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Messages - Insalubrious

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1
I basically just replicated this bug on accident with the following setup.  Now I can't do anything to stop the flooding, although nobody outside is drowing, which I find odd.  Here's a screen shot:

   

Edit: I figured out that if you put a stone pile outside of the door, you can walk in and out without flooding the fortress.  Is that intentional?

[ August 16, 2006: Message edited by: Insalubrious ]


2
DF General Discussion / Re: Decent game...but why no graphics?
« on: August 29, 2006, 02:33:00 pm »
Just hopping in to say it would be awesome to have a user customizable set of tiles.  I've been playing this since SA informed me of it and it's the only problem I have with the game so far.  I know it's in alpha so if this ever does happen it'll be sometime in the distant future, but it would definately open up some doors to people that would love to help improve the game in whatever way possible.  More manpower = even quicker development = cuter dwarves in a more sensible environment.  Graphics most definately appeal to the vast majority of game players and would only increase interest (and donations) to the game and would make it more popular, faster.  That said, I'm still playing it as-is with my fingers crossed, and loving it.   :D

3
Whenever I get started I like to completely set up a well organized cave system.  And then it crashes as soon as I decide where my canals are going to be dug.  That is, unless I save it first, then it runs fine.  I've had this happen to me three times so I'm assuming it's a bug.

4
DF General Discussion / Question about room sizes and collapses
« on: August 18, 2006, 01:20:00 pm »
How big can a room be and not collapse?  I've heard 6x6, but I'm not sure how this works with hallways.  Say I had a hallway 6xetc... Would it collapse eventually?
code:

XXXXXXXXXXXXXXXXXXXXXXXX-->ETC.
XXXXXXXXXXXXXXXXXXXXXXXX-->ETC.
XXXXXXXXXXXXXXXXXXXXXXXX-->ETC.
XXXXXXXXXXXXXXXXXXXXXXXX-->ETC.
XXXXXXXXXXXXXXXXXXXXXXXX-->ETC.
XXXXXXXXXXXXXXXXXXXXXXXX-->ETC.


code:

XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXX XXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX

Further Edit:  Everytime I edit this, I have to delete a bunch of font coding as well.

[ August 18, 2006: Message edited by: Insalubrious ]


5
DF General Discussion / Re: Well Bug?
« on: August 18, 2006, 12:50:00 am »
That would be absolutely amazing and I see no reason not to do it.

6
DF General Discussion / Well Bug?
« on: August 18, 2006, 12:44:00 am »
So I designed a couple wells in my soon-to-be PERFECT DWARF FORTRESS, and decided I wanted to move the wells.  Now I'm stuck with some stupid 1-tile cannel spaces that I can't delete and can't rebuild wells on.  Is this a bug, or is it fixable?

7
Why not just save-scum if you wanna be a whiney sissy about dying horribly in a game entitled SLAVES TO ARMOK: GOD OF BLOOD, CHAPTER II: DWARF FORTRESS?

And to reiterate: GOD OF BLOOOOOOOD!!!!!!!!
  :p

[ August 18, 2006: Message edited by: Insalubrious ]


8
DF General Discussion / Re: Help with starting skills/equipment
« on: August 14, 2006, 02:14:00 pm »
I just want to thank everyone again for helping me out so much.  It's coming together.  I have another question.  How do I get a fishery built?  I realize I have to give a dwart fishing/fish cleaning, but do I also have to set them with carpentry or masonry?  If I set them at fishing, all they do is fish and fish and fish, and don't seem to want to do anything with all the turtles they've caught.

edit: finally figured out that I had to set up a dwarf with fish cleaning and he went and set it up.

[ August 14, 2006: Message edited by: Insalubrious ]


9
DF General Discussion / Re: Help with starting skills/equipment
« on: August 14, 2006, 02:02:00 pm »
How do you impress them with a good dining room?  By detailing the walls?

10
DF General Discussion / Re: Help with starting skills/equipment
« on: August 14, 2006, 01:22:00 pm »
So, do the dwarves like larger rooms, or are they pretty content with just the bare minimum?

11
DF General Discussion / Re: Help with starting skills/equipment
« on: August 14, 2006, 12:46:00 pm »
Maybe I'll start them like this
code:

 ...
 ...
 XXX
  X
XXXXX etc.
  X
 XXX
 ...
 ...

and just fill the rooms out later..    :cool:

[ August 14, 2006: Message edited by: Insalubrious ]

toad: code tag reformat

[ August 17, 2006: Message edited by: Toady One ]


12
DF General Discussion / Re: Help with starting skills/equipment
« on: August 14, 2006, 12:30:00 pm »
Awesome, I ripped the wagons apart and got a bunch of wood.  Now I'm trying to make some sleeping barracks.

Alright, another question:  How big do my dwarves like bedrooms to be?

Would something like this be good?

code:

 xxx
 xxx
 xxx
  x  
xxxxxx etc...  
  x
 xxx
 xxx
 xxx

[ August 14, 2006: Message edited by: Insalubrious ]

toad: coad tag reformat

[ August 17, 2006: Message edited by: Toady One ]


13
DF General Discussion / Re: Help with starting skills/equipment
« on: August 14, 2006, 11:57:00 am »
Alright, downloaded the new version and giving this another try... and I have another question.  How do I designate dwarves to harvest wood from the wagons?

14
DF General Discussion / Re: Help with starting skills/equipment
« on: August 14, 2006, 12:19:00 am »
Does starting in the wilderness help with not receiving so many immigrants?  Or is peaceful a bit better cause there aren't maurading monsters and stuff like that?

(btw sorry about the load of questions, trying to get over the initial roguelike learning curve...)


15
DF General Discussion / Re: Help with starting skills/equipment
« on: August 14, 2006, 12:09:00 am »
How do I get idlers to actually do anything?  I'm clicking around, trying to set them up with jobs, and they just won't do anything I tell them to.

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