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Messages - gordy

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106
There is no finish! We've bunged up and nobody knows what to do!

I'd at least like to figure out how we managed to turn a 20 turn game into a 70 turn one.

Shouldn't seem to matter then if we get our questions answered.

107
And doing that would spoil the finish. Gotcha.

108
I don't see how playing 20 questions is any different from just ending the thing, especially with our inability to actually connect the dots.

If we really want to keep on trying, we should figure out what we want to do in a long-term sense, and then figure out what short-term thing we should do to make that happen.

At least we would get some definitive answers in writing. I don't even know what Mst3k is in all honesty.

109
I don’t want this game to die – I think the only way forward to finish this thing is to reconcile what we know, what we don’t know, and maybe some direction on what might be relevant (that we haven’t picked up on before).
 
I’d love it if you could put a simple one word answer (yes, no, irrelevant, don’t understand) to a list of questions, of mine, and maybe of others. It’ll serve as a refresher and set some direction for subsequent posts. If this is my only contribution to the game at least it is one that might help us finish it.  If you do us a favour and mark any line of enquiry as particularly relevant or worth fleshing out, that would be good?
 
Is Michael a human (stuck in a game)?
Native to Morrowind?
A figment of someones imagination?
An artifact of an existing game (like the ponies)?
Can he escape the game (either by finishing it or through console)?
Is he capable of finishing the game in his current state?
Are the ponies key to this?
Is Bagrums cube key to this?
Is meeting Dagoth Ur key to this?
 
That’s all I’ve got so far (I’m at work) but if you’re amenable to answering these and the questions of others (of which I am positive there would be plenty), enough to generate enough interest and direction to see this thing through to the glorious end!

110
Great work, Irony. Thanks for not letting this die easily.

111
Can we offer to escort her ourselves, and relieve the soldier? that will give us time and privacy to talk.

112
I don't have a suggestion except to agree with everything Sparksol has suggested, and to say I'm really glad this is coming back, even for a single update.

113
DF Gameplay Questions / Re: Minecarts wont turn corners?
« on: January 13, 2015, 05:45:16 am »
Ok. The problem was with the junction. I added a condition to push either east when full (to the dump) and north when empty back to the wood stockpile. Dorfs do tend to carry it occasionally but at least it's doing something.

114
DF Gameplay Questions / Re: Minecarts wont turn corners?
« on: January 12, 2015, 09:17:25 pm »
The cart is 100% full of wood. I get the yellow ! text saying dir/ something. It must be the direction of corners not matching somehow. So if there is a branch I need a new stop for each choice? I will try it tonight and see. I honestly thought they would guide to the end of the track using whatever tracks are available.

115
DF Gameplay Questions / Re: Minecarts wont turn corners?
« on: January 12, 2015, 08:20:06 pm »
It must be the allowable directions of the tracks that is mucking me up.

116
DF Gameplay Questions / Re: Minecarts wont turn corners?
« on: January 12, 2015, 06:29:25 pm »
Ok so if I want an ew track turning south I need the corner to be ES but what if I want it to get pushed back the other way? Should I just make a loop? I do want dumping I have been stops at either end but understand I only need one at the dump end?

117
DF Gameplay Questions / Re: Minecarts wont turn corners?
« on: January 12, 2015, 05:43:44 pm »
I am not talking about elevation changes or carved tracks, only placed tracks. I just want a single long track with a few left and right turns. They load the cart and never push it. It feels intuitive to build the corners using the pieces that match the curve I am making (using graphics pack) even if the name of the track piece (NESW whatever) doesn't actually mention the dir I want it to travel in, is someone suggesting I need to build or designate more than one track in a single square? I should think I would be able to just build a big block of crossroad tracks, two stops and say haul from here to there, figure it out, but it's not that smart?

118
DF Gameplay Questions / Re: Priority numbers question.
« on: January 12, 2015, 05:55:36 am »
Maybe that is what I'm seeing, local workshop jobs taking precedence over distant mining or woodcarving. Possible even hauling being preferred. Shame you cant deprioritise hauling generally except by manipulating labors.

119
DF Gameplay Questions / Minecarts wont turn corners?
« on: January 12, 2015, 05:42:58 am »
I use a graphic patch and the directions (NESW) match up with the directions I want the track to take. I presume I should be able to make a single winding track and so long as they guide the cart in the starting direction they'll push it all the way to the end regardless of any direction changes the track makes? But they wont start to push it, saying there's a DIR error.
What am I doing wrong? I can get straight line tracks to work fine but I want to level it up some. I shouldnt need a track stop at every corner.

120
DF Gameplay Questions / Re: trading dwarf sized armor w humans
« on: January 06, 2015, 07:57:58 pm »
Well I often have no iron or copper  on map. Their no quality would be better than the leather and bone we wear now?

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