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Messages - Cobbler89

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211
General Discussion / Re: Things that made you sad today thread.
« on: August 31, 2013, 11:33:58 pm »
I attempted to have a rational discussion with a very intellegent, well educated fellow whom I respect and, to a certain extent, admire. Or maybe it was admire and to a certain extent respect, I forget.

It ended with him telling me that I couldn't explain my logic well enough for him to give decent explanations and if I couldn't just accept what he said I'd just have to go get myself educated on the matter.

I'm visiting my family tomorrow and am going to be dead tired because I can't go to bed because I don't want it to be tomorrow and family-visiting time while my hopes and dreams for reason are lying here like maimed kittens, mewing pitifully (I haven't been able to figure out how to butcher them, which just proves my brain's interface is as difficult as DF's).

I shouldn't be able to get depressed about this... but then, I should have been able to have a rational discussion.

I am probably not going to be reading this thread for replies, by the way, I'm just putting this here because, well, Bay 12 has a Things That Made You Sad Today thread and where else am I going to say this stuff?

212
DF General Discussion / Re: Putting saves on Dropbox?
« on: August 30, 2013, 10:38:05 pm »
I've never tried any such thing... However, I am reasonably certain that DF saves are compatible across OSes (uh, except for the compressed mode that is known to depend on how your OS handles its bits and is in that regard essentially broken) because people put them up on the DFFD without any mention that "this save is for Linux"... plus I can't imagine with all the succession games that I wouldn't have heard loud complaints at least once about how the Linux people are excluded or something. No, all I hear is the trouble of getting DFHack and the Lazy Newb Pack working on other OSes. The game itself seems to be pretty agnostic unless you want to play with the "supposed to work but might crash your computer because graphics drivers lie" sorts of graphical mode settings.

Would this shortcut be the sort of link that, to a program using the filesystem, is treated the same as if it were the folder it points to?

It might be worth engaging in some fourth-wall-disregarding !!science!! to find answers to these questions.

213
DF General Discussion / Re: Game Breakers?
« on: August 29, 2013, 07:32:16 pm »
Engraving every square inch of the fort is an absurdly easy way to create enough wealth to guarantee that migrants will replenish your population after each goblin ambush.

However, this is one of those things that can save the game, rather than break it, for those of us who are only average players.

214
Have you, uh, been to the "Community Games and Stories" section of these forums? I mean, not that the average thread there is published novel quality, but as a basic answer to the theoretical question... Or look up Boatmurdered on the wiki. I think you'll wind up in most of the same places whichever end you start at (Boatmurdered is then, the forum section is now).

Alternatively, for shorter stories, there's this site. There are some epics in their own right on there.

215
DF Gameplay Questions / Re: They won't do nothing
« on: August 29, 2013, 05:00:25 pm »
Re. drink specifically, do you 1) have brewable plants and 2) have them set to brewable in the kitchen submenu of the (z) screen?

216
DF Gameplay Questions / Re: Moats and infotress lakes
« on: August 29, 2013, 04:54:00 pm »
If you're using water, and if you have a walkable area around the "lake" or moat on the z-level above where the water should wind up, you should be able to designate a pond zone around it and have the dwarves fill it up with water, if I'm not mistaken.

217
DF General Discussion / Why, English language, why?!!
« on: August 28, 2013, 11:12:36 pm »
There is such a thing as schizocarp. It is not the monster from older versions of Dwarf Fortress.

If you need me I'll be resisting the urge to wail aloud.

(My apologies if this is old news to some people or anything like that.)

218
DF General Discussion / Re: Merge DF with another game
« on: August 28, 2013, 11:07:17 pm »
I'd personally like a Cave Story mod. Kobolds already remind me of mimigas. Some people already build fortresses in the sky, and if you turn off caveins theoretically you could suspend them up there entirely. You can also theoretically breed dragons, although I've heard DF dragons can't fly (so, mod them into the sky dragons... in addition to flying, see if you can make them take a long time to hatch from their eggs, and make it so your civ is likely to start with tame ones), and it's conceivable for old witch women to herd packs of dogs in the middle of the desert. If we could figure out how to make a type of red flower and an artifact crown give off a kobold/mimiga-enraging syndrome, we'd be nine tenths there. Also make more of the races playable... Make the humans all researchers... Change the demons to be little angry cupids... Replace elves, dwarves and goblins with the funky green guys who refuse to speak except cryptically and robotic Soldiers From the Surface...

In fact, you could call the mod that. "Soldiers From the Surface". Maybe subtitle it "Fortress Story".

Oh yeah, and name all titans/megabeasts/FBs Balrog, but replace their available body forms with "lunchbox" and "toaster".

219
Frozen volcanic island... now there's a sweet embark you don't see every day. Could we get either the save or the parameter set and seed? (I presume if we had the world we could find the volcano in a glaciery area fairly easily...)

Freezing mostly means getting underground and doing without local wood, island mostly means trading is limited (but not completely gone -- as suggested above, see the wiki on island trading); other than that you mostly need to be able to make your fortress self-sustaining as always, but do have the advantage of an immediate magma source in the volcano.

220
DF Gameplay Questions / Re: Someone got a nice newbie world seed?
« on: August 27, 2013, 10:53:46 pm »
Thing 1: There's a difference between an easier world and an easier embark. (People have been discussing elements of this, but it's important to know in order to understand their contributions.) Generating a world can rig the majority of the area easier or harder, but most worlds generated with the "basic world generation" mode have a good variety of embarks to look for. That's typically where the advice about what to search for and avoid comes in.

Thing 2: There's both a world generation parameter set and a pseudo-random number generator seed. The parameter set limits and influences the procedure that generates the world; the seed is where the "random" numbers start and therefore determines the incidentals of how the world happens to be laid out. This means that if the world generation procedure is given both the same parameter set and the same seed it will produce the same world, since the sequence of pseudo-random numbers is determinate starting from the same number. It also means that changing the parameter set and using the same seed is usually not practically different from changing it and using a different seed: because the way the procedure uses the sequence of "random" numbers is different if the parameter set is different. However, you can change the seed to get different worlds with the same parameter set and hence the same general characteristics (or at least, the same likely general characteristics within the same limits), whereas changing the parameter set itself will not only get you a completely different world but one with different characteristics (whether drastically or subtly).

Thing 3: The difference between an incomplete feature or feature set and a bugged one can be subtle, and by extension so can the difference between completing a feature or feature set and fixing it. It doesn't matter so much if the developer really is trying to meet people's needs or expectations -- or at least his own high standards of worthwhileness and not just some sellability factor. Speaking from experience, you will, in contrast, find other people out there who will try to spin obvious bugs -- things where the functionality's logic literally cannot produce the result that is the stated purpose of the feature -- as "being built to the design" such that "if you want it changed that will be an enhancement that will cost an extra [insert large number here] dollars." And if they're really bad, you will never actually get to see the design you're being chained to or have any other proof that they're not making it up off the top of their heads. That's one reason savvy contract-writers have to be so savvy: they've got to ensure that the design is itself required to actually be something that meets the requirements of the customer and that if it doesn't the developer can't hide behind it. Similarly, you need clear designs and good quality assurance testing if you're going to separate development and support internal to an organization, otherwise support is left to pick up the ball whenever development doesn't do as well as they should and inevitably they become better experts at it than the people who actually have power/authorization to improve the thing.

Of course, you could argue that there's a note of similarity to this in Toady going off and developing whatever currently interests him instead of fixing whatever the current biggest bugs are, but there are crucial differences: It's a game and not an application a business depends on, Toady's not requiring us to pay him for bug fixes or for the game in the first place, Toady doesn't pretend these issues aren't issues (nevermind whether they're bugs, which doesn't matter so much if you agree they're issues and should be improved without extra cost), and perhaps most importantly Toady is focused on making the game well for its own sake.

All that was probably more than needed to be said, but there you have it nonetheless.

221
DF Gameplay Questions / Re: Too many @#$@ dorfs
« on: August 27, 2013, 10:03:52 pm »
Wow, I just realized reading that quotation that I wrote "can" where I meant to write "can't" in that sentence: You can't brew 100 urists of drink with only a couple more barrels to put it in.

222
DF Gameplay Questions / Re: Too many @#$@ dorfs
« on: August 25, 2013, 08:57:14 pm »
If he's not going to use the vampire, it makes more sense to kill it with any method or even to wall it in an empty room and forget it than to worry about keeping it sane while it's imprisoned; keeping it sane is only a factor if he does want it to be a lever-puller or something in that line. Also note that you can dump in dwarven wine (or whatever swill the elves hippies bring if you're feeling cruel) if you're going to dump in clothing or anything through a dropchute, so alcohol deprivation doesn't have to be a factor if the player is willing to manually supply the vampire.

@ImagoDeo: Note that it is just as conceivable to make your vampire a solitary craftsdwarf or worker of some sort, who has raw materials dumped into his room with the drink and fresh clothes, works them into something worth having (or trading) at a workshop in his room, then himself dumps the products down another dropchute back to the rest of the fortress. You could get a real starving artist thing going, although it'd be completely manual. May be worth it if he has any good skills already.

Otherwise, if you're not up to manually supplying him via dropchutes, it's not like you have to make every dwarf useful... I mean look at your average Noble.

223
DF Gameplay Questions / Re: Dwarves won't do anything??
« on: August 25, 2013, 08:46:46 pm »
This is rudimentary, so forgive me if I'm completely off track, but are you managing their labor settings? If not then most of them won't do anything because they're not permitted to. (Relatedly, if you happen to use DFHack the newer versions have a built-in Dwarf-Therapist-like menu accessible by hitting the "l" key when on the units menu. If you're using niether DFHack nor Dwarf Therapist I highly recommend Dwarf Therapist to make managing labors on more than half a dozen dwarves easier.) Dwarves should come with the labors associated with their skills enabled, but since some of the profession names are generalized and therefore potentially misleading it pays to check out what the settings are.

Hunters may also not have anything interesting within reach to hunt. Farmers planting... is more complicated than you'd think, given the number of rules involved just in determining whether the ground can be planted on or which plants will grow in your embark even before you get to the fact that you need to manage the farm plots' crop assignments for all four seasons or the weird way the skills and labors are arranged. (I also recommend having your dwarves gather plants from outside, if the outside is safe, using the designation and the herbalist labor. It's a decent supplement/alternative to farms, at least until you become better at farming than at defending your dwarves from basic outside critters.)

224
DF Gameplay Questions / Re: Accessible Depot Bypassed
« on: August 25, 2013, 08:12:15 pm »
Its possible for a particular civ to only be able to access an embark side from one direction.
As stated before, everything from the civ is coming from the side with the point of access to the depot.

If your embark is bisected by a river that was liquid at the moment of embark, wagons will only arrive from the side of the river that your wagon started on.

This kind of wagon access is not affected by the relative location of your civ.
Hmm, now that's a possibility, depending on the exact logic... What I have is like this:
Code: [Select]
R = big river
r = small river
. = earth
W = embark wagon
D = depot access

.....
.rrrr
.r...
.rW.D
RRRRR
.....
Is it possible the game is only considering one of the rivers and has decided that "the correct side" is the North side alone?

Unless the answer's a sure no, this definitely makes it worth seeing if the wagon will come from the far side of the small river if nothing else (the big river's a little difficult to build across, although I guess I could if I had to)... but by now I've got goblins ambushing me and slaughtering my dwarves, so a test depot for this would be tricky... well, I'll see what I can do.

225
I had a weregilamonster the other day that decimated my forces through sheer ability to dodge anything and beating in their brains with a shoe -- no joke. I wouldn't underestimate them.

(He got away, too, on account of still being wicked fast when tranmogrified back into a goblin.)

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