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Messages - Shurhaian

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211
DF Dwarf Mode Discussion / Re: Squad - Stop chasing!
« on: April 05, 2010, 06:30:23 pm »
Squads really do need a way to control how far from station they'll wander. The old squad options haven't all been folded into the new military system - chases enemies/close to station is an important one(and when I say to attack the rhesus macaques swiping my goodies, I do NOT want you to go chasing groundhogs). It would be nice to have the old "ignore animals when possible" back, maybe in the context of "if it isn't attacking, do not divert from your course".

212
DF Dwarf Mode Discussion / Re: Limonite
« on: April 05, 2010, 06:27:18 pm »
That's actually a good question. At the very least you will probably need to go to a new site, but maybe not even that, for areas that haven't yet been populated - so long as you edit the *save's* raws, not the master raws. The layers can't be so easily changed, but the veins and inclusions might work.

(And why wouldn't you want lignite or bituminous coal near a volcano? They're very nice for the steel industry.)

213
RE: soap - the soap-making order, like rendering fat in a kitchen, does not always show up promptly even if you do have the materials sitting right beside the relevant workshops.

If you do change the soap reaction to produce bars, the dwarves will move it around, but they AND THEIR PETS will start spamming "cancels Clean self: Cannot reach site" and never dealing with it as soon as they get a contaminant. One time I had a cat doing that for a while, it seemed to stop(I think the cat got rained on) - and then 8 more things started doing it.

My personal worst so far:

Hot embark site. Nice flat land. Joyous Wilds. I dug down, found aquifer when I thought I was safely off that tile, dug over, dug down a bit more, broke into a cavern, had a little red c send my dwarves flailing as it ran up past them, out the ramp, and off the map. Walled up the immediate vicinity in the cavern, started farms and such, was just generally setting in. Got a promising migrant wave.

And then they ALL STARTED MELTING.

This wasn't even a scorching climate. Just  "Hot." Most of the migrants and pretty much all of my animals died.

Having things go wrong, like the pathing issues and the nonfunctioning surgery, is merely irritating. Having my dwarves struck down by the fist of God eliminates any point in even playing. If I want to play a gambling game, I'm sure there are tons of poker sites that will happily oblige me.

So yeah. Biggest frustration: Spontaneous dwarven combustionliquefaction.

The new version has a lot of promise, and I'm not sure I want to go back to the old one; but things like that just... leach all the fun out of it.

214
DF Dwarf Mode Discussion / Re: Prep for surgery! stat!
« on: April 05, 2010, 01:49:01 pm »
It's done at a kiln(or magma kiln). "Make plaster powder". Requires a suitable rock, and an empty bag.

215
DF Dwarf Mode Discussion / Re: Prep for surgery! stat!
« on: April 05, 2010, 09:43:50 am »
Okay, so obviously some people's hospitals are working and others are not.

Does anyone have any idea what the deciding factor seems to be? I too have a dwarf that's needed surgery for a while(most of a year). The hospital is designated; the only thing it doesn't have stocked is powder(as seen on the bug tracker, I tweaked the raws so soap is made in bars, not globs, and it was able to stock that). It has both a table and a traction bench. Does the table need to be directly beside the bed or something?

216
If I had booze money, I would do two things:

A) Send some of it as a donation.
B) Buy an ale in your honour. I don't care that I'm not much of a beer type person, I'd chug it back ANYWAY.

217
DF Dwarf Mode Discussion / Re: Bone/shell/skull stockpile?
« on: April 03, 2010, 12:36:36 am »
Yes, I know. That's exactly what I'm trying to set up here, but with the new version, there are no longer options in the stockpile menu for bone, shell, and skull. I'm wondering if they've been filed under some other name that still allows them to be put somewhere separate from things that will rot, or not.

218
DF Dwarf Mode Discussion / Re: Cannot store bones in a refuse pile?
« on: April 03, 2010, 12:31:32 am »
Are you sure that's not what "remains" does? The dwarves are obviously moving bones and shells to the refuse pile, so there must be some setting that allows it...

219
DF Dwarf Mode Discussion / Bone/shell/skull stockpile?
« on: April 03, 2010, 12:26:08 am »
Okay. I know the dwarves are bringing shells and bones to a refuse stockpile; what I can't see is the setting that controls it.

Is that "remains"? Before I turn it on, I want to be sure it won't bring small-animal "remains" as their corpses were in prior versions; this is for an indoor stockpile by my craftsdwarf workshops, so I don't want it stinking up the place.

220
It would seem that I was missing the quartermaster; I'll have to keep an eye out for that. Though the information on burrows and routes will be handy, too.

Many thanks!

221
Alright, the military screen obviously has some potential.

But I can't get my dwarves to actually arm.

I made a squad, put a few dwarves in it, set their uniform(Archer, in this case), and found how to switch them to the active schedule.

They won't pick up weapons.

I can't even pick the crossbows I have(sitting in weapon bins) from the "specific weapons" list.

I have an archery range which the squad is marked as being able to train in(I think that's what it means). I also have a designated barracks area.

I've just lost my first fortress because I could not get a functional military going prior to a goblin ambush.

 ???

What might I be missing here?

222
Server's having issues, as is to be expected - maybe the download mirrors should be linked on the Wiki as well, at least for the time being?

Anyway.

Yes, the game runs slower than it did before. I think it's more due to internal complexity than the graphics, because I *think* this is compared to 40d, not 40d## - but I'm not entirely sure; I've been waiting on the new release for a while.

Speed aside, I love it. The starting setup is sensible and needs only relatively minor tweaking(I saved some points by going with leather instead of bags, silk cloth instead of plant fiber). GCS silk is no longer worth the immense fortune it was, meaning that goblin underwear won't make you rich on one raiding party. The cheaper anvils(1/10 the old cost!) and starting with copper axes do mean starting points are tighter, but - since as mentioned you start with a decent assortment of goods - not horribly so.

I shed a tear for easy underground soil-layer mining. Herbalists will earn their place now in the early game.

HALLELUJAH for the new announcement system - gone are the pause-and-zoom for every little game, and instead being able to zoom to the location of an announcement is awesome. Tree'd labor preferences are nice, though I wish it left the highlight on the one I just Esc'd out of.

Esc instead of Space to exit menus will take getting used to, but I think that's the main problem - I'm not used to it yet.

And another HALLELUJAH: Not only did I get migrants during the first year(7 in summer, 2 in autumn, including a high master stonecrafter in summer!), the livestock they brought with them weren't pets. That alone will make migrant waves SO much more practical.

Oh - and bonus points for being able to specify male vs female animals on embark.

Now, to await my first caravan...

223
As far as I know just by removing them.  The game hasn't yet been taught to know the difference between valuable rock clusters and worthless rock clusters. 

This is the specific problem. To go into a little more detail: The game will give you a notification any time it strikes a vein or cluster - period. Anything that could suppress the messages for worthless stone is all too likely to do so for metal ores(though I think not site features or HFS, which actually spawn a pop-up message).

224
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: January 17, 2010, 01:29:03 pm »
If there's a way, I haven't found it. Also, DT has a tendency to double-click sometimes when I use that section; not sure what's up with that. Putting in a config option for double-click protection(e.g. ignoring second clicks within 100ms) might be a possibility there; or it might just be an oddity of my mouse.

225
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: January 11, 2010, 04:55:39 pm »
My port http://www.bay12games.com/forum/index.php?topic=46841.0 of Dwarf therapist to using the DFHack library will be updated to the new DF as soon as we can get DFHack updated to it, so don't worry, DT will not die, even if chmod does not return.
This is exactly why having tools hook into that library would be a Good Thing.

Now, this version might not be so straightforward. The changes being planned to the skill system and the military might need some rework just to get into recognizable format; we'll have to see. On the other hand, if the internals are similar and it's mostly the number of skills that differs(and their presentation, which DT sidesteps), then this might actually help to ease people through relearning the interface. However much better the new interface winds up being, anyone who's used to the old one will have growing pains; people used to DT instead may have an easier time of it. Or at least can ease into the new interface more gradually.

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