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Messages - Agnostic Paladin

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13 seems a bit faster in general, but nothing huge. The mouse scrolling is very cool, but either switching between fullscreen/windowed (so I could find out that Manager can't handle d13) or moving the mouse over the window while it was windowed caused persistent flickering of the entire DF display, even after going back to fullscreen.

Perhaps this is related to having mouse set to off?
Well, no.

I've eliminated some sources of while-zooming flickering from d14; hopefully that'll cover it, but it shouldn't be persistent so I'm not all that hopeful.

Could you describe exactly what you have to do to trigger the problem?

I noticed it as soon as I used F11 to switch to windowed; there was a lot of flickering as soon as I did that. I thought it was just due to being windowed, but once I switched back to fullscreen, I was still getting some (but less) flicker.

I'll experiment a bit more this evening to see if I can narrow that down some for you.

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13 seems a bit faster in general, but nothing huge. The mouse scrolling is very cool, but either switching between fullscreen/windowed (so I could find out that Manager can't handle d13) or moving the mouse over the window while it was windowed caused persistent flickering of the entire DF display, even after going back to fullscreen.

Perhaps this is related to having mouse set to off?

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 22, 2009, 09:47:44 pm »
And Shift + Enter to select the first however many stones in a group of stones.

I don't have to hit Enter 30 times (or a 100 times) when making floors and roads?

Well Damn.

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DF General Discussion / Re: What turns you off about DF?
« on: June 19, 2009, 11:37:10 pm »
So what is frustrating you the most about Dwarf Fortress?

Odd choices of UI. The custom stockpile is the best/worst example. I scroll up and down the list to the broad category I want, then I have to allow or block that category, then I have to permit or forbid a group, then I can use the enter key to turn on or off specific items, plus a random letter for some other oddball items (sand bags, prepared food). More generally, trying to remember which set of scroll keys to use on which screen. These don't seem like massive fixes to me; simply scrap the BAPF keys and let me use arrows + Enter to select on all menus. If there are side by side menus, then left and right are used to change menus and up and down scroll on that menu. Fast scroll should be page up and page down. That's what the keys are called for a reason; people expect things to scroll pagewise when they use them.

I'd love a way to save custom stockpiles. I always want to remove bone, skulls, shells, and fresh hides from my main refuse pile. I want to have a dye stockpile, a thread stockpile, a cloth stockpile, a seed stockpile, etc etc, and I'd like to not have to go through the same long menu sequence every time I set one up. (plant stockpiles for the mill/still/farmer workshop are the worst for this, as I haven't memorized which plants can be processed at which shop, so I have to alt tab to the wiki five times for each stockpile I set up.)

In the same "repetition is hell" vein, many more first level workshops need to have the auto jobs like the loom, butcher & tanner. I swear at the fish cleaners every single time I play. I tell them to clean fish every time I notice that the raw fish stockpile is overflowing. They go clean a couple, cancel because the rest are already rotten, and then I notice twenty minutes later that the stockpile is filling up with raw fish again. Raw fish = automatic fish cleaning job. Brewable plant = automatic brewing job. Ditto milling. Ditto bagging leaves. Maybe instead of a Repeat option, many jobs should have an auto option?

Generally, my problem isn't that the interface makes the game hard to learn, my problem is that the interface makes the game tedious to play; between the inconsistencies (What, exactly is the purpose of the F9 to exit screens?) & the forced repetition, the UI is going to frustrate some potential long term players to the point of quitting.

There could be some better documentation on how to do things as well (frex how to get the dwarves to store artifact craftwork in a 1 tile stockpile to simulate putting it on display in the dining hall or even what the difference between core and overall quality is), and what different creatures in the game are (is that slugman something my 4 wrestlers can take out? Damned if I know!) but that's a back seat imo.

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DF Gameplay Questions / Re: Is this a bug, or just dwarfy logic?
« on: June 19, 2009, 07:31:05 pm »
I intended for my mason to make crafts from all the stone on the bottom level in order to clean it out so that I could then proceed to use it as my tower cap farm.  However, my fix of forbidding all the stone aside from the bottom level worked in the end so my problem was resolved.

How about turning the entire z level into stone stockpiles with temp mason shops at the centre of each one? Might be faster than forbidding all the stone on the other levels & if the mason really does prefer stockpiled stone over other stone, you're good to go & you can just remove shops & stockpiles as the areas are cleared of stone.

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DF Gameplay Questions / Re: Waterfall a bad idea?
« on: June 09, 2009, 09:09:17 am »
I suggest you start teaching your dwarves to swim.

Well, my miners at least are getting some experience from trying to get the ores and gems at the back of the cascade on some of the z-levels. Lots of 4 & 5 deep squares for them to try and get past. The masons as well, since I had to try and divert the fall a little bit away from the left side with the wall sections as I was getting splash onto the bridge. Actually, the woodcutters as well until I noticed that I still had trees marked in the middle of the flooded valley.

At least you eventually won't have to worry about goblins from that area. If you hurry, maybe you can make a sort of pier area out of it?

I don't think your fortress is actually in danger, but, who knows.

Haven't seen any goblins; couple of snatchers, but since I've almost always got a caravan right at the fortress entrance, they haven't lived long. Maybe I can drown some of the damned unicorns though. Vicious bastards killed my dogs and my hunter in the first season.

At first I didn't see the problem, "Ok, so it's a bit messy, but it all drains off into the ocean at the end."  And then I looked down a level "Oh wait, that isn't the ocean."

Apparently it's going to be the ocean soon enough :)


Thanks for the advice everyone; at least I learned something about the water flow in the game. Although given the way that it cut my frame rate by over half, I don't know if I'll have the patience to try and fix it. Maybe next time I get a nice setup like that, I'll prepare the waterfall properly before pulling the trigger.

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DF Gameplay Questions / Waterfall a bad idea?
« on: June 09, 2009, 02:21:26 am »
So having recently become addicted to DF thanks to finding a helpful tutorial that actually allowed me to understand how to play, I've been reading the wiki, this site, and a few others. During which I've seen waterfalls mentioned as something dwarfs like. When I embarked at this site, I realized that it was perfect for creating a large cascade. There was a natural indentation in the cliff wall near the brook (don't ask me why the brook is on top of the mesa instead of down on the valley floor) that seemed perfect for the path of a waterfall to impress the dwarfs and all the visiting traders with. I figure set up the fortress right behind the main shaft, terrace the cliff face and stick the trade depot on a artificial arch right in front of the cascade. Nice tourist attraction to draw the rubes.

Of course, I was expecting the water to dry out before it spread this far. Now I'm wondering if I'll be drowning my fort? I'm certainly already worried that I'll no longer be able to chop trees or fish within a year or so.

So, my question is simple. How screwed am I?

edit: forgot to link to the map: http://www.mkv25.net/dfma/map-6008-ironlabors

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