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Messages - Rvlion

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31
DF General Discussion / stone stockpile VS garbage zone
« on: July 13, 2012, 09:59:23 am »
Currently I am using the Lazy Newb Pack with df version 0.34.11.

I found a minor issue and was wondering if others have it as well.

1. I marked 90% of the stone to be dumped in a garbage zone (but did not create the zone itself)
2. Created a stone stockpile for the remaining 10%.

Also in the above order so no issues of stone already being marked for hauling to said stockpile can exist.

My dwarves appearently now see the 90% marked stones as higher priority for hauling to the stone stockpile then the 10% that is not marked for dumping in a garbage zone.

Shouldnt dump marked stone be left alone in this case?



32
DF Suggestions / Re: Enemys attack cages.
« on: July 21, 2011, 03:36:56 pm »
Wardogs (or bigger) on a chain guarding the chamber were the cages are kept just to keep the goblins from escaping... That is so Harry Potter and the Philosophers stone, but it would probably work nonetheless.

33
<Snip>

I understand that mastering the outrageously bad interface is sort of a token of pride, but I think of it this way: I play in spurts, because eventually I get behind, get confused, can't figure out how to do something vital to my survival (like make a well) and give up.  There is a lot of game there to be enjoyed, which is why I keep coming back, but I don't want to work this hard just to play a game.  If it takes clever planning and care to survive, then AWESOME.  It shouldn't take the ability to memorize pages of keystrokes as well.  I've ascended in Nethack a few times, so I know all about obscure command lists.  I'm just saying that it's not the 80s anymore, and I'm a lot less willing to take the equivalent of a college course just to be able to actually play.

DF has something truly awesome going for it.  It just needs to stop being an ascii game.  Get someone to design a mouse interface and start being a real project with broad market potential.  Minecraft is not a better game than this.  The only thing it really had going for it was a - sandbox, which DF has in spades, and b - a completely unintimidating interface.
You do know that:
A. The game is Alpha?
B. The game only has very few if not only one Developers which is Toady One. He is assisted by other people who also have programming skill to for example reduce lag, but from what I know Toady One is the big boss and does most of the work himself.

While I agree that the game as it is now might be a lot better with:
1. Lag reduction to let it make no difference if your fortress has 7 or 250 dwarves walking around.
2. Mouse interface.
3. Nice graphics.
4. Pre-planned chamber placements.
5. Choosing a resource for each item you want to create in shops. So you don't have to remove every freaking piece of stone in the stone-list to make sure that the door you want is Granite and not... not... Orthoclase. *shivers*

While personally I haven't played DF since 40d which actually had decent lag even with 250 dwarves the game has a lot of potential as you can see simply by looking at the activity on the forum. (While I find some threads a bit revolting... Discussions of the use of babies as shields for example)

34
DF Suggestions / Re: Two Dwarves Enter, One Dwarf Leaves!
« on: December 26, 2010, 09:14:41 am »
For those that have taken the time to play Dragon Age, you might remember Orzammar as a location were the Dwarves lived.

The Dwarves of Dragon Age like to fight out their differences in the arena. Which settles fights between families, but also for fun.
Who ever wins in the arena is said to have the gods on his/her side and is always right and has his/her name cleared of all faults.

So instead of having some annoying Noble running around with a huge hammer killing dwarves for not fullfilling a quota the accused would be forced to fight in an arena. Which would have the same effect of throwing a party and have all dwarves meet up at the arena to watch a fight till unconciousness or death depending on the charge. Giving either good or bad emotions depending on relational status.
 Depending on how things are programmed it might even be possible to get an option to force immigrants to fight in the arena to death or unconciousness to prove themselves usefull for the fortress.

35
DF Suggestions / Re: Make moody dwarves able to build their own workshop
« on: December 26, 2010, 08:57:39 am »
Ah yes, I know that mentality, anything other then blind nods is being unhelpful. Any opinion other then your own is wrong. Here I am, debating a position with relevant arguments, and then you go and dismiss it all by simply saying I should leave. If you think I am wrong, then it is your right to tell me why, and then I can tell you why I don't agree with those points, and then you say why you don't agree with that, untill we either agree on something, or we can't think of more reasons to debate and let it rest, and then I take my leave.

Idea's good , it might not sound like a good idea at first , But when your whole fortress is either "On break" or "Sleeping" or "eating" or "Storing useless crap in bag" and a dwarf goes moody , this thing is going to be helpful

Well that dosn't sound very fun. The abilty to have your dwarfs train other, more obscure skills would be very useful. So much so, in fact, that there are mods out there to do this, however, they are not in vanilla, simply because a 'useful' feature and a 'good' feature are not the same thing. If you havn't noticed, Toady is constructing a game of rather hard difficulty, and justifying this with a brillient flavor, and I for one wouldn't like to see that flavor taken out for the sake of making your life easier when you can't manage a single dwarf to do something.
Create an ON or OFF option. Many are happy they have it slightly easier, you are happy because you love to micro manage every dwarf that runs in your fortress.  8)

36
DF Suggestions / Re: Beasts of burden
« on: December 26, 2010, 08:22:56 am »
* Imagines a horde of War Dogs in Steel or Adamantine Armor * Or didn't you mean this kind of burden... :-\

37
DF Dwarf Mode Discussion / Re: Graphics (or lack of) Poll
« on: December 14, 2010, 09:31:06 am »
Started with Graphics, later with Asci.
But prefer Graphics... A good graphic pack can make the game a whole lot more fun to play.
Also a larger group of people might be willing to try DF if it had better graphics.

38
DF Gameplay Questions / Re: Trap permajamed?
« on: July 09, 2010, 02:16:16 pm »
I made a trio of weapon traps to get some basic early defense for my fort, and one of which went from red to dark-red, which I assume means it doesn't work for any reason.

Are you sure that doesn't just mean it's covered in blood?
In my last 40d fortress my "only" fortress defense also went from red to dark red, Only it was 3 (at that moment still hidden) ambush groups of enemies (Evil Dragons in my private mod) who were one by one walking in the same space as my weapon traps and got themselves killed by 10 large surrated blades / trap.  :o

39
The problem with 40d was that wells work great, but designating a murky pool for drinking zone makes the dwarves run across the map to a carp infected river instead of the (safe) murky pool.

40
While the fortress in the presence of magma/lava would be very hot, the general corridors, bedrooms would probably be quite cool. Most of the smaller caves that I have been to during summer times were about 10 degrees celcius of lower in comparison to the sunny 25-30 degrees outside. Living inside a mountain would automatically mean food lasting longer before rotting due to lower temperatures.

Imho selling (any quality) food to traders in massive quantities is just weird and I would like to see the whole “dining room” changed. 1 or 2 kitchen workshops within the area of the diningroom and depending on the amount of workshops the same amount of cooks permanently stationed at that location making the food fresh at the moment that dwarfs enter the dining room to eat. Maybe even let different workshops produce different foods and let them be like different “restaurants” surving different foods for different dwarves.

Catering would also be a good idea… not only for food, but also water / booze.

41
DF Gameplay Questions / Re: Dwarves not using bedrooms
« on: July 02, 2010, 05:04:48 pm »
I currently have 40 2x4 smoothed bedrooms that each include a bed and a cabinet.

But ever since I installed beds in the hospital, nobody has been claiming the rooms upstairs. I'm almost suspicious that they are just picking the bed closest to them and not caring. While this means I don't have to use so much wood making rooms, I am curious as to whether this is a bug or something.
Maybe a stupid question, but have you made each bed into a bedroom using 'q'? If yes I find it odd, if no then your dwarves probably sleep in the nearest available bed they can find.

42
DF Suggestions / Re: Build over floors?
« on: July 01, 2010, 11:29:59 pm »
Yet this would lead us to ask why for so many other things. To point just 1 thing out: why can't I carve fortifications on a constructed wall? I could see the usefulness, say that I'm being attack and want to improvise some fortifications from constructed walls without allowing the enemy through by destroying the wall first. Sure you could argue that constructed walls are not as simple to just make a hole through, but that doesn't make sense at all.
You can do that actually in 40d haven't tried 31.x yet, but don't see why that would have been removed. Try constructing a wall and use the d-screen to carve fortifications (d-A was it I believe) It is the engraving that is not possible which might actually be usefull.  :)

43
DF Dwarf Mode Discussion / Re: Useless Migrants!
« on: June 19, 2010, 10:10:21 am »


Kids can act as the idle hauler force while adults do the real jobs.

Kids can haul stuff? In all of my games, I've never seen one do that.

Also you could just use excess migrants to explore the caverns.

Took this pic just a minute ago:
http://img651.imageshack.us/img651/6126/dfkids.png

Also, I've seen them deconstruct stuff and do other stuff like that. I'm not 100% sure they can haul EVERYTHING, but it seems they can haul some things.


I've only seen kids harvest plants and deconstruct walls. Every time I designate a large wall for deconstruction in my fort, they come out of nowhere and zerg rush the wall, tearing the whole thing down in seconds. So yeah, they can't haul refuse, but they can deconstruct walls.
Still waiting for a more stable DF 2010 version to start playing, but in 40d you could assign the kids those useless brats to engrave or smooth walls, never seen them do hauling duties in 40d.

44
DF Dwarf Mode Discussion / Re: Favorite Type of Stone?
« on: May 29, 2010, 01:18:47 am »
My vote goes to Obsidian... In Vanilla DF, but also in my own modded DF.
I would never vote for a flux stone considering I always mod out the existence of flux from my version of DF.

Come to think of it...
In my modded game I only have Sandstone, Slate, Granite, Obsidian and Marble as layers...

Erm...
I do hope you understand that when I mention that I simply removed the [REACTION_CLASS:FLUX] and alter the metal raw to make flux useless.

45
DF Dwarf Mode Discussion / Re: Favorite Type of Stone?
« on: May 20, 2010, 01:28:29 pm »
My vote goes to Obsidian... In Vanilla DF, but also in my own modded DF.
I would never vote for a flux stone considering I always mod out the existence of flux from my version of DF.

Come to think of it...
In my modded game I only have Sandstone, Slate, Granite, Obsidian and Marble as layers...
I do like the colors like Microcline and OrthoClase (Alunite is too... white and Olivine is a bad color green) but was only allowed to choose 1.  :P

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