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Messages - Finn

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31
Most likely by having the cursor on top of the desired unit.

32
DF Gameplay Questions / Re: #marksdwarfammoproblems
« on: December 17, 2013, 11:55:34 am »
You might have more than one problem, but the first is that you have to understand that archery practice is something they (may) decide to do on their own when they are idle.  It is not something they do because you gave them an order to "train".  Making them train (or do anything else) will interfere with archery practice.

This is not the case. Marksdwarfs _will_ schedule archery training as part of their active training regimen if they have both an active barracks and an archery range.

I've done a fair amount of science on this and I'm pretty sure I'm not wrong here.   What do you usually set your minimum number for training to?

33
DF Gameplay Questions / Re: #marksdwarfammoproblems
« on: December 17, 2013, 02:26:51 am »
You might have more than one problem, but the first is that you have to understand that archery practice is something they (may) decide to do on their own when they are idle.  It is not something they do because you gave them an order to "train".  Making them train (or do anything else) will interfere with archery practice.

Second, bolt allocation is tricky.  Make sure the squad is assigned bolts for practice and make sure you have several thousand bolts.  Also, there is a conflict with the hunter "uniform" so make sure none of them have the hunter labor.

Most likely though it's just the first problem.  They won't pick up bolts until the first time they head to the range.  Make sure your marksdwarves are idle as much as possible and they will start to practice.

34
DF Gameplay Questions / Re: Dwarves won't haul items back from trade depot
« on: December 17, 2013, 02:17:11 am »
No, it has nothing to do with the mayor.  It's something to do with the stockpile settings.  Since stuff came from the stockpile but won't go back then the problem could be that the stockpile is limited to accept from links only.  If that's the case change it to accept from anywhere.

35
DF Gameplay Questions / Re: how do i unfreeze a river?
« on: December 16, 2013, 07:53:03 pm »
only with magma which is probably deeper still. 

36
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 16, 2013, 07:51:49 pm »
Both entrances lead to a single path, which I've secured well with troops snacks.

Fixed that for you.

37
DF Gameplay Questions / Re: Is this normal even for DF?
« on: December 15, 2013, 12:14:01 pm »
Normal?  DF?  Something weird about that sentence, can't put my finger on it...

38
DF Gameplay Questions / Re: Var - I am new to DF - Questions
« on: December 14, 2013, 01:07:56 pm »
I would suggest leaving invaders turned on.  They won't show up anyway until your population increases, and even then they start out small.

39
DF General Discussion / Re: What cool stuff has DF taught you?
« on: December 12, 2013, 12:02:49 pm »
That bronze is copper and tin, and brass is copper and zinc.

40
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 11, 2013, 12:04:53 am »
wait, wait. I think I realized the hitch. He's asking for rough and cut gems; he only has rough because I traded away my cut gems to the last caravan. He hasn't claimed the blocks because the cut gems come before them in the process. Strange that he's asking for both kinds, though, seeing as he'll cut the rough ones anyway.

Don't question it!  Just get him the damn gems and then back quietly away!

41
DF General Discussion / Re: Best way to follow combat logs?
« on: December 10, 2013, 01:16:27 pm »
I play on a Windows machine so I found a program that mimics "tail" and I use it to tail the log file continously.

42
DF Gameplay Questions / Re: Geting bodies from ponds...
« on: December 09, 2013, 08:35:14 am »
Just build 1 pump and tell a dwarf to start pumping.  That's the essence of the easiest solution.

43
DF Dwarf Mode Discussion / Re: Oh look, endless aquifer layers.
« on: December 07, 2013, 11:24:37 am »
You can use reveal all in dfhack to see the aquifer.  How deep does the rabbit hole go?

44
That being said, I'm not sure I think that graphical development should be a priority. I'd much rather have more of Toady's time devoted to developing gameplay features, because to me the visuals are only relevant as far as they are functional.

I'm afraid I have to disagree there.  While I realize there are a number of players who prefer ASCII art, I for one do not.  I also find trying to figure out which workshop is which is more a case of me knowing where I put what than being able to recognize what it is on screen.  Weird's recommendation, which I personally hope he'll organize into a formal suggestion and put it on the suggestion forum for Toady to consider eventually, is one I would find highly helpful.

Well, if you feel that "Weird's recommendation" can be summed up by the phrase "abstract the interface", then you are in luck because it's already there!  http://www.bay12forums.com/smf/eternal_voting.php  As is almost every other one of the common suggestions that are continuously rehashed in threads like these. 

Quote
Q: Have you ever considered making the UI external to the game, so that somebody else could take care of it while you'd be able to fully concentrate on the simulation aspect itself? By external I mean - export appropriate API to control the game, and import a few symbols from the UI SO/DLL so that the game would be able to interact with it. Considering the fact that the game already reacts to the user input (hence you have those entry points that need to be exported already well defined) creating such interface should be only a matter of finding the time to do it.

The community has already proven that they have the ability to deliver superior UI (Stonesense, Dwarf Therapist, numerous tilesets, etc.), so why won't you leave it to them? There are limits to what one can do with memory hacking; a real API would make it possible to make something like Stonesense, but fully interactive. Wouldn't that be awesome?

A: I've thought about it. It seems like it would take a lot of work to maintain...There are lots and lots and lots of data structures, and the API would not be a simple thing, and it wouldn't be something I could just do once and then forget about.

45
DF Dwarf Mode Discussion / Re: Exploits and honor
« on: December 03, 2013, 02:19:08 am »
I don't understand: why do so many players feel that water reactors are exploits?  To me, they represent the pinnacle of dwarfen engineering.

Not intending to knock anyone's choices, here: I'd really like to know.

I'm with Woob on this.  It never occurred to me that it might be exploity.

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