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Messages - Shurhaian

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316
DF General Discussion / Re: Dual Monitors
« on: December 05, 2009, 08:08:34 pm »
I'm unclear how fullscreen is any better than a big window. There's a 20x20 tileset on the Wiki; with your font set to that, the MINIMUM window resolution would be 1600x500, and you can certainly make it bigger just by giving more tiles(which increases your playable view anyway, although not all things work intelligently with this). What are your settings like, that your window is too small?

317
DF General Discussion / Re: Pretty good donation month !
« on: December 05, 2009, 05:40:38 pm »
That might wind up being a concern with the new release - a LOT of people are looking forward to it, I think(I sure am). Maybe a few mirrors could be arranged, or it could be set up on torrent?

318
DF General Discussion / Re: Dual Monitors
« on: December 05, 2009, 05:37:45 pm »
Instead of fullscreen, try using a windowed resolution that approaches it(and, if you're using 40d, scale up  your tile dimensions to suit; in 40d## this is done automatically); that's about all I can suggest in the short term.

319
DF Gameplay Questions / Re: Unprovoked Elf Ambushes
« on: December 05, 2009, 05:28:46 pm »
Uh, no, all it said was that being at war with the elves is common, not that the elves were the ones to declare it.

320
DF Gameplay Questions / Re: Chains vs cages
« on: December 05, 2009, 05:25:30 pm »
Getting released is a +1000 happy thought, intended to ensure that newly-released dwarves don't go on a rampage from the unhappy thoughts they endured during their sentence.

But keeping them from going insane while imprisoned is definitely a good idea.

321
DF Modding / Re: Dwarf Companion
« on: December 05, 2009, 05:10:14 pm »
It works just fine with Mayday's graphics pack IF you get 0.17d. Version 0.16 works with 40d, but not any of the 40d## series, which DFG is based on; version 0.17# works with 40d16(and only 40d16).

322
DF Modding / Re: Graphics: One tilepage not masking properly
« on: December 05, 2009, 11:53:50 am »
One last bump before I toss this one into a bug request. Any thoughts?

Further discovery: Opening the PNG in MS Paint and saving it as a bitmap yields a file that doesn't work at all in 40d. As a 16-bit or 256 color bitmap, each unit is a black square; as a 24 bit, it's a jumbled graphical mess. What the heck could be going wrong with the conversion? The images look fine outside of DF, but in game:

Spoiler (click to show/hide)

323
DF Gameplay Questions / Re: hunting dogs
« on: December 05, 2009, 11:15:56 am »
A thing to note about that - which may work in your favour, actually - is that I don't think war animals will sneak. Hunting dogs will sneak when their handler does, which also slows them down; if war dogs don't, that may make them close to engage faster than their handlers, and also make the marks more likely to engage them first than to attack the hunters. I can't confirm that, though.

324
Generally speaking, dwarves will only pick water over alcohol if there's something keeping them from the alcohol. Such as:

  • All barrels are already being drunk from or hauled
  • The dwarf is a soldier with a waterskin
  • The dwarf is a hunter
  • The dwarf is not drinking for himself, but bringing water to an injured, resting dwarf elsewhere

I'm not sure on hunters, but definitely, if soldiers are carrying waterskins, they will drink from them and periodically fill them. Once the new version hits, all but the first should be taken care of. As long as you have one barrel in stockpile per dwarf, you shouldn't see dwarves drinking water again.

325
DF Gameplay Questions / Re: hunting dogs
« on: December 05, 2009, 09:24:06 am »
The new version should help with the "fire a few shots then melee" issue, because dwarves will pick up more than one stack of bolts to get to a certain total value. As it is, they might grab a single bolt off the ground, or go out hunting with only 2-3 left in their quiver, and as soon as they run out? Hammertime.

Dogs are probably only worthwhile, ironically, for your non-hunters. Assign a dog or two to a fisherdwarf, herbalist, or woodcutter, and when some random groundhog accosts them, the dog will attack, giving the dwarf time to run. Still prone to unhappy thoughts when the dog dies, though - but this will give you a bit of time to activate your woodcutters and send them in as well.

Hunting is, in short, very iffy. Until the dwarves get some sense of picking their fights, you'll have such frustrations as them deciding to go across the map for the cave with the resident dragon instead of the other way for the pack of mountain goats.

326
There's unfortunately not much you can do about fire imps except to stay away from them - and barricade a path to the edge so wagons, at least, don't go near them. They can only shoot every so often, though - a few experienced marksdwarves should be able to clear them out with few or, if you're lucky, no casualties. You'd probably want to engage them with rock at your back, though.

If you have fire imps and vegetation, it's important to get underground as fast as you can, and keep a close eye on any dwarves that go aboveground for their jobs; if you see the flickering wall of doom, set dwarves to stay underground and wait it out.

It's one of the strange things about the critters, honestly. If you can get in close, they're weak, and any military dwarf should be able to deal with them - but a lucky shot can incinerate a dwarf in one blow, and even a miss could spell doom. Agile dwarves getting the jump on them, marksdwarves shooting from high ground(so misses sail into the open air) - you can mitigate the risks, but never entirely remove them.

If the imps do stay under the surface of the magma, you may be able to rig a water pump to flood over the pipe and put an obsidian cap over it. Since the nastier magma and fire men tend to start deep, you may consider doing this even if the imps surface - you think the imps are bad? Wait until you meet a huge burning monstrosity that doesn't bleed, doesn't feel pain, and will smash buildings in its path as it turns your fortress into a dwarf-b-q.

327
DF Gameplay Questions / Re: Random Questions by Durin
« on: December 05, 2009, 09:06:27 am »
Don't forget that you can also up the minimum volcano number. I'm not sure how practical that winds up being, but it's another parameter to put in the mix.

328
DF Suggestions / Re: burial of legendary champions
« on: December 05, 2009, 07:40:21 am »
Or prehaps dump his body in a magma pit... heheh
...or into the clown car! That'd be almost fitting, it'd be returning him to where the stuff comes from, and there'd be other reasons to suggest it might keep his spirit from wandering the fortress.

329
DF Suggestions / Re: Need More Ethics
« on: December 04, 2009, 10:28:29 pm »
Although I don't entirely disagree(though the specifics are up for debate), I think it's more important first that the existing ethics have more in-game consequence.

As it is, the main consequences of ethics are to determine how much civs hate each other in world gen; relatively few of them have an in-game consequence and even those can be quirky.

As for new ethics, I do think it's significant to mostly keep them to things that might have an impact on those other civs. Own art defacement vs other art defacement, for instance - dwarves might not care all THAT much about what goblins do to their own "masterworks", but they'll certainly be up in arms about what the goblins might do to dwarven art. Similarly, race A may not care so much if race B questions government B, but is much more likely to have strong opinions about someone who questions government A...

330
DF Suggestions / Re: burial of legendary champions
« on: December 04, 2009, 10:23:08 pm »
And i added in that last part in my previous post to make it so you didnt lose very valuable objects.

And that's just it. There's no sensible reason for it in-game, and it doesn't make the game more interesting - it's only added for player ease. At that point, it compromises the whole mechanic.

Appeasing an angry ghost should not be an easy thing. Even if the item itself is returned, they might demand some further offering for the trouble. Beyond that, perhaps only a masterwork item that matches at least one of their prefs will blunt their anger at all(so if they like iron and battle axes, an iron sword or a silver battle axe might both help, but an iron battle axe is better still).

This would make the dwarves less interchangable. If your champion or one of your heroes dies, and his spirit insists on being buried with his valuable *d*m*nt*ne weapon, all the more reason to not send him into battle without proper support in the first place. As it is, champions are useful but ultimately expendable. Having them claim their gear would make them rather less so - and as it seems some of the major military stupidities are being removed with the next version, they'll be easier to keep alive, and thus treating them as cannon fodder won't be the only way to go.

Good Ideas. What if the dwarves get attached to weapons and armour? Then maybe they will not part with the weapons ever? Even after death.
Never mind "what if", see the dev log; dwarves WILL get attached to at least their weapons. I can see them being less particular about their armour - it's useful, yes, but their weapons(and MAYBE shields) are, if I may wax poetic, extensions of their will. They may want to be buried with good armour, but artifacts notwithstanding, it's the weapons that they'd REALLY come to know and love.

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