Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - veok

Pages: 1 ... 8 9 [10] 11 12 ... 44
136
DF Dwarf Mode Discussion / Re: Programming languages
« on: March 31, 2011, 09:45:20 am »
C++, I'm pretty sure.

This is correct, as far as I know.

137
DF Dwarf Mode Discussion / Re: They... they worship a goat?
« on: March 29, 2011, 12:03:33 am »
I've got two -- one contender for "most domains" , and one contender for "weirdest".





A rotting female yak cow. Yeah. That's a new one.

Edit: Oh, hell. I forget my monitor is so big sorry for massive post.

138
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 28, 2011, 11:59:10 pm »
Decided to settle in the caverns. Genned a new world with max cavern openness (to facilitate living there), embarked, all was going well. My first two dwarf apartment-stalagmites were up, there was a magma pool in the first cavern layer, it was glorious.

Then, because my dwarves misplaced a mechanism, the lever linking to my drawbridge, my gatehouse isn't working yet. My announcement log reads thusly:

Astesh, Carpenter, has produced a masterpiece!
Astesh, Carpenter, interrupts job: Create Bed - interrupted by cave crocodile
Astesh, Carpenter, has bled to death.

Belltested got two kills before he chased my expedition leader out the east entrance (which had been covered in cage traps). The only surviving casualty is my militia commander, who lost his left index finger (ouch, but bearable) and his left upper leg (cripes!). He's "faint" and "pale" so I don't expect him to be long of this world.

And now I have a male cave croc in a cage. And he's tasted dwarf blood. Hm. Start a zoo or a feeding pit?

139
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 28, 2011, 10:22:46 pm »
How do clay collection zones work? just built my first magma kiln.

Exactly like sand collection. Define it with "i", set a task at the kiln. It doesn't specify a labor (I think?) so any dwarf will do it.




Is there anyway to remove a ramp from a higher level area? As in, you're standing on the higher level, and you want to remove the ramp that leads up to your higher level.

140
DF Announcements / Re: Dwarf Fortress 0.31.25 Released
« on: March 28, 2011, 09:33:29 pm »
What does today code in anyway?

C++, if I recall correctly.

141
DF Modding / Re: DFHack 0.5.10
« on: March 28, 2011, 05:56:42 pm »
Freshly downloaded from the first page of this topic.

142
DF Modding / Re: DFHack 0.5.10
« on: March 28, 2011, 04:41:54 pm »
Indeed. Though it seems that .24 and .25 are not DFHack compatible. DFHack gives me "could not find suitable process" in my .25 game.

143
DF Dwarf Mode Discussion / Re: Best weaponry for my dwarves
« on: March 28, 2011, 04:21:52 pm »
Can't you just solve that by having spare picks? So they drop their "military" pick and pick up their "mining" pick, and vice versa?

144
DF Dwarf Mode Discussion / Re: Specific type of an item
« on: March 28, 2011, 04:14:52 pm »
Not yet.

145
Hey, I've made some animal men and animals, go grab them while you make your own :).


I'm guessing Badger, Honeybadger, Pandaman, Mooseman, Penguinman
Ratman, unknown unknown Gigantic penguin, penguin
panda, platypus, moose... rabbit?

146
DT/etc/memory_layouts/windows/

Duplicate the latest (should be 31.21_graphics) and rename the copy 31.35. Replace it's text with what is shown.

Okay. Will do. Thanks.

147
So far I've found this works with the latest version. (0.31.25)
I can't confirm that it works 100% but haven't noticed any issues so far.
Spoiler (click to show/hide)

How can I use this to get Therapist to work with .25?

148
DF Modding / Re: Colours
« on: March 28, 2011, 02:12:06 pm »
You can change one of the existing colors to bright orange. DF only has 8 colors for things (I'm unsure how this interacts with tilesets).

http://df.magmawiki.com/index.php/Color

149
Diagonal walls? Yay! I know quite a bit about that.
The first work I've done on DF tilesets was to improve someone else's tile that had diagonal walls with diagonal thickness problems.

You've drawn your diagonal walls using the red techique, you should use the green techique instead to gain 2 easy pixels of thickness:


Now, on a wide wall that won't be enough, so I've been thinking for while about using crenelation to thicken diagonal walls, the side benefit is that crenelated wall represent better the true nature of DF's walls: things can't move in that empty diagonal corner even if it looks empty.
So I've drawn mockups of various possible designs.
The first line has no core, the second line has a core that follows the external lines, the bottom line has a core that is straight.
White = Wall, Black = Floor, all of the sections are 5x5, you can outline the empty floor tiles from their black corners in the crenelated walls.

So, I'm looking on everyone's opinion on which wall design they prefer, and why?
Thanks.

Edit: I've added square walls for comparison.

Did you have plans to implement this into your own tileset? PS: I like the 2nd column the best.

150
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 27, 2011, 11:08:29 pm »
I know that vermin can gnaw through barrels to get at your food -- but can they also gnaw through stone pots?

Pages: 1 ... 8 9 [10] 11 12 ... 44