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Messages - ffaerie

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31
DF Dwarf Mode Discussion / Re: Religious dwarfs
« on: July 04, 2011, 07:06:34 pm »
This is a very good idea, and I would like to elaborate on the part of worshipping. More nobles sounds indeed like ‼FUN‼ too. You could have a poly or single deity worshippers, obstruct the unbelievers, oh the possibilities...

Why not make it so Dwarves worship their Deities and things that they express, like a Buddha made of Billon and so every worshipper of him likes billon. That'd resolve many and many illnesses of current 'likes' system issues with 'aluminum beds' and 'some foreign creature hoof stuff' which are simply impossible apart from moods currently. The Deity your civilization worship of course would "like" things that are common to your civilization. And if you could also choose a primary Deity (or view Deities of your civilization at embark) it'd hand to hand with some min-maxing, which won't hurt, I think.

fake edit:

I just throught it all over and it's really huge thing one could have here. Priests demanding tributes, amounst of prayers going to their Gods, dwarves spending more time praying instead of partying at some stupid table until you just make a meeting hall zone instead your lavish statue garden and dining hall.. They'd wield some powers beyond those of mortals, like being able to recall to their temple or chapel (when they need a drink). That could've been counterbalanced by the death of gods themselves, if your whole population is engraving stuff and in military it's not like there are many prayers going to their god, unless the prayers are those of 'last moment before seeing the light'..

32
DF General Discussion / Re: Finnish LP question
« on: July 04, 2011, 07:02:23 pm »
Well, I was peacefully playing listening along and at some point it struck me he said 'highlighting' or maybe 'highlighted' and I was like that's gotta be no way a Finnish word. It's 'podsvetit' in Russian so I wonder if people just stopped bothering with making up words and just do as they go with English ones. This field of language theory fascinates me and I'd like more input on this.

Also, am I terrible for listening to specifically a DF LP when playing DF? It doesn't happen with other games, really.

33
DF Dwarf Mode Discussion / Re: Rant on FPS and stuff
« on: July 04, 2011, 06:57:23 pm »
You forgot that dungeon masters don't show up, dwarves won't wear clothes, civilian jobs interfere with military uniforms, crystal glass can't be made despite the exact cause and location of the error in question being documented more than a year ago, obliterated hearts not killing dwarves, fluid flow errors, temperature calculation hyper-lag, no economy, broken ammunition setting for marksdwarves, some animals can't eat enough to survive, unrealistic simple trap configuration, smelting exploits, obsidian being forbidden as economic stone unless you embark on some, skewed foreign weapon damage, disabled diplomacy settings, the truetype font crash, cavern fishing being broken, burrow-restricted moody planepacking, creatures teleporting on top of walls, nonfunctional animal caretaking/fish dissection/animal dissection/alchemy, non-food items listed as food on the stocks screen, some distance errors on workshops, contaminated buckets not being emptied, hospitals not gathering stocks correctly, metal bar requirements being off for certain items, finicky cheesemaking, finicky lyemaking, archery range room designation troubles, creature leather yield oddities, muddy tiles not displaying cave moss properly, and the inability to decorate certain manufactured items.

It's not like dungeon master was more than an excuse (like the Arms Dealer whatever noble back in 31.0x) to poorly implemented social situation, I guess.. The clothes I destroy by heavily utilising dfhack tools. Raw crystal glass can be bought from caravans and doesn't enrage me nearly as much as whole '1 ash per lye' part of soap and potash making (too bad, nowhere to apply your skills, guys and girls who just migrated). Switching off temperature gives me like +200 fps (to my measly 75 with my second and still running fort, a huge clash of many design concepts), yet it's not really helpful to negate lag, if you want to play the game to it's fullness. It's like toggling between water and magma when you need your smelters upon a brook running for a while smelting things. Hospitals are okay as long as I don't give them too many coffers I gathered. Finnicky stuff deserves to be there just because, I guess, that's name of the game 'Just Because'. Archery Range simply doesn't work, and anyway they do a good job as ambushers being all legendary marksdwarves in some 3 seasons. The other thing I dismiss as playable through. Actually, everything can be played through. If you don't have a stupid moment when the game just randomly cripples your modern computing machine and makes it crawl unreasonably. I can post you a dxdiag file or something, but never ever no single core of my processor had got loaded more than 30%. That's annoying me more than flies or being in the rain. That outright stops me from being reasonable and yet again I need to throw a tantrum like this first one.

34
DF Modding / Re: How come this causes crashes?
« on: July 04, 2011, 06:45:03 pm »
You might want to provide us with the example from which you were copying the tags and everything.

35
DF Modding / Getting rid of unknown ghosts
« on: July 04, 2011, 06:41:02 pm »
This often leads my friends into a fruitless google search.

If you don't have a name to engrave on your Slab (i.e. it's missing from the engrave menu in Craftsdwarf workshop and you checked and checked again) and there's an undead Ghost bothering you (or littering your Unit List) go get hold of current version of Runesmith app and when the game is running find your ghost (the unit list there in Runesmith can be sorted by name, yeah) and go to Flags tab and mark both 'Dead' and 'Killed' flags and then write your changes into memory (the floppy disk -- Diskette -- icon) . You can then safely disconnect the tool from the game itself by pressing disconnect (the broken plug icon).

This works for any ghosts, naturally, but you can have a Slab engraved for your favourite miner that met his or her unfortunate end in magma whose corpse is now unreachable, can't you?

36
DF Dwarf Mode Discussion / Re: Can't Make Soap
« on: July 04, 2011, 06:28:43 pm »
Upon reflection, it all makes sense now.

When I switched over all of the grazers suddenly became hungry. I pasturised them but they would not eat. They just stood there in a field of grass as green as the Sound of Music and starved to death. Secondly I got never ending rocknuts unavailable to sow spam even though there were plenty in the seed store immediately next to the farm plot.

So the three big things that were changed with the version did not work. Soap from oil or tallow, rocknuts that can produce oil and grazer needing pasture simply did not function.

Ergo - FUBAR. Maybe I can abandon and go in in adventure mode.

Oh, I feel your pain. Grazers sometimes are larger than any pasture you assign them to (or they can get to that other grass patch because of their poor movement speed). Soap-making (from rendered fat) does work, just don't make more than 1 unit of lye (and ash) at a time and you'll be swimming in soap. One unit of soap is known to last decades, too. That's FUBAR, right. While upgrading the reactions might not reflect upon your saves of older version.

37
DF Dwarf Mode Discussion / Re: Rant on FPS and stuff
« on: July 04, 2011, 06:18:55 pm »
Yeah. Just like it's in the game. When your rant is met with dismissal and disinterest by dwarves of no social skills yet higher rank you feel better about yelling on someone in charge and feel better afterwards (about the punishment being delayed, at the very least).

38
DF Gameplay Questions / Re: Creating a Batch file for DF?
« on: July 04, 2011, 06:16:55 pm »
Just putting calls with the path and executable for your multiple addons separated by carriage returns should do the trick.

Code: (simple.bat) [Select]
start "Dwarf Fortress" call "Dwarf Fortress.exe"
start "Dwarf Fortress" call "Dwarf Fortress.exe"
start "Dwarf Fortress" call "Dwarf Fortress.exe"

this will open 3 DF windows upon single execution.

39
DF General Discussion / Re: advice on how to defend my entrence
« on: July 04, 2011, 06:08:16 pm »
Supplies of copper, silver and stone is like 95 of 100 embarks nowadays. Wood - varies. What you want, is to make another corridor alongside the first one and carve some fortifications into a smoothed wall (make sure there's a floor above, or things can climb over them) and make your marksmen shoot from there. Or just put a few weapon traps with some serrated discs, 3 of them with 10 x glass or anything -disc- quality make sieges quickly be lifted and a lot of limbs flying around (read - broken and cheesy beyond measure).

40
DF General Discussion / Finnish LP question
« on: July 04, 2011, 06:01:04 pm »
As many of us, I also enjoy playing DF while listening to some LP on background (spoiled by captnduck, really) and I stumbled upon this LP on youtube which is (at least it says so) in Finnish. Which made me wonder does Finnish really have words like 'highlight' and such words of English origin in its vocabulary? Are there many? Do speakers just casually mix-in the foreign words, like many communities in my native corner of Internet use to? I would've asked the author, really, but uhm, I don't really speak Finnish and I don't want to go around offending people privately or I am just a little shy. It's more fun in public, either way.

41
DF Dwarf Mode Discussion / Re: Nothing to see but an intro
« on: July 04, 2011, 05:55:20 pm »
It escapes me at the moment, but I think in order for a room to qualilfy as royal it needs stuff in it (including engravings and internal doors) worth around 20,000. So really easy to over-do things and have a pissed off duke or count or baron because your current mayor (or manager, maybe) has appartments he or she is unworthy of or something. Queens and Kings are not supposed to really work in 31.25, I am afraid, so she's not going to trouble you much. I'd make her throne room her tomb, just saying..

42
DF General Discussion / Re: Future of the Fortress
« on: July 04, 2011, 05:41:24 pm »
Ooh, pretty things. It's the sad fps drops that get to me, though, and I am spiteful and bitter solely because of them.

What would be also nice is an expansion to the current mechanisms to make them more portable, I am thinking umbrellas here, maybe leather+mechanism+wood tents and such stuff for personal use. First things first, crafting while adventuring (and also ropes and other ways to improve mobility across z-levels and in general) should be pretty amazing.

43
DF Dwarf Mode Discussion / Rant on FPS and stuff
« on: July 04, 2011, 04:29:20 pm »
/rant

It's getting to the point where there's no much reason to invest time into a fortress if even on a 3x3 shallow not even 40 z-levels embark with serious abuse of dfh autodestroys and removelitters and dumping from stocks and DAS' and no moving liquids at all the FPS drops down under 100 and then never recovers by the year 20. This without going into the whole 'exploring caverns' stuff (I wonder if I should just danger-room-insta-legendary military into godly skills and go there by year 3 or something so the game doesn't turn into a silly slideshow) and only a few magma forges with stale lava underneath the impassable squares. Megaprojects? Hope you have fun having the game on alt-tab for hours every day for months upon months at your 3 fps and maybe your grandchildren will see it through.

The whole thing about 'your civ's king is dead; you should've checked beforehand in legends' is getting kind of old really, also. Then again, if I need to temporarily add [aquifer] tags to sedimentary stones in order to embark in the first place, I am maybe expected to also check for monarch availability with a third party tool like prospector or something. While on subject of finding a suitable site, it's rather surprising, to say the least, to see types of stone layers replaced by vague 'Shallow metals' = copper everywhere, 'Deep metals' = copper everywhere variants. 'Flux Stone'? You might get it or you might not, no Flux Stone in biome? You might very well still get it if the cards on hand say so. Adding NOEAT to kobolds manually wasn't a good idea of mine either, now that I think of it, too. Ridiculousness of the whole constant struggle with pets and their owners and their litter and their movement is pretty much madness on the level of every 200 billion of thousands of body parts of every god forsaken creature or dwarf getting covered in blood, or pus or water.

Add to this some demands by nobles like 'make aluminum beds', miserable justice system that works against all that is just and hospital silliness with infections abound and you get a blood-red exclamation mark in the place of a serious dwarven fortress. The unit list that's going for decades is also kinda old, though Runesmith and Therapist and whatever helps some. The names of risen ghosts of entirely unfamiliar entities missing from slab engraver menu is just a nice touch to it, what can I say.

fake-edit:

It's just occured to me that maybe if we do need to view legends to see if there are any monarch figures available to the chosen civilization, perhaps it should also somehow recognize the fact the civilization in question is only known for the incredible feats of their Wood Burners and Lye and Potash and Cheese Makers and other generally useless rejects.

44
DF Dwarf Mode Discussion / Re: Random noob questions
« on: June 29, 2011, 01:27:55 am »
1) Can I somehow forbid an item from use? Or put an item on auto-dump? (For example, if I don't want diorite or some rock, is there a way to make sure that it is dumped as soon as it is mined? Or forbidden to made into anything in workshops?


2) Rat remains, lizard remains, other crappy remains. I currently have these being dumped outside my fort in a corpse pile. Do they ever go away? At what rate do they decompose? Is dumping them an
more preferable than piling them? Also, often times my dwarfs won't move rat remains - what the hell is wrong with them and why are they lazy?


3) I still don't really understand cave-ins, even after reading the wiki and other explanations. How does a room or structure become disconnected from all support?


4) In my current fortress, I have yet to find any lignite or bit-coal, but I have found some magma about 8 levels down from where I currently am. Should I set up smelters for coal in the meantime, or just go straight for the magma, and how would I go about this? I haven't worked with magma yet, any advice on how not to melt the universe would be appreciated.
1) you go into [z] stones if you want to forbid some stones from being used as material (just set them economic);
2) they will stay there for a long time and unless your refuse pile tiles are 'outside' then they will only stay there for a year or two;
3) cave-ins you have to experience first, try starting a new embark and channelling a slope and then digging under it while removing any support (floor tiles count) from it;
4) yes, unless the magma is like 130 levels below you; don't even bother with machinery and pumps it will kill your FPS. Set up your fuel-needed industry where your magma is. Keep in mind, that steel production needs carbon-heavy stuff to produce steel (i.e. even with magma you need some charcoal). It should be easy to get some trees burnt in caverns if you wall off a little of them (provided they're not 25 z high). Floors can't be destroyed by destroyers and hatches can only be destroyed by the evil things on their level:

side view

wwwww
wgTTTT
. . www
wwwww

the creatures from below (period tiles) cannot destroy "g".

45
DF Dwarf Mode Discussion / Re: So. Horizontal fortress or vertical?
« on: June 29, 2011, 01:18:53 am »
From my observations a single 11x11 room x3 deep is twice as much fps (940 to 1800) as 3 rooms 11 by 11 flat  even if they form a triangle. It's easy to test it too if you set up a vertical space for your drink stockpile. And before you go about the width of my hallways they're all also 11 by 11.

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