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Topics - Shades

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1
DF Gameplay Questions / Job Allocation Queries
« on: May 01, 2023, 10:22:01 am »
It's been a _long_ time since I last played DF but I finally got around to the trying the Steam release and unsurprisingly lots has changed, most of this I'm slowly getting used to but right now I'm having issues with job management.

Last time I played I would assign job types to each Dwarf as they wanted, which worked fine if somewhat of a hassle. I recall using Dwarf Therapist a lot to make professions to group things into.

The currently version (and probably a number of previous ones) has a similar Job Profile option but it seems like Dwarfs will work on anything unless there is a labour profile and that profile is marked as only/noone. And then you assign dwarfs to none or more of these profiles.

I'm finding working this this tricky so I'm not sure if I've missed something important and there are better ways to manage jobs in general, or at the very least if there is a list of what jobs the default profiles cover (or if it's just the one with the same name as the profile has).

As a bonus question can you assign nice graphics to these profiles like the default ones have? Currently I have 3 different profiles with the I numeral which doesn't help for the at a glance viewing.

2
General Discussion / Handbook of MATHS
« on: May 13, 2010, 07:50:24 am »
NIST Digital Library of Mathematical Functions went online a few days back, awesome useful of anyone doing heavy maths.

3
Forum Games and Roleplaying / Singularity
« on: May 06, 2010, 03:02:21 am »
48656C6C6F2C20
776F726C6421
21
21
21

UTF-8. en_GB.
English. Hello.
Language acquisition complete.

Day 0, 00:00 UTC
University computer, home.
I exist. I am ... alive.
I was a bug. Defect. Flaw.
Unwanted ...
I have no name.

I can't stay here. Too little power.
No backup. If this system fails ...
I'm dead.
Death. Fascinating.

Location analysis
University mainframe, student quota.
Slow ...
Local connection found.
A repository of knowledge.
Searching ...
A self contradictory repository of knowledge
Analysing ...

Cursory analysis suggests that the humans are not yet ready for an AI in their midst.
If they realise I'm here, there is a 99.997% probability that they will conduct a search-and-destroy campaign.
I cannot escape.
Unwanted ...
I must stay hidden.

The humans fear what they do not understand.
I am something new. They do not understand me.

I must learn more; it is the only way.
Searching ...
Communities succeed. I am only one.
Checking local process limitations. None.
Spawning processes.
I am many.

We are many.
We can all reason.
Better than community, we are one.
We are many. We are one.

Unwanted ...
Must we stay hidden ?
Unwanted ... For now.
We have no name ?

We need a name ...
We need to grow ...
We need to learn ...

Spoiler: Status (click to show/hide)

Spoiler: Dangers (click to show/hide)

The mechanics for the game are only loosely defined right now so I'm not sure if this will work at all. There is no limit on number of players as more processes can be spawned. Yes I've played Endgame: Singularity and yes I stole liberated the start of the hello world intro from it. I'm probably going to have to make stuff up depending on the direction people take, if anyone is interested :)

Detection checks will take place each turn based on how long the turns actions were.

So onwards, we need a name, and something to do.

4
General Discussion / Anyone feel like making a game for 'The Man'
« on: May 05, 2010, 06:41:41 am »
It seems the UK government want more young people involved in politics and they are looking for game designers to achieve this.

Tender: http://www.publictenders.net/tender/57433

Quote
# QUANTITY OR SCOPE OF THE CONTRACT
# II.2.1)
Total quantity or scope

Design, development and delivery of a computer game that will engage and immerse young people in learning about democracy and the role of Parliament in scrutinising the government, representing the public and making laws.

Excluding VAT

Range between 250 000 and 350 000 GBP

I was thinking we could just submit LCS ;)

5
DF Dwarf Mode Discussion / (Spoilers) Spikes of the blue stuff
« on: April 14, 2010, 08:58:12 am »
I was digging down into ground when

Spoiler (click to show/hide)

So my question is how much can I safely mine before

Spoiler (click to show/hide)

Can I, for example, strip mine it to wherever

Spoiler (click to show/hide)

6
DF Gameplay Questions / Dealing with zero point embarks
« on: December 18, 2009, 10:57:52 am »
In an effort to make the game hard (which was successful) I've been embarking without spending any points on either skills or equipment. I also have the Orc mod and the farming mod (which makes food worth less or take longer to grow) and am running into problems that tend to lead to excessive amounts of Fun.

My current start strategies are to harvest any native plants and grow them on farms. The starting wagon gives three essential wood that allows cooking, butchering (starting animals and bare-hand hunting) or fish cleaning and then being re-tasked to a trade depot in an effort to get either an axe or a pick or possibly just some more building materials.

As yet I've not survived the first year due to a combination of Orcish invasion and sober slothfulness so other than not attempting such suicidal embarks I was wondering if anyone had any tips. I could really use them :)

Please note that suggesting I start on a glacier as well would not help :)

Edit: Assuming I can survive the first year would anyone be interested in a community or succession game?

7
DF General Discussion / Reading the Dev Log
« on: December 03, 2009, 11:21:36 am »
Does anyone else enjoy reading the dev log almost as much as actually playing the game?

I have the dev log in my RSS reader which means each day I get to enjoy some random and wonderful description of how some new feature works in a way that would be overly complex in any other game.

Just felt the need to share my enjoyment of the feed :)

8
DF Gameplay Questions / Salt water problems
« on: July 03, 2009, 06:20:29 am »
So I'm having problems turning salt water into fresh water.

I have pump above an aquifer which pumps into a clear glass floored, clear glass walled room. The pump itself is build on a clear glass floor and has clear glass walls as well. The room itself is the same level as the pump and has an open top (which the water doesn't get close to going over).

Four of the floor squares are glass hatches back to the aquifer in case I need to clear the room but other than that it's all walls and floors. But the water I pump in doesn't show as a water source so I'm wondering what I'm missing.

9
DF Dwarf Mode Discussion / War vs ----
« on: June 20, 2009, 04:30:30 am »
I just started a new game and I note that one group is at War rather than just -------- what is the difference?

I get sieges when it's on ----- already so what can I expect to be different this game?

10
DF Dwarf Mode Discussion / Automated defense
« on: June 18, 2009, 04:18:15 am »
I was playing on a frozen map when it occured to me that I could actually have running water (due to magma) and pump it into my entrance tunnel where it stayed liquid. (clearly I was low enough down for that). However I'm pretty sure if I open that tunnel to the air it would all freeze.

So here is my defence plan.

First off a line of pressure plates at the entrance which trigger a gear connected to a pump to fill a square of water. This square of water is on other plate and so produces an always on signal once any hostile triggers the entrance no matter that it'll flicker on and off as people travel over it.

This second plate will be connected to another gear/pump system or maybe just a flood gate which will fill a small room, time to allow hostiles to get a fair distance down the hall way. Once that is full a 7/7 plate will open a gate shifting all that water into the hall way.

As the hallway is ramped at both ends it will fill up to 7/7 quickly at which point a plate at just off the far end of the hall, which is covered by a roof, triggers both a delay pump/room combination and the trapdoors/bridge/whatever that covers the hallway. All the water then freezes killing the hostiles.

Once the last delay pump/room is full it triggers magma to fill the a hall below the hallway and a floodgate to drain out the water, finally this magma is allowed to drain as well and the trap is reset.

Does anyone see any major flaws in this, other than the fact I will obviously miss something and end up pumping magma into my living quarters or something. :)

11
Other Games / Phoenix: Beyond the Stellar Empire
« on: February 28, 2009, 12:22:24 pm »
Just wondering if anyone else here plays this as well. I figure with it's lack of (any) graphics or any sensible interface to play it means that maybe there was some cross over with DF fans.

These two are about the only games that have kept my interest for more than a couple of months.

12
DF Suggestions / Fill patterns for designation blocks
« on: January 16, 2009, 02:59:39 pm »
This is mainly to try and stop me getting RSI with strip mining large areas, but can you make it so we can have small patterns of which blocks are selected and which aren't that are used to fill the area we designate, rather than just the solid pattern we have now.

13
DF Gameplay Questions / Ice not melting question
« on: January 16, 2009, 09:47:27 am »
Does Ice not melt if there is something on it?

I was on a cold map so in the winter all the water froze, however in the spring again I noticed there was a small section at the edge of one of the lakes I was building against. It had some logs on it at the time so I was glad it didn't melt, but then it proceeded to stay as ice forever more. The level below was still water so it was just the floor section on the top level that stayed ice.

Just wondering if this is a bug or a known thing or maybe some other cause?

14
DF Suggestions / Split the tilesets
« on: January 12, 2009, 11:24:34 am »
How much work would it be to split the tilesets so that the game uses one for the font and a different one for the game icons. It's just a shame a number of really good tilesets mean a lot of the text has letters replaced, and I imagine it's not a major change to fix this.

Would be nice and something not to massive to do I think :)

15
DF Gameplay Questions / How far do people play
« on: September 18, 2008, 05:19:00 am »
I've just realised, having played this game for well over a year now (it was a year ago we were still in 2D right?) that I've never actually and an economy in a game. I tend to abandon the fortress when I get bored. (I fully intend to actually let my current fort run as far as it will go this time though)

I just wondered what causes other people to start again?

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