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Messages - Qjet

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1
DF Dwarf Mode Discussion / Re: How to find Clown Tents? (Spoilers)
« on: June 09, 2012, 02:04:56 am »
I'll have you know the clown term is the best term. Once a clown college arrives and starts throwing !!pies!! everywhere, you know the fun has started.
Quote
Also, and this is unrelated, but I seriously hate calling demons clowns, and anything related

Also. I motion to call them big-tops.

actually I guess the dedicated !!pie!! throwing clowns were just in 40d. Now clown wackyness is all ramped up and they use seltzer bottles and itching powder.

2
DF Dwarf Mode Discussion / Re: Minecarts are for what? No, really.
« on: June 06, 2012, 11:56:43 am »
I don't.  Stairs are easier to set up than ramps, lots can go wrong with ramps.
The only problems I ever had with ramps was when I took this picture on the wiki literally.
Spoiler (click to show/hide)
Once I realized ramps were just cells that dwarves could step on that let them ascend neighbouring walls. Then I never messed up again.

3
DF Dwarf Mode Discussion / Re: Werebeast attack
« on: April 30, 2012, 11:18:30 am »
just a shrew huh?

4
DF Bug Reports / [4d16 + 40d16 head] Trader dwarf will not trade
« on: November 12, 2009, 09:01:50 pm »
Broker not accepting trade job.

Can anyone confirm this behavior?

http://dffd.wimbli.com/file.php?id=1590

5
DF Suggestions / Re: one way doors
« on: August 19, 2009, 07:24:30 pm »
are you sure about that? Realistic scenarios include locking the fortress, and one way hallways for high traffic. People would have two doors, left and right.

So each room will be accessible. it's just the path they take is different.

Of course it's hard to back up both speculations without a trial run. And it can be done haphazardly without risk of breaking the game and observing the results. 

6
DF General Discussion / Re: FotF: Dwarf Fortress 40d14
« on: August 18, 2009, 09:11:35 pm »
Don't know if it's been mentioned yet, but escape is having problems.  Mainly in Adventure mode, after getting killed, it is HIGHLY unresponsive, bordering on completely broken.  Haven't tested in Dwarf mode yet.
so other people ARE getting this
hooorrraaay im not crazy.

7
DF Suggestions / Re: Female beards
« on: August 18, 2009, 04:18:19 am »
Urist had a beard  :(

8
DF Suggestions / Re: Alternative Energy
« on: August 18, 2009, 04:12:31 am »
Er. My bad. This dwarf is not really up on his woodburning. On the other hand, would be appropriate for ash production.

It was the thought that counts, and it was a good thought. I would LOVE to see more mechanics been used around forts.
Craftsmen, masons, and jewlers connected to power sources use grinding wheels to improve quality and speed. Stills and dyers shops improve production capacity by using mechanical powered vats to stir ingredients! Of course this says more about the mechanics then anything

I really would like to make a mechanical elevator  :'(

9
I wandered around incoherently while pages apon pages of action dialog was been thrown at me every step. Looking back I suspect it was an attack on the town, maybe wolves? I had no idea what it was so i just tried to ignore it (walk forward, space space space, walk forward, space space space) Then i ended up in a river and didn't play adventure mode for 3 more months  >:(

10
DF General Discussion / Re: Burrows
« on: August 18, 2009, 03:10:14 am »
Quote from: the great toady one
So somebody asked if it's possible to use civilians for jobs and so on while the alert is on, in the zone to which they've been restricted. I was originally thinking more of shorter alerts where you just wanted to get them away from someplace dangerous while you fought something out. However, while I was working on it, I decided I might as well make it more diverse, so I put in burrows.

The ill-named burrows are larger sections of your fortress where dwarves live and work and to which you can restrict their movements. Dwarves can be assigned to multiple burrows, and you can paint them with your mouse in a few brush sizes or lay them out in multiple rectangles (a burrow need not be a rectangle). Any number of burrows can overlap and you can give them names and an ASCII symbol.

Dwarves will only use workshops, stockpiles, living areas, meeting halls, etc. in the burrows to which they are assigned. I've removed all of the "entrance dance" code so that they can survive the mental trauma of not being in their assigned locations, and they can cross locations that aren't in their burrow, but they'll maintain the restrictions in the general sense described above.

There are many, many ways in which this can be useful for controlling labor (you could even have your experienced miners mine veins of your choosing in this way -- it'd be a slightly clunky workaround, but it works). Just the basic burrow mechanic is powerful enough that it is pretty exploitable, so there will be several ways in which dwarves either move beyond their burrows or are affected adversely by heavy restrictions, but I'll leave those for you to find. These effects should all make sense and not be all that restrictive on play, especially if you are respectful to your critters (for instance, having your soap makers all stand in a 3x3 corner in the main hall until they starve to death shouldn't proceed as planned for very long).

A dwarf not specifically assigned to a burrow can work anywhere, but in the future there might be, say, a restricted burrow setting or something that'll exclude such dwarves. There are also items posted on dev about burrow hauling jobs and burrow production limits and all of whatever -- I haven't done any of that. Things like restricting manager orders to certain burrows etc. would all be great (and faster than doing it via particular workshops in general), but I don't want to get too far afield for this release (since I'm already far afield). In any case, the core work and mechanics are done.

Getting back to the immediate topic, alerts can now just restrict civilians to a set of burrows, with the further restriction that they should get to this set of burrows with priority. If a dwarf then doesn't feel comfortable working there because they were previous assigned to areas outside the alert area, they'll be idle as before, but it's a smaller problem than the one described in the beginning of the first paragraph, and it can be easily corrected if you plan on or are forced to stay in that alert state for a prolonged period. Giving individual dwarves different burrow assignments based on their alert state could be a future possibility (perhaps in conjunction with the work-gang class of ideas), but that's not in the cards for this release.

just for anyone who doesn't want to search the gigantic dev log.

11
DF General Discussion / Re: FotF: Dwarf Fortress 40d14
« on: August 18, 2009, 12:47:19 am »
XMonad, reasonably reconfigured. I don't believe I have any graphical file managers installed, but if I did, I wouldn't know how to start them. :P

As you'll find out if you hang around me long enough, I'm a big Haskell fan.
I'm starting to like you.

12
DF Gameplay Questions / Re: Mr. Orwell Has Been Possessed!
« on: August 17, 2009, 03:48:30 pm »
lack of water is a problem on ice.
you might have to play around with collapsing ice into caverns or fiddling around with magma to make it. Also it's thought that live trade goods come damaged on ice maps, animals start dieing ect.

Also make sure you CONSTRUCT your submarine from blocks of ice, otherwise your in for some fun times.


13
DF Gameplay Questions / Re: Rocks sooooo many rocks
« on: August 17, 2009, 03:44:52 pm »
I think you need to enable the economic stones to let that happen.

Another solution is to get a legendary miner, then not use him till something important needs to be mined. bring 5 pickaxes along and designate some peasents to mine areas out, it will give them some attribute points (if the economy is going it will make them some money) and cut the stone you produce by half.

Also it makes them more dwarfy.
always a good thing.

14
Do you have always how caves enabled in init?
Also, make sure your caves are genning properly.
It also helps to boost kobolds during worldgen.
Making them bigger and faster should increase your chances of them stealing a lot of stuff.
There's a cave setting in the init file? How can I tell my caves are genning properly if I can't see them. Until I see them? I've genned like 30 or so worlds on multiple versions with various settings and never once saw any unidentified icons.

Also stealing food, hehe that I will do. Thanks. a little cheeky but good until I figure out how to make money legitimately.

15
alright seriously? wandering aimlessly in the travel map until i get killed by a pack of wolves. Look for a rock, go to it. No rocks on travel map. Went to the closest thing i could think of was possibly the rivers starting at the mountains, as that uses the wrong color but right character. Wandered around there for about an hour with no luck. I get the feeling you arn't, hey just for giggles, could point out a cave for me on this map:

now clearly this represents severe brain damage on my part, but I'm not seeing it. In fact nothing I've seen so far hints at caves, the only time I've ever found caves was on quests. All of which were in the middle of no where. Those are not nice caves. I've found no information on wikis or guides or anything that talks about locating geographic features. Though adventure mode is not as well documented.

I'm assuming finding a kobold camp is actually practical. Not just surveying an entire region for a tiny landmark.

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