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 - Shurhaian

Pages: 1 ... 9 10 [11] 12 13 ... 45
151
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 25, 2010, 09:38:12 pm »
I'm sure someone's done this sort of thing previously in the thread, but...

Recently set out on a fairly nice embark site. Plenty of resources, flux, sedimentary layer, etc. Part of it had an aquifer, but at least one biome on the map did not, so I had a way past it. No problem.

I dig toward the south side of the map, and I suddenly encounter damp stone. I look around, don't see anything obvious; look on the level above, but there's no sign of a lake or such there that'd be making it damp.

I think "Huh, that's odd," and re-designate for digging.

Results are predictably wet.

152
DF Dwarf Mode Discussion / Re: Post your dissatisfaction here
« on: April 25, 2010, 02:54:57 am »
One minor detail that bugs me is that each tile is like 1.5X1(I'm sure that's an exaggeration), so that hallways 3 tiles thick look so much wider along the X-axis than the Y-axis, and a lot shorter too.  I doubt that can be fixed while the game still uses ascii.  I just hope that if it ever leaves alpha(which I'm guessing ends when that huge devlist goes completely green), then at least one of the steps in beta is to move to at least sprites instead.

You need to use a different tileset, is all. Strictly speaking, the game is rendered graphically using a collection of sprites(all in one image) that just happen to resemble ASCII characters(and it uses these same images for its text rendering).

Look here: http://df.magmawiki.com/index.php/Tileset_repository

Find one of the square tilesets which suits your fancy, put it in your DF \data\art subdirectory, and fiddle with init.txt to use it. IIRC the DF window is minimum 80x25 tiles, which makes the minimum dimension for a 12x12 tileset 960x300.

Make sure, for 0.31, that you download a BMP! The PNG will work once the OpenGL/SDL merge(40d##) is in, presumably, but the core game needs bitmaps.

153
DF Dwarf Mode Discussion / Re: Post your dissatisfaction here
« on: April 25, 2010, 02:00:33 am »
Blunt weapons especially are problematic, often being turned aside by cloth when it has no business doing so.

I think the general weakness of blunt force is a known issue that is not intended to remain that way.

154
Indeed, the magma sea is far from "always" 150z down. Don't mistake the elevation display for your distance from magma - I've had it stop at 101(as in, that was the bottom z-tile), and I think that was less than 50 from the surface.

Glass is not and never has been "magma safe" as such, but pumps, even for magma, generally don't need to be - just don't make them out of something that'll take heat damage/catch fire(like wood or graphite). It's worth testing to see whether the heat from nearby magma will damage glass pumps, now, but they used to be suitable for a magma pump or stack thereof even though they were not suitable for e.g. magma floodgates.

155
At that point I almost wonder if their happiness has somehow wrapped all the way around...

It might have something to do with their migrant status. Maybe they can't be unhappy until they're no longer migrants, and it somehow is breaking their mood logic even afterward. Don't know...

Friends may also be involved, yes, so long as the friends don't actually get killed.

156
DF Dwarf Mode Discussion / Re: Dwarven Justice
« on: April 24, 2010, 02:18:35 pm »
Training hammers don't exist(nor maces) - as blunt weapons, the only way you could make them "training" weapons is to wrap them with something soft like cloth.

Question, though - how dangerous is the Hammerer in 0.31?

157
Speaking seriously - I for one really don't know. There hasn't been an update in the dev log for almost a week. I hope all's well in Toadyville...

158
DF Dwarf Mode Discussion / Re: Post your dissatisfaction here
« on: April 23, 2010, 09:16:44 am »
What I was getting at was more that there seems to be an extremely sharp divide in survivability.

If you have armor that's better as armor than the material you're facing as a weapon, you will likely survive.

If not, you will very likely die.

This seems to be much less broad than it was in 40d from what I've been reading. Wooden bolts vs a goblin in iron have been reported at least once as being pretty much useless - and while crossbow bolts were ricocheting shards of death in 40d no matter what they were made of, this might be going a bit too far the other way, and still need balancing.

159
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 23, 2010, 09:11:08 am »
Search in the modding forum(i.e. where the DT thread has been all along), and you get two of those results. The first links to a page with a link to information, but not to the post with the actual link. (This, incidentally, is what I got as the first hit on the more general search - again, not the thread with the link. Scrolling down from where it lands gets "sorry, it's not supported".) The second hit links to the DFHack version of DT.

Even in the more general search, the excerpts of the useful posts have enough code in them to be intimidating if you don't already know that that's precisely what you need.

The point: The search tool is not the holy grail that some people think it is. In this case especially, it's possible to shoot yourself in the foot by trying to use an appropriately defined search - the useful hits are buried in FOTF threads in General Discussion(and if you were to tell someone "it's posted in this thread" regarding the 1000-page monstrosity that one of them is in, you would deserve to be slapped). Combine that with the length of even this thread, and if you don't already know exactly what you're looking for, it's easy to get discouraged and give up.

I say all this because one of the strongest things about DF, in my experience, has been a friendly and helpful community. Anything that makes it more hostile and insular, thus, weakens the experience.

160
DF Dwarf Mode Discussion / Re: Post your dissatisfaction here
« on: April 23, 2010, 08:52:09 am »
And bows/xbows are overpowered :P

You might just be the only person to say that about ranged weapons in DF2010 ever. ;) Granted, the usual gripe is in people trying to get their dwarves to actually use the things...

What it seems to be related to is the materials system, which is currently rather... temperamental. As I understand it, armor seems to either work, or not, with no middle ground of "offers some protection but does not render you untouchable"(well, barring a hit to a place that isn't covered by it).

161
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 23, 2010, 08:44:21 am »
RTFM.

It was posted in this topic already. Try searching first.

You are aware that searching for "Dwarf Therapist 40d19" brings you a hit that's 23 pages too late, and even then doesn't bring you to the message that actually links to the one with the memory values?

162
DF Dwarf Mode Discussion / Re: I must have wood logs!
« on: April 23, 2010, 08:39:09 am »
Uh huh. And what do you think the arch was? The wheel? The lever? Do you call those exploits as well?
...those have what to do with someone saying "don't report an obvious bug"?
Quote
Personally I don't think I'll use this, but if people want to, what do you care? It's not difficult to just not use it yourself.
Whether or not someone uses the exploit is not the issue. If you actually read what I posted, the problem is the "no-one report this on the bug tracker" line.

This doesn't appear to be a quirk of the game's (intentional) design that can be taken advantage of(as perpetual motion plants are, for now). It's a bug, plain and simple. It would of course be more meaningful in a multiplayer game with direct competition, and it's not a bug that warrants a high-priority fix. If it had just been put as "I hope Toady doesn't get around to fixing this anytime soon" that would have been fine. It's certainly one of the more amusing and benign bugs out there - so long as you don't let a dwarf use all of a rare resource , which was kind of the problem in the OP's case; but knowing what causes it allows one to put a stop to it if that happens.

The only problem was in the "don't report it" slant. I've seen that used too often in seriousness to find it remotely funny if it was a joke.

163
That there is a workaround, though, does not mean there isn't a possible better way to do it. The game has enough micromanagement as it is; this would be a way to ease that burden.

164
DF Dwarf Mode Discussion / Re: What does this mean?
« on: April 23, 2010, 01:42:24 am »
It seems pretty clear, thus, that it's the kidnapper's job, and nothing to do (directly) with the child who's the target of the kidnapping.

165
DF Dwarf Mode Discussion / Re: I must have wood logs!
« on: April 23, 2010, 01:29:18 am »
Oh god, no-one report this in the bugtracker, this needs to remain as a feature!

FAIL.

Every time I see something along the lines of "hush, nobody tell this to the people in charge", I die a little inside.

Should there be a way for artifacts to pile on decorations? Perhaps.

But doing it on command should not be this simple, and it should not be something that has nothing to do with the dwarf.

This is a bug. Using it to generate supervaluable, superdecorated artifacts is an exploit.

Full stop.

Pages: 1 ... 9 10 [11] 12 13 ... 45