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Topics - AlStar

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16
DF General Discussion / Bone vs Shell vs Leather Armor
« on: July 23, 2010, 10:30:05 am »
Forgive me if this has come up before (I ran a search, but didn't see anything come up) but now that shell armor is working correctly, it seems like a good time to ask - is there any point to using it?

My forts seem to often end up with huge stockpiles of shells (and they'll be even larger now that shell-moods are getting more rare) and if I could turn those into effective armor, it could defiantely help my dwarves.

I'm curious if anyone has run any tests to see which of the non-metal armors are best.


17
Creative Projects / Basic Java GUIs
« on: November 20, 2009, 11:29:58 am »
Hey,

I'm currently working on a for-fun project in Java (don't laugh, it's what I know). The game is getting pretty far along, but I'm currently just playing it through System.out.print()/println() on the terminal. It gets the job done, but is neither pretty nor something that I could potentially release for other people to try out.

What I'm looking for is a basic GUI - wouldn't have to do much more than work the same way that the terminal does (displaying text on the screen). Future customizability would be a plus.

Is there anything out there that would work well? That you'd recommend/have used previously with good results? Tell me I'm a pansy and should just learn how to program one up myself?

18
Curses / Liberal Weapons? Really?
« on: October 15, 2009, 10:32:25 pm »
Ok, there may well be game balance reasons that I'm currently not seeing, but in a hyper-conservative climate, shouldn't my liberals holding MP5s in security guard uniforms pretty much blend in? I mean, I got both the gun and the uniform from the same guy.

Same thing with Deathsqaud uniforms and M16s. After I managed to subdue a squad of them, I was really looking forward to being able to sneak up on conservatives, then blow them away with heavy weaponry. However, I find that the only thing that I can safely use while maintaining stealth is pistols or nothing.

Wouldn't a deathsquad officer that's NOT armed to the teeth draw more attention then one with a M16? I certainly haven't run into any lightly armed ones.

19
Curses / Differences Between Vehicles?
« on: October 11, 2009, 09:57:06 am »
Normally, I'd just check the Wiki, but it doesn't seem to know (or it's not telling).

What, if anything, is the current difference between the vehicles that you can buy or steal? I normally go for sportscars, because they seem more 'zippy' than an SUV or pickup, and let me get away from people chasing me more often, but I don't know if it's actually that the case, or if I'm just imagining it.

Is a taxi actually the ultimate vehicle, or is it just the most difficult to steal?

How much of getting away is the driving skill, and how much is the car?

20
Curses / Getting Loot Off Failed Carjackings
« on: December 11, 2008, 07:24:19 pm »
Unless there's something I'm missing, is there any reason why we can't loot the corpse(s) of the police officer(s) that show up after a failed carjacking?

It seems like it would be a good way to stock up on police body armor and weapons without (too) much risk.

I'd mention the cops and mercs from car chases too, but it seems reasonable that their equipment would be ruined in the car crash.

21
DF Dwarf Mode Discussion / Varied Currency Materials
« on: December 16, 2006, 04:55:00 pm »
Latest developments has "allowed currency materials to vary in dwarf mode" - anyone know what this means?

I'm thinking that maybe some dwarven civs will now have tin, bronze or brass coinage... But I'm honestly not sure.

Toady, care to comment?


22
DF Bug Reports / A Lack of Goblin Thieves on the Unit List
« on: December 15, 2007, 02:42:00 am »
I just finished playing a fort for 10 years and was compiling some lists on various things and noticed something interesting that might be a bug.

Although during the life of my fortress I killed 28 kobold thieves, the units screen only credits my for a measly 5 goblin thief kills. That doesn't seem nearly right, since I'd occasionally catch my dwarves picking up narrow clothing from triggered weapons traps outside my fort. Heck, I even had goblin chunks raining down on my fortress once when a goblin hit a trap that was on a cliff 4 z-levels above my main gate.

Anyway, it seems to me that the unit list only shows me the goblins that died after I had discovered them. It should, preferably, be showing all of them.

edit: Looking at my stocks screen, I've got 28 copper daggers and 45 steel daggers, so I'd guess that I killed 40 additional goblin thieves that don't show up on my units screen.

[ December 15, 2007: Message edited by: AlStar ]


23
DF Bug Reports / Dwarves do silly things around fortifcations
« on: December 10, 2007, 09:52:00 am »
This is in 33d, although I didn't see anything on the fixed list that looked like it would fix this issue.

Basically, the problem is that unless a dwarf is right against a fortification, he won't shoot through it. However, he'll still see the goblin (or whatever), causing him to stand still, one or two squares away from the fortifications... forever.

I've seen dwarves sleepy, hungry and thirsty, intently staring at the goblins just a few tiles away. Deactivating them from the military will cause them to run away, but doesn't solve the problem of getting my dwarves to shoot through my fortifications.

Non marksdwarves are also affected by this - they'll sit forever, just staring at the goblins on the other side of the wall instead of running to a door to attack.

I assume that this bug is also affecting the goblins, since they'll also stare at my dwarves forever, unwilling to try and find a path to attack them.


24
DF Bug Reports / Ice walls don't melt outside - even by mid-spring
« on: October 30, 2007, 12:53:00 am »
When winter came around to my fortress, I noticed that my river froze solid. Because I could, I mined out a section of river, then smoothed and engraved the ice walls that were revealed.

Then I also noticed a bunch of rock-like things called 'water'. Fooling around, I decided to see what I could do with them, so I made a kennel out of water, then a bunch of walls and a ramp.

Sometime around late winter/early spring, the river started flowing again, and the engraved ice walls were destroyed (as expected.) Somewhat later (somewere in early spring) my ice-kennel melted. However, it's now mid-spring, and my ice walls and ice ramp still stand tall and proud... surrounded by green grass.

I've got temprature on, but weather off, if it makes any difference.

edit: Actually, just to be precise, they're called "Rough water block wall", "Rough water block piller" and "Rough water block upward slope."

[ October 30, 2007: Message edited by: AlStar ]


25
DF Bug Reports / The Humans Have Brought Me... Mermaid leather?
« on: November 18, 2006, 06:58:00 am »
I asked the humans to send my fortress some leather (in particular, I asked them for leather that my dwarves can't get, like whale and raccoon leather.)

What I got was:
20 mermaid leather (shouldn't this be something that only evil civs do?)
30 chimera leather (must've been a good year for hunting mythical creatures)
30 ant leather (those must be some small pelts!)
30 firefly leather (it glows!)
30 beetle leather
20 large roach chitin
20 monarch butterfly leather (ooh, pretty)
20 wagon leather (I hear those wild wagons are tough to bring down!)
40 plump helmet cloth (is where anything plump helmets can't do?)


Now, on the one hand, it's pretty cool getting some exotic leather, like the mermaid and chimera, since I finally got to sell off thousands (17341* to be exact) of monies worth of bone crafts I'd been making for years and years.
On the other, I very much doubt that this is intended behavior.


26
DF Bug Reports / Adamantine Strands Don't Appear in Stockpile Settings
« on: November 17, 2006, 07:17:00 pm »
Pretty much as per the subject, I've mined to the adamantine, and am now starting to process it.

My ore stockpile has adamantine in its settings, but my Cloth Stockpile doesn't have a setting for adamantine strands (even though this is where they are placed.)


27
DF Bug Reports / Decorated... coins?
« on: November 16, 2006, 05:14:00 pm »
I'm not certain if this is actually a bug, but it does seem odd.

As a result of trying to get rid of stacks of shells in my warehouses, I've got my craftsdwarves running 'decorate with shell' tasks. Which they've been doing, usually to armor, clothes, crafts, or occasionally weapons.

However, just looking into my craftdwarf station right now, I've got a stack of <<Gusilvucar>>

This is a stack of 2 Gusilvucar Doren 1055 silver coin. It is decorated with finely-crafted turtle shell.
This is the silver currency of Gusilvucar Doren from the year 1055. On the front of the coin is a well-designed image of fisher berres. On the coin's  back is a superiorly designed image of titans.

Has anyone else ever gotten their coins, of all things, decorated? It doesn't seem like they should be valid targets of a decorate job.

This is the latest version (23b) using an old world and an old save.


28
DF Suggestions / Random Things in the Mountain
« on: September 07, 2006, 03:43:00 am »
Currently, all mountains contain the same 4 features - an underground river, a chasm, a lava lake and the abyss/daemon area. There's variation in how far each of these is from one another in each mountain, and of course the rock and minerals are different every time, but it's still all the same.

An idea I was thinking of would be to add in some other mountain features that could be randomly inserted into the mountain, spicing things up.

Some ideas I've had:

A cavern - just a natural cavern, that could be anywhere from very small to very large.

An anciant hall - I'm thinking "Halls of Moria" kinda thing - a big hall, with pillars down the sides.

A crypt - A room filled with coffins and/or sarcophagi ... and maybe skeletons/zombies, who are pissed that you've disturbed their slumber.

An old treasure chamber - filled with gold/gems/etc. And possibly a defender (golems? undead? dragon?)

Lair - A small settlement of ... something. Maybe frogmen in a pond, or a hive of antmen. Anyway, they're unhappy that you've come.

Anyway, that's just me thinking for half an hour or so, I'm sure there are tons of little things people could come up with.

Each mountain could contain a number of any element, or none. So maybe one game I run into a bunch of caverns while I'm tunneling, but never see any crypts or lairs. The next I hit a bunch of antmen hives, and have to deal with that.

You'd have to tweak the numbers and probabilites, I'm sure, but even just a few of these things would help make each mountain a more 'alive' and individual place.


29
DF Suggestions / All bolts break
« on: November 20, 2007, 02:30:00 pm »
Until such time as we are able to restack bolts, or that marksdwarves are smart enough to grab a decent amount of bolts in their quiver, I'd like to see an option (probably in the init, so that people who like their single bolts can keep them) to make it so that there's never a chance of bolts staying around after being fired.

30
DF Suggestions / Put up a Link to Recent Developments Page
« on: November 02, 2006, 11:32:00 pm »
As per the title, any chance you could insert a link to the recent developments page (preferably right under the FAQ link)?

I know, I know, I could just bookmark it, but I've got too many bookmarks as-is, so I'd rather just keep the one I've got that goes here (to the forums) and be able to click directly to the recent dev. page (currently I click FAQ, then dev., then recent dev.)


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