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 - Tacroy

Pages: [1] 2 3 ... 5
1
DF Suggestions / Re: Trap malfunction to counteract overpoweredness
« on: August 25, 2008, 01:10:07 pm »
What most likely happened there is that for some reason he fell asleep on top of the trap. Sleeping dwarves will in fact set off traps, which is useful for fun things like caging dorfs you hate.

2
DF Suggestions / Re: An Argument for a Graphical Update
« on: August 25, 2008, 01:08:31 pm »
I think one of the things that DF really needs is a good official character set that's included and turned on by default. Unfortunately, this is impossible at the moment as the game uses the same characters for all fonts and tiles, which would be really confusing for new players. (e.g, "why does this dorf have a little house in his name? How the heck do you even pronounce that? And why are there little crowns all over the place in the Embark maps?")

The current state of custom tile sets is, essentially, "Here's a list of tilesets, choose wisely." This is incredibly confusing for new players.

Once Toady separates the various uses of characters properly, the community needs to come up with a tile set to be used. I'm sure most tile set authors wouldn't mind having their tile sets scavenged for pretty parts as long as they're acknowledged somewhere.

3
DF Suggestions / Re: Preserving valuable stone
« on: August 07, 2008, 08:19:10 pm »
This belongs in Gameplay Questions. I think the original poster was just confused because it was from a feature list.

Anyway, it was completed with Stones in the z-menu. Hit z-right-right enter and you'll see.

4
DF Suggestions / Working off depression
« on: July 31, 2008, 03:29:41 pm »
My craftsdwarf just had three or four or five masterpieces stolen by some monkeys when I wasn't looking. He kind of went off the deep end for a while, and realizing that I didn't really need those stone crafts in the first place I put him to work making furniture. After quite a few tantrums and almost a year of moping, his mood improved.

What I noticed, however, was that his mood improved almost as soon as he changed from being a stone crafter to being a mason.

My suggestion is this: the bad thought from art defacement should be reduced in magnitude if the art that's being defaced isn't the dwarf's primary skill. After all, would a mechanic feel as bad if one of his masterpiece statues was destroyed by accident?

This would also lead to a more realistic way of working off bad moods; if you can get a dwarf to get good enough at another skill, the bad thoughts will fade - just like when people suffer a traumatic experience in their current line of work, and find another one that takes their mind off it.

5
DF Suggestions / Re: Legends measuring more than lethality.
« on: July 26, 2008, 01:14:18 am »
Actually, what the kobold paladin does is make a DC 25 knowledge (planes) check (pretty trivial since you can take 10 on knowledge - it is in fact doable at level 1) to remember that if you speak Pazuzu's name thrice, he grants you a wish in exchange for moving towards chaotic evil. The pally wishes for a Candle of Invocation, falls from paladinhood, and uses the Candle to summon an efreeti. He then has the efreeti use two wishes for more Candles of Invocation, and the third to move the paladin to another plane. The pally then uses one candle of invocation to summon a Sarrukh, and becomes Pun-Pun because nobody at WOTC looked at the Sarrukh before publishing that damn thing.

And I'm only slightly embarrassed that I know this.

6
I don't understand what you're all going on about. Pumps work fine the way they are right now. Once we've got multi-z-level buildings, they should probably create some image on the space from which they're pumping water, but right now there's nothing wrong.

7
In re: mine carts, ramrods:

I think they're a really unnecessary addition to the game at this point. My personal favorite idea for this is the conveyor belt, which has various benefits:

1. It's easily doable with the dwarfs current technology (just take a couple of powered axles, some free spinning unpowered ones, and stretch out some cloth over the whole thing)

2. The code for it already exists (it's like getting pushed with pressurized water)

3. It adds a use for an otherwise sort of useless product (cloth)

4. It elegantly solves the problem of getting things from point A to point B, without adding weird things like moving carts or ramrods. The spinning waterwheel animations can even be re-used!

8
DF Suggestions / Re: nameable levers/furnitures
« on: July 22, 2008, 03:38:55 am »
Well apparently Toady's added the ability to leave notes in Fortress Mode, so you can more or less name levers now.

9
DF Suggestions / Re: Naming systems
« on: July 18, 2008, 10:41:59 pm »
We could categorize the words already in the wordlist so that there are categories for different job types. There would of course be overlap between professions.

Then I think it would be interesting to make names like go like:

<randfirstname> <rand from parent's job category><descriptive family name>

This way, the dorfy names would still look the same as they do now, but you could trace families.

For instance, Urist Stonecrushed is the child of Urist Cheesecrushed (you can tell because they're both in the Crushed family). Cheesecrushed's profession has something to do with stone (possibly a miner or an engraver), and Cheesecrushed's parent was some sort of dairy worker or farmer.

Also, it would be really neat if dorfs would sometimes name their children after things that are important to them, like dieties or bauxite.

10
DF Gameplay Questions / Re: DF is trying to socialize? [38c]
« on: July 17, 2008, 01:30:54 am »
Errr, 224.0.0.1 is in the local multicast block. If there's some malware on your computer hijacking the DF executable, it's pretty retarded; no ISP will route something going to 224.0.0.0/24, and I honestly doubt they'd route anything coming from you to any multicast address.

You should burn a bootdisk (preferably on another computer), boot into that, and take an md5 or sha1 or something hash of your DF executable. Compare it to the same hash of a copy you download via the boot disk, and if they're different you've probably been rootkitted.

If they're the same, you've probably still been rootkitted and it's just more subtle. You could try the sysinternals rootkit revealer (http://technet.microsoft.com/en-us/sysinternals/bb897445.aspx) but honestly trying to detect a rootkit from the rooted OS is a losing proposition.

11
DF Modding / Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« on: January 20, 2008, 05:42:00 pm »
Well drat, back to area-forbidding my wood stockpiles then.

Though this will be useful for my next project: a DF rendition of Black Mage, done in floor tiles.


12
DF Modding / Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« on: January 20, 2008, 04:21:00 pm »
Is there any way you could add wood to the stone selection hack? It would be very useful for large construction projects that use AutoHotKey, but I don't know how to do that or even if it's at all possible to have reactions involving logs.

13
DF Modding / Re: DF Auto Site Locator
« on: April 22, 2008, 03:39:00 am »
A user named Ziusudra made something that, I think, was exactly like this except he released it about half a week before 0x517A5D released his Regional Prospector, and thus they were not compatible.

Just fyi.

[ April 22, 2008: Message edited by: Tacroy ]


14
I wrote a great big long thing on the DF wiki about this that nobody seems to have noticed - probably because it's on the talk page, and because I wrote it at four AM: http://www.dwarffortresswiki.net/index.php/Talk:Aquifer

Instead of your one-channel setup, I used two channels and two sets of screw pumps. This let me queue up almost every wall at once and let the dwarves work on them simultaneously - with your method, you have to place every single wall after the one before it has been built.

Also, when I was doing this I was on a two-layer aquifer map (it was the middle of an island) so I had no stone; I discovered that one can use screw pumps in place of mechanisms, and since there was an abundance of wood they made for an able replacement.


15
DF Dwarf Mode Discussion / Re: Quick way to dig Holes!
« on: February 01, 2008, 11:36:00 pm »
Unfortunately, falling things tend to pull dwarfs in with them (as I discovered when trying to build walls around a bridge), which causes injuries or even death.

The completely safe way to do it is thusly:

code:

# = wall
_ = channel
. = floor
X = up/down stairway
< = up stairway
I = support (b-S)


At the top level, dig out something like this:

XXXXXXXXXXXXXXXXXXXXXX
X____________________X
X_.................._X
X_.................._X
X_.......X.........._X
X_.................._X
X____________________X
XXXXXXXXXXXXXXXXXXXXXX

Then for every level you want a hole, do the following in this order:
XXXXXXXXXXXXXXXXXXXXXX
X....................X
X....................X
X....................X
X........X...........X <- Completely mine out the level
X....................X    except for the up/down stairs
X....................X
XXXXXXXXXXXXXXXXXXXXXX

Then:
XXXXXXXXXXXXXXXXXXXXXX
X____________________X
X_.................._X
X_.................._X
X_.......X.........._X <- Now we add the channels. Note that your miners can
X_.................._X    always get to the channels, and out of the area.
X____________________X
XXXXXXXXXXXXXXXXXXXXXX

On the bottom-most level:
XXXXXXXXXXXXXXXXXXXXXX
X....................X
X....................X
X....................X
X........<.I.........X
X....................X
X....................X
XXXXXXXXXXXXXXXXXXXXXX

Then connect a lever to that support. When everything is mined out,
remove the lone up stair and throw the lever. Forbidding the area is optional.


This works because stairs provide support. Note that if you really want a hole, you need to mine out all of the raw rock; loose stones are fine, but unmined rough walls will fall and restabilize themselves like Lego, leaving you with really weird things like an entire column of rock ten z-levels high supported by one single rough pillar.


Pages: [1] 2 3 ... 5