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Messages - Iain

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1
DF General Discussion / Save Game Problem
« on: August 13, 2009, 03:57:06 pm »
Hi, guys,

I reformatted my computer recently. I had backed up my entire Dwarf Fortress folder onto a network drive. I put the folder back on my computer, and now my save games appear to be gone. They're still in the save directory, but when I load up Dwarf Fortress I don't get an option to continue my game.

Is there anywhere outside of the save folder that save games are held? Is it possible that the executable is looking in the wrong place somehow?

2
DF Modding / Wooden weapons
« on: July 17, 2008, 06:09:14 am »
Does anyone know which tag restricts a race to only using wooden weapons?

I'm trying to mod in a non-wood-elf race, and I'm not sure how to get them using metal.

3
DF Gameplay Questions / Flow behaviour in the Z-Axis
« on: November 22, 2007, 08:16:00 am »
1) I have a pool of water on Z-Axis level 5 which drains into a 5-deep vertical channel going all the way to Z-Axis 0. If I dig a horizontal channel on level 0, then knock out a section of the roof, will the water flood upwards through the hole? (I.e. is the downwards pressure from the pool translated to upwards movement in the output?)

2) If so, if I replace the channel with a pump on level 1, connected to a horizontal channel, is it possible that the fluid can flood out through the hole now? (I.e. can a pump pressurize the output channel beyond 7/7?)

3) How does falling water behave? If I dig a horizontal channel above a several-levels-high room, then knock out one tile of the floor, where will the water land? If I make an artificial waterfall in my entrance room, which squares will I have to mine out / grate? (i.e. is the horizontal movement of the water preserved, or does water without a floor always fall directly down?)

4) What if it hits something on the way down?

5) How does Magma's behaviour differ from water's in a pumping situation?

6) Does Magma cool to obsidian if Temperature is turned off?

7) Do artificial waterfalls give happy thoughts?

8) Do artificial magma waterfalls give happy thoughts?

Thanks


4
DF Gameplay Questions / Re: magmacreatures and safety
« on: November 22, 2007, 08:19:00 am »
I'd be interested to know this too. pumping water/magma into your fort unfortunately seems to open the way for all sorts of nasties to get in - which renders your 1-entrance-super-secure design somewhat less super-secure.

Also, if you disconnect your magma from its source, it will cool into Obsidian. I'm not sure whether or not this happens if you turn Temperature off though.

The trouble is that Magma-men and a handful of aquatic creatures (Trolls in the old version?) can destroy buildings - presumably including grates. Is there any way to reliably keep them out?


5
DF Suggestions / Re: Job importance
« on: August 03, 2007, 03:45:00 am »
quote:
And it's not really even hard to implement.

Are you Toady in disguise?

I don't think you have the prerequisite knowledge to make that statement.

That said, I don't think that job priorities are "Adding a level of complexity" at all, rather I consider them to be removing one. At the moment, we have to individually micromanage our dwarves tasks. If I want my farmers to haul rocks in winter, I have to - when the season changes - go into all of their individual labour preferences and set "Stone Hauling", and then remember to disable it come spring.

I've said before that Dwarf Fortress is a macromanagement game, not a micromanagement game. And it does it splendidly well (better than just about anything else there is...). There are areas it could improve, though, and Labour Groups/Task Priority is a major one.

Even a simple two-teir priority system - a third state in the labour settings indicating "Don't do this labour normally, but pick up tasks from it when you don't have anything else to do".

Contrary to the poster I quoted, that seems quite tricky to me - especially for hauling.

[ August 03, 2007: Message edited by: Iain ]


6
DF Suggestions / Re: Choose any rock to make that bridge!
« on: August 03, 2007, 04:01:00 am »
quote:
Originally posted by Axehilt_VuP:

Steel Bar x5 (16 avg distance)   (x2 selected)
Limestone x40 (18 avg distance)


I'd heard that something like that was happening. I don't like the "avg distance" though - I don't think it adds anything (you can go and look and see that there are 8 blocks of obsidian near the bridge). Also, it would seem to be rather computationally expensive (as sorting the list in order of distance would be).

I would find it more satisfying to specify a material (or a mix of...), and have the architect select the stacks of it that are closest to the point of construction.

Incidentally, I think that would be a general improvement - if materials were selected by proximity to the point of construction rather than by proximity to the dwarf.

For example, I have a craftsdwarf making stone blocks. He has a large stockpile of Granite next to his workshop. While he's working, he'll pick up granite (because it's nearby) and work with it. However, if he goes to sleep, or to eat, when he resumes his task he'll pick up a random rock from elsewhere in the fortress.

Would it be possible to have workers move to their workshop before they pick materials to gather?


7
DF Suggestions / Re: Suggestions for improving game flow.
« on: January 22, 2007, 09:33:00 am »
Hey Toady,

Great to see a developer reading his forums.

I also absoloutely agree that if you're considering changing the entire nature of the interface, spending development time improving very specific aspects of it isn't a good plan.

Just about anyone who has programmed knows how much of a pain making UI improvements is when your underlying code is shifting around.

From my viewpoint, yes I think the current interface is viable. It's not the most accessible of games (and the interface is a big part of that), but it's suprisingly easy to adapt to.

Apart from the initial shock at the level of information being presented to the user, I don't think I've had any serious problems in concept with the interface. Actually, I'd say its one of the strengths of the game - although I appreciate that if this "strength" is driving away many potential players, then it's not really a "strength".

Keep up the awesome. And probably a tenner coming your way when I get paid. You totally deserve it.

Iain

[ January 22, 2007: Message edited by: Iain ]


8
DF Suggestions / Suggestions for improving game flow.
« on: January 15, 2007, 05:59:00 am »
DF (like Dungeon Keeper or Evil Genius) appears to be a macromanagement game. You don't designate individual jobs for individual dwarves (like in WC3), you designate an overall strategy and your dwarves execute it.

There are a few things that get in the way of this.

Some of these ideas have been discussed elsewhere, but I'm going to collate them here.

1) Lack of overview screens.

Are any of my Dwarves unhappy? I have to manually cycle through every single one of the blighters to find out. u-c-z-enter-space-space-space u-down-c-z-enter-space-space-space u-down-down-c-z-enter... etc.

You would do well to try to gather a bit of information on what kinds of data the player needs access to while playing the game. This data could then be presented in overview screens. In order to preserve the challenge of the early stages of the game, these screens could be abilities of nobles (like the Justice, Stocks and Manager screens)

Off the top of my head:

- Dwarf happiness (Filter by happiness level. Zoom to creature - to manage unhappy dwarves)

- How many empty barrels/bins/bags are in my fort.

There's probably a few others.

2) Lack of macromanagement tools for your military.

First up, a panic button (all squads go "on duty") would make military encounters less micromanagement intensive. Additionally an "all dwarves stand down" button would be helpful.

When (A)ctivated, dwarves should initially be in the "standing down" state - or at least there should be an option to toggle this.

3) Lack of macromanagement tools for labor assignment.

I want all of my "Haulers" to be hauling Items and Furniture and nothing else. I want all of my "Farmers" to be farming and nothing else. At the moment I have to set up labors for each dwarf individually - which seriously disrupts game flow whenever a wave of migrants appears.

Better would be to have a system of labor profiles. This has been discussed elsewhere, but I'll summarise:-

I designate a new "profession" (possibly with an associated tile color, but that's less important), let's say "Furnace Operator". I want all of my "Furnace Operator"s to have the Furnace Operating, Ashery Operating and Wood Burning labors enabled. Then I designate Dwarves X, Y and Z to be "Furnace Operator"s and the game assignes these labors to them. If I then go and add Item Hauling to the profession, that labor is added to the dwarves with that profession.

All of these tasks are already accomplishable in the game. All of this data is already availible. However, it is not availible in an easy-to-navigate flow-preserving fashion. I do not believe that these features would reduce the challenge of the game (manually tabbing through my dwarves to determine their happiness is not a challenge, nor is repeatedly assigning the same labors to a number of dwarves a challenge), but they would allow the game to flow more smoothly.

That's my 2p.

Apologies if I sound too critical. These flaws are expected in a game in-development, and DF is a fantastic game despite them.

TY and see you.

Back to the Elephants.

Mowglie.


9
DF General Discussion / Re: So i've started a YouTube channel
« on: August 02, 2007, 07:39:00 am »
Wow... that's pretty heroic...

Do immigrant miners/wood cutters come with picks/axes?

How are you getting by with only 3 planks of wood to build workshops with? Are you dismantling workshops as you go? I noticed that you had a Butcher's, a Tanner's, and a Kitchen in video 1, but had created items from a Craftsdwarf's Workshop in the second one.

Keep it up, it's very interesting!


10
Hi Paul.

Could you share with us the code you made to make horses drop adamantine? I'm experimenting with dropping lumber (and occasionally steel), but ITEMCORPSE doesn't seem to work when the animal is butchered.

Out of interest, did you have them drop wafers, strands, or bars? (or all three... O.o)

Thanks


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