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Messages - Kruor

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DF Dwarf Mode Discussion / Re: Alternatives to a Central Stairway Design?
« on: January 20, 2012, 06:54:37 am »
A spiral ramp, except every half-turn there is a bridge over the central shaft instead of the next ramp segment. This is essentially a central shaft (derp) but atleast its different. Actually depending on the scale it could be made to be quite elaborate. Obviously the smallest size would have to be 3x3 but a giant one 7x7 or bigger could be made to be very aesthetically pleasing.

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DF General Discussion / Re: Aesthetics Assistance Anonymous.
« on: January 20, 2012, 05:59:22 am »
Well a good aesthetic rule to go by is to fill the room with the same stuff the walls/floor is made of.

Having a room made with gold floors and walls is awesome. Filling it with golden desks, chairs, chests, statues, etc is also cool. Now you could put in a candy sarcophagus (which would certainly help it get to Royal status) but the random blue on gold might seem.. odd (atleast on my tileset).

Of course if the walls and floor where candy.. well :D

If you are only with a fresh embark (comparitvly) and dont have access to this stuff yet then i'd leave it. No point starting a project before you have what you want to make it from. Otherwise you'll just have this huge tower made of useless rock and it wont feel as important to you. Cant go wrong with a nice marble tomb though. Easy to aquire and putting gold/candy items on it is nice to look at. I prefer marble as a building material over everything.

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DF General Discussion / Re: [Grim Topic] Toady's death.
« on: January 20, 2012, 05:18:23 am »
Ah cool. Nice to know he is that devoted to include it in his will.

He probably has a flash drive somewhere in his flat with it on  ;D

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DF General Discussion / Re: [Grim Topic] Toady's death.
« on: January 20, 2012, 04:59:37 am »
Lol im sure the hallowed Source is left in the hands of a lowly (and fellow) Bay Watcher.

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DF General Discussion / Re: Aesthetics Assistance Anonymous.
« on: January 20, 2012, 04:54:18 am »
Most of my fortresses are grim and dark. I tend to take a more Fun path (no easy seige killing set ups) so Death is a fairly regular event.

Obviously then i have to make a choice about carving out an entire [housing] area and a seperate [tomb] area. This is what i did for years. Eventually though i thought to myself "why not just entomb the Dwarf in his room?".

So basically when a Dwarf dies, i remove the bed from his room (average dwarves get a 3x3 room with cabinet, chest, bed, statue and fully engraved) and replace it with a well made Sarcophagus. The Dwarf is then entombed and the room is sealed.

In one fortress which lasted some 500 years i probably had about 500 dead all buried in their homes. Almost enough to bring a single manly tear to my eye. Anyway the point i was going to make is that i do this with my Nobles too. I typically carve out a large room 10x10? in a hall closer to the Grand Hall and kit it out to a Royal Room. Nobles typically live longer than most others so they tend to accumulate special items (ie stuff made out of materials they like, you know how it is). And so it doesnt make sense to me now to bury them anywhere but that room. When they die the bed goes and a Candy Sarcophagus gets put in its place. They can then spend the rest of time surrounded by the items they loved and an engraved record of their deeds.

Oh and i do other special things. Lets say the commander of an invading army gets trapped in a cage, well i place the captured enemy leaders in the room of the current leader of my fortress. One particularly epic King of mine went to his grave surrounded by Great Beasts, Goblin Super-leaders, Werewolfs and all sorts. There is nothing more satisfying to imagine the creatures spending the rest of time trapped in the tomb of the guy who beat them. Pwned

Edit: and specifically my lesson is then to not make a fancy room for the dead, inter them in a tomb that MEANS something to them. Something Dwarfy and heroic.

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DF General Discussion / [Grim Topic] Toady's death.
« on: January 20, 2012, 04:44:52 am »
Before the fanboys cut my head off: a friend of mine recently died. He and i had been working on a mod project for another game (just casually, nothing hardcore) and extreme sadness aside i just feel like the project isnt worth finishing now.

So im just curious if Toady has ever discussed an "end-game" plan with the community about what happens if something bad happens to him. One might expect Threetoe would continue the project, although ive gathered that he simply isnt the programmer Toady is. I guess its just.. interesting (?). Nobody likes discussing death insurance but i would hope some provision is in place for someone to take over so everything wasnt in vain.

Speculating: Im sure Toady has some very skilled, fellow programmers in the community he is friends with who would take over.

So, yes. Just curious. Im sure Toady would want his lifes work to fall into safe hands.

7
DF Gameplay Questions / Re: Magma Forge Brute Force Access
« on: November 10, 2011, 09:07:24 am »
Turns out there IS a utility.

http://dffd.wimbli.com/file.php?id=443

Unfortunately i cant get it working. The utility keeps checking to see if DF is running (and it is) but it doesnt think so. Ive tried running it in the same folder as the exe (which is what i would expect needs to happen) but it doesnt work.
Any protips?

Isnt there some document in the raw that i can just go in and edit the magma smelter to NOT require finding magma? (ive looked, there isnt, but surely some hacker for want of a better word could easily make something that overrides this)

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DF Gameplay Questions / Re: Magma Forge Brute Force Access
« on: November 10, 2011, 08:54:28 am »
Hmm that looked like it might work.

I revflood-ed but the magma pipe was still visible to me. The site actually had 2 magma pipes and since i had only accessed one of them i experimented with the other one to see if digging into it would trigger the discovery but nothing happened :/

That leaves me the option of some mod that enables them, something that triggers the notification at will or changing the hard coding of the save game. Im sure there must be something that can satisfy one of these :D

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DF Gameplay Questions / Magma Forge Brute Force Access
« on: November 10, 2011, 08:38:19 am »
Ok so ive recently been using Reveal alot (mainly because im sick to death of putting lots of effort into establishing a fort and trying to find both a magma pipe AND useful metal deposits (if i embark on one more site where the only metal available is tin im going to kill thousands of kittens) and its been working out fine. Normally i embark check underground and if everything is ok i turn it back off and get on with legit gameplay.

Unfortunately i recently left the reveal on and after some hours of gameplay i inevitably got things stable, stacked up a rediculous amount of mining projects and decided to go get some dinner (at this stage all autosaves are with reveal on). Of course when i come back the computer had crashed to spite me and im now stuck because i cant unlock the magma workshops (and caverns, but they are useless anyway).

Ive had a search around the forums for a solution but nothing came up. Ironically most threads simply get the "this is answered in other threads" response, but conveniently these threads with answers are not readily available or easy to find.

Therefore (tl;dr): I need to unlock the magma utilities. Is there some way to brute force my save game into accessing these? Like is there some coding or numbers hidden away i can change to unlock them? Or is there someway i can un-reveal the map? (the unreveal command doesnt work on revealed maps when you close and restart the utility).

Normally i would simply know that i have to abandon and regen the world but im really not keen on losing a good days worth of building a very, very nice fortress :/

Thanks in advance.

edit: ive found tools like this but they all seem out of date for current version.

10
DF Gameplay Questions / Re: Rats dont drop down retracted bridges.
« on: November 09, 2011, 07:29:50 am »
Thank science they havent learnt how to make fire and get organised! Our fortresses would be doomed from the invasion of phase-shifting, cheese-eating, obstacle-defying sentient vermin!  :o

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DF Gameplay Questions / Re: Rats dont drop down retracted bridges.
« on: November 07, 2011, 01:51:52 am »
Ah ok. Magic vermin it is then.

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DF Gameplay Questions / Rats dont drop down retracted bridges.
« on: November 07, 2011, 12:57:22 am »
Not sure why, but we cant post new topics in bug reports which is ironic..

Anyway, its also a gameplay issue so here goes.

Ive got a retractable bridge over the top of a magma vent (meant to be a volcano, but its conveniently not super tall). One day i noticed a rat sitting around ontop of it and thought it would be fun to drop it in. Pull lever -> nothing happens. THe bridge is retracted but Super Rat decides gravity is over rated and stays walking about on the same Z level like theres no problems.

Hopefully this is a wider bug and not something specific ive got from corrupted game/whatever.

Also, yes: i checked to make sure it didnt have wings :D

13
DF General Discussion / Re: Dev Tangent? What about DF?
« on: October 23, 2011, 01:52:08 am »
So the features will somehow interact with Fortress Mode? Ok, thats all i needed to know.

The dev posts arent exactly the most inviting things to read over. Half the time he seems to refer to [things in a particular world he is playing] and i dont have the time to review 30 pages of him recounting events that i can only gather are being read off Legends from world-gen events just to locate one sentence that indicates what he intends to DO with the things he talks about.

All this talk of Necromancer Towers and towns stinks of Adventure Mode to me. The logical conclusion i made was that this would not have a significant impact (if any) on Fortress Mode.

Even with your irritating sarcasm with that last question, im glad you clarified that for me. Thanks.

14
DF General Discussion / Dev Tangent? What about DF?
« on: October 23, 2011, 01:41:16 am »
First off: im a once-a-month lurker of the forums so im probably (and hopefully) missing something. Typically i will just read scan the dev posts on the main bay12 page and that satisfies me for a few more weeks. I honestly hope i am wrong about my assumptions below.

My problem is that recently all Toady seems to talk about is Necromancers and skeletons... Obviously this would have nothing to do with Fortress Mode and, as someone who only ever plays dwarves in Adventure Mode (when i bother playing it once a year) surely all this heretical talk of magic is irrelevent for many players [obviously since Dwarves are not magic users in 99% of all lore they appear in, so Toady would naturally not enable dwarfs to use magic].

So pages and pages of development notes relating to some new feature that is essentially nothing more than a fancy world gen slower and/or fancy new wiki page that will get read by the 10% max of player who play Adventure Mode: seems like a massive waste of time.

Is it just me or would this time have been better spent adding features or fixing the few bugs with Fortress Mode that most players prefer to play. I guess im just surprised that it seems like the much more interesting and fun Fortress Mode is getting apparently left behind. :/

Like i said, please point out what im missing. Im sure Toady wouldnt waste his time like this or focus on adding practically useless features.

15
DF Modding / Re: Reveal.exe Install
« on: October 13, 2011, 09:37:56 am »
Well i tried DFHack ages and ages ago and it didnt work.

Inspired by your optimism ive gone and tried out the latest version and found it works perfectly. Thanks very much.
Hopefully it doesnt have any corruption sideaffects, or bugs up things (like cavern reveals screwing fungi spawn).

TIL Reveal.exe should no longer be on the utilities list.

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