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Topics - Deto

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1
DF Dwarf Mode Discussion / Lost world save?
« on: May 20, 2010, 12:49:00 am »
I was happily fiddling around with 0.31.04 ver, building my very best fortress (as always) and I decided to make a save. While saving however, DF crashed. Now after restarting the game, the save isn't under 'Continue' nor behind 'Reclaim'. Looking at the folder the save is still there though.

Any ideas how I can fix / rebuild the save? :)

Not that I mind, I can always start a new fortress but I really loved the zone :D

2
DF Modding / Evil Three ( Not very cool name yet, Kobolds for now! )
« on: December 19, 2007, 06:56:00 pm »
Bear with me, I'm a newbie to modding business, so, don't expect anything too fancy yet     :)

This is a simple mod project, a clear goal is kobolds with lots of racial special stuff, equipment, and so on. I'm starting low, just making playable first, then going in to equipment and such.

Features 0.2
* Kobold race fixes, some stupidities killed, some added, woo
+ Gray wolves (Kobold 'wagon puller' and war dog variant, weaker, and not sure if the wagon puller worked out  :)
- No non-kobold friends (unless I failed to do it..)
- Lives in 'that general direction', no notable civilization
* ...and that's about it     :)
--- If this works out, I might tweak the evil three. Goblins, Kobolds and Gnolls as playables, sort of... Bored of dwarfs? No worries! Pit your enemies against them     :)

[ December 20, 2007: Message edited by: Deto ]

[ December 20, 2007: Message edited by: Deto ]

[ December 21, 2007: Message edited by: Deto ]


3
DF Dwarf Mode Discussion / Quickest mood you've had?
« on: September 17, 2007, 08:42:00 am »
I just got my first patch of immigrants, the first big wave. Smiling as I saw some nice guys and gals arrive, then the first jeweller, he took few steps and BOOM!


:D

///


:D


4
DF Gameplay Questions / Masonry
« on: October 30, 2007, 04:26:00 am »
I just simply can't seem to figure it out... I've mined things the old DF way, I got rocks and stuff, but my mason wants non-economic rock? Whatever that is I don't have it and can't build anything ^^'

5
DF Bug Reports / Your neighbor, humans
« on: October 29, 2007, 07:43:00 pm »
I just started a fortress in human town, behind their inn. Now, the funny thing is, they don't give rats ass about me mining down their cellars.. using their tavern as refuse pile, nor me looting their weapon storage / shop. They just wander around smiling at me  :D

Dunno if its a bug or feature, but if I had seven dwarves looting my cellars, digging through their floors, sleeping in their beds and destroying their shops... I'd shoot them  :D

(I just encountered the first thief, he got beaten by human child  :D)


6
DF Bug Reports / Settle in fallout zone?
« on: September 11, 2007, 01:40:00 pm »
A very interesting bug. I settled in a zone with 7 dwarves, 5 of them peasants, one professional carpenter and one mason (by skill level), with me I took 3 picks, 1 axe, some of each seed, 2 cats and 2 dogs. The fortress location was tundra, freezing, no trees, some bushes and nice calmness. For my surprise, all I had there as opponents were dwarves. No trade with them. No goblins, no elves, no humans. That suits me fine. I don't like them anyhow..

Now, the interesting thing comes now... I told 3 dwarves to take picks and start mining through the mountain (3 wide corridor till water). Couple of seconds later every cat and dog I had dropped dead. Few seconds later, mules, carpenter, mason and one peasant drops dead. I've got a save just before the mules and dwarves die, along with the world save of course. FILE HERE

I don't know if its the freezing that does it, but I find it odd (buggily odd) you start the game and everyone dies within the first few seconds of gameplay...  :) It is as if someone just drunk and ate some radioactive foods, I mean, they had serious internal damages there  ;)


7
DF Suggestions / New profession: Geologist
« on: September 12, 2007, 05:20:00 pm »
A geologist, something we dwarves miss currently. Experts in stone and all that jazz, but when we strike the mountain, we have no idea at all what to find and what possibly to have there. Its not that important in this version, but probably would be in the new release.

Geologists job would be to determine, explore and figure out what kind of rock there is ahead and what kind of mountain features. Its a long job but reaps its rewards as it saves time, planning and frustration from miners.

What he really does game vise?

1. MOUNTAIN SIDE
Geologist has couple of things he does. He can explore and study the outer mountain (the first layer, outside wall) to figure out basic features the mountain has, be it river, magma, chasms, pits, what not. And he can also figure out what kind of materials you can expect to find there. Mostly a guess, not perfect, but pretty good guess anyhow. Gives you overral view of the mountain site, if its worth really digging in or not.

2. INNER MOUNTAIN
Geologists uses don't just quit after you strike the mountain side, instead inside he can 'sonar the rock' to give you several rock deep view of the coming rocks (sort of map reveal), again, an estimate, not exact view. He can about identify near by (well, actually pretty far) large features, like the possible underground river location, magma, or similiar.

3. DEEPER MOUNTAIN
Geologist can also study the ground below, to figure out what is below them, in case of planning to tunnel downstairs. One wouldn't wish to hit the magma river while digging in, would they?   :)

XXXXXX

Actually the geologist would probably have to be a noble, else you could just throw every seven dwarves to do geology on the area and have everything ready in a bit.. Maybe he should even be some sort of 'mining reward' noble. Ie heavy mining and mine stuff trading (ore trade) would bring you one or something similiar. It would require you to be able to pack stuff up and move to different spot to actually start the fortress though... Else he would be useless. And if you started with him, it would be too good. But, I was thinking it would be pretty nice feature anyhow   :)

I'm thinking of him as one ONLY limit, its sort of the 'thinking' version of the first miner to hit water and drown   :)

Any thoughts on how it would be more balanced or more fun?

[ September 12, 2007: Message edited by: Deto ]


8
DF Suggestions / Ending game and Housing
« on: September 02, 2007, 03:48:00 am »
I know its a bit 'lame' to have suggestion as a first post, but... try to bear with me  :) I mean, who wouldn't like to start their adventure in their old outpost, and instead of heading in to kill some pillagers, you'd head outside to adventure and hunt for your own fortress  :)

The second one is more game related, and probably comes along humans  :) But I'm not sure if humans come next, but I'd like to see it along the new version. (With all the looooovely mountains and such  :) Or maybe even build barracks and kennels outside the fortress... or build ballista emplacements along the river, or walls around your roads to keep wildlife out. Possibilities are endless!  :)

Nothing special about building walls, probably same method as with channels, except that you build wall, not dug mout  :)


9
DF Suggestions / Embark changes/saves/more?
« on: January 02, 2008, 05:09:00 pm »
I'm not certain if its suggested yet, but as I often start 5-10 times at different spots on the worldmap before actually playing, its a bit nuisance that you have to allocate, relocate, test around, fiddle around, all the same 'stuff' everytime you  restart.

The suggestion no.1:
Set new default embark option, pref with option to set name of the embark. The saving would save stats allocated, not the names of the inhabitants. Only so that the people you've set with whatever stats start with them. Also would save the equipment you've picked, with of course the civilization randoms, ie for wood or metals. If you pick a civ that don't have access to steel for example, the save would pick item closest to it. Like steel battle axe gets swapped to iron halberd and so on.

The suggestion no.2:
Ability to 'paint' your starting characters' labor options before starting the game. Ie change the 'stat' levels to similiarly:
1. not enabled (0)
2. enabled (1)
3. novice ->

The suggestion no.3:
Already suggested, but ability to take more different kinds of items with you than what you can get. Like the furniture suggested by someone else.

///////////
non embark:
//
The suggestion no.4:
Change in how equipment is handled. Soldiering window especially. Instead of being able to select what type to use, it would bring up similiar menu to the Z -> Stocks; where you could select what to wear in head, what to have in arm. Sort of soldier's inventory with meat/fish/cheese/powder replaced with 'Head', 'Shoulders', 'Back', 'Belt' and so on. There it would list all available items in the storage currently.

The soldier taking the items would then have them assigned to him until dead or taken away. Maybe even so that if he had a room, he would store items there when not in soldiering mode.

In the soldiering tab of the basic view, where there were those 'quick keys', they should still be there. Maybe even so that you could customize them. Just that you'd also have more specific customization options. One soldiering tab addition would be nice, and it would be similiar skill slider to workshop profile, just that you could limit that soldiers maximum equipment level there. Ie only superior, or below superior quality. And also you should be able to set maximum metal level. Ie rookie wouldn't pick up steel mace, but would be limited to bronze only.

***
If you're wanting a new noble, here's a suggestion for him:

'Quartermaster'
- Arrives/can be set when you've crafted enough armors and weapons (both types)
- Unhappy thoughts when dwarves take weapons/armors from the storage not assigned to them (ie if kobolds steal, or tantrum dwarf messes around in the storage)
- Controls the more defined soldier armoring/arming

*related option*
Zones paint tool/stockpile options would now allow you to set certain storages to be foreseered (?) by the quartermaster. Dwarves wouldn't have 'free access' to these stockpiles anymore. Also they couldn't access them unless the quartermaster is there.

////

While I was writing this, I was thinking of the warfare and came up with military noble.

At the start, the expedition leader is the military head of the expedition. He has nothing special yet however. Maybe 'field leader' or such tag. When you've drafted enough soldiers (with soldiering skill, recruits wouldn't count to prevent useless abuse of it) his title changes and according to his title, he would have larger area of effect. Everyone on his commanding area would be fearless and maybe even have some bonus to fighting depending on how good the leader is.

If we're thinking of 200 maximum population, the noble effect could be similiar to it:
1-10 soldiers = no title
11-40 = Brigadier Captain (small 10x10 area)
41-80 = Brigadier Major (small 20x20 area)
81-125 = Brigadier General (medium 50x50 area)
126-175 = Regime General (medium 100x100 area or such)
175+ = Regime Commander (large, everything else)

*note: Those titles are just random ideas, I have no idea how 'true' they could be, nor how fitting they would be for dwarves  :)


////

Thoughts?  :)


10
DF General Discussion / Where did you start in?
« on: October 29, 2007, 07:20:00 pm »
Me myself, I started in my ideal lovely location... behind the local human inn. Infact, between the inn and tavern. Some small stairs leading down in to the dwarven... mudbox..   :D

 :D

[ October 29, 2007: Message edited by: Deto ]


11
DF General Discussion / Dual Volcano seed
« on: November 02, 2007, 07:08:00 pm »
Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other  :)

Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm...  :D


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