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Topics - Dame de la Licorne

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61
DF Bug Reports / [0.31.01] CTD renders game unplayable [not a bug]
« on: April 01, 2010, 06:57:06 pm »
I installed the new version into my virtual Windows XP machine (runs on my Mac using Parallels 3.0).  The game installs fine and generates the world.  I customize my embarking party, hit "e" and...CTD.  When I choose the "Play Now" option, the game gets to the "Strike the Earth" screen and...CTD.  Does anyone else have this problem?

62
DF Gameplay Questions / Dwarven interruptions
« on: November 25, 2009, 10:22:21 am »
I need to do some work near a natural waterfall, and there are 4 olmmen three z-levels beneath where I'm working.  I've tried adding the [NOFEAR] tag to my dwarves, just for this job, but I'm still getting constant interruptions and the work isn't progressing.  Any ideas on how to get them to finish the work?
Thanks,
Dame

63
DF Suggestions / Health Care and cobwebs
« on: August 17, 2009, 05:31:34 pm »
I searched, and didn't find anything so if this has been mentioned before, my apologies.  And considering the extent of the newest version, I'm hoping that this can perhaps be added without too much trouble.

I've been recently reading Edward Gibbon's "The Decline and Fall of the Roman Empire" in some of my spare time, and it reminded me of something I'd come across a while ago, so I went and did some researching.  It turns out that in Ancient and Medieval times (and even as recently as the American Civil War, if my sources are correct), that cobwebs were used to staunch bleeding.  When placed in the wounds, apparently the webs would help the blood to clot (I'm not sure how it works, I need to do further research) and otherwise potentially fatal wounds would then heal almost as quickly as non-fatal wounds.  Since cave spiders (the vermin type) are probably going to end up in a lot more places with the new underground layout, would it be possible for webs to gain this second use?  You would still need bandages to bind the wounds with and without the webs, but I think it's appropriate.  Comments?

[TLDR] Use webs to staunch bleeding in potentially fatal wounds, in addition to bandages.

64
DF Bug Reports / trapped wagon causes caravan to leave
« on: July 24, 2009, 03:34:50 pm »
I haven't seen this bug in the lists, but maybe I missed it.

The situation:
I had the dwarven caravan arrive as normal, but one of the later wagons stopped moving (completely frozen, including the accompanying guard) about a dozen tiles from the depot (everything else on the map was still moving, so the computer did NOT freeze).  Nothing I did (smoothing possible boulders, cutting down trees), allowed the wagon to resume moving.  At roughly the same time I had noticed a sapling maturing to a tree in a corner of the map.  After a couple of days (game-time) the wagon broke up (like it had been destroyed) and I noticed a full-grown tree on one of the tiles the wagon had occupied.  The "dead" wagon caused the merchants to promptly pack up and leave without trading.

The bug:
I think what happened was that a sapling matured to a tree right when the wagon was on top, causing the wagon to freeze because it was stuck in/on/? a tree.

Edit: On closer inspection, this may be part of bug 869.

Game specs:
Mac 40d11
No mods

65
DF Modding / modding vermin?
« on: June 06, 2009, 05:31:45 pm »
Just a quick question.  If I mod in a vermin creature, do I need to gen a new world, or will it appear in my current one the next time I open it?

66
DF Dwarf Mode Discussion / apt artifact
« on: May 10, 2009, 02:57:59 pm »
This was my first artifact of the day, and considering the meetup yesterday, it seemed rather apt.



And this is the dwarf that made it:


67
DF Bug Reports / tile not displaying properly (?)
« on: April 09, 2009, 11:05:01 am »
The pictures say it all:


The tile directly above my X is jet black, as you see.


The list of items on the tile in question.


I believe the artifact (^) is causing the problem with the display.

Edit: I'm currently using 40d11 on a Mac OSX, standard video card etc.

68
DF Bug Reports / Can't plant Blade Weeds
« on: March 27, 2009, 09:35:57 am »
I couldn't plant Blade Weeds in a reclaimed fort, the option wasn't in the farm plot menus for the relevant seasons.  The fifth post in the link below lists what I did to get them to be recognized in-game.

http://www.bay12games.com/forum/index.php?topic=32832.new#new

I know there's a bug where sometimes you have to "see" the actual plant before you can select it for planting, but here I never saw the actual Blade Weed plant, just Hide Root, so I don't know if it comes under the same bug.

Edit: using 0.28.181.40d
       Mac OSX 10.4.11

69
DF Gameplay Questions / planting issues
« on: March 24, 2009, 12:49:14 pm »
I abandoned and reclaimed this site, and built my outdoor farms.  I proceeded to get seeds (from gathering and the elves), but I can't seem to grow the blade weed seeds.  They grew fine in the previous incarnation of the fort, but now the option for "blade weed" doesn't show up in any of the farm menus, in any of the seasons.  All of my other outdoor seeds are behaving normally.  Any ideas as to why?

70
DF Suggestions / Dwarven language (grammar etc.)
« on: March 23, 2009, 05:33:43 pm »
Now, I realize that this is a long way in the future, but I've been thinking about it and decided to throw out the idea and see what people thought.  So my idea is as follows:

Currently all of the dwarfish words are in a list and some of them are labeled as verbs, some as nouns, but most don't have any labels at all.  Now, in an attempt to make the coding and language generation somewhat easier and more logical, I was thinking that maybe every word in the language should have an extra tag labeling it as a noun/verb/adjective/preposition/adverb/etc.  Each word would then have a series of endings/prefixes that would indicate tenses and number (single vs. plural), as well as any other relevant parts of speech.  Words like "the" and "a" etc., which in English (and those European languages that I'm familiar with) are included with nouns (among others), would then be implied rather than overtly stated.  Included in the code would be example declensions (if appropriate for nouns) and conjugations (for the verbs), and if there were more than one family of each, the tag could read: [VERB_1], [VERB_2], etc.

This would have the advantage of following logical rules, which would make it (I think) easy to code, but it may end up more confusing to learn.  It would also make each language present more individual.

I hope I explained that clearly enough.  Thoughts?

71
DF Gameplay Questions / Mac core assignment
« on: March 12, 2009, 10:12:32 am »
I have a Mac dual-core, and I was wondering if anyone knew how I can assign DF to use just one core and everything else to use the other, like you can with a dual/quad core PC?

72
DF Modding / decorate with stone
« on: February 24, 2009, 12:49:50 pm »
How do I mod in decorating with stone, and do I need to gen a new world?  Thanks in advance.

73
DF Gameplay Questions / decorate with stone?
« on: February 24, 2009, 11:31:14 am »
Is it possible to deliberately decorate/stud an item with stone, other than randomly in moods?  If so, how do I go about it?

74
DF Dwarf Mode Discussion / Talk about coincidence
« on: February 17, 2009, 12:13:42 pm »
So I just got the following within the space of <5 seconds.  Are there any other interesting/humorous/other (planned?) "coincidences" that people have encountered?

75
DF Bug Reports / strange mood butcher still leads animal [40d Mac]
« on: December 19, 2008, 12:45:04 pm »
I just came across a rather odd bug, and I can't find it on the list, so here it is.

My butcher just got a fey mood as she was leading a victim to the butcher's shop.  She claimed a leather works and is now leading the animal everywhere with her as she grabs her materials.  Shouldn't she have let go of it?  It's causing her to take a lot longer, as she has to constantly pathfind around the animal when she backtracks through doors and such.

Edit: I'm playing the Mac version, if that makes a difference.

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