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Messages - Ethicalfive

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1
Thanks! I thought this was a linux memory issue, reloading solved the problem instantly :D

2
DF Modding / Re: [0.34.01v02] Phoebus' Graphic Set (Font, font & font)
« on: February 17, 2012, 02:52:49 am »
Quote
So what's the point of TrueType?

Would allow virtually any font windows can display to be used in DF. A lot of other effects can be laid into TT too.

Unfortunately it's still not quite ready for DF primetime.
Ah so the game doesn't have to tell me to advance a step by pressing "the ground tile". That would indeed be good.

Exactly, no more need to use duel tiles, like the bag with the phallus symbol.

Personally though, I wish that the tile map was freed up like the character maps, no hard coded, multishared tiles with a preset limit. Let Phoebus and ironhand really bloom as the awesome artists they clearly are. Oh, ditch the 80 tile minimum width thing too so tilesets can be larger!

Great work Phoebus, DF becomes a thing of beauty with your tiles. Roguelike ascii is fine(being an avid roguelike fan brought me to DF), but DF's complexity combined with toady's particular ascii choices makes it look like barf out of the box to me.

3
Just curious, with the new SDL patch and town minimap, along with alternating tiles (if i understood it right, a zombie cat would flash between a zombie and cat tile), what kind of cool new updates do you have in mind for the Phoebus' set?

4
Quote from: Toady One
One more day with this stuff and I shouldn't have to mention the sponsorship stuff again before the release.

Quote from: Toady One
the sponsorship stuff again before the release.

Won't be tomorrow. A few days, a week, we may never know  :o

I'm gonna say mid February at this rate. I'd love to be proven wrong though!

5
This is one of the most awesome utilities for DF i've ever used! How did I miss this for so long..

Choosing sites and just generally exploring the world is much more intimate an experience.

For some reason haven't been able to get the plants and things showing, just the height map and biome coloring.. Something to do with the latest DF version comparability or  am I doing it wrong?

6
HURRY, LOCK THE THREAD! THE NECROMANCERS ARE COMMIN-NO STAY BACK! AAAAAAAAAAAAHHHHHHHHh!!!
If the upcoming version of DF tells us anything, it's that Toady loves necromancers!

Got to agree, handy tool there kurokikaze!

7
DF Dwarf Mode Discussion / Re: Spontaneous Grass?
« on: July 31, 2011, 03:11:48 am »
I'm more impressed with the perfectly straight volcano wall. That is a fairly nice embark you've got there.

Sorry, it didn't start out straight, I channeled out the left side of the mountain to make it straight. Which is why there is grass there, no grass at all existed at all on my map prior to the channeling.

This happens sometimes. Desert and other biomes don't have grass, but one next to it can, so that's why part of your embark has grass. Channeling, or other methods, will cause grass to grow on proper squares. The best method for getting grazers to survive in the desert is to channel out a huge grazing pit; it's an odd mechanic.

This is normal. Don't worry. If you want more grass, just dig some channels, and it'll sprout up in the pits before too long.
Does this apply to embarking in any desert or must there be an overlapping biome with grass?

8
DF Dwarf Mode Discussion / Spontaneous Grass?
« on: July 30, 2011, 10:57:30 pm »
I chose a nice looking volcano close to a river to embark upon. I cannot remember the biome for the area(was too distracted by my volcano hunting) and was a little disappointed to see no trees or grass anywhere on the map when I arrived, although the entire surface seems to be about 99% clay/silt clay.

However, when I channeled out a layer of clay, grass started to sprout where fresh clay was exposed. I thought it quite odd, though now I can feed my grazers.



Anyone else had similar experiences? How I can coax some trees to spontaneously sprout on the surface too? Should my embark have started with grass but got glitched from the volcano? Should I bother scum saving and checking the biome or is this a well known mechanic/bug in play?

Maybe Dwarfs bring in grass seeds in on their beards that are inadvertently spread around while channeling?

9
I don't understand why everyone is getting so worked up about this. For some, maybe even most people it is an incredibly useful change, and for everyone else it isn't hurting anything. I believe that it was said in the livestream that implementing 3D designation would take "One line of code", so unless it causes any unforeseen bugs it shouldn't be delaying anything else. I agree that designation style construction would also be a very useful feature, but that shouldn't do anything to detract from the value of 3D designations.
I do agree, I just got a bit carried away with my pet peeve issue of construction designations. 3D designations are definately the right way to go and make more sense considering the 3D environment.

I'd love to see things like channeling be tweeked some time down the line, so channeling queues are forced to complete the top most designated Z level before moving on to the level below. That way large multi-Z level rooms or strip mines can be designated in one go without fear of cave-ins.. No rush on that one though.

10
DF General Discussion / Re: NY times article on DF
« on: July 22, 2011, 04:43:57 am »
So Toady's gotten a 300k offer to license DF?
Damn. That's a lot of cash. I know I would have probably caved in, because hey, 300k.

Good for him to stay strong though. He's got balls.
I think that was an offer for the name alone. Tarn turning it down to protect his life work as selling the dwarf fortress name would impact the game negatively.

I wish the interface would get some love before DF gets too much lime light though. Even a weeks break from coding just to reorganise the UI(not even fundamentally overhaul it) or if touching the UI is such a sin then add a 'new to the game walkthrough tutorial' option where the players hand is held long enough that the UI becomes intuitive to them would help to retain some of the inquisitive users that come in from the publicity but are driven off by being lost and confused (anyone feeling the need to debate this, instead go and take a read through the many 'your first DF experience' 'your first memory of DF' etc posts and you'll see a clear recurring theme).

Tarn may not care about the money, but holding onto another 5-10% users who might otherwise leave prematurely(as in the above mentioned threads i'd wager it's a much higher percent) could make the difference between between programming it up in a small apartment, drinking strange tasting water(been there and understand his dependance on soda) and one bad meal a day as opposed to programming in a fancy 2 story home with meals prepared for him by his personal chef.

11
DF General Discussion / Re: Animal Tribes
« on: July 22, 2011, 03:29:41 am »
Just be happy we still have Ironmen. Ironmen who were built in a cave! WITH A BOX OF SCRAPS!
But they are bugged and missing the [FLIER] tag.

12
DF General Discussion / Re: Future of the Fortress
« on: July 22, 2011, 03:21:40 am »
I'm surprised that constructed walls cannot be engraved. Countless ancient civ's could clearly build stone walls, smooth them(even to the point where a wall looked like a singular peice of stone) and set engravers to work on decorating the surface. I also like an above suggestion that engraved walls should also be able to be taken back to a smoothed surface for engraving something else.

Building natural rock and hiding the area behind it, apart from satifying the OCD inflicted among us, seems like an odd proposal to me. How does one build natural rock formations(apart from pouring magma and water in there) and then forget what was behind it?

13
I have mixed feelings on this. I mean.. Staircases are about the only example I can think of that would benifit from designating multi-z levels. Designating channels multiple z-levels is a recipe for cave-ins gallore. I was even using the inability to designate multiple Z levels as a feature for using other levels as a template for ones above/below.

I'd be much happier to see Toady make constructions be buildable like designations because building a simple wall more than 10 tiles in one direction is a much bigger pain than digging some stairways ever could be. I barely even use stairways anymore and put in ramps where possible to save on FPS lag from pathfinding.

14
Buying out the elves stock of cloth and doing nothing with it hasn't worked in curbing them from bringing more, but then, I guess they always bring more of what you buy from them the following year anyhow.

I'm sure i've read that log stocks were what counted for the quota before, it's entirely possable the poster was misinformed, but I was certain that me breaking my quota was due to their logs at the time.. Didn't know you could access the quota from the civ screen though. *goes off for some testing*

Cheers for the mod link also!

15
Anyone got a link to the mod that fixes the elf diplomats?

Also, the wood cutting quota is evaluated by the amount of logs you have in stock and not how many tree's you've cut down. So as long as you turn all those logs into products before the elf's arrive, you can clearfell your forrests and the elfs will be happy as clams with you.

Before I knew how the quota worked I  was careful with my tree cutting practices only to have the elf diplomat get grumpy with me because of all the logs the elven caravan had just sold me far exceeded the limit they'd imposed on me.

So how big a textile industry does one need to setup in order for elves to stop bringing eleventy million bins of cloth?

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