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Messages - Sowelu

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7456
DF Bug Reports / Re: Game crashes at save
« on: October 08, 2007, 06:59:00 pm »
You have to be very careful with the way you back things up.  Only back up your saved game when you are not actually playing, for one thing:  Sitting at the main menu, or quit out of DF entirely, are safe.  Anything else will kill you.  Also, you have to be careful with the way you reload:  Don't overwrite your old region directory.  Delete it, and put your backup in its place.

It's not malice, it's just easy to screw up.


7457
DF Bug Reports / Re: Biodiversity and Lies
« on: September 22, 2007, 04:41:00 pm »
I thought I heard elsewhere that this was a bug--that there SHOULD be other trees, but there just aren't any defined for the types of land in that region that aren't right next to the river.

7458
DF Bug Reports / Re: Am I in Dwarfstrailia?
« on: September 28, 2007, 04:50:00 pm »
It's very useful to only map out a part of the world!  Off the map, anything could be happening.  Armies from nowhere!  Whole civilizations to repopulate the world once your insane adventurer kills every other sentient being!

In fact, who says we might not all be playing on the same planet?  A very, very big one.  Ring shaped maybe.  Watch it when you flood the world.

[ September 28, 2007: Message edited by: Sowelu ]


7459
DF Suggestions / Re: stand alone adtenture mode?
« on: March 11, 2008, 08:12:00 pm »
You've got a weird sense of "easy", there.

In any case, it's in the "Adventurer Skills Arc".  That is sometime in the unknown future, but certainly not before the current Army Arc is done.  Check some of the longer term dev notes:
http://bay12games.com/dwarves/dev.html


7460
DF Suggestions / Re: Army Arc - Barracks
« on: March 11, 2008, 08:16:00 pm »
Always in favor of more control and differentiation where squads are involved.

7461
DF Suggestions / Re: Totally useless bloat
« on: March 10, 2008, 01:42:00 pm »
You can already build custom floors over an existing floor, if I'm not very mistaken.

And of course you can mine out that blue wall and rewall with granite blocks.  THAT method doesn't require adding more bytes to the save files.  Of course there's still complications when you want to engrave, but I'm sure those will be fixed...someday.


7462
DF Suggestions / Re: Better "Cave In Physics"
« on: March 10, 2008, 01:40:00 pm »
There's a problem with this.  It doesn't allow for HANGING things.

Things must be supportable from above, too.

I think the original example was something like this:  Let's say you want to create a MASSIVE STONE AXE over your front door.  It looks vaguely like this, keeping in mind that I fail at art:

code:

#..#
#.##
####
#.##
#..#
#...
#...
#...


The bottom of the axeblade is ONLY touching blocks that are right above it.  So by any normal support rules, it's just going to fall.  I think the consensus is that that behavior is not desirable.

Of course you can also say "It's supported from above, and you can always support from above".  That fails too, though.  If you build a 20-tile-high tower and hang an ENORMOUS PYRAMID from it that's only connected by one tile...yeah...that should break off.

The one thing that your simple idea DOES allow for, at least, is arches.

code:

##############
####......####
#............#
#............#


And I like those very much.  I DO believe that rooms larger than 6x6 should need to be built in an arch type of style.  It encourages people to be creative in their architecture, or at least to build ginormous rooms (especially once your bedroom can be multiple Z-levels).

7463
Dwarves already eat bugs...live vermin that isn't a pet often gets eaten, alive even.  Or at least purring maggots do...

7464
DF Suggestions / Re: Personal Revenge!
« on: March 10, 2008, 08:23:00 pm »
quote:
Originally posted by jurassiced:
<STRONG>hell yes i think this could be coded by some here on the forums =P mod anyone? as i have just come back to playing DF im not really sure how to do much yet but this sounds like a great idea</STRONG>

Sorry, that's not how mods work...  No, it's not moddable at all.  Mods are only for new creatures, new materials, new reactions, new words.  Not new thoughts or autonomous actions.  But it is a good idea!

[ March 10, 2008: Message edited by: Sowelu ]


7465
DF Suggestions / Re: Uses for Water: Farms and Soap
« on: March 10, 2008, 02:21:00 pm »
After a lot of consideration I like both these ideas a lot!  Farming does still seem easy:  Needing more fulltime dwarves might be fun.

Problem, though:  Herbs are ALREADY too easy compared to farming.  I've never had that big of a fortress, but after a year my one herbalist is up to legendary, and there's HUGE piles of all outdoors plants sitting around.  This would just make herbalism easier by comparison, and then why would you bother to farm?  I guess farming would be a large-fort thing:  For when you have lots of dwarves and can afford to make 1/6 of them fulltime farmers.

Soap and tubs I very much like.  Who does the tub-filling and soap-fetching?  Seems like commoners would tolerate public baths but be overjoyed by a private bath, and would always fill their own bath.  Nobles on the other hand would be very upset by public baths, and would have someone else fill their bath for them.  This implies a new task, "servant", which just means they do these noble-placating things.  Tubs should perhaps belong in a bedroom, I think--that allows them to go in barracks, too.  And of course you can define a bedroom from the tub itself if you want.


7466
DF Suggestions / Re: Constructing nitpicks and more
« on: March 07, 2008, 07:57:00 pm »
Lighting is mostly a game mechanics thing and not an interface thing, from what I gather.  And you couldn't make pitch black things be -really- black on screen, since you're gonna remember where things are, and you can't be too mean to the player...

I liked how IVAN did lighting interfacewise, but then I like IVAN's interface in general.


7467
DF Suggestions / Re: moving goods to depot before traders come.
« on: March 07, 2008, 07:53:00 pm »
Well, sure, but historically a depot was the only easy way to cram infinite stuff into a small space!

7468
DF Suggestions / Re: moving goods to depot before traders come.
« on: March 07, 2008, 06:17:00 pm »
The reason this isn't allowed is because your trading depot can hold infinite stuff--it's an exploit to use it as a warehouse.

7469
DF Suggestions / Re: ballistas should be fired by military dwarves
« on: March 07, 2008, 11:25:00 pm »
'm'->'v' has to go, at some point.  That's my least favorite menu in the whole game.

...If this idea DOES work with an interface more like dwarf jobs, and that lets us control squads easier, I'd love it so much.


7470
DF Suggestions / Re: ballistas should be fired by military dwarves
« on: March 07, 2008, 05:50:00 pm »
In defense of the way it's set up now:  How exactly would you command a military dwarf to man that siege weapon?  The current way is -simple- if nothing else...and more interesting siege weapons (including mobile ones) are in the queue for later work.

I could see ordering a soldier to stand in the correct position by a siege weapon, and have that count as operating--or even assigning a squad to a siege weapon so it fires faster (due to many people lifting heavy things).  But it still breaks the current 'job' model, where soldiers have their one 'soldier' task...

Maybe there would be a 'siege duty' toggle near the weapon selection, but that clutters the interface and it's not all that clear...and besides you want a siege weapon controlled by whoever's nearby, and you probably want people to engage in melee once the baddies are close enough.

Try giving a more detailed suggestion on what the interface will look like, and how it will decide *WHO* exactly is manning that siege weapon?


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