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Messages - Lightman

Pages: [1] 2 3 ... 34
1
I think this is an idea worth exploring.

In a purely historical context, it probably wouldn't be the sole task of any profession, though temple workers would probably be the most focused on it. As per the current system, a mayor (or ruler) should be one source. I would add medical workers to that, like the Chief Medical Dwarf.

For a dedicated/primary profession, I think philosopher or a temple worker (e.g. priest) makes sense. The temple worker might be called a "healer". There could even be a location, such as the real-life "sleep temples" of ancient civilizations.

It should also matter if you assign a dwarf that is a bad fit for the job. That could manifest itself in bad results and even bad/vague advice and reports for the player.

2
DF Suggestions / Re: [Steam] Change glyph option text
« on: December 26, 2022, 04:43:18 pm »
Yes, it's the last option on the Video tab for both the Premium and Classic versions of 50.04. Classic can use graphics, music, and sound (allegedly, I havn't tested it); it just doesn't come with those assets.

Thanks for the confirmation. I've updated the subject.

3
DF Suggestions / Re: [Steam] Change glyph option text
« on: December 26, 2022, 01:16:22 pm »
Maybe "character glyphs"? Text implies readable words.

"Use Classic character glyphs" isn't bad but it might be confusing. I suggested "text" because then there's some relation to the original text mode that works with terminals / SSH.

Maybe the setting should instead be inverted and named to "Use Graphics", or something to that effect?

I think something like this is a good idea. It could be as simple as "Graphics mode: Enhanced / Classic "

4
DF Suggestions / Re: [Steam] Change glyph option text
« on: December 26, 2022, 01:10:22 pm »
There is no difference between the Steam ver. and Classic aside from the inclusion of graphics and music in the Steam version.

Yes and this option applies specifically to that difference. Did you look to see if it has the option? I don't see it.

5
DF Suggestions / Re: [Steam] Change glyph option text
« on: December 26, 2022, 01:04:09 pm »
Agree.

(But why label this "Steam"?)

Does the Classic version have the option? I put "Steam" because I assume only the Steam version has or needs this option.

6
DF Suggestions / Change glyph option text
« on: December 23, 2022, 04:23:12 pm »
Please change the "Use Classic ASCII glyphs" to something like "Use Classic text glyphs".

There's no need to further perpetuate the misconception that Dwarf Fortress (any version) uses ASCII.

7
I'm going to say all of the below as somebody who's been playing on-and-off since 2010. In addition, I agree the old control scheme should in some way be reimplemented as an option. However:
I'm seeing a trend of bitter veterans [...]

There's also the other ones who are seemingly suffering from extreme stockholm syndrome [...] Dwarf Therapist was required to make managing easier [...]

This is very closed-minded. I'll tell you why I, and a lot of other people prefer the mouse control over the original [...]

To act as if some of the horrendous UI navigation controls were somehow faster than just moving and clicking once is dishonesty at worst, and rose-tinted glasses at best.

[...] if you're unable to click the huge buttons properly, I think you may need to get your hands, your vision, or your mouse hardware checked. It's not hard to use, and I'm not exactly a professional FPS player or anything.

So yes, while I do agree that Tarn should add the old schemes for those who spite modernization, I think it's fine to simply suggest he do so without being aggressive about it or attempting to project your coping of the old system onto others.

I also do agree that announcements and reports need a dedicated window/UI, though. Am really missing those.

I am sure there are veterans who, as you described, got frustrated with the game before giving it a fair chance. There are a lot of changes. Is "b, p, r, <click>" better than "b, d, enter, enter"? Probably not but it doesn't seem worse.

As a veteran player, I'm excited to see the changes and improvements. At the same time, that doesn't negate legitimate issues that people have. This is an initial release and it should be expected that there are problems.

While I agree with your overall sentiment, I would also suggest avoiding aggression and projection from your side. I think you could say that you like the new system and that you think some players are being unfair, without some of the less-constructive comments above.

Incidentally, I have always played vanilla DF and played without Dwarf Therapist. I never thought the UI was good but it worked... mostly. ;)

8
DF Suggestions / Steam Edition: UI focus needed
« on: December 11, 2022, 01:05:31 am »
I just started playing the Steam version but I find it really off-putting that I can unknowingly affect things under and apart from the top-level window. When I go to a menu to do something, I don't want to accidentally hit keys that change things underneath that window. I think the game needs to be more strict about limiting the keyboard to the active window.

9
I just started playing the Steam version. I'm a bit disappointed that all the keys seemed to have been changed and that the changes don't seem any better or more logical.

That being said, I haven't played enough to really evaluate everything. I would prefer some of the old keys but I should be able to get used to the new keys, given a little time.

However, I would definitely vote for a UI that allows playing without a mouse.

10
DFPlex is a plugin for DFHack which introduces simultaneous, real-time online co-op to fortress mode: each player has their own independent view, cursor, menus, etc. so nobody has to wrestle for control. It's a fork of webfort, so players join just by connecting from their web browser.

Thanks for this plug-in! I tried it with a friend and we were both amazed. The potential is huge.

I had no problem with the networking side and I tested loopback, local and remote connections (including another person connecting).

The two issues I ran into were:

1. Random crashes. The game would exit randomly, after a while. This was using the current pre-built binary
2. Build failures. I could not get the program to build

Ubuntu 64-bit
DF 47.04
DFHack 0.47.04-r1

11
On the server when I open a page in localhost it works but if I put the server own local ip i have a "Connection Error. Click to retry"
I tried to change the ports but that didn't solve the problem, don't know if it's a build problem because when I change the port of staticport in the file dfplex.txt the localhost no longer works on the new port (and does not work on port 8000 logically).
u in advance for your help

Did you check your firewall?

12
DF Adventure Mode Discussion / Re: A castle without a door
« on: June 18, 2020, 06:21:48 pm »
Holding shift while moving tries to move you up in that direction, so standing on the ramp below the door and pressing shift+9 would would tell the game to move you directly at the door.

But that doesn't work. The only option that gives me is to move on the ground (below the doors). There's no way to move into the doors.

13
DF Adventure Mode Discussion / Re: A castle without a door
« on: June 18, 2020, 02:14:05 am »


However, I did manage to become a competent climber (eventually) and climb up on top of the wall.

14
DF Adventure Mode Discussion / Re: A castle without a door
« on: June 18, 2020, 02:01:21 am »
Thanks for the suggestions.

Does standing on the ramp and pressing 9 or shift+9 work?

No, I can't stand on the ramp.

You should be able to shift+9 from the ramp below (or alt+9, then chose move up and to NE.)

You could try [h]olding onto the walls (IIRC, that's easier,) or jumping into the door and attempt to hold onto that. (I don't remember what happens if you try to jump into a door. Maybe you just collide with it and fall to the ground.)

I don't think it works from below but I was able to hold onto the wall, after all and move a step forward (into the air).



Sadly, I don't see any way to open the door and move inside. If I try to move east, it only gives me the option to climb to silt loam, *below*.

15
DF Adventure Mode Discussion / Re: Identify constucted zones
« on: June 17, 2020, 10:49:45 pm »
To be clear, the name doesn't tell me if a zone is a tavern, library, etc.

It seems like there should be a way to tell what the zone is for.

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