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Messages - Keldor

Pages: 1 ... 66 67 [68] 69 70 ... 80
1006
DF Bug Reports / Re: Ant colonies in weird-ass places
« on: October 31, 2007, 09:17:00 pm »
Same thing happening to me.  It's probably notable that the map isn't a pure glacier, but has a forest area over the southern half of it.

1007
DF Bug Reports / Re: Blood flows on a brook
« on: November 10, 2007, 08:22:00 pm »
Same thing happens with mud.  My brook is beginning to have brown splotches ever since I pumped out that pool and the dwarves tracked it all over.

1008
DF Bug Reports / Re: Distance calculations ignore floors
« on: November 28, 2007, 10:41:00 pm »
Think about it - which item is easier to access?  One five floors straight above you or one 5 squares to the east?  Unless you just happen to be standing on a staircase, the one on the same floor is almost certainly easier to reach.  Hence, adding a bias to Z distance when guessing which item is easiest to reach makes sense.  Besides, dwarves probably don't like hauling up and down many flights of stairs.  Would you?  XD

The bias wouldn't prevent them from taking items from different Z levels, it would just make them appear somewhat further away than simple vertical distance would indicate.  Thus, they might perfer the item 7 squares to the west and 1 square down over the one 5 squares straight down from them.  They would still perfer the item 2 floors up from them and 6 to the south over the one on the same floor, but 147 squares to the north!

Think of in your own house - is it easier to grab something 10 feet away on the other side of the room, or 10 feet above you on the second floor?


1009
DF Bug Reports / Re: Distance calculations ignore floors
« on: November 26, 2007, 07:31:00 am »
Just make the distance calculation multiply the Z distance by 15 or somesuch.  This not only compensates for typical fortresses not having easy access straight up and down, but will give the dwarves a natural aversion to dragging things up and down flights of stairs.

1010
DF Bug Reports / Re: has anyone struck rock crystal in the new version?
« on: November 28, 2007, 02:07:00 am »
Has anyone tried searching in a quartzite layer?  Just wondering.

1011
DF Bug Reports / Re: [38A] Water tank not filling past first level
« on: February 14, 2008, 04:20:00 am »
My experience is that if you dump water on top of other water, it does indeed vanish if there is already 7/7 water there.

1012
DF Bug Reports / Re: [38A] Water tank not filling past first level
« on: February 13, 2008, 03:45:00 am »
Falling water doesn't stack on top of water filled tiles - this is to prevent things like piles of water from forming at the base of waterfalls.  If you want to make a deep pond, you'll have to make the water flow down to the bottom with some sort of ramp.

1013
DF Bug Reports / Re: Well. Dry.
« on: February 12, 2008, 12:26:00 am »
That's a second bug right there - that dwzrf shouldn't have sat for three montths trying to get water from a dry well.

1014
DF Bug Reports / Dwarf cancels destroy building: Washed down drain
« on: April 28, 2008, 06:58:00 am »
Well, after suspecting it for a while, I can confirm that water can wash creatures through bars, regardless of whether they would fit through otherwise.  I just had a peasant get washed through some FLOOR BARS when he opened the door into a flooded room.  He had to walk over the bars to get to the door in the first place, mind.

1015
DF Bug Reports / Re: adventurer coming out of retirement lost all his gear
« on: February 22, 2008, 05:09:00 am »
This makes perfect sense.  I mean, what do adventurers do when not adventuring?  Drink and gamble, of course.  It seems that your adventurer ran out of money to pay his bar tab, so he desperately bet everything he owned in hopes of paying his outstanding debts.  Alas, he lost the bet.

1016
DF Bug Reports / Minted Coins Celebrating Incredibly Trivial Events
« on: February 09, 2008, 03:52:00 am »
I was playing an adventurer when I came upon a coin bearing an engraving of <something> which related to the building of a hovel in the year 8.

Now,  correct me if I'm wrong, but I always thought that the images on coins depicted people and events of earthshaking importance to the minting peoples.  Perhaps there is some significance to this random peasent building some shack over a millennium ago that I'm missing?  XD

It's obvious that events need some sort of importance stat, to separate battles and coronations of kings from municipal zoning policies during the age of myth.

On a somewhat related note, I noticed engravings of plump helmets, sweet pods, and even quarry bushes in a temple in a HUMAN town.  Factions sshouldn't make engravings of items they don't have access to.

One more thing - coins should typically have their fronts  engraved with the image of the current ruler at time of minting.  Just think how cool this would make coin collecting!  :-)


1017
DF Bug Reports / Re: Units won't use Artifact Bow (38c)
« on: April 22, 2008, 11:40:00 pm »
I don't know that dwarves (or otherwise) ever equip artifacts.  I think people talking about using them are most likely referring to adventure mode.

On a side note, have you checked that they're not forbidden?  I know at least that clothing artifacts are automatically forbidden when they're created.


1018
DF Bug Reports / (38a)Worldgen Weirdness - Rivers and Seashores
« on: February 08, 2008, 04:01:00 am »
I noticed something really odd concerning the way rivers currently flow into oceans.  Namely, as soon as the river hits the ocean coast map, the river bed shoots up 70 z levels or so!  Stranger still, this only happens if the river is flowing south at the time.

To be more specific, what happens is the localish terrain chunks containing the river in the map zone where the river hits the sea (from the north, not any other direction) seem to gain a very great deal of altitude above the surrounding terrain.  The super high elevation starts at the edge of the map zone and stops where the river ends into the sea.

After noticing this, I created a second world.  The problem was also in this second world.  Another thing to note is that when you export a detained image of the world, you can see the strange river deltas as blips of high elevation areas, while the rest of the world looks perfectly normal.  This indicates that the problem is occuring at worldgen time.


1019
DF Bug Reports / Re: Fireman !!On Fire!!
« on: April 18, 2008, 11:19:00 pm »
Well, we'll know for certain if it lives.  If it dies on the other hand...

1020
DF Bug Reports / Re: Fireman !!On Fire!!
« on: April 18, 2008, 06:34:00 am »
Hmm... looks like it had a grip on those two items when it was wrestling, and still is holding them even though the dwarf burned up.  As for the red upper body, could that just be a wound from the fight?  Could be hard to verify whether it's taking damage from the burning objects, or if it just bleeds to death, however.

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