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Messages - Shurhaian

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256
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: December 28, 2009, 11:15:14 am »
Indeed, it stores your settings in a personal directory. I don't know what it'd be under Vista, but for XP it's Documents and Settings\USERNAME\Application Data\UDP Software\Dwarf Therapist.ini

257
DF Modding / Re: Civilization Forge Mod
« on: December 28, 2009, 10:49:05 am »
This seems to be related to an issue I've had with Deon's ratmen graphics. Under 40d16, the magenta background didn't properly recolour, resulting in magenta all the time; under 40d, I got the graphical mess like in the first spoiler in jayseesee's post.

I had it with CivForge's hobgoblin graphics as well. But with the ratmen, I was able to work around it by opening the file, taking a screen shot, pasting and cropping into MS Paint, and resaving the file; with the hobgoblins at least, it hasn't worked for me now.

Just to confirm, Zinja - are you running 40d, rather than 40d16?

258
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: December 27, 2009, 12:35:22 pm »
It's all good! I just belatedly realized that me saying "obvious" might have seemed, well, arrogant.

So, uh...

*cough*

DT. Great tool, huh?

259
DF Suggestions / Re: World Gen Speciation
« on: December 27, 2009, 11:55:56 am »
Well, the creature system is ALREADY being rewritten; although we might not expect to see another such change soon, it's not as though Toady is proving himself unwilling to throw out an old system if it's no longer adequate. The current variation system is dramatic in its scope, but it's allowing for variation within a species that would normally lead to speciation.

Naming after hue, pattern, or region distinctions is a good thought. Something like magma men might even have different varieties of stone that they could be... though that's probably not speciation in the normal sense. Anyway.

A possible way to handle it would be to have a population that's sufficiently varied from the norm, and sufficiently pure in those differences(most are different in similar ways), to autogenerate a new entry in the raws for that save. Now, some critters you might want to be fairly static(the innumerable gibbons), but you could mark the specific ones you want to be prone to speciation(likely the ones with the widest variance) with a particular token, which might also establish how prone to it they are.

260
DF Suggestions / Re: Engraving built walls.
« on: December 27, 2009, 11:45:27 am »
Though the relative weight is an issue, doesn't a single unit show up as "blocks"? This suggests that what you really have is a significant number of squared-off blocks.

The ease of carrying them may be an oversight, and might get remedied once better hauling is implemented; as it is, blocks are so often used in quantity that making them hard to haul under the current system would be punishing. The difference in value between them and rough stone wouldn't justify the extra effort in making blocks, if they were just as hard to haul - not least because a bin of blocks might as well be a platinum statue at that point, and that's if made from a reasonably "light" stone. A bin of platinum blocks would take a year just to move from point A to point B, for points not all THAT far apart.

261
DF Suggestions / Re: Peat layers in low land vegetation areas
« on: December 27, 2009, 11:40:01 am »
The problem with the "2 peat --(fuel)--> 2 refined coal" schematic is the same as the problem with a flat extension on how far peat goes at the smelter: it doesn't take magma into consideration.

Currently, coal that is used as a reagent will also work as the fuel. At such time as this can change, I can certainly understand low-temperature fuels such as peat being used to extend the burn of non-magma forges, and to power other lower-temperature applications like cooking and distilling.

If the logic being applied to thread and cloth(that they have lengths/volumes associated with them) also applies to "bars" of fuel, a unit of a particular fuel might last longer for some applications than others(a unit of coke might last for a dozen cooking tasks, but be gulped up entirely in a fuelled smelting operation, while somewhat less might be required as the carbon component for making steel). This would also be making use of an already-implemented mechanic rather than making a special case for forges, and I think that generalizing such things tends to be better than just making more special cases.

262
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: December 27, 2009, 08:10:49 am »
Obvious is, admittedly, A) not quite the best word, and B) a relative thing - but I did remember seeing something like this come up, I think for dfhack or DwarfCompanion. Still - glad to know it worked for you!

263
DF Gameplay Questions / Re: Glass walls
« on: December 25, 2009, 08:21:09 pm »
Indeed. I'm rather fond of sealing off any space that may contain water(aquifers, well cisterns, underground farms, artificial tower-cap caverns) with glass, but it does nothing different for the dwarves. It just gives me a happy thought.

264
DF Gameplay Questions / Re: Dwarf won't go to trade depot and trade.
« on: December 25, 2009, 08:10:00 pm »
Also, if your dwarf isn't able to go and trade right away(is drinking/eating, is in the middle of another labor), they're liable to forget about it and need THAT instruction toggled, too.

Additionally, if you HAVE set it to "anyone may trade" in the past(maybe the trader was sleeping when the merchants announced they'd be leaving soon?), it'll grab a random person even if your broker is available.

A very quirky interface, in general; I find myself hoping it gets love in not too much time after the upcoming release.

265
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: December 25, 2009, 08:03:59 pm »
I'm not running Vista myself, so I can only go with the most obvious trick that comes to mind. Are you running one of them with admin privileges and one without? If DF is being run privileged, a non-privileged DT wouldn't be able to touch it.

Beyond that, I must defer to experts.

266
DF Suggestions / Re: Selective wood cutting
« on: December 25, 2009, 05:19:55 am »
Elves should work by counting trees to begin with. Right now, I'm pretty sure they actually count your stockpiles. If so, this opens up the interesting exploit of using up all your wood before Spring, and waiting until the elven diplomat is gone before cutting more.

267
Let's not forget that the elves will spy on your stockpiles as their determinant to how many trees you've cut down.

They don't care if you've deforested an entire 8x8 forest and turned it into a smouldering waste of ash, so long as you don't have wood in your stockpiles.

But even if you don't have a single axe in your fortress(real dwarves use hammers! ...because they don't get stuck), and you've carefully nourished a tower-cap farm to ensure that despite your wood imports there's been a net gain in trees, they'll see that you have wood in your stockpiles and go on the warpath and (at least according to the raws) eat your dwarves.

All this after refusing to deal with you with anything resembling common civility.

I don't even like the elves, and I'm still at the stage where I try not to cause diplomatic incidents.

268
DF General Discussion / Re: Dorf Shorts - Night Before Dwarfmas
« on: December 24, 2009, 11:56:20 pm »
I'm pretty sure the text version is around the forums somewhere...

Edit: Yes, yes it is. Right in the OP, now.

269
DF Modding / Re: Automatic mining: Is it possible and has it been done?
« on: December 23, 2009, 12:21:05 pm »
My guess is that anything with a "You have struck ____!" message is fair game for this tool. If you have a generic rock cluster that you're digging through, be very careful with it, watch the mining area closely, or shut down DD until you're done.

Edit - as a suggestion: is it possible to check the type of stone and see if that stone is reserved for economic use? That's the best way I can think of to restrict DD's activity to useful veins, while being compatible with modded games. This would make sense to do in the first stage of checking, i.e. the tile that's being dug, rather than for the surrounding tiles(which won't be designated anyway if it's a different type, right?).

Further edit, after some more work with it: Digger's Dream causes a noticeable slowdown on my (marginal) machine while digging, making it that much more important to turn it off when you're digging rooms and passages and might not want to follow veins. However, when digging veins, it makes up for that slowness by not needing to pause every few frames to re-designate. It's not perfect - sometimes the "designated" tiles aren't properly designated and will not be dug unless re-designated - but by and large it works well, and deserves to be put somewhere sticky.

270
DF Suggestions / Re: Immigrating away from your Fort
« on: December 23, 2009, 02:35:17 am »
Someone would have to be pretty much literally insane to TRY to emigrate during a siege. It makes perfect sense for emigration to be disabled during siege status - but being stuck there when they want to leave might give would-be migrants a further unhappy thought.

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