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Messages - Dral

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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.

2
DF General Discussion / Re: Help Getting Started in Linux
« on: November 07, 2010, 12:26:09 pm »
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  :D

I have a few questions. For comparison, I'll list my answers, too:

From which URL did you download the version you're using?
http://www.bay12games.com/dwarves/df_31_16_linux.tar.bz2

What did you click / type to extract / install that downloaded file?
Code: [Select]
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)

What do you click / type to run Dwarf Fortress?
Code: [Select]
~/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".)

What's the output of
Code: [Select]
uname -a for you?
Code: [Select]
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.)

3
DF Modding / Re: Poisoned weapons?
« on: November 04, 2010, 03:09:31 pm »
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?
nether caps are GREAT insulation, someone in another thread said nether cap gauntlets prevent the boiling, and can possibly lower damage from magma!

I believe this is due to Nethercaps having a fixed temperature of 10,000U. Always.

Ah, so they maintain that temperature by magically destroying/generating thermal energy? Hmm, useful until frostbite is implemented. Thanks.

4
DF Modding / Re: RantingRodent's Dwarf Fortress Raw Patcher
« on: November 03, 2010, 01:07:51 pm »
Sounds spiffy.

Is there currently (and if not, do you plan to add) a way to allow mods to delete tags from existing objects? Also, a way to delete entire existing objects?

5
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.

Perhaps a change of spelling would improve things: Lollygagging

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.

A quick google for that error number turns up many results, such as Deleting a corrupt folder (error code 0x80070091).
Even if you still decide not to play DF again, I still recommend trying to isolate whatever caused the problem and cleaning up after it.

6
DF Modding / Re: Poisoned weapons?
« on: October 31, 2010, 09:31:52 am »
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?

7
DF Modding / Re: Minor stone management mod
« on: October 31, 2010, 09:27:58 am »
If you have all of the required reagents, the reaction is automatically queued. Like tanning hides, or rendering fat.

Hmm, sounds useful but what needs to be done to give the player an option to enable/disable a custom [AUTOMATIC] reaction the same way that hide/fat/etc processing can be? Or, is that option automatically added?

8
DF General Discussion / Re: Dwarven Creation/Astronomy Science
« on: October 28, 2010, 04:26:28 pm »
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.

Err, that's close but I just checked and it's "Dark"->"Light" and "Subterranean"->"Above Ground" that I've never seen reversed. You can switch freely between "Inside"<->"Outside" with constructions (wall and floor, maybe others) in the higher Z-levels.

However, dealing with the main point of your post:

As any real Dwarf will tell you, exposure to the glare of the sun is damaging. If (as you note above) even rock is affected by direct exposure, I suggest briefly exposing a small area of land then ensuring that it remains covered and studied by future generations. Perhaps, with the passing of the ages, even rock can heal.

Another experiment that requires less patience is to channel some magma and some water outside and then back in before joining the two flows. Note that the result is normal ("Inside", "Dark" and "Subterranean") obsidian. Perhaps all rock heals eventually but "fast" (liquid) rock heals very quickly.

9
DF General Discussion / Re: Great things that start with "M"
« on: October 27, 2010, 06:31:30 am »
Maliciously Menacing Mechanisations.

10
DF Modding / Re: Moding races questions about trade.
« on: October 21, 2010, 12:40:16 pm »
Is your civ at war with theirs?

11
DF Modding / Re: Trading with multiple civs
« on: October 21, 2010, 10:39:11 am »
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

If this is done with Elf entities, will they eat each other's fallen corpses?

12
DF General Discussion / Re: SDL, Legacy???
« on: October 20, 2010, 05:49:24 am »
Huh? Is there a button to increase fps limit on the fly or what?

Off topic but:

Key Bindings -> General -> Increase FPS Limit

Same for "Decrease" and the default bindings are Alt+Equals and Alt+Minus.

13
DF General Discussion / Re: On Night Creatures and "Proper Burial"
« on: October 15, 2010, 03:40:43 am »
{wall of quotes}

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 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."

14
DF General Discussion / Re: Print Mode
« on: October 14, 2010, 01:43:39 pm »
I never had the impression that the graphics were killing fps but the huge amount of pathfinding and other calculations.

Am I the only one that read that and thought of OpenCL?

I am? Oh. Sorry. I'll go back to my cave now.

15
DF General Discussion / Re: On Night Creatures and "Proper Burial"
« on: October 12, 2010, 12:21:54 pm »
I didn't notice any mention of pet burial yet. Should a tightly closed door slow down a zombie dog? What about a squirrel revenant?

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