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Messages - brilliantazure

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DF General Discussion / Re: Future of the Fortress
« on: October 20, 2012, 04:43:22 pm »
Ok, this is completely off the topic of trees and whatever, but something I've been wondering for awhile is whether or not there are currently plans to make instruments usable, perhaps via some sort of musician job or simply as some sort of idle action when dwarves are sitting around in meeting halls. I think it would be neat to have dedicated bards, perhaps even whole bands, playing in designated meeting halls and providing happy thoughts.

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DF Gameplay Questions / Re: Specific dwarf statues?
« on: March 11, 2012, 07:56:35 pm »
All very good ideas! I've also noticed that the dwarves tend to like to make "statues of dwarves" that are actually about the founding of the fortress, which functions pretty well for my purposes. But in my hours of studying dwarf statue making, it seems like it would be easy to tweak the system by appointing them to noble positions or simply by switching their jobs.

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DF Gameplay Questions / Re: Specific dwarf statues?
« on: March 11, 2012, 02:06:17 pm »
And it's stuff like that that makes me LOVE this game. Sadly, I don't think that's going to happen at this point. :-\

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DF Gameplay Questions / Specific dwarf statues?
« on: March 11, 2012, 12:59:02 pm »
I have a dumb, somewhat superfluous question and I'm pretty sure I know the answer, but I like imposing on the DF community whenever possible! :D

My question is this: I was hoping to put statues of the embarking seven dwarves in my entryway, but obviously it's VERY difficult to get statues of specific things. I have made about 50 statues at this point. About 30 of them are of the same dwarf (probably a historical figure since it's not one of mine), I've gotten TWO of my embarking seven, but that's it. And the more dwarves that come in (and the more events that happen), the less chance there is of me getting those last five. So is there a way to nudge the dwarves on statue subjects? Or some kind of trick to increase my odds of getting the subjects I want?

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DF Gameplay Questions / Dwarves refusing to bury dead war dog
« on: March 07, 2012, 01:56:27 pm »
So I had a war dog recently die in my danger room. I had not prepared for this mishap, so I did not have a burial hall prepared, so I had to dig one.

Unfortunately, after digging one and putting in some coffins for pets (they even used one to bury a pet keet, whatever the hell that is, so I know there's nothing wrong with the tomb), they refuse to bury the dog. It's just laying in the dirt, a skeleton by now. It WAS on a refuse pile, but I got it off there after reading that they ignore pet corpses on refuse piles. Unfortunately, that doesn't seem to be fixing the problem.

At this point, the pet owner is already beyond miserable so it's more for my own benefit, but this happened once before in a previous fortress and I really would like to know what the hell is wrong with my dwarves and why they hate my poor militia captains and their dogs so much. The poor guy is going to kill himself at this rate.

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DF Modding / Maybe mod suggestion: Musicians?
« on: March 02, 2012, 02:15:38 pm »
Ok, so I am a complete (and I mean COMPLETE) ignoramus when it comes to modding and programming in general, so bear with me. I also am extremely new to the dwarf fortress community, though I have been playing the game for years, so I apologize in advance if I break any rules or infringe on any common etiquette.

What I was wondering is this: how possible would it be for a mod to add jobs? Like, completely new jobs? I've always had this idea that, since Dwarf Fortress already contains instruments and musical aptitude, that it shouldn't really be that hard to implement a music system into the game. It could range from something incredibly simple like a dwarf playing music in their downtime to something more complex, like a dedicated profession in which a "bard" would go to the nearest meeting room and play for anyone who will listen, or even perform concerts in designated concert halls. Musicians could grant thoughts (happy for good performances, bad for bad performances) to anyone who listened.

I imagine this is somewhere in the development possibilities list someday, but I'm guessing it's extremely low in the list (as it should be given all the awesome stuff that's being added), but it's something I feel would add a lot of nice flavor to the game, so I decided to turn to the community and see how possible adding something like this in a mod would be. I know enough about programming and modding to know that something that seems simple is usually absurdly complicated, so I am not really holding out hope that something like this is even possible, but I thought I would explore the option anyways.

Let me know what you think!

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DF Gameplay Questions / Re: Finding aquifers?
« on: June 18, 2010, 01:09:25 am »
Ah, yeah, I misrepresented that. I went a click south, saw the aquifer, and picked that site. So by my understanding it should be on my current map.

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DF Gameplay Questions / Finding aquifers?
« on: June 18, 2010, 12:50:31 am »
Hey gang;

I know this goes against just about every other aquifer question about there, but...how do I find an aquifer?

The story thus far: I started a desert map with a volcano, hoping to make, basically, a glass fortress. I found an absolutely perfect map with a great setup...mountain in the corner for me to start the fortress, volcano in the mountain, an abundance of sand and desert outside even with a plethora of shrubs to pick for food. It has very few trees, but...well, I can trade for wood. This was not something I didn't prepare for.

When I was picking this area on the world map, I went a click south and suddenly it showed an aquifer that wasn't there before. This was actually a good thing since I assumed the aquifer would be on the south end of the map and I could excavate it and use it for a water source. However, upon exploration I am convinced the damn thing doesn't exist. I've excavated the south quarter of the map and all I have is sand (the aquifer is supposedly in the sand level),

My question is this: how do aquifers work? Can they exist in a single square? And if that's the case, do I have to find that ONE square to find the water? Is it possible the map said there was an aquifer but there isn't? What's my best bet for finding this aquifer and saving my dwarves from a grizzly death?

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I'm also having a problem with the new .5.4 build. I had gotten .5.3 to work with the newest .36 build of Dwarf Fortress by putting in the .ini file, but when it told me to download the new version of Therapist, it suddenly would not connect to Dwarf Fortress. It refuses to acknowledge that DF is open.

Edit: It should be noted that I am mildly computer illiterate, so if there's a post with an obvious solution to the problem and you don't feel like spelling it out to moron noob number 1,304,837, by all means just link it and I will attempt to solve the problem myself. '^_^

Edit Edit: It turns out I am an idiot. Updated my graphic set (Pheobus...just noticed the post above me) and redownloaded DT (perhaps unnecessary) and it worked. Sorry for my ign'ance.

10
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 04, 2010, 02:32:44 pm »
Excellent, Toady. You never cease to amaze me.

Has the hunting/ammo bug been fixed yet? I haven't noticed it being addressed in the patch notes and so far it's the bug that has bothered me the most since I generally made hunting my primary source of food.

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DF Gameplay Questions / Empty bins and messy stockpiles D:
« on: December 21, 2009, 12:36:44 am »
Ok, so I've been playing this, frankly, fabulous game for awhile now and sometimes it just baffles me. Case in point. I have a hugely messy stockpile and it took me forever to realize why...I have a bunch of crafts and bins...but none of the crafts are IN bins. In fact, the bins are /empty/.

Why would this be? Any ideas?

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