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Messages - Don57

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1
Or he could progress towards the goal of having everything graphics and UI related opened up to the public. Then when he adds new features, he merely would have to specify the APIs involved in using it. This way he could completely focus away from the graphics and UI until he is ready to tackle them.

omg, yes.

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The more Dwarf-Fortress-like games out there, the better.

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DF Dwarf Mode Discussion / Re: A Strange Death
« on: February 08, 2013, 10:00:22 am »

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DF Dwarf Mode Discussion / Re: A Strange Death
« on: February 08, 2013, 09:47:05 am »
Did...did I just win Dwarf Fortress?

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DF Dwarf Mode Discussion / A Strange Death
« on: February 08, 2013, 09:37:11 am »
I've been playing DF for over two years and I had no idea this was even possible:


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DF General Discussion / Re: What turns you off about DF?
« on: November 05, 2012, 08:57:00 am »
Things that still make the game difficult to play:
  • Unsorted lists.  Please at least sort things alphabetically!
  • Poor stockpile settings.  For example, it's very difficult to make a separate piles of magma-safe and non-magma-safe stone.
Regarding the very first post as to what might be driving away new players, I would suggest the following: implement a "General Fort Needs" system, similar to the way nobles have needs, but which cover the entire fort.  It might help new users learn what a fort needs in order to function well.  You could have messages appear in the message list saying "Fort needs a distillery" if the player has not built one, or "Fort needs a dormitory" if there are no sleeping quarters. 

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DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 09, 2012, 06:48:59 am »
please put in main the ability to nickname more dwarves at once like in splinters' (i think it's his one that allows it)

OMG, YES!

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DF Gameplay Questions / Re: Drop-off Inaccessible
« on: February 28, 2012, 10:46:05 am »
I've had the same thing happen to me and it turned out the dwarf who was raising all the messages was assigned to a burrow and, therefore, was not able to bring the item(s) to the hospital zone.

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DF Dwarf Mode Discussion / Re: River Pathing Problems
« on: February 22, 2012, 08:39:42 pm »
I've been experiencing this bug, too.  Looks like it's an unintended consequence of having slopes along the shores of a river. 

The water at the the last tile of the river drops to 1/7 as the water moves into the adjacent open space (i.e. the top of the waterfall), and the dwarfs think it's a great idea to cross the river here...only, the next second, water from the next tile up the river moves into the shallow river square they just entered and *fwoop* off the go to their deaths. 

Even setting the river to be restricted doesn't seem to deter them.  I've wasted four reclamation teams trying to get a fortress built near a waterfall.  I tried building a bridge a ways off from the edge, but no luck.  I couldn't even build walls along the edge of the waterfall to keep dwarfs from getting to that shallow river squares; the dwarfs just kept running into the shallow water and being swept off the cliff while trying the build the walls.

So far there does not appear to be any way to prevent your dwarfs from dying this way.

I hope this gets addressed somehow -- even if it means getting rid of sloped rivers.  It's impossible to build near waterfalls now, which I love doing.

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DF Dwarf Mode Discussion / Re: Vampire CSI
« on: February 21, 2012, 09:58:59 am »
Safe:
-Your starting 7 are always clean,

Not in my experience.  I embarked with a vampire in my initial group of seven dwarves.  He managed to kill three other dwarves and a bunch of animals before the first wave of migrants came.

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DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 16, 2012, 10:43:33 am »
I think this could be a problem.
There is no variable that holds the migration wave of a dwarf. DT calculates it by comparing ids and gaps in ids of the dwarfs in the creature vector. Since migrants in the new version are not generated when the imigration happenes but taken from the world, they have an existing lower id not according to the time they arrive. This would explain why the 7 starting dwarfs are in the same wave with the higest wave number (highes id = latest wave) and other dwarfs spread over many earlyer migrationn waves in the list.

I suppose DT could make up IDs for each dwarf it reads from the game, generating a new "wave" every time the program is refreshed and one or more new dwarves are discovered.  The player would then be responsible for manually refreshing DT after every new wave of migrants, but at least then the migration waves would be manageable.

An additional downside to this, though, is the fact that DT would then have to keep a local file matching up dwarves to their DT generated ID.

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DF Dwarf Mode Discussion / Re: Restart syndrome
« on: February 13, 2012, 03:39:46 pm »
That happens a lot to me, too -- though I usually get a fairly large fortress before I tire of it.  Often it's the result of some stupid mistakes made early on which end up affecting the design and layout of my fortress.  I guess being a bit of a perfectionist just exacerbates the problem.

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DF Dwarf Mode Discussion / Inconceivable Forgotten Beast
« on: February 10, 2012, 11:06:39 am »


Yeah, I'm not sure how a four-legged creature can have six legs.

Anyone else come across any nonsensical FB descriptions?

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DF Suggestions / SUG: Game start/end notes
« on: February 09, 2012, 07:43:28 am »
I think it would be very useful to have an option to have the game:
  • prompt you to enter up to a page of notes when you end a gaming session
  • display those notes the next time you start a gaming session
  • allow you to edit those notes while playing
You can have a lot going on later in a fortress's life, and having built-in notes to remind you what you had planned to do that last time you played would be very useful, I think.  You could even use it as a complete "to do" list while in game, editing the note while playing.  You might even have a default note set in an init file with a list of various things you always do in a fortress.

In short, a "game notes" features would be great.

15
As wierd already mentioned, aside from editing the init files, I don't think there's any way to really *stop* the migrants from coming.  Having a crappy, low-wealth fort will keep the migrant waves smaller, but that's about it (and difficult to actually do unless you want a really small and spartan fort).

Your comment about keeping the one migrant dwarf who beat his own berserk son to death has led me to make a suggestion: how about trapping all migrants somewhere, keeping them alive with food and water, then pitting them -- unarmed -- in one-on-one deathmatches with captured goblins/monsters?  Dwarves who somehow manage to survive the fight (or a series of fights) earn the right to live in your fortress.

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