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Messages - Sheep

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1
DF Bug Reports / tantrums and party spam
« on: August 23, 2006, 01:08:00 am »
Dwarves throwing tantrums while a party is going on will spam "attend party cancelled" messages until either condition ends.

2
DF Bug Reports / outside river flooding bug
« on: August 23, 2006, 01:07:00 am »
If you dig a channel from the outside river to the inside of the mountain, block it off with a floodgate inside, and then dig a new hole from the mountain passage behind the floodgate out to the outside and open the floodgate, even after closing the floodgate, the (knee deep) flood will persist.

I have no way of getting rid of the 70 odd friendly foxes that are lagging my machine now  :(


3
DF General Discussion / Re: My thoughts and suggestions
« on: August 20, 2006, 06:10:00 pm »
quote:
Originally posted by GauHelldragon:
<STRONG>I'd like to see a screen that lets you manage each dwarve's profession, like the military weapon preferance screen. That would be so handy. Unless it's already something you get with a high level noble?</STRONG>

This would be right up there with job prioritization on my wish list.  Being able to quickly see what jobs each dwarf has and how many dwarves are assigned to each dwarf would be unbelievably useful in the later game.


4
DF General Discussion / Re: Immigration
« on: August 17, 2006, 10:22:00 pm »
quote:
Originally posted by Arnos:
<STRONG>I think that this game needs game speeds, a better interface for controling the dwarves, and smarter dwarves.  I also think that emigration should be controled by the # of empty beds you have.  The main thing I find worng with the game at least in the start (I haven't gotten past the start) is that it moves too slow.  Game speeds please.</STRONG>

Immigration really shouldn't be a problem until you get a manager, at which time it would be convenient to be able to send requests for or refuse future immigrants.  Just doing it arbitrarily via beds is a rather roundabout and unrealistic way of handling the situation.

As for controlling the dwarves, I'm sure your qualms with lack of control will be gone as soon as job prioritization is done and (hopefully) there's a way to assign items to dwarves.


5
DF General Discussion / Re: Farming from outside river
« on: August 18, 2006, 05:11:00 pm »
Building on the idea of dwarf villages in nearby map squares, what about literally making the colony you run in the game a dwarf fortress - for example, relegating food production, craftsmaking and the like to the villagers (in a hands off sort of way - let them do their thing "behind the scenes" and off screen), but still keeping the player involved by having the player deliver raw materials for them to use.  Obviously, you'd still want in-house (or in-fortress) weapon/armor production and the like, but it could be interesting as an extension to "Dwarf Fortress" mode rather than "Dwarf Colony" mode should the game ever get going in that direction.  This could give the Dwarf Fortress mode of a play a bit more of an action oriented focus, and could even be a way to relieve immigration problems - if immigrants go to the outside village rather than your fortress itself, you could then request that villagers be sent in to join the fortress population when you need them rather than being forced to support more immigrants right off the bat.

It would certainly be interesting to have the option of running a military outpost versus a the current colony style outpost.

But then again this is me just dragging it all off topic   :)

[ August 18, 2006: Message edited by: Sheep ]


6
DF General Discussion / Re: Farming from outside river
« on: August 17, 2006, 08:28:00 pm »
What about letting us literally farm from the outside river, for example, using stones to set up the "walls" of an outdoor farm area, and then flood it as needed.  Just make the "walls" crossable and what not.  It certainly seems feasible (and a bit more realistic - are we to assume that all of these plants grow inside in the dark with only the presence of mud?) and could ease a lot of the probems with the early game food gamble, since hunting right off the bat can turn into a nightmare.

7
DF General Discussion / Re: Curses
« on: August 22, 2006, 07:25:00 pm »
quote:
Originally posted by Oboro:
<STRONG>I'd get extra picks before I get extra axes, because at least in my experience I tend to hit silver first and you can forge silver battle axes but not silver picks. Plus there's the fact one or two lumherjacks can keep up with demand pretty much straight through to your first migration.</STRONG>

Don't forget, picks are actually better weapons than axes.


8
Butchery is sort of bugged as well, since in my experience hunters will just dump their kills at the entrance to the fortress.  Unless you build a butchery right next to where they dump the carcasses, your butchers won't go out there to get the corpses.

Go figure.  They dump them in the same spot (like four characters to the left, and about ten above the starting wagon spot) on every map I've played on.


9
DF General Discussion / Re: Dwarf fortress at Slashdot
« on: September 19, 2006, 08:24:00 pm »
Usually when the server dies due to the hundreds of thousands of nerds holding down F5.

10
DF General Discussion / Bugs: filling waterskins & dwarves going outside
« on: August 20, 2006, 07:57:00 pm »
Filling waterskins seems to be bugged to an extent - it takes upwards of fifty seconds for one dwarf to fully fill a waterskin from a well.  It sort of negates the point of having soldiers carry water if it takes longer to fill the skin than it would to run from the station point to the well and back.

Dwarves will also ignore the going outside options in order to gather materials - which is about the only reason they would be going outside anyhow.  If the option is set to either soldiers can go outside or dwarves stay indoors, people will still come and go as they please for all practical purposes.


11
DF General Discussion / Re: What to do with caged goblins?
« on: August 21, 2006, 09:41:00 pm »
The slave idea would work particularly well for hauling, especially since later on in the game hauling pays so little that you can't really afford to have dedicated haulers.

12
DF General Discussion / Re: Tales from the Linux
« on: August 31, 2006, 10:36:00 pm »
The game will bog down even on top of the line Core Duo processors in Windows - I wouldn't expect to get it running at full speed under an emulator until some serious optimization is done to some of the loops in the game, notably checking if living objects are hungry, thirsty or tired or checking to see if the path to their destination is blocked.  As it stands it seems that all of these are checked with every turn.  If the checks were moved to every 3rd or 4th turn and/or staggered, it would speed up the game considerably on all platforms.

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