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Topics - Nukeitall

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1
DF Bug Reports / [39f] Military does not clear patrol routes.
« on: August 26, 2008, 12:22:36 am »
As stated, military units maintain their patrol routes in memory regardless of their current unit status.

Let's say you have 4 members, break them up, assign them different routes, then merge them. They will continue to move through their "memorized" routes instead of taking their group leader's route.

This may not matter in light of Army Arc modifications and editions to the current military command, but it exists and I *suppose* should be noted.

2
DF Gameplay Questions / Is magma still effecting performance?
« on: August 19, 2008, 04:56:38 pm »
A simple question. I'm going for a long haul game and I was curious if magma pools/volcanos have a long term impact on overall fort framerates.

3
DF Suggestions / World generation handicap modifier for..stuff
« on: July 30, 2008, 02:44:41 am »
Generating worlds is fun, but sometimes you just need to tip the scales in favor of one side or another to get that "perfect" little world you want. My suggestion is a simple one - a "handicap" modifier for a civilization/creature/whatever to make it a little more resilient to the rigors of time during world generation. My inspiration for this? Mario Kart.

You see, two players start but one isn't very good, so has has his opponent play with a handicap so the race is more even - the better player moves slower. In the end the race is evened - or in my proposed suggestion, "bent" or "skewed" in favor of something.

In the context of Dwarf Fortress, I've already kinda...explained. Basically it will give specific creatures a leg up. Like Dragons? DRAGONS ARE ULTRA SURVIVABLE! Like marmots? MARMOTS ARE ULTRA RESILIENT THROUGH HISTORY! and so on and so forth. Naturally this wouldn't...really, effect adventure mode's combat, merely the history leading to that combat. The end population.

And so my suggestion ends. Mainly I considered this because I wanted to see more dragons....then I thought about it...and maybe I wanted to see more Yeti too. And here we are.

4
DF Modding / A better debugger
« on: July 26, 2008, 08:32:05 pm »
Hey folks. Trying my hand at modding, but aside from the "error" log that gets dumped in the event of my lack of intelligence, is there another way to diagnose where screwed something up? some sort of...debug mode?

Keep in mind I'm trying to do relatively basic modding here, nothing too fancy.

5
DF General Discussion / Fortress Mode Heroes
« on: July 25, 2008, 03:10:26 pm »
Apparently you can see your dwarf kill list in fortress mode. I'll kick off the thread with this guy - he has an artifact buckler and has managed to weather a HAIL OF ARROWS THAT WOULD BLOT OUT THE SUN.



Fort has been around for like..30 years, since .b - the end objective? survive until army arc. Insane? prolly.

6
DF Bug Reports / 39c..total and complete crop failure
« on: July 19, 2008, 01:00:55 am »
This is a new one.

Okay, here's what's happening. 16 year of the fortress. Things run smoothly on cooked massive stockpiles of food. Suddenly one crops stop growing in ALL my fields. I figure it's a fluke or something, change my settings around..check field fertility...seems alright. Alright. I have spawn, proper field settings, and multiple types of fields in multiple locations. Okay.

But nothing grows. I have the farmers, the spawn, the settings, and several fields WAITING to be tilled in spring. But nothing. Belowground is silent. Above ground is silent. Different crops are silent.

It's now the second year, and frankly becoming concerned.

7
DF Bug Reports / [39c] Healthcare still fatal at best
« on: July 18, 2008, 01:27:25 am »
There's another thread along these lines, but I thought I'd make this one to make sure this one gets drilled in. The current fatality rate among wounded dwarves is extremely high mainly because nobody brings them food or water despite occasionally (50% chance) get rescued, even with idlers and the current job cancellation bugfix. Anything beyond a yellow injury is a sure death unless the dwarf has some sort of miracle happen for him.

However this is not ALWAYS the case. Occasionally water and fed does arrive - the issue is that it's so rare that fatalities ensue.

8
DF General Discussion / Undocumented cool things.
« on: July 17, 2008, 02:15:43 pm »
I'll start. Cave acclamation? it used to be nigh-permanent, but now, it goes away.

I might be wrong about this.

9
DF Bug Reports / 39b - Dwarves Lacking True Grit
« on: July 16, 2008, 12:42:57 am »
Cowardice. Everyone hates it, and while it does happen, it seems to have to my dwarves the most.

I'm not sure why either. In order to facilitate the ease of mobilization I break my squads into single dwarves so they move as they can regardless of their leader's current status.

But this has an issue. You see, my Dwarves seem to flee from their opponents unless they have VASTLY superior training (elite) or by some number roll I'm not familiar with. 4 dwarves on 5 goblins? RUN FOR THE MOUNTAINHOMES LADS!

Is this a bug or just a feature to keep Dwarves from being moved around one at a time?


10
To keep it short and simple - I'd like to thank Toady for his hard work in fixing issues. Other developers may sit on problems as large as these for weeks, but Toady's transparent nature regarding issues is a breathe of fresh air.

In short. Thanks Toady. We all appreciate it.

(Especially mass designate)


11
DF Gameplay Questions / How do I remove windows?
« on: March 15, 2008, 06:59:00 pm »
I tried to remove construction, but alas, nothing.

12
DF Gameplay Questions / Volcanos refill magma?
« on: May 10, 2008, 03:22:00 pm »
As the topic says, do volcanos refill with magma periodically like magma pipes?

13
DF Gameplay Questions / The seed! I MUST HAVE IT!
« on: March 12, 2008, 07:15:00 pm »
Generated a world, named it something... a little strange, but it turned out quite desireable.

Is there a way to find out what seed the world was generated with, if so, how?


14
DF Gameplay Questions / Chains.
« on: October 31, 2007, 02:24:00 am »
How do you make these? I've checked - pretty extensively - in the metalsmith menu.

Anyone?


15
DF Bug Reports / Pond refill bugs.
« on: April 13, 2008, 03:59:00 pm »
Like the topic says. Using latest version (38c) and ponds on my biome do not appear to refill, period.

Additionally, when surrounded by walls, the ponds will dry up. JUST surrounded, not covered. I believe it may be causing a temperature variation.

This is going to be a big problem in a few years when I run out of water and injuries accumulate..


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