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Messages - RiderofDark

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181
DF Suggestions / Remove the (Tame) from tamed creatures
« on: February 18, 2011, 11:30:40 am »
Wild creatures are neither stray nor tame. Domesticated creatures are. But those two terms are redundant, at least with how DF sees it. Adopted animals still keep their (Tame) tag, but non-tame animals can't be adopted. So having it on adopted animals is moot.

182
DF Suggestions / Re: Player Rewards
« on: February 18, 2011, 11:12:39 am »
If any sort of achievement system were to go in place, I think it would be best suited in-world, in-game. Basically, take what we've got and make it better. Achievements outside the game are worthless, as previous posters have pointed out. DF provides an incredibly dynamic playing experience.

Using a kitchen as an example. Currently, even a legendary cook will only have himself to rely on. Upgrade a kitchen, get a couple of other people to prepare ingredients, then let the legendary throw it all together. Business expansion, if you will. Some of the things that could be part of the kitchen upgrade path: knife set (how in the hell does a dwarf finely mince mushrooms with their fists?!), granite/marble/fancy counter top, SPICES/SEASONINGS (which could be its very own suggestion, in which case a rack to hold 'em), blocks to expand the kitchen workspace, more staff for meal prep, an oven/furnace to bake everything inside of. Take the newly released vegetable oil and use that as part of the cooking process.

183

Sweet: the conversion rate from egg to child is one to one. Hard to predict when the mothers spawn eggs though.

"Decaplets have hatched."
Perhaps we're witnessing the gestation cycle/period of a dwarf as an egg?

184
DF Modding / Re: [0.31.19v00] Phoebus' Graphic Set (Major Update!)
« on: February 18, 2011, 06:47:13 am »
hello, when will Phoebes tileset for Linux 0.31.19 DF? Thanks!
Right now. That's in the first post of the thread. The download isn't labeled correctly, so far, but it's 31.19 nonetheless.

thought I labeled it, did I miss something ?
On the first page, the post says that there has been a 31.19 release, but the text next to the first link states 31.18, which might be the source of the confusion.

185
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 18, 2011, 06:27:43 am »
Had an elven or human caravan recently with studded gem for thade. Does that mean I can chain decorations by, say, studdyng gem, then encrusting some bone item with it, then decorating anything else with resulting bone ets.
Also I wonder if there's a way to build down. If i breach the cavern from above and start building downwards ramps or ladders to finally get down to it's floor shall I succeed?
Not sure what you mean by your first question.
Second question, though, is yes. b-C-x, Up-Down Staircase.

186
DF Gameplay Questions / Re: New Features explanation
« on: February 18, 2011, 05:35:57 am »
Has anyone figured out how to get around the animal tug of war? My milker and weaver are fighting over a goat.  :-\
Some workaround may be to place animals in cages, one close to the farmer's workshop, one close to the loom, etc.
I've decided to build a farmer's workshop inside the pasture zone, and set ti to sheer and milk on repeat. That way, nobody will come and drag an unpenned animal away >_>.
If the animal is caged or restrained, what happens is that the dwarf assigned to milk releases the animal. Then the task to milk said animal gets implemented. At the same time the animal is released, there's an idle dwarf that gets tasked with putting said animal back into the cage/restraint. If the return-assignment dwarf is close enough to the animal, the milker will have the animal removed and said animal will be moved back to its original location. The milker then goes to the Farmer's Workshop, realizes that there's no animal to milk, then restarts the task. Which starts the cycle all over again.

The "Cancel task: Handling dangerous creature" spam I'm positive is related to that sequence as well, since there isn't a dwarf that was assigned to return that same animal to its cage/restraint. Or if there was one the dwarf didn't get there in time before the milker moved on to another task. (But that's just one of the sources of that spam, actually. If all of the animals are free-roaming, the milker is still assigned the animal until said milker gets a new task.)

I'm pretty sure that milking doesn't require animal hauling. I can't remember whether turning animal hauling off helped with that or not. Don't think it did, but my bug testing on it was a few months back. It's worth a shot either way, I suppose.

187
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 18, 2011, 02:58:26 am »
I know that there are some titans that can fly, and some that can swim. But has there ever been a case where a titan/FB was an underwater creature? I'd like to put a floor on top of a river, essentially sealing it from the outside. I've never heard of a titan spawning inside a river before.

188
DF Modding / Re: DFHack 0.5.1
« on: February 18, 2011, 02:21:47 am »
  • It looks like I caught some bug and my throat hates me. If it gets bad, I could be MIA for a few days.
Don't work too hard. We issue orders to dwarves, after all. :P Just finished getting over a nasty bug myself, hope you feel better soon.

189
DF Gameplay Questions / Re: New Features explanation
« on: February 18, 2011, 12:58:19 am »
Tried many embarks on good/evil sites. There never were any feather trees or glumprongs. Anybody saw it or it's a bug?
Haven't tried in .19, but they're a bit of a hassle to find in .18. There's apparently two types of evil areas: one that's dead, one that isn't. I'm guessing that something similar applies to good areas as well, but haven't done any testing on that aspect. I wouldn't say it's necessarily related to the actual degree of savagery, either. I've had haunted biomes that were completely dead, and I've also had terrifying biomes full of life, phantom spiders, and glumprongs.

190
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 17, 2011, 11:40:08 pm »
Can tame vermin be put to pasture?

Edit: Clarified tame vermin.

191
DF Modding / Re: [0.31.19v00] Phoebus' Graphic Set (Major Update!)
« on: February 17, 2011, 10:48:36 pm »
Yay!

Might want to change the reference link in the first post. It says 31.18 while DFFD says 31.19. ;)

192
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 17, 2011, 10:43:55 pm »
Ok false alarm everyone.  It looks like my dwarf wanted multiple pieces of cloth.

Now, there's no way he should have wanted three bits of cloth.  The time elapsed between his two demans was the same and he only picked up one stone.  Odd.
Might have been a change to how moody dwarves demand their items, I noticed something like that in 31.18. Lists changed to what items a dwarf needs instead of all of the items.

193
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 08:58:58 pm »
I keep having this hilarious thought that Toady has just been sleeping the whole day away, and when he wakes up and reads all this debating we'll learn it's because of an error on his part to re-insert a value or something, and then scarcity will disappear entirely.


I can dream, can't I?
In another game I play, there was a bug that existed for several years because it was "RNG H8, not a bug".

194
DF Suggestions / Re: Engraving Workshop
« on: February 17, 2011, 11:09:51 am »
engraving stone besides for difficulty
Except that failure means even those high-quality items become essentially worthless. Getting chipped or the artwork was botched 'orribly, or something else. Carving a basic door out of a slab of rock can be pretty easy compared to masterful engravings on both sides of that door. If it gets too thin anywhere, the door could break under its own weight when it gets put up.

Hoping for a legendary engraver, Urist McFaberge?
I'd like to think that there are some gobbos out there that could appreciate the masterful engravings on a steel serrated disk that just cut them too pieces. :P

Would also be really, really cool to build a giant tower out of blocks that have been engraved with massacres of goblins, humans, elves, kobolds, and everything else out there.

195
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 07:36:20 am »
I do not think anyone in 15 th century would have detailed core samples for every county in the world. The estimates like "there was some fulx found in the area", or "some surface ores were spotted "are much more realistic.
This has been discussed at length in other threads. Basically, you have two sides to the discussion. One argues that dwarves are miners by nature and have been striking the earth and making their living underground for untold generations. So they would have a much more intimate knowledge of geology, minerals and metals than 15th century humans. (Their kinship with the earth is so close one could almost call it supernatural.) Also, they're the only race to make steel. Considering the stats of steel in the raws and how long they've been making it, dwarven steel is probably nearly equivalent to modern steel.
To expand on that, dwarves could exchange maps with other kingdoms, get ideas of what's around where, and send expeditions to explore regions that might have rich deposits.

Edit: Oops, fixed quote. :P

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