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Messages - Pistolero

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62
Yeah can't find it. I'll post it. Oh, c:\users\superpredator\appdata

63
DF Gameplay Questions / Re: Ordering all dwarves inside?
« on: June 30, 2010, 01:47:40 pm »
Can also cover two separate locations with one burrow, it doesn't need to be continuous.

How would that work?

I have 2 major areas in my fortress. The one on the first z-levels and the one at the botton, with the magma forges. I created a new burrow enveloping the two areas (and that included all the stairs in between). Had I set the burrow this way without eveloping the stairs, would my dwarves travel between the 2 areas?

No, and if they try for some reason, you'll get job cancel spam.

64
Really stupid question but I can't solve it myself.... nor can I find an answer in the last several pages of this thread (went back till people were talking about .06 and 5.4), hoping someone can help.

I load DT, none of the 'social', 'labors', or 'military' tabs appear, nor does the button to open them. If I try to 'group by' anything, it crashes. It connects and reads the dwarves fine, shows that I have my starting seven, I just can't see their labours. How do I get the tab up? Labors and social open automatically on my desktop... just not on this comp.
Sounds like your main settings file got screwed up. Try this...

1) In DT, locate the "Windows" menu at the top
2) Hover over the sub-menu called "Docks"
3) If not checked, check the "GridViews" item
4) Once the "GridViews" dock opens up, make sure you have 3 greyed-out entries in the list of views.
5) If the list is empty, re-download DT because that should never happen
6) If there are entries in the list, we need to delete your settings file

If we need to delete your settings file it can be found in your windows profile folder. This depends on which version of windows you're on, but you can start by opening an explorer shell and entering %APPDATA% as the path. It should jump to your AppData folder and allow you to see the UDPSoftware folder. Inside that is the DT settings file. You can safely delete it, and restart DT. The default views should be back.

Yeah that's it. No entries in the list. However I've downloaded and installed 5.4 twice, 5.5 twice,and 5.6 three times, so I decided to follow the rest of your instructions before I tried it again, and cannot find the udpsoftware folder in appdata or any of the subdirectories, which is probably the origin of the issue? Using windows 7. Thanks btw, for the help and for the awesome utility :)

You want me to post a report with the log etc or no big deal?

65
Well, what computers are you using? Some specs would be nice, or at least an OS.

Well I just assumed there was an easy solution that I couldn't find, like a keyboard shortcut to bring up the tabs. If it's a real issue and not just my own ineptitude I'll go post a bug report on the DT forum.

67
DF Gameplay Questions / Re: Ordering all dwarves inside?
« on: June 30, 2010, 11:48:16 am »
Can also cover two separate locations with one burrow, it doesn't need to be continuous.

68
DF Dwarf Mode Discussion / Re: Insane invasions
« on: June 30, 2010, 11:28:24 am »
I've only ever seen the red line out of like 30+ worldgens. Never a war designation...

It's pretty infrequent.

69
Really stupid question but I can't solve it myself.... nor can I find an answer in the last several pages of this thread (went back till people were talking about .06 and 5.4), hoping someone can help.

I load DT, none of the 'social', 'labors', or 'military' tabs appear, nor does the button to open them. If I try to 'group by' anything, it crashes. It connects and reads the dwarves fine, shows that I have my starting seven, I just can't see their labours. How do I get the tab up? Labors and social open automatically on my desktop... just not on this comp.

70
Irrigate, entrance corridor+depot, workshop hall, dining and dorm, workshops. Migrants arrive, defense, magma channels if I have a volcano, move stockpiles inside.

71
DF General Discussion / Re: Architectural Styles
« on: June 30, 2010, 08:33:00 am »
Big rooms are efficient, but they look bad.

Personally I prefer to keep my industries bleak and hopeless, while having everything else decorated and whatnot. I want to make a fortress that is completely divided (using burrows) by industry, with the food industry up top, with hatches or something to drop food down. Would make for an interesting design.

I do the big room because I like how it looks :(

I just imagine this huge dwarven hall where a blast of heat hits you in the face as your ears fill with the sound of ringing hammers while dwarves haul massive bins full of steel battleaxes off to the stockpiles. Where they are graded and anything not considered a masterwork is sent back to the hall for melting down :P

Tiny elephants , barely visible way down the far end of the great hall, being led around by handlers as they are trained for war. Ramps leading down to the warehouse pits, bins full of raw ore being carted up, bins full of shining steel being carted down, dwarves yelling, dwarves working, dwarves rushing through.

Of course, if you picked up the save and looked at it you'd probably see a big ugly room in all different colours with rough walls and a ton of wasted space on the zlevels above it.

Great game.

72
Embark size is the biggest factor for me. After mining out my first farm plot and opening up the irrigation my fps is usually around 120. On a 2x2 embark its closer to 270. I was hesitant to try it for quite a while, thinking 2x2 would be too small, but it's a surprisingly large area, and with appropriate world gen parameters I can still get steel, glass, and a volcano.

The only other anecdote I have regards animals. I'm pretty sure something else was going on here, but my fort was getting a bit older, FPS was around 40, I butchered a dozen dogs and fps jumped to 67. I don't think twelve dogs could have that much effect though so I'm guessing something else happened that I am unaware of.

73
DF Dwarf Mode Discussion / Re: Reclaim Fortress fail
« on: June 28, 2010, 02:01:24 am »
armored foes with weapons possess a logical advantage over unarmed, unarmored dorfs in the current version.

However it IS a pain with the way they behave sometimes. Woodcutters throwing down their axes to attack with their teeth when you activate their squad and such.

74
DF Gameplay Questions / Re: Worldgen Questions
« on: June 26, 2010, 07:32:22 am »
Turn up the erosion cycle count. You probably need volcanism variance too. Be aware that you probably won't get much flat ground if you use that method to create river canyons. Why limestone if you don't mind my asking?

Sorry just noted that you're aware of river canyons... not sure exactly what you're looking for in that case. River tributaries all start in the mountains so you shouldn't be having any trouble finding them there...

75
DF Gameplay Questions / Re: Strange wound?
« on: June 25, 2010, 07:16:44 pm »
I like referring to wolf bites as papercuts.

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