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Messages - Llamageddon

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16
Thanks for the update for the font monkey. It is looking a lot more pleasant to read and the right menu in the main view now takes up a lot less space.

The font looks so good but I must admit it is a bit cryptic at times. Takes a bit of concentration to read compared to more mundane fonts. Won't stop me using it though as it is part of the whole theme/atmoshere for me. It might be a bit of a hastle whilst you are still tweaking other elements of the tileset but I wonder if there is any middle ground between the 'hardcore' manuscript font and the conventional but mundane, typical fonts. I'm not sure if it is really possible without loosing a lot of what makes the font so interesting.

Certainly don't change it for any objects/creatures you are planning on representing just using letters, they are really great, especially as it is not so important that you are using literal a 'c' for a cat as much as it is that you are using a conceptual 'c' for a cat.

This is completely unrelated but when I was checking out the new font I discovered my dwarf  likes 'wagon' wood particularly. Imagine if he made a mandate with it.  ::)

@Kraiger, only thing I can think of off the top of my head is, are you using TWB plugin for DFhack? I am not sure but I don't think the manuscript font will work properly without it. Even so, loading to a blank screen sounds wrong. Do you know if it is not displaying or actually frozen? Could be a problem with DFhack initialising if it is the latter.

You could always try the vanilla font that monkeyfritz included in the 1.1 update, that should work with or without TWBT.

If you are using TWBT then I notice you still have [PRINT_MODE:2D] try [PRINT_MODE:TWBT] also I notice you have [GRAPHICS:NO] I am not certain about that one, as this is a tileset rather than a graphics pack but I have mine set to YES and it seems to be working.

17
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 20, 2018, 01:00:44 pm »
Nice mountain fort trib. Wish I could find a nice steep mountain like that to build in.

Those are certainly interesting bugs pikachu. I don't really know how to use the bug tracker either but they certainly sound like the sort of bugs most people would't have discovered easily.

I just thought I'd post about quite an interesting story from my fort I only found out was interesting after checking dwarf descriptions and reports after the fact.

So,

I met my first were creature, a were gila monster, one of a new wave of migrants actually transformed on his way to my meeting hall. I only realised what was going on after a child and another dwarf got attacked by him. Wasn't certain how were curses worked so after a brief trip to the hospital, and trouble getting the child to stop playing, I got them both walled off in a secure pit.

When the next full moon came they both turned and the child actually killed the adult dwarf. I didn't think much about this and also forgot about burying the adult's remains. I only noticed this when I realised the child had a bad thought from watching a relative decay. So I checked, turns out it was his mother, that he had killed in a were-induced frenzy. I also thought I recognised the name of his father, I checked on the corpse of the first were beast (which I had also not thought to bury), turns out that was his father.

So father attacks mother and child, infects them, get's killed. Mother and child turn, child kills mother and is left to watch her corpse decay in front of him and now has to be segregated from the rest of the fort for his childhood onwards.

This has to be one of the most tragic orphan stories ever. I certainly don't have the heart to kill him now, but he seems bizarrely happy just playing make beleive in a small dirt pit between montly transformations. I will definitely be setting up some caged goblins to be released each full moon to keep him entertained.

Were monsters need enrichment, I am a responsibly crypto-zoologist. :D

I'm sure he isn't really fine just playing make believe month on month, it must be some kind of post-stress coping mechanism. I feel kind of bad that he is stuck in a pit with a viewing gallery for the other dwarves to mawkishly gape at him.

Anyone want to give me any other ideas on how I can at least make this poor orphan's life of isolation somewhat fulfilling? I must admit he is turning out to be a surprisinly handy 'full moon clock'.

18
DF Dwarf Mode Discussion / Re: Burrows not working, please help :(
« on: April 20, 2018, 12:41:56 pm »
Thanks Diacety, that was informative advice, I'll try that out nex time. I didn't consider room quality.

Sorry Patrik. Yeah I know it was a bit of a stretch, but one was more about containing were beasts/getting dwarves to move on command and I was hoping this one would get me more answers specific answers about how burrows work. I also wasn't sure which of the forums were the most apropriate for each question.

I will refrain for posting two similar topics in future. I realised I was probably going to get similar answers and as I couldn't delete posts I quickly edited this one to let people know it was redundant, but now I review what I had said I realise that wasn't very clear anyway.

19
Thanks for all the tips, has made it a lot clearer. I didn't think of 'playing' being a uninteruptible need fulfilling job. I just had to hack the child to death in the end :(. Then I decided to relaod cos I felt too guilty. DF hacked him into the pit (so felt cheaty for that) and when he turned he killed the other were gila monster. Actually turned out there was quite a dramatic story to it all which I'll eleaborate on in the appropriate forum.

Thanks again for the advice. I will be much less frustrated next time as I understand what the trouble was now.

20
Well I am loving it. Those dwarves are still so wonderful, I love their faces. The mapgen looks really pretty with your tileset too and you colour choices are a really refreshing change. I like how the table and chairs have evolved.

I also really like the font. It looks great but I would love to see a thinner typeset. The text takes up huge ammounts of screen space and is harder to read because it is all so spaced out. Do you think you could make a less square font?

For instance, workshop text goes off the edge of the widest tab available.

Spoiler (click to show/hide)

You can see how big the spacing is on the embark blurb.

Spoiler (click to show/hide)

And how it can take up over a third of the screen.

Spoiler (click to show/hide)

I do love it though, the text spacing is my only real gripe. The font goes really well with the theme. Plus there might be some simple init/twbt setting I am missing that could help with the character spacing.

Cats also seem somehow cuter with your olde English font. :D I'm enjoying playing it closer to it's ascii roots. I could tell horses, dogs and cats straight away. Though if you wanted to make them more pictographic yet abstract in the style of you dwarves, chairs, stairs etc. I reckon that could work also.

Anyway, I decided to have a break when summer came. This is my very quickly built ad-hoc fort so far.

Spoiler (click to show/hide)

I'm looking forward to playing more and seeing how you choose to develop it further. Great work.


21
Yeah, I got a bit worked up about this but only because it had been going so well till then. I did try a civilian alert many times with differently assigned burrows. The child would not stop playing make believe no matter what. That is all that was annoying me really. I accept were people infestations as part of the game I just felt it was unfair that the game mechanics were getting in my way rather than my own poor choices.

Thanks for the help though.

22
I'm just trying it now, but I thought I should mention, your DFFD description for TWBT could be a bit misleading. It doesn't seem clear that you should make the font manuscript.png and the graphics font StainedGlass. So far I only have good things to say but I will reserve that after having played a bit more. Great work.

23
This is really getting on my nerves. I can just about wall off the child, though due to travelling diagonally I have to build 12 walls just to stop him leaving one stockpile. I had a bright idea and built a lever and set it so  only he could pull it, told him to pull it and he decides to play make beleive for 20 days solid!

Is there basically no way to get a child to move where you want them to at all? I just thought there would be a neat solution. :(

Edit: And apparently restricted areas mean absolutely nothing to children for some reason.

24
Is it just that children tend to ignore burrows/alerts then? This is going to be a real hastle but I guess I can try and wall off my stockpile in time. Thanks for the reply. Is annoying that the burrows don't actually seem to work how they are described in the wiki.

25
DF Dwarf Mode Discussion / Burrows not working, please help :(
« on: April 19, 2018, 04:56:59 pm »
Edit: I posted this in gameplay questions. The answer seems to be 'No, you cannot get a child to move anywhere you want. Just wall off half your fortress.' this has really got on my nerves.

I have two were-beast dwarves. I am trying to wall them off somewhere save. Have set up a burrow, assigned them to it, put other dwarves in a seperate burrow, tried activating alerts etc.

The adult dwarf seems to at least hang around there, if I put a meeting area in, but the child just will not effing stop playing in a storage area nearby. Have had to save scumm already. I cannot get them there and it is driving me crazy.

26
I have just had an encounter with my first werebeast and I am pretty certain a child and another dwarf were infeted. I have made a nice pit for them to transform in and will wall it off.

My problem is I can't get them to go there, well mostly the child. I have designated it as a burrow only they are allowed in, set up a meeting area and the adult is chilling there quite hapily. The damned child is playing make believe a room away and the full moon is about to start. At this point I think I will have to save scumm as I only have 6 days to get the child there and build a wall.

Am I doing this wrong? What is the best way to confine dwarves to an specific area for something like this? I assumed the burrow thing would work but that child is very realistically simulated and just won't cooperate. ;)

BTW, I have also tried assigning the two dwarves to that burrow and activating a civilian alert. The child is still obstinate (or just staying in a burrow he is not assigned to during the alert).

Edit: This is driving me crazy. Now they everyone seems to be just ignoring a civilian alert but I assume they will just use both burrows interchangeably rather than the one they are assigned to. I could assign a barracks but I can't put the child in a squad :(. I could assign it as a pond to try and get them filling it up but I assume that yet again that won't work on the child and they wouldn't be staying still anyway.

The DF wiki talks about a Day Care solution under Stupid Dwarf Tricks: http://dwarffortresswiki.org/index.php/DF2014:Stupid_dwarf_trick#Day_care

but I have assinged the kid to that burrow and nothing is happening. What a waste of my evening, can't even progress in the game.

27
DF Dwarf Mode Discussion / Re: Relicdips
« on: April 19, 2018, 01:39:24 pm »
Inspiring. Love the ambition of what you build, particularly build up and out with your fort rather than down. Out of interest what is your framerate like on a fort like this?

P.S. Your lava shark was astounding!

28
Not really sure what this depends on but do you think the next update will be compatible with saves from 0.44.09 or should I not get too attached to my current fort?

29
Yeah, thanks for the progress report and for your time.

30
You probably need to edit the the init file. If I were you I'd just install Meph's v2,3 or 2.4. It should do all the work for you. What you probably are having trouble with with a manual install is the init file (data>init). Compare yours with the Meph install. You'll need to make sure the correct font is loading. Look at these lines:

Code: [Select]
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:font.png]

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:font.png]

You can either change the 'font.png' to the name of the font you want or just rename that font to 'font.png'

Next thing to look at is these lines.

Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:Meph_32x32.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Meph_32x32.png]
[GRAPHICS_BLACK_SPACE:YES]

If you are using DFHack and Text Will Be Text plugin for it then you also need to change PRINT_MODE: to [PRINT_MODE:TWBT]

If you try the LNP installer it makes editing the init a bit more intuitive but might complicate things for you. However I still recommend using one of the pre-installed packs, make sure that is running fine then compare what you are doing with the files there.

Good luck

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