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Messages - zwei

Pages: 1 ... 20 21 [22] 23 24 ... 119
316
Absolutelly fantastic!!!

Thats some kickass fall/advendurer track right there!

317
As for seasonal music, i would ask you for log files, otherwise i have no starting point as for what might cause it.

318
DF General Discussion / Re: What turns you off about DF?
« on: June 04, 2012, 06:54:40 am »
That brings up a good point. I know very few people that actually play "pure" DF. No mods, therapist, dfhack, tilesets, or raw editting.

One has to wonder how much "project DLC" would pay off.

"project DLC" meaning some kind of interface right inside DF that would handle downloads of mods and tilesets from community repository and their instalation. Not unlike DLCs in other games, except free.

319
DF Suggestions / Re: DF for slow computers (version or option)
« on: June 01, 2012, 06:43:19 am »
Thank you. At last some constructive answer.

You can also try 1x1 embark - get nano fort utility. 42*42 tiles is little space, but it is huge performace boost and lowers memory consumption too - that embark should not lag and be much faster to load and save.

And since this is suggestion thread: I suggest that game should allow 1x1 embarks by default. Maybe little warning that is its too small embark for most players, but it should be option without having to use utility.

320
DF General Discussion / Re: Future of the Fortress
« on: June 01, 2012, 03:08:43 am »
Quote from: doh log
added ability to set up generic armor options in uniforms (like the ones the defaults have)

Oh man, I've spent the past couple of years assuming that was possible but that I couldn't use the military screen right to set it up.  Hehe, well it's a great addition!

Well, that was the case - it was possible to have "any armor headgear" or "any body armor", but only default uniform added this option.

Icredibly usefull when you have mix of helmets/caps or leggins/greaves.

321
DF General Discussion / Re: What turns you off about DF?
« on: June 01, 2012, 03:01:20 am »
Wouldn't it be easier to link some of these tutorials from inside the game instead?

Wiki is linked.

I am just looking at "?" screen.

1) wiki link is not differentiated from rest of text, nor is it clickable or selectable with keyboard.
2) actual links are being selected by +/- keys, not tab and shift-tab, nor are they clickable.

That is ... just ... well ... why? Sigh.

322
DF Gameplay Questions / Re: Run-away Cursors
« on: May 31, 2012, 04:05:34 am »
This happens to me too.

Shift+direction key. It can usually be resolved by mashing shift and directional keys randomly. Once, I had to restart DF.

It only happens on my notebooks, desktop was okay. No other application is affected, I did no keymap customization.

edit:

Seems like it was reported and marked as resolved for version 0.31.04: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1454

323
DF General Discussion / Re: What turns you off about DF?
« on: May 29, 2012, 03:45:05 pm »
I do not think that complaining about lack difficulty in this game is fair.

It is not targeted at hardcore "ima bettar that u!" competitive player, but rather at builders, designers and explorers.

If there is ever "campaign" mode, game should, of course offer apropriate challenge.

Bedides, right now, challenge is not mechanics, but user interface - once that is fixed, mechanics can be tuned and most inapropriate exploits fixed. But you need to make people stop battling UI before you can make then battle goblins.

Main problem with UIs is this: Sheer amount of stuff. And it gets worse with every release because new creatures are being added (trees, minerals, item types ...). This ever increases screen clutter. Golden medal goes to interface for bringing items to depot - it is the one part that handles required sorting and filtering well. Contrast with Grime medal for actual trade interface which has nothing of that sort, yet is closely related.

It is hard to find items and creatures.

Secondary problem is organization. Menus show their history of commands being added. New features are not incorporated to existing structure, but being added. Why is there z-animals menu when there is u-animals menu which can both be merged? both are very late adition or had recent makeover.

It is hard to find commands to do something with items and creatures you had trouble finding.

Tertiary problem are inconsistencies. Same actions often have different commands. Similar concepts completelly different implementations.

If you found what to do and how to do it, you can't apply that to ther parts of game.

I wonder why toady never simply took month or two to develop stable and robust widged library - "item list", "being list"

324
Thank to Greiger for providing his minecart related logs!

Question: Is this an open-source project?  I'm in the mood for some hard-coding.

Yes, it is. Sourcecode is included with distribution, but there is no license yet.

What is it that you want to do?

325
I discovered this: http://roguebard.eptalys.net/

Looks like great source of aditional music - I am inclined to add one track per season from this site.

Thanks. Is there a changelog somewhere?

Not really. Most changes are in soundpack anyway.

326
DF General Discussion / Re: Future of the Fortress
« on: May 17, 2012, 08:37:14 am »
Why would you even care about your dwarves' stonecrafting skill? I find that quality modifiers are only significant in the expensive stuff. Critical only in arms and armour, where even the best is not good enough.

obsidian swords for traps and early milita

(i prefer to play in metal starved maps)

327
DF General Discussion / Re: Future of the Fortress
« on: May 17, 2012, 06:38:32 am »
Well, I did like to make mechanics, crafting, stonemason and gem cutter shops, filling queue with mechanism, stone jug, block and cut stone/encrust on repeat while disabling those shops for legendaries.

Automated no-oversight needed training which will now be a bit harder. Quarrying for stone might be required to sustain it now.

328
Okay, there is new version is up. You know the drill: gamelog.txt of you playthrough would be very much appreciated and helpfull for making new version of soundpack.

Especially if you do some animal taming and training and well as crazy minecart physics stuff.

Some random thoughts:
  • It strikes me as odd that StoneSense has a built-in update checker for the soundpack but not for the program itself. At least giving a heads-up that a new version is available might be nice.
  • It might be nice to have something between levels 4 and 5 that excludes the sounds of animals fighting each other. Better yet, a bunch of checkboxes to choose which types of sounds to play (or not) might be the most user-friendly.
  • It would also be good to have the option of having Toady's song_title.ogg and/or song_game.ogg thrown into the mix when they are available.

I first started using SoundSense when it was new, then I took a break from DF and recently came back. I'm pleased to see that SoundSense has really matured in that time. I'm also pleased to see that my Hall of the Mountain King suggestion is still in the soundpack :)

Version check sounds like very reasonable thing to implement, as well as other stuff. Thanks for feedback!

329
Sure there's many ways to get around this by, basically, hacking the game.

But that's not the thing.  Shouldn't the game be more playable out-of-the-box so to speak?  Rather than requiring us to download hacking utilities to not make dwarves jump off a waterfall?

It definitelly should be playable out of the box.

DFHack and Therapist and other tools should not be used as answer to bugfixes/feature requests. They can be used to remedy situation temporarily, but game should not devolve to state where you wait for tools updated for new version before you can play it.

I suppose ability to remove ramp from above would be fair suggestion as far as ramp-removing is concerned.

330
Well, workarounds exist. Yay.

But they are workarounds for incredibly suicidal AI combined with dangerous terrain. We should be talking fixes.

No river ramps within 5-7 tiles of waterfall sound like great fix.

Ability to set "do not EVER EVER EVER enter" zone that would be removed from pathing would be also fair solution.

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