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Messages - Urist McFumbler

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16
Really, why all the hate. OP made a valid point: Our criticism of the development of DF ought to be permitted to extend to how Toady makes the game, not just what he puts into it. He won't have to listen to it, it IS his creation after all, but why shouldn't we be allowed to discuss alternative options?

What are you going on about?

We are just giving the OP some constructive criticism based on what we know and have read on this forums, if you think that's hate, you haven't been involved in any flamewars before.

17
Apologies, I have tried my hardest not to get involved in this kind of threads as it almost always turn into flamewars.

But IMHO, to the OP and others that think like him,

Why don't you spend your time to make your own game for 4 - 6 years to get what you want instead of wishing for something that has been categorically denied by the owner and coder?

If you can't be bothered to do it, then why bother imposeing what you want on someone else saying that it's valid criticism.

In essence, do it yourself if you think you have a better way.

18
Complex of course, or else I would stick with Simcity or something else.

Of course we must always remember the inherent correlation between complexity and loopholes aka bugs.

The more complex any system is the more susceptible it is to loopholes. That's why we are here, to help test it out until everything loophole is plugged.

For free (unlike a lot of games nowadays where you do the same after paying a sum of money :P ) and while having fun.

19
DF General Discussion / Re: I think I've met my match with this game.
« on: July 16, 2010, 11:39:53 pm »
A couple of tips I use personally:-

1) No such thing as redundancy in DF, if you have 1 workshop have 2 dwarfs with the relevant skills enabled, if you have 2 workshops always have 3 to 4 dwarfs with the same skill enabled. You never know when the cheeky little buggers decide to sleep, eat, take a break or worse go pick up a sock.

2) Make sure that each one of your dwarven population have a two or three skill sets instead of specialization, you never know when your super duper Legendary Weaponsmith might die, go insane, berserk or just generally flunk out and you need a replacement.

3) More is better, more food, more drinks, more of everything, always have spares ready just in case.

4) Make sure to settle one level at a time, close the gaps to your fortress and make sure it is secure. The whole danged world is out to get you.

5) Military, never too early to start them. You WILL need them. Unless you turn off invasion or use Runesmith to smite every creature in sight. :P

6) Contrary to belief Elven caravans do not bring better and more tame creatures to sell if you make them happy. They just bring more junk instead.

7) If you have FPS issues do not mess with flowing water or magma.

8) Make sure you know or remember some of your dwarven population preferences so that you can choose a not so demanding Baron when the time comes.

9) A weak hammerer and sheriff will make your life less miserable.

20
DF Modding / Re: DFHack 0.4.0.2 - tools and memory access library
« on: July 14, 2010, 11:31:04 pm »
Hmm...

What would it take for you guys to set it up so that future versions of dfhack.dll are compatible with previous versions of software such as Runesmith?

There might be bugs when certain software tries to access things that *aren't there anymore*, but if all that's changing is memory offsets, shouldn't that only need to be updated once?

As far as I can understand it

If Toady does not do any drastic changes in the raws, I believe this would be no problem.

Unfortunately, drastic changes will happen so everything has to be checked and rediscovered.

Hence the delay.

Runesmith relies on the same offsets as DFHack.

DFHack uses some of the same offsets as DT.

There is interdependency and reliance but they are all unique.

But then again I might be wrong again. :P

21
DF Modding / Re: DFHack 0.4.0.2 - tools and memory access library
« on: July 12, 2010, 10:35:36 pm »
Should be fixed now...

http://github.com/downloads/peterix/dfhack/dfhack-bin-0.4.0.3b.zip

Thanks peterix.

If it was possible I would like to volunteer my services in updating DFHack during the various DF updates, as I am residing on GMT +8 which means I can work while you are asleep. :P

However I am quite illiterate (I only have 1 year course in C++ programming 10 years ago) when it comes to programming and hacking, if you have the time, I can get together with you on irc  or whereever you choose and learn the steps to help you out or at least do the preliminary work for you to just add in.

PM me if you are interested

22
His a man not entitled to his sleep?

*Updated* 0.31.10v00

LOL thanks again. Now you can go back to bed since Toady has done the same no more ninja patches :P

23
Thanks again for a very quick followup on updating Phoebus.

24
DF Modding / Re: Runesmith - A DC like tool
« on: July 08, 2010, 08:06:20 pm »
I cant get this thing to work. It keeps telling me there's not a suitable process. What's the secret to running it?

Which version of DF are your playing? 40d or 0.31.08?
PC, Mac or Linux version?

25
DF Modding / Re: Runesmith - A DC like tool
« on: July 08, 2010, 07:46:04 pm »
We can replace any inorganic material with any other inorganic material and same for organics. Changing between the two looks slightly more dodgy but without trying I couldn't tell you how successful it would be. Though I haven't been on IRC for a while so things may have changed. Main reason it isn't in Runesmith yet is because It involves the fun task of building a nice list of pre-defined materials you can choose from and I haven't had the energy to finish tackling it.

Glad to see that I was wrong.  :P

26
DF Modding / Re: Runesmith - A DC like tool
« on: July 08, 2010, 07:32:14 pm »
I can't wait for mood material editing!

Doubt it will happen anytime soon.

Based upon what I have read and can see and tested myself, no one has figured out how the code relates to material and how it all works not sizeak nor peterix the lead on the DFHack project.

I might be wrong though since I am not on the DFHack IRC channel


27
I find it funny that we are discussing net or forum etiquette on this thread.

Especially when the specific etiquette in question is about a snarky answer to some poster not bothering to read the entire thread.

Don't you all think that this line of discussion is actually making the situation worse by bloating the thread with unrelated discussions?

I would request that the current discussion be moved to a new thread.


28
how do u install it?

Just a FYI.

This version of the mod is already out of date.

DF version 0.31.08 came out on the 19th of July and Phoebus updated his/her mod on the same date.

For your convenience here's the new link

http://www.bay12forums.com/smf/index.php?topic=57557.0

29
DF Gameplay Questions / Need some help
« on: June 20, 2010, 10:03:40 am »
I have a fort that I started way back in 0.31.02 which is now currently in year 8 which is one of my more persistent forts.

Unfortunately recently since 0.31.06 to the most recent 0.31.08 it keeps crashing at a certain point.

The crash report is as follows:-







Savegame at DFFD http://dffd.wimbli.com/file.php?id=2550

I have tried the following:-

1. Stopped and suspended all tasks;
2. Used Dwarf Therapist to make all dwarves idle.

Crash still occurs. Unable to figure out what the heck is wrong.

Can anyone help identify the problem?

I really want to continue on with this fort.


30
DF General Discussion / Re: This game needs a tag line
« on: June 13, 2010, 11:15:52 pm »
Dwarf Fortress: Welcome god!. They live and die at your command.

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