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Messages - randyshipp

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91
DF Dwarf Mode Discussion / Re: Floodgate status?
« on: April 21, 2011, 11:08:02 pm »
I'm certainly doing both of those things.  The entry for floodgate doesn't include this information.  Anyway, I now see a problem with my setup that I won't be able to fix until the next winter freeze 9 months from now.  There's a small plant on the square with the floodgate (how the hell does THAT grow there?), so I'll have to dig out the ice, tear up the floodgate, build a floor there or something, then reinstall the floodgate for the next thaw.  And to think...I'm just trying to drain a damn moat with a floodgate at the drain end and a floodgate at the fill end.  I totally understand how it's supposed to work, I just didn't expect a seedling to screw it up.

92
DF Dwarf Mode Discussion / Re: Floodgate status?
« on: April 21, 2011, 10:31:34 pm »
Thanks very much.

93
DF Dwarf Mode Discussion / Floodgate status?
« on: April 21, 2011, 10:13:00 pm »
How can I easily tell if a floodgate is open or closed?  I don't see any difference when I look at them with {k}, and they don't seem to have a {q} menu. 

94
I'm with the OP.  I feel somewhat fortunate that I think I have a pretty well defensible embark with trees inside my defensive perimeter, but it SURE would go faster if I could find a vein of coal or two amongst all this dolomite and magnetite.

95
DF Modding / Re: Change TrueType font size?
« on: April 20, 2011, 08:06:43 pm »
Uh, did you read my question?  I know about the scroll wheel, I know I'd like to change the typeface.

Is there anyone ELSE who can tell me how to change which typeface DF uses when TRUETYPE=YES is enabled?  Thanks in advance.


OK, I found it.  If I knew where to document this for future generations, I'd volunteer to do so.  In the DF/data/art directory there's a font file called font.ttf.  Back that file up, rename the font you want to use to font.ttf in that directory.

96
DF Dwarf Mode Discussion / Re: Dwarf Fortress in 3D !!SCIENCE!!
« on: April 20, 2011, 08:03:24 pm »
Put me down as someone who thinks graphics exactly like Stonesense currently has, plus mouse/windowing support, would be awesome.

97
DF Modding / Re: Change TrueType font size?
« on: April 20, 2011, 06:13:46 pm »
Sorry for the necropost, but:

I know how to zoom to adjust the size of the TrueType text, but I don't see anything in init.txt that would suggest how to change which typeface to use so I can enjoy the success the other people in this thread had.  Any thoughts?

98
Sorry, trees are (somehow) magma-proof.  Magma can only destroy an object by being in the same tile as it, and trees block the flow of liquids, so pouring magma on trees will not destroy the tree.
The magma would cause fires, and the tree would be consumed BY THE FIERY WRATH OF ARMOK!
I beg to differ. Trees can SOMEHOW survive a raging bushfire. :c

Happens all the time.  Brush fires clear out undergrowth, but often leave the trees behind, thankful for some clear ground on which to drop their acorns. :-)

99
DF Dwarf Mode Discussion / Re: Most annoying thing?
« on: April 19, 2011, 01:32:44 pm »
The hotkeys could be changed from [b ] [d] [t] [v] [k] etc. to [B ] [D] [T] [V] [K] and those keys reserved for opening those interfaces, from the general mode, or from within another mode. Some people say the game should be given a mouse-oriented interface, but I like the keyboard interface. It is just that there are some obvious available improvements.

It wouldn't have to be only one or the other.  There are lots of keyboard hot-keys in regular Windows app interfaces.  There's not much reason that large chunks of the existing keyboard interface could survive while also allowing things like context-sensitive menus -- right-click on Urist McDwarf and have access to basically anything I might want to do with THAT dwarf...learn about him, nickname him, adjust labors, enlist him in the military, and on and on -- for people who like the mouse.

The game, it would seem, would benefit from a bit of controlled "opening."  It seems obvious to me that if the people responsible for Dwarf Therapist and Stonesense were given a little more access, they could offer some very interesting, much more modern alternatives to the current interface that a lot of people would like.

100
DF Dwarf Mode Discussion / Re: Individuals' inventories
« on: April 18, 2011, 11:39:43 pm »
Yeah, I think that qualifies as missing something simple.  Thanks for pointing that out while simultaneously resisting the urge to either slap me with a trout or flood my fort with magma.

101
DF Dwarf Mode Discussion / Individuals' inventories
« on: April 18, 2011, 05:15:43 pm »
I'm sure I'm missing something simple, so sorry for the noise...

How can I see the personal inventory of a dwarf: what he's wearing, what he's wielding, what he's carrying from place to place at any given moment?  Thanks.

102
DF Dwarf Mode Discussion / Re: Flat Cliff with edge river!
« on: April 17, 2011, 12:33:31 pm »
Can you point me to a link that explains how to take your worldgen data and import it into my game?  Thanks!

There's a file called world_gen.txt in the \data\init\ directory.  Add his worldgen to the list in that file, then start the game, then create a new world with advanced parameters.  It worked in the latest DF version, which I use.

Very cool, thanks!

Now, one more question.  I think the spot I embarked upon this last time is pretty cool and I might be interested in doing it again sometime.  Now that I've already played the game for a while, is there a way to:

- find out the worldgen parameters that went into this world, including the SEED that results in this particular world?
- find out the exact location of my embark so I can find this spot again?

103
DF Dwarf Mode Discussion / Re: Flat Cliff with edge river!
« on: April 16, 2011, 06:58:58 pm »
Can you point me to a link that explains how to take your worldgen data and import it into my game?  Thanks!

104
I'm not crazy, right?  You don't need water to farm underground, you just need soil?  I'm certainly growing dimple cups and plump helmets and the rest, and I certainly never irrigated.

105
DF Dwarf Mode Discussion / Noob-friendly starting location?
« on: April 16, 2011, 06:53:47 pm »
After hearing me drone on and on about Urist McWaterswallower and the rest of my stupid dorfs, my wife has expressed an interest in trying this out.  But she's already glazing over just a bit at picking an embark.  Does there exist such a thing as a noob-friendly starting location that someone else has already found and saved somehow...that can be downloaded for a sort of pre-made, relatively forgiving beginning?  Thanks.

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