Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Telgin

Pages: 1 ... 3 4 [5] 6 7 ... 450
61
DF Gameplay Questions / Re: Why aren't these items being hauled
« on: December 08, 2023, 05:22:05 pm »
Sounds like you probably just don't have any stockpiles set up to accept those items.  I don't have the game open so I can't check how the categories work for these, but especially for the amulet and ring make sure you have a stockpile that accepts rings and amulets and items of hair material.

It's possible that since they're made of hair from a sapient creature that may just break something too, and I don't remember if that interferes with anything.  In this case I don't think it does.

For the scrolls, the wiki article says they're categorized under finished goods somewhere.

62
General Discussion / Re: Emails for thread notifications not working
« on: December 08, 2023, 05:01:14 pm »
Could be a problem with the mail server configuration.  The sending domain may be missing some anti-spam DNS entries that cause mail servers to drop the messages.  Could be that the web host's outbound mail server is dead or has configuration issues.

Otherwise, it could be issues with the database.  Maybe a table got too big, or an index or table got corrupted.  I don't know how SMF works internally so it's all just a guess.

Toady is going to be the only one who can fix it or relay that to someone who can.  I doubt he's seen this thread so you may have to contact him directly.  Assuming the link on Bay12 Games is still accurate, you can try that here.

In the past I know Toady has worked with the web host to fix stuff like this, but if it's not as simple as restarting or resetting something it may just not get fixed since it's not his area of expertise.

63
DF Modding / Re: Are wooden shields no longer invincible?
« on: December 08, 2023, 09:43:12 am »
Oh, sure, but I am still surprised the mechanic wasn't translated to shields too.

64
DF Modding / Re: What's going on in your modding?
« on: December 07, 2023, 11:27:53 am »
I've been working on a mod to allow me to play coyote men by replacing the primitive version with something based on the human entity.  I took the human sprites and tweaked them to make them into coyote men.  Having the base sprites to work from was a big help, but it still took a while.



I ended up reusing some kobold armor sprites for them.



I even went the extra mile to make child graphics to see if it was possible.  It mostly is, though it's double work because you have to make all of the body parts and clothes all over again.  It's hard to see the difference at a glance, but this shows a child (above) and his mother (below):



I screwed up the color coding for clothes so most people wear red now.  I'm sure it can be fixed but I haven't looked at it in too much detail yet because the config file is over 10,000 lines long.

What sucks is that it appears to be impossible to make baby graphics work for layered creatures like this.  I made some baby graphics, but just can't get them to work:



I tried using [LAYER_SET:BABY] in the graphics config file, like used for gorlaks and other creatures with baby graphics, but it doesn't work and causes the game to start parsing the rest of the file wrong in weird ways.  I may have just done something dumb, but never could find any typo if there was one.

For children, I used the [CONDITION_CHILD] tag on the layers, which does work.  Unfortunately, there doesn't seem to be a [CONDITION_BABY] tag for babies.  Oddly, I tried it and the game doesn't generate any error messages for it, but [CONDITION_BABY] seems to always be true so it turned all of the adults into babies.  I'm guessing the game just fails to parse the tag and sets an internal always true condition on the layer because of it or something.

Oh well, I'm guessing this will eventually be implemented, and I'll have the graphics available when it is.  Making portraits will be a fair bit of work once that's released too.

65
DF Modding / Re: Weapon/Armor Materials' Rarity in Entities
« on: December 07, 2023, 11:14:24 am »
I don't know the mechanics for sure, but I'd expect availability to the entity to have at least something to do with it.  I'm not sure if worldgen is so detailed as to calculate how many pieces of each ore is available to a given entity, but it's pretty clear that material value and effectiveness are not how it determines this, since silver swords and copper armor are so common.  Someone may know better, but I don't think there's any way to influence it.

If you make a new alloy and give humans access to the reaction to make it, unfortunately it'll probably just be as random as any other weapon and armor material.

66
DF Modding / Re: Are wooden shields no longer invincible?
« on: December 07, 2023, 09:29:03 am »
Shields don't lose durability when blocking?  I was almost certain that armor lost durability when hit now, based on the usual material differences, so that's surprising.

Though, in practice, I've mostly only seen it when my soldiers stab goblins through clothing, which quickly becomes XXclothingXX or is even destroyed.  I'm not sure I've seen armor do that, even copper junk.

67
DF Gameplay Questions / Re: Can't get soldiers to train
« on: December 06, 2023, 04:39:04 pm »
Odd.  And the squad(s) are assigned the barracks?  You have to do that in addition to zoning it.

I'm not really familiar with the classic UI in 0.50.x, but that looks fine otherwise from what I can see.

68
Yeah, which is of course an eternal WIP, but there are some definite practical issues with it still.

In recent memory I had a miner kill himself by crushing his own throat with a falling log while deconstructing a ceiling in one of the few unsafe ways he could have.  There were literally 2/20 or so tiles he could have removed first to do that, so of course he did.

I was also reminded that fire breathing enemies can cause dwarf AI to break.  I had some who'd literally get next to a fire breathing titan and do nothing because it set the tiles around them on fire.  Then they burned to death instead of doing something useful like attacking the titan standing in the fire or at least running away through the fire despite the risk.  This would have possibly been a moot point if I could have instructed the marksdwarves to use iron ammo during the fight, but they all had wooden training ammo.

On the other hand, I think I remember some improvements were made a while back for construction and at least dwarves don't wall themselves in nearly as often as they used to.  You still have to babysit things like corners, but it's better than it was.

69
DF Gameplay Questions / Re: Can't get soldiers to train
« on: December 06, 2023, 10:14:22 am »
Did you designate a barracks zone and assign the squad(s) to it for training purposes?

70
General Discussion / Re: The Dream Thread
« on: December 05, 2023, 11:53:24 pm »
Something similar to that happens to me occasionally.  If I have to pee, I either can't find a bathroom, or something is wrong with the bathroom.  Like there's no toilet, I can't get the door open, or someone else is inside, etc.  I've also never actually peed myself despite sometimes even peeing in the dream, which usually provides relief for only a few seconds.

It's weird.  It's like your brain knows it can't do anything about the situation so it makes up nonsense.

71
Creative Projects / Re: National Novel Writing Month 2023
« on: December 05, 2023, 06:24:53 pm »
That's something I've thought about a few times and still do consider on occasion.  I've never been part of one so I'm really not sure what it's like, but it would definitely take some mental readjustment and discipline to adhere to one if it's at all like what I'd expect.  On the other hand, it might be a good way for me to get out of the usual rut that a lot of amateur writers find themselves in, which is that they write but never find time to read.

Well, that's actually a bit of a joke since most amateur writers don't really do much writing either, but you know.

72
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: December 04, 2023, 08:32:31 pm »
I just had what I think is my most unlucky endgame in Stellaris ever.

Spoiler (click to show/hide)

Haven't gotten kicked in the teeth that hard in a very long time in this game.

On the other hand, it was an otherwise unusual game.  I had 8 toxic terraforming candidates in my empire so I took Detox for the first time.  Still a waste because none of the planets got over 10 pops due to how pop growth works in the late game, but whatever.

The astral rifts also turned out to be surprisingly interesting and engaging, but I'm sure they'll end up background noise like most events after I see them a couple of times.

73
DF Suggestions / Re: Some QOL changes I'd like to see
« on: December 04, 2023, 02:32:19 pm »
Agreed on all of that.  The trade interface needs a lot of work in general, like better searching.

I'd also like a warning of some kind that something I'm putting up to offer the elves is against their sensibilities.  It's really frustrating to find out that a helmet I took off of a goblin has a bone decoration on it that ticks them off.

74
DF Dwarf Mode Discussion / Re: What happened to dwarf fortress?
« on: December 04, 2023, 01:56:36 pm »
I've had some weird behavior with the Steam version since the SDL upgrade with inputs too, but the main one I've had is that trying to use my touchpad's two-finger scroll feature doesn't work for scrolling or going up or down z-levels anymore.  It used to work fine, but since the upgrade both directions end up causing it to go up, even if I bind them explicitly to scroll up or down based on the direction.  I'm pretty sure it's jank with my touchpad since it'll stutter trying to go down before zipping back up, but it used to work so it feels like something software related is at least partially responsible.

Anyway, I was thankfully able to bind < and > to go up and down z-levels without issue.  I haven't found a way to make scrolling work well without attaching an external mouse to my laptop though.

75
Creative Projects / Re: National Novel Writing Month 2023
« on: December 03, 2023, 12:46:49 am »
Thanks.  As I've said somewhere before, it gets easier each year, though that hit diminishing returns for me around year 3 or 4.

I just wish I could find discipline to write outside of NaNoWriMo.  I keep finding myself with the common problem of wanting some inspiring story to write, and that never hits.  I usually settle on some half-baked idea for NaNoWriMo that doesn't really pan out past banging out 50K words.

I did finish my story from last year over the following month and some change, but it wasn't the kind of thing that was really worth fixing to release in any form.

Pages: 1 ... 3 4 [5] 6 7 ... 450