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Messages - King Mir

Pages: 1 ... 60 61 [62] 63 64 ... 76
916
It's an animal stockpile; there only choices are to permit cages, traps, and the long list of animals.

917
I've got a bunch of cages from trading, both empty and occupied that my dwarves don't seem to want to haul down to the animal stockpile, and I cannot figure out why. I tried reconstructing the depot, but that only moved the cages to the edges. There's also an ettin in a cage trap with a similar problem.

918
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: May 17, 2012, 05:03:48 pm »
What font was the original tile set based on?

919
DF Modding / Re: [WIP] DF WORD Project - Adding 400 words
« on: May 17, 2012, 03:15:38 pm »
In that case please be so kind and write this program ?
I've got other things to do than work on somebody else's Mod. Like play the new release, or try to coax a TrueType font to be 16 by 16.

But I can describe how to do it. libcurl can be used to fetch a webpage. A webservice works better, since it'll give you xml, but I don't know of a free dictionary webservice. Then use parse the page using regular expressions, an XML or HTML parser as needed. Regular expressions are probably sufficient. Python is a good choice for a language.

920
Flat plans favor cart travel, though there is sure to be a system for single-spiral and resource distribution.  Namely, I'm thinking that all carts come up/down the spiral and go to a single mass stockpile, which then uses wheelbarrows/more carts to dole the items out to different stockpiles and workshops.  Or, more likely, a single quantum stockpile which they then pick through and move about.  Carts can return down the spiral by falling through the hollow center.
You can have a single spiral as long as it's not automated; I'm building one now. One track for going up, one for going down. You can have routes between any floors you want this way.

921
I'm planning on having a design like this. Big hallway with stairs in the north. Then a row of workshops. Then a cart depot in the south. Cart depot needs to be able to expand, because it's hard to make two roller powered carts use the same track when they have different destinations. And it needs to be away from the central staircase so dwarves don't walk on it.


922
DF Gameplay Questions / Re: Children.
« on: May 17, 2012, 12:54:48 am »
"emberrased at being exposed"

made one of my elite military go berserk. He had a shirt and high boots, but having no pants under his greaves made him go nuts
It was probably the lack of socks. High boots aren't clothing, since they have an armor rating.
.
Though the importance of feet over upper legs is surely a bug.

923
Sort by migration wave started working with the new layout on linux for me. That was nice because I got a big wave of 25 migrants pretty quick.

924
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 17, 2012, 12:27:06 am »
Is the ramp track direction what you think it is?

925
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 17, 2012, 12:11:01 am »
So how do bridges work with tracks? I need to make a bridge to prevent derailing on one track but then open up for another.
Yeah, if you put a retracting bridge over a turn. Then when the bridge is down, carts go strait. When retracted they turn.

926
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 16, 2012, 11:31:47 pm »
I think that if we are going to work on trees then we should add features before diversity.

I mean things like birds nests and wood ants. This would make trees a lot more real than 5000 more tree types that do the exact same thing.
Currently the no. 1 planned feature for trees is multi-tile trees with elves living in them.

927
DF Modding / Re: [WIP] DF WORD Project - Adding 400 words
« on: May 16, 2012, 11:25:42 pm »
So the task is to look up each word in a dictionary to determine what part of speech it is? A program could do that...

928
DF Suggestions / Re: The Edification of a Dwarven Language
« on: May 16, 2012, 11:11:20 pm »
In a thead like this I feel compelled to state my lack of qualification before posting. My only claim to knowledge of linguistics comes from being fluent in Russian and English.
One, an ambiguous-gender third-person (comparable to the so-called "informal" "singular they" in English), for entities known to be animate (sapient?), but whose gender is not known.
I'd like to add my support to this idea.

Dwarves currently don't have gender based names, and very little differences between the sexes, except for who bares and carries the child. Perhaps gender is not important to them. This also makes it easier to write legends in dwarven, because you don't have to keep mentioning the hero's gender like you do in English.

If you wanted to specify gender in dwarven, you could use an adjective as in: "Urist, the girl dwarf, was a good hammer-dwarf. He (She) slew many goblins."

Similarly profession names (like hammerdwarf) should be gender neutral. 


This also suggest a broader guiding principle for designing dwafish: try to use elements of gameplay to inspire the language. For example, burial is considered a hauling labor, so the dwarven word for dead and buried might have the same root, so it could plausibly be translated as "hauled into a coffin." This could be a common euphemism for death. Dwarves would probably have a lot of way to say that someone hit they hay, come to think of it. "Making lignite", "One with the rock" . . .

929
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 16, 2012, 09:06:22 pm »
Since multi-tile trees are a soon coming feature according to Fortress Talk, it would be useful to collect information not just on density, but on how the trees grow. It would be cool having elf homes have different shapes depending on the biome.

930
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 16, 2012, 12:00:02 pm »
Currently if you have gold, then you have oodles of gold. There's a niche for a scarce and more valuable metal ore (that is not adamantine).
But that's exactly how metal ores should work. They are either abundant enough to put a mine site on, or not there at all. That said, I'm not against having small, rare aluminum veins clusters.

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