1
DF General Discussion / Re: Dwarf Fortress Talk #14: Feedback
« on: May 31, 2011, 12:04:41 pm »
When you get to vampire stuff, you may find http://en.wikipedia.org/wiki/Comparison_of_vampire_traits useful when picking optional traits.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
I have been trying to get DF to run in Ubuntu and keep getting " ./libs/Dwarf_Fortress: 1: Syntax error: "(" unexpected " when i try to open it. Any ideas?
Also - It is probably worth noting that i am VERY new to linux (as in today), I just thought that DF was the right thing to get running first
tar xf df_31_16_linux.tar.bz2 ; mv df_linux df_31_16_linux (and edit init.txt to change print_mode to text)~/df/df_31_16_linux/df (Ok, that's a lie. I wrote a script that runs the most recent version after ensuring that LC_ALL is set to "en_GB.utf8".)uname -a for you?Linux roger 2.6.27.7-smp #2 SMP Thu Nov 20 22:32:43 CST 2008 i686 Intel(R) Pentium(R) 4 CPU 1.70GHz GenuineIntel Gnu/Linux Yeh, old. I've been meaning to upgrade to Slackware 13.1 for a while.)
nether caps are GREAT insulation, someone in another thread said nether cap gauntlets prevent the boiling, and can possibly lower damage from magma!make the metal boil at body temp and make the syndrome activate when inhaled (you need to make your dwarves wear nether-cap gauntlets or something like that so that they don't kill themselves by picking up the bolts)
I'm sure I'm missing something obvious but what would stop these bolts from boiling when handled by dwarves?
I believe this is due to Nethercaps having a fixed temperature of 10,000U. Always.
Sorry to be a pain OP, but have you considered that maybe your avatar image is not so appropriate for this forum?It's really a mixture of the image and the text underneath it that makes it offensive.
When the initial crash happened (In the game), I decided to make a new region, but when I tried to load up the region (after it was created), the application crashed. So I remade the world and deleted the old one. THat one crashed, too.
Then everything went to hell from there.
When I got back online, I deleted the DF folder, but the region 1 file won't delete entirely. There is a 0x80070091 error that pops up when I try to. I'm also doing spyware scans and a chkdsk scan, and nothing malicious is coming up. And now that I deleted the DF folder and restarted the computer, everything is working normally again. It's just that one folder that I can't delete now.
make the metal boil at body temp and make the syndrome activate when inhaled (you need to make your dwarves wear nether-cap gauntlets or something like that so that they don't kill themselves by picking up the bolts)
If you have all of the required reagents, the reaction is automatically queued. Like tanning hides, or rendering fat.
It is a known fact that once light has touched a location in DF, it is forever deemed "outside" and "light". The underground is dark and subterranean.
There is no way to get the game to do exactly what you want. A single entity will only be represented in your Fortress Mode game by a single civ of that entity.
What you can do is duplicate the human, elven, dwarven, etc entities (in the entity_default file) so you have an [ENTITY:PLAINS], [ENTITY:PLAINSTWO] etc. Each duplicate is capable of sending a caravan to your fort once per season. This requires a new world though.
Ahh cool thank you.
this is also a way to get a dwarf on dwarf war going if you try hard enough
Huh? Is there a button to increase fps limit on the fly or what?
{wall of quotes}I agree, it's probably an easier option for Toady to have something like a raw configurable "X player-dwarf rotting/unburied corpses triggers night creature attacks (not quite sieges) and increasing in severity for every Y player-dwarf rotting/unburied corpses."
Ah, I think I see what's going on. Those are both good points by themselves. But the deal is that all the zombie discussion--and I mean all of it--spawned from the fevered minds of Dwarf Fortress players, and we do not know what real features will be put in.
From the available information, night creatures can do things that mess up corpses. The implication is that corpses are a problem if a night creature is involved. The majority of corpses should behave as normal.
And, I'm just guessing here, but players who keep an eye on things might notice when there's a risk of corpses being dangerous. It could be like goblin snatchers: observed night creature activity alerts you that you need to do something, but occasionally they get by stealthily (note the discussion of invisibility in Threetoe's story) and you discover the problem too late.
Thus, whether my suggested mechanism is exactly right or not, proper burial would be encouraged. The consequence would just be risk: something bad might happen someday. And, I might note, this is the sort of random risk we expect from a game like this.
(And to reference Xenos, who wrote while I was typing: indeed, another mechanism would be that the risk depends on surroundings.)
--Rexfelum
I never had the impression that the graphics were killing fps but the huge amount of pathfinding and other calculations.