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Messages - Kogut

Pages: 1 ... 12 13 [14] 15 16 ... 115
196
DF Modding / Re: Stonesense - Official thread
« on: March 27, 2012, 03:35:23 pm »
I think that mason may be better with stone/bricks.

197
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 27, 2012, 12:29:06 pm »
First trade in new version:
*OMG, wagons are huge (25k of capacity!)
*trading single stack requires 2 enters :'(

198
DF Suggestions / Trading stacks in fortress mode
« on: March 27, 2012, 12:11:02 pm »
In 34.06 trading single stack requires 2 enters - what results in more pointless clicking and breaks mass trade macros. Is it possible to revert this change or add key "mark for trade entire item/stack"?

199
DF General Discussion / Re: Future of the Fortress
« on: March 27, 2012, 10:19:54 am »
So hauling a creature will stop a mood? I think thats the first time I've seen something stop a mood. A mood is a mood! You can't just stop one, right?
No, mood will not start during leading animals.

200
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: March 27, 2012, 10:14:40 am »
This made me go WTF:

Spoiler (click to show/hide)

I find it amusing, if a trifle disturbing.
*saving image to folder with wallpapers*

It is quite interesting, sometimes people forget that KKK/nazis/etc were people, like us.

201
May be impossible due to bugs:
0004072: Animal Hauling without job enabled http://www.bay12games.com/dwarves/mantisbt/view.php?id=4072
0001937: Animal Hauler Caught in Loop When Hauling Out of Burrow http://www.bay12games.com/dwarves/mantisbt/view.php?id=1937

202
DF Suggestions / Re: Slaves
« on: March 27, 2012, 04:52:39 am »
And it is extremely unlikely to be implemented (see mermaid farming nerf)

203
DF Suggestions / Re: growing up
« on: March 27, 2012, 04:51:35 am »
Problem was probably caused by the age where dwarf is expected to be clothed is the same as the age when it is starting to find clothes.

204
DF Dwarf Mode Discussion / Re: strange moods require stacks of bones?
« on: March 27, 2012, 04:46:25 am »
It is a known bug #3898: Entire Bone Stacks are used in Reactions instead of a single Bone

205
DF Modding / Re: Stonesense - Official thread
« on: March 27, 2012, 01:40:22 am »
Well, here's where I am so far, going to bed, so I'll just put these up for critique now.

Spoiler (click to show/hide)

I just can't keep myself from doing some of the more complex icons once I am getting going...  I might have to do shading on that armor, too.

Oh, and that scalpel is there in the blues for the fish dissector.  I'm going to copy-paste a fishy for all those, so it'll be under the scalpel like the puppy was for the animal dissector.
Looks quite interesting.


206
DF Dwarf Mode Discussion / Re: Starting a Real Fortress
« on: March 26, 2012, 04:28:15 pm »
Just wanna say that fishing is "fixed".  Vermin now reproduce on their own, and fishing is renewable.
Are you sure? Bug 2780 is still open.

207
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 26, 2012, 03:54:15 pm »
First post in this thread.
   (*) Allowed people to pick up their own owned clothes

208
DF Modding / Re: Stonesense - Official thread
« on: March 26, 2012, 03:11:08 pm »
I really like new stockpiles.

209
DF Modding / Re: Stonesense - Official thread
« on: March 26, 2012, 02:23:30 pm »
Now I want to make cave-ins just to see it in ss!

210
DF General Discussion / Re: The worst bug - 34.06 poll
« on: March 26, 2012, 09:25:33 am »
half these bugs are features, like embarking on a large enough area to go past 2gb... sheesh your not running this game on CERNS computers are you?
I listed only bugs open on the bugtracker. And your example is wrong, maybe it can pass as "known limitation" but not as a feature.

Well, can't speak for Toady, but designed in limitations can be features.  Take TES games, every man and his dog have modded in higher resolution world maps and models to every game since Morrowind, so why haven't Bethesda included them in the game?  Because they have to provide a product that is going to run and look acceptable on 99% of their customer's computers, not cater to the minority who can run such things.  Or, looking at it the other way, if they shipped Skyrim with high-res textures a whole bunch of people would be miffed their computer can't run the most beautiful version of the game, so they release it separately.  Thinking about your audience = design feature, not a bug.

Quote
Things like "Siegers waiting by bodies of dead leaders", "Turtles went extinct on my map (applies to all aquatic vermin)" and "Sewers inhabitants hanging out underwater near outflows" (but "(some of them stuck to walls)" is a clear bug) may pass as strange features but I see nothing more like this.
AFAIK this one is limited to memory management what may be changed without hurting anyone and is on TODO list.
 
All of the siege related bugs can be, IMO, written off as part of the (long awaited) siege rewrite.  All of the city/economic bugs can be written off as part of the (hopefully upcoming!) schedule and caravan part of the caravan-arc.  In other words, we know that Toady has planned to address these things and shall be doing so in time; since it seems unlikely he'll deal with such bugs individually or on an ad-hoc basis, wouldn't it be better to take them off the list and wait for said rewrites to happen?

a) I am not sure what may be packed to X rewrite (there is always possibility for small expansion similar to taming)
b) It may be a sign that certain important bugs are waiting for rewrite X so it may be a good idea to do it after Caravan arc (=after 2020)

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