it can track internally a lot of things.

It is presentation to player that sucks - you note that you want to use best for job. But does text really tell you who is best? After all, there is notable difference in master which just dinged and master for is one craft from level up. Most people i know off use therapist and do theese three things:

 * Sort dwarves by skill and pick the ones at top.
 * Look for square or diamond in list and use that one.
 * Simply not really care and assign job to dwarf of right color or even to some random dwarf.

Usually, there is not much competition for job so you have very few candidates and sort by experience level is more than enough.

In fact, from using too much of DT, i hardly even know the names of "levels". They are just flavor for me. And that flavor is not really well done. Many terms are misued - dabbling, for example (which should denote that dwarf does it for hobby) or talented and others.

In fact, it is just barely better than rat -> dire rat -> giant rat -> elder rat -> demon rat -> rat lich -> etc... descriptions of rat mob denoting its power in imaginary rpg game - random list of vaguelly ascending terms that are somewhat related to skill levels. It is one of thing where if you have to use wiki and newbie to tell difference, it is failure. Showing number is not failure here, it is being pragmatic and saving those labels for real use (guilds, reputations, aptitude) is worth it.

308
Sup guys. I made another track for soundsense if it fits somewhere. It's a little jollier this time: http://soundcloud.com/simonswerwer/the-tankard-basher-1

Here are the lyrics:

ucat udir ucat umom
otin necàk otin nashon
ór deb avuz
råsh numol libash thol
råsh numol libash thol

otin necàk otin nashon
ucat udir ucat umom
ór deb avuz
råsh numol libash thol
råsh numol libash thol

ucat udir ucat umom (abod ber)
otin necàk otin nashon (abod ber)
ór deb avuz (abod ber)
råsh numol libash thol (abod ber)

råsh numol libash thol

As you know the language still needs some embellishments (i.e. verbs, conjunctions etc.), but I think this should make sense. I'm not gonna give my translation, though. Go brush up on the Dwarven tongue  :P

Tried to put it to google transalte and it failed :-/

another great track, however I am not sure if it would not be too distracting for normal gameplay - i think it would be great if you could produce three segments - one for each verse, I would then replace or overlay current party anouncements with it, with whole song being used for worldgen.

309
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 15, 2012, 01:36:11 am »
Profession titles for legendaries sound awesome!

Urist Mc Mason the Balls of Stones, Legendary Mason.

310
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 13, 2012, 09:01:19 am »
That's the issue: adjectives are great for description and atmosphere, but not for conveying reliable, precise information. You can shoehorn them in as labels on a numerical scale, but then they lose their descriptive value somewhat.

What about decomposing problem:

First, we have words that should not be measure of skill (talented and professional), especially since there is possiblity that later on, they could be used for something else displayed in "character sheet":

Urist is talented mason (which means he either produces better goods or learns faster)
Urist is professional mason (which means that he has masonry labor turned on)
Urist is X mason (which finally denotes actuall skill of this mason which has natural knack on it and does it for living)

Seccond, we have various very subjective skill ranks.

This is, imho, indeed best served by limiting amount of descriptive words used and doing something like this:

How about just doing this?

Dabbling (I)
Dabbling (II)
Dabbling (III)
Dabbling (IV)
Dabbling (V)
Novice (I)
Novice (II)
Novice (III)
Novice (IV)
Novice (V)
Adept (I)
Adept (II)
Adept (III)
Adept (IV)
Adept (V)
Master (I)
Master (II)
Master (III)
Master (IV)
Master (V)
Legendary (I)
Legendary (II)
Legendary (III)
Legendary (IV)
Legendary (V)

There is hardly place for confusion and it seems like good fit for future guild systems where theese level descriptions will mean more and be in line with guild ranks.

311
DF Suggestions / Re: Smooth & Engrave Wall - Different Skills
« on: June 11, 2012, 03:31:53 pm »
Maybe a solution would be to put skills in the raws, so modders could merge those skills.

That would be mine solution (And suggestion) too.

Modders could use ability to add completelly new industries (since we can have custom workshops and reactions, custom labors and skills are last piece of puzzle).

312
I updated soundpack with some new stuff: first two songs by Poonyen, some music from roguebard. Did something about seasonal music (my suspect is that people who were not getting it were in tropical enviroments which do not have normal seasonal announcements, but dry/wet season anouncements), some other small fixes and improvements.

Numero tres: http://soundcloud.com/simonswerwer/whip-vine

Seems like winter, right? :)

313
zwei, the new mirror (.au) may be missing: rdriftwood- hey di lee hi

Gives a code 400 for me.

(EDIT)
Also for:
Frost Waltz (alternate)
radakan - moldan chase over (success)

That seems to be it.

Try using this quickly whipped version of SS: http://df.zweistein.cz/soundsense/soundSense_34_163.zip and tell me if it works :)

new host does not properly execute http requests with () and [] characters; new ss should fix that.

314
zwei on the previous page I left a note about a few missing files (I think) from the alternate host you provided. Didn't know if you saw it, just wanted to make sure.

Yep, saw that, will look onto that once i am on realiable net connection :-)

315
Thanks for the support, urists.

Here's another (last one for a few days, IRL shit):

http://soundcloud.com/simonswerwer/the-elves-of-the-coast

And now, that is summer music :-)

Pages: 1 ... 19 20 [21] 22 23 ... 119