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241
DF Suggestions / Re: Paints: an aesthetic request
« on: February 11, 2011, 05:29:43 pm »
It's just a way to work around a bunch of wonky game mechanics in order to let players have more creativity with their fort.
Exactly!  I'm all for this idea.

242
DF Suggestions / Re: remove the circus from the game
« on: February 11, 2011, 04:50:06 pm »
FPS problems are from the dozens of demons trying to path to the dwarves every frame and not finding a path, and trying again next frame if you immediately seal the HFS off, I thought.

I've opened up the HFS, cleared out the initial wave, and gotten some of my FPS back before.

It just makes a major hit to your FPS because suddenly you have a large number of constantly repathing creatures taking up simulation time.
It's particularly bad because they're building destroyers, which I'm guessing means that not only are they trying to path to dwarfs, but items as well.

243
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 06, 2011, 02:44:43 pm »
Will we get working crutches in dwarf mode soon, either in this release or the next?  It's one of the biggest bugs yet to be squashed, and it seems particularly tragic that after you went to the work of implementing this cool and useful feature something continues to keep it from actually working.

244
DF Dwarf Mode Discussion / Re: meeting area- cold?
« on: February 06, 2011, 05:19:59 am »
Derailing this slightly: Do clothes help against temperature, or hurt?  Will naked dwarves suffer in glaciers, or will full-armored soldiers swelter in tropics?
They at least protect against cold.

245
DF Modding / Re: Speech Expansion mod - Submit Your Dialogue!
« on: January 27, 2011, 01:08:26 am »
This is a great idea; if I get a chance I'd definitely like to contribute.

I'd like to proofread and possibly edit lines before adding them into the archive, and I'll repost any edits I intend to make before including them.  This is only to maintain a level of tone and linguistic style that remains true to the game, so please forgive this (if it helps, I am my own worst critic).  OP will be updated with a list of contributors when new versions of the mod are put together.
This, especially, is a good call.

246
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 24, 2011, 10:55:53 pm »
Honestly, I hope Toady doesn't bother with light any time soon.  I just don't see it bringing much to the table, at least not compared to the effort involved for both programmer and player.  Either it doesn't have substantial effects (i.e., creatures can basically see in the dark) in which case you're not doing much more than adding flavor text to the {k} screen, or it does and a person won't be able to mine more than ten squares from the surface without a damn bee industry.  Or maybe you make the dwarves see in the dark (like if cave-adapted) but take it away from surface creatures, which basically would amount to creating an entire new tile dimension solely to create another gimmicky way to kill elves.  Now I'm not opposed to gimmicky ways to kill elves--far from it--but you gotta have the proper priorities.  I hope Bay12 at least finishes the army arc and a dozen or so Eternal Suggestions before they start bothering with lighting..

247
DF Gameplay Questions / Re: Cages+Dwarves Question
« on: January 22, 2011, 05:53:13 pm »
Stunned hostile creatures can't avoid traps.  To get a friendly to trigger a trap I'm pretty sure they need to be fully unconscious.

248
DF Gameplay Questions / Re: Question about Layers...
« on: January 22, 2011, 05:51:46 pm »
Pretty sure low volcanism will help, since if you have fewer igneous layers you'll necessarily have more sedentary ones.  I suspect high drainage encourages sedimentary layers although I'm considerably less confident.

Also, fyi, dolomite, being a sedimentary flux layer, is basically as good as limestone.

249
DF Gameplay Questions / potash-contaminant-explosion
« on: January 19, 2011, 07:47:56 pm »
I've been using dfcleanmap routinely for probably several game years now because of this issue.  The culprit is the one-eyed monster extract (ha ha but seriously that's what its called) the goblin leader left after his death, and anything more than the slightest contact causes blistering and, eventually, paralysis culminating in death by suffocation.  A year or two after the last reported case sleeping sicking I decided to make some clear glass blocks for my barracks' skylight.  I cued up some potash and pearlash and forgot about it--until I saw the dreaded "Potash maker cancels job: Paralyzed" pop up.  I zoom to him and see that he's standing in an entire pile of the deadly extract along with several pages worth of other contaminants.  Not only that, but instead of having blistered feet as the dwarves who went down to this stuff usually did, he had blisters on his mouth and hand.  He died pretty soon after that.  I has able to repeat this a couple times, although quick use of the clean map tool prevented any further deaths or injuries.  Somehow, the start (not the completion) of the make potash job is releasing a large amount of a variety of contaminants, despite the lack of any on the ash.   The amount varies as I repeat it; while the first looked like least 3.5 pages of pools of different liquids (I can't be positive it wasn't two combined), the last two together have only two pages of smatterings and a few pools of pus, ichor, and various bloods that didn't even include the dreaded extract. 

Has anyone else ever seen anything like this?

250
DF Gameplay Questions / Re: reasonable number of traps
« on: January 18, 2011, 10:53:39 pm »
Agree with BigD and Savolainen.  Plus, you could always turn invasions off via init.txt until you're ready, swearing off traps entirely.  Sure, it's basically cheating but this thread shows why that doesn't really matter in this game... 

251
DF Modding / Re: Guardian Armor
« on: January 18, 2011, 10:28:45 pm »
Can you tell if the problem is in the materials or in what the armor protects/covers?  When you look at battle reports, are the hits that get through ones that the armor should be covering (like the upper or lower body) or is it limited to more questionable areas that the armor might not be covering (like joints/fingers/faces)?

edit: If it is the first, I say do what NewsMuffin says first, then if it doesn't work start boosting the density.  If it's the second, then looking at http://df.magmawiki.com/index.php/Armor_Tokens my best guess is to use [UPSTEP] and [UBSTEP] to make armor that covers more of the body.  I've never modded armor so I don't know what values are best, but you can get a start by looking at whatever is there in unmodded DF. 

252
DF Modding / Re: I need help with a graphics set!!
« on: January 18, 2011, 10:12:34 pm »
This probably isn't it, but double-check to make sure graphics are on.  Find your init.txt file (in DF>data>init), go down about a page and find where it says "[GRAPHICS:YES]."  If it says [GRAPHICS:NO], that's your problem and switching it should fix it.  Pretty sure the lazy newb pack comes with graphics (if it doesn't it should) so you shouldn't need to install mayday.

Also, FYI, there is a gameplay questions forum for this sort of thing; your question could probably even had been asked here.  People aren't too uptight around here so it's not a big deal, but asking your questions there means both that you'll get answers quicker and that there's no risk that you'll bump some totally sweet new mod no one's heard of yet off the front page.

253
DF Modding / Re: aquatic races
« on: January 18, 2011, 10:07:09 pm »
One thing I've noticed is that aquatic/amphibious civs will cross bodies of water during worldgen to found new sites.  I'm pretty sure (although definitely not positive) that regular land-lubber civs won't.

254
I love the hell outta this utility. But a quick question: Is there any way to control how worldgen designates evil/good biomes? I have so far been unable to determine any pattern other than it makes the areas I want neutral to be non-neutral and the areas I want to be good/evil neutral.
One thing that's worked for me is to use the biome sizes to get what I want.  If I have one "extra-large" area that I want to be evil (for example, in one map set I have a huge desert in the center covering maybe 20 percent of total land area; in another a vast swamp takes the place of edge oceans), I set the "Desired Evil Count in Large Subregions" to something like 5 or 6000.  Since only large subregions are affected, the majority of the map (made up largely of small and medium sized subregions) is not.  Since all the other large regions combined barely equal the single "extra-large" region I want to be evil, more often than not the game discharges its duty to make evil tiles in large subregions by converting the "extra-large" subregion to evil, which usually means most or all of the other large subregions are unaffected. 

It's a limited method, and often requires a regen or two, but I've been happy with the results.  Fortresses built in extra large regions are more interesting anyway--I have a basically unlimited supply of zombie camels to fight, and 20 FBs so far with no indications of supply depletion.

255
DF Gameplay Questions / Re: only one dwarf cuts trees
« on: January 02, 2011, 03:48:45 pm »
You need a forge, bars of metal and refined coal to make new weapons, but, if you press z and go to 'stocks' you can scroll down to your weapons, switch to the right side (arrow key), then simply press 'f' for every weapon that has an 'f' behind it to reclaim it.
What this guy said.  Also, from what you said earlier, it sounds like your "stockpile records" aren't up to date, which means you'll need to assign a bookkeeper (through the (n)obles screen) and give him an office if you haven't already (any office will do, a chair in a one tile room with no door is enough) and let him update stockpile records for a bit; shouldn't take more than a couple in-game weeks.

edit: Also, while you're in the noble menu, highlight the bookkeeper and go to (s)ettings.  Make sure the selected precision is at least low, I'd go to medium to be sure.

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