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Messages - Finn

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16
DF Gameplay Questions / Re: it wont work
« on: August 13, 2015, 03:40:36 pm »
Congrats, good job!  Now that you have it running the best advice I can give is "stick with it".  It may take a while to figure it out, but it's worth it.  Use the wiki, it's your best friend, and keep asking questions here.  Good luck!

Hint: get a plump helmet farm going, then a brewery.  You'll need barrels for the brewery.

17
DF Gameplay Questions / Re: it wont work
« on: August 13, 2015, 12:14:01 pm »
well what i did was copy the executable to my desktop and try to open it but it told me that that file was missing so i tried copying the file to my desktop too but it still said the same thing

Put the files  back where you got them from, create a shortcut to the executable and move the shortcut to the desktop.

18
DF Dwarf Mode Discussion / Re: I've gone back to 34.11...
« on: July 26, 2015, 11:56:57 am »
Thanks for the input folks.  I'm happy to hear that some are not experiencing any problems at all.  Here are some quick answers to the questions asked...

What was it that made you revert anyways?

I like to run long challenge games, that is, challenges that will take a long time to complete.  I made two runs in 40.24 that crashed, once almost immediately and once after several days.  It was disappointing but I don't hate the game or anything, just inclined to move back to a more stable release.

Quote from: Various
Trees cause the game to crash...

That's probably not the case here, the challenge I was attempting was in a treeless biome.  Nothing but sand and clay, lots and lots and lots of clay.

Are you sure your issues are caused by dwarf fortress itself, and not a third party tool?

No, I'm not sure of that.  It could very possibly be a 3rd party tool, however I don't use many.  I was running the new lazy newb pack, Gemset tileset, dwarf therapist and dfHack.  I don't use dfHack for anything though, other than one little command right in the beginning which could be the problem.  I'll have to test.  If it's the problem, I'll make a new thread about it.

Hmm... I used to have crashes in the recent 40.xx versions, but once I flagged DF to be Large Address Aware, it stopped crashing.  Perhaps it the crashes are caused by DF2014's increased complexity in comparison to 34.11?

I'll have to try this as well.  I didn't realize that it still had to be flagged manually, for some reason I thought that happened automatically now.  I'll take a look.



 

19
DF Dwarf Mode Discussion / I've gone back to 34.11...
« on: July 26, 2015, 02:12:52 am »
...just wondering if others have too?  It seems a lot more stable than 40.24.   

20
DF Gameplay Questions / Re: Helping me understand my sudden FPS death
« on: July 21, 2015, 01:45:53 pm »
Does anyone know about FPS drops in v0.34? I'm considering going back to that version, because my FPS ends up dropping to ~20 in this version even with only 40 dwarves and a 2x2 embark. I've gone so far as to remove the [flier] tag from all creatures and my FPS stays at 20 even with no wild animals on the map (i.e. it's not the pathing problem).

Any insight on the older version would be appreciated.

I'm not really sure what to say because I'm not sure what the question is.  It only takes a few minutes to download thre Lazy Newb Pack for 0.34 so check it out.

21
I believe dorfs now DO break jobs to eat and drink. That might be part of the jobs overhaul, since I've now seen both builders and miners cancel digging/building to harvest and haul stuff to the trade depot. I've also seen haulers dropping carried mine carts (place mine cart job) to eat/drink/sleep/party, with someone else picking up where the other one left off.

Really??  I admit that I havent spent much time with 2015 yet.   Builders and miners appear to interrupt, but I think that's only between tiles where multiple are designated.  I could be very wrong though, it wouldn't be the first time.

22
DF Gameplay Questions / Re: butchered animals drop nothing
« on: July 21, 2015, 02:00:54 am »
whenever i butcher a wild animal they dont drop any meat of or organs, why? :edit  fixed it

aww, don't keep it a secret.  :)

23
Well usually it's an access problem, e.g. his door being locked, stairsbroken, etc.  Also, dwarves will not interrupt an existing job to eat or drink, so if he was working on one job that was taking too long for some reason, he could die of thirst before completion.

24
Dear collective Urists of "region 1":

I have come to understand that the 21 of you have managed to embark in such a location that everything above the aquifer level is made entirely of fire clay. To date, you're the only colonists to have been able to locate so much as a single tile of the stuff. So good on you for that! However, there are several concerns that need immediate addressing.



Dear Urist McWoodcutter:

I don't care how many langurs and keas are flitting about-- you done goofed, mate. Yes, I know they're scary, but they're also thieving bastards, and that was the fort's only axe. Given that we have no stone whatsoever to work with, I think you can figure out the problem on your own. I'm strongly considering ordering your fellows to bash you against the remaining trees until the trees fall over.

I wouldn't have cared if you're a lumberjack, if you're okay, if you sleep all night and work all day, and have a number of Royal Canadian Mounties singing back-up for you. As it stands, you, good Urist, have blown it.
--------------------------------------------------------------------------------------------------

Dear Urists McFarmer and McBrewer, respectively:

I have no idea what you're on about that there's no more plump helmet spawn, or any other seeds in the fortress for that matter. Our books clearly indicate that there are nearly 100 sitting in that stockpile directly in front of you. Why haven't you been planting? For the last three seasons, you've been camped out in the middle of one of the farm patches just staring at a wall.

This, then, brings us to the second point: there are barrels of perfectly good plump helmets sitting in the stockpile at the other end of the room, adjacent the still, and there are still a score of empty barrels in which to store the derived brew. Maybe if you'd brew the damn plump helmets and personally hand Urist McFarmer the plump helmet spawn, he'd get back to planting them.

At present, food stocks should be sufficient to feed a fort twice your size. That'll go faster than you think, though, so please get back to doing your damn jobs. Bastards like you two are exactly the reason that "region 2" is a goblin fort. At least they actually get shit done.
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Dear Urist McGlassmaker:

I know you're new here, but we deal in one export material and one export material only: fire clay. Don't you even think about getting into a Mood and 1)demanding a Glass furnace or 2)demanding glass of any variety.

I will order 3 entire Z-levels dropped on you out of spite.

This is your one and only warning.

Don't. Test. Me.

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Dear collective Urists McPotter-to-be:

The fort's got more clay and more kilns than dorfs right now. Make use of them while you can, because Urist McWoodcutter isn't going to be cutting any wood any time soon. What's cut now is to be parceled out to each workshop in the fort that needs it.

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Dear Urists McCarpeter and McBookkeeper collectively:

You two are the only dorfs in the fort who actually do their jobs. I both thank you, and offer congratulations. Urist McCarpenter, please keep on churning out as many masterpiece wooden items as you desire. Urist McBookkeepr, (either) you're doing an excellent job with the records (or you've goofed everything, and the rest of the dorfs standing around like idiots telling me that they don't have any of the things they need are correct).


Signed,
The Voice of Reason.
_______________________________________________________________________________________

Meanwhile, in "region 2"


Dear Stasosts (or Snodubs, whichever you prefer):

I think I may be the only person to say this, but... BREED, DAMN YOU! BREED! You may or may not have noticed, but we stopped getting both migrants and caravans about 5 years ago, and the attrition is really starting to add up now. We've had a 1/3 reduction of the population. Nowhere is there a single baby or child to be seen. It's up to you to put us back on a growth trend. Get to it!


*PS-- Dostngosp McMiner....erm, Rock-biter(?):
When I specifically told you to vein-dig that hematite, I fully expected you to STOP DIGGING once you hit the obsidian wall of the magma tube. I'm not sure what should have been your first clue-- that it was hot stone, or that it was obsidian instead of hematite. In any case, you single-handedly incinerated one out of every three goblins in the fort with your little screw-up. (How you, yourself, managed to escape incineration is beyond me, though.) While I can't pin the lack of merchants or migrants on you, the fort's death toll lies largely at your feet.


Sincerely,
Bittermalice, Demon Lord of Plaitedshrieks

I enjoyed this, very funny.  But can't your carpenter make a wodden training axe for the woodcutter? Or does that trick no longer work in .40?

25
Now that Ive fixed my bugs, I've had 3 sieges from them, plus 2 FBs and 2 ambushes in this latest fort.  And 2 werebeasts.

Can you elaborate on "fixed my bugs"?  What did you do?

27
So I was kind of thinking about it... but for the life of me other then a game where I make a robot's programming via programming via circuit boards... I cannot think of a single game that has had a more convoluted and complex mechanic in my life.

I mean there is Aurora and that can sometimes be rather obtuse with simple actions like "Go over there" yet Dwarf Fortress wins out. Then there is Archon where you had to play a game of time travel but that is technically intuitive (one of the biggest praises I can give to it... is that as complex as it is, it is intuitive).

But is there a single game that can beat Dwarf Fortress in just how the game is put together?

It would certainly make me feel better if I knew of a game that had something worse.

Well there is that fighting game where you had to control the person's body through individual parts... So there is two.

And no this isn't a flaming/trolling topic. So no trolling and flaming in this topic. If you think Dwarf Fortress is perfect then stay out of the topic.

Sure, why not?  This kind of question comes up every time we forget that Dwarf Fortress is pre-release code.  Is the military system terribly complex?  Yes.  Is this its final form?  Unlikely.  Is it fair to compare it to the universe of finished games that have been played?  Who cares about fair, this is a forum discussion.  :)

28
DF General Discussion / Merry Christmas Everyone
« on: December 25, 2013, 11:10:32 am »
Wishing everyone a Merry Christmas!  May your dwarves find lots of new warm socks under their beds!

29
DF General Discussion / Re: New Version Soonish?
« on: December 18, 2013, 02:11:53 am »
As for it turning into beta, what milestone should we use for that?
While the definition has watered down over the years, beta used to mean feature complete, but needs bug checking. Therefore, DF 1.00 will mark the end of the alpha.

I always thought beta meant feature complete and internal qa (aka alpha) testing complete.

30
DF Gameplay Questions / Re: Dwarven paratroopers
« on: December 18, 2013, 02:00:41 am »
Reverse your bridge dropping idea to instead drop the enemies on top of the dwarves.   Now all the cons apply to the enemies.

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