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Topics - Ethicalfive

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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?

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It hasn't quite been a week yet, but after those last couple of city screenshot updates, I can't help but check the website a couple of times a day for further updates. Toady has been pretty quite this week though and its' been causing major DF withdrawl!

3
DF Gameplay Questions / Stuck in a murky pool
« on: April 18, 2011, 05:09:28 am »
I rarely play adventure mode, but after accidently selecting adventure mode, I shrugged and thought i'd explore the world.

After defeating a night creature, I decided to take out another one that a local village told me about. On the way though, some creature pulled me out of travel mode, straight into a murky pool and now im trapped! God damnit! Why dont pools have ramps??

How do I get out of there? Or is my guy dead?

4
DF Dwarf Mode Discussion / Strangest Artifact Ever?
« on: April 11, 2011, 01:12:27 pm »
Didn't think dwarfs could even make things out of themselfs without some kind of raw modification, but here it is anyway, The dwarf bone gauntlet - The Bad Gleams.


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DF Gameplay Questions / Butcher wont eat his plump helm!
« on: April 03, 2011, 06:31:32 am »
I have a butcher running around with a plump helm in his hands, checking out lots of different tables in a dining room, but never sitting at any of them. He's started becomming thirsty and am worried he is going to die from thirst while he runs around frantically looking for a place to sit.(his activity is listed as eat)

Anyone have this happen? Can I save him before he dies, or will he get so thirsty that he gives up trying to eat? It may have had something to do with removing the tempory dining room as he just started doing this straight afterwards. Everyone else is using the dining rooms properly.

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DF Dwarf Mode Discussion / Floating grass?
« on: February 21, 2011, 06:47:49 am »
Had a quick search for 'floating grass' but didnt get any results. Anyone else have this bug? For example, mining out a square and the grass on the next level above remains (sort of like a floor tile might)

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DF Adventure Mode Discussion / Animal cruelty?
« on: February 20, 2011, 10:41:33 am »
So I played an adventure mode game and came apon some lions. After knocking the last one out I tested out the new directed attacks feature, stabbing out the left eye and then the right eye, before slapping the sword against the lions head, jamming bone into it's brain.

I thought this was pretty damn awesome where a game can let you do so many intricately different things, with just one weapon. Turns out that trying to use it as a selling point to convert friends over to DF doesn't fill them with the same awe, but anger at the amount of cruelty inflicted on some poor lion, even though this was in self defence, I mean, they ambushed me, intent on my death!

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Dwarf Pad AHK_L version 0.7

Download here: http://dffd.wimbli.com/file.php?id=2951 (contains standalone executable + original script file for personal modification)

Dwarfpad is a timesaving graphical user interface originally made for navigating in the local area embark screen using an arrowpad and expanding/shrinking buttons rather than umhk/UMHK. However, I expanded on it's use, addiing an autobuild tool for constructions, roads and farms to remove the need for umhk presses while building.



Features:

*new*Incremental cursor movement:
Ever wished you could do more than move in 1 or 10 space increments? Now you can!
Control+arrow key moves 2 space increments
Alt+arrow key moves 4 space increments
Control+alt key moves 5 space increments

*new*Improved Window handling:
When not in dwarf fortress, the pad will automatically minimise itself and unminimise when DF comes back. Pressing Alt+h will hide/reveal dwarfpad as needed.

A Clickable umhkUMHK pad:
Rather than tangling your fingers on the UMHK/umhk keys while searching for your ideal embark location, you can navigate the local embark area with this pad. E toggles from the UMHK keys for use outside of the embark screen.

Autobuild:
Walls, Floors and other constructions, plus dirt/paved roads and farms can be selected and expanded to the desirable size upto 10x10 without multiple presses of the umhk keys. Areas larger than 10x10 can be entered and autoplaced, however the first building material in the list will be used for these larger areas.

Instruction Manual
Spoiler (click to show/hide)
Todo:
Spoiler (click to show/hide)
Version Updates:
Spoiler (click to show/hide)
Bugs
Spoiler (click to show/hide)

Feel free to  modify the the uncompiled script included along with the compiled binary. You will require a unicode build of AutoHotKeys_L however to use the uncompiled script! Feedback is important, if the program is erronous or responds in a way other than intended, please let me know, if you would like something added, please feel free to request it, or just want to tell me im wasting my time or it stinks, i'd appriciate the heads up!

Oh, thankyou Toady for such an impressive game, I love your brain man!

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