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 ... 23 24 [25] 26 27 ... 45
361
DF Modding / Re: Dwarf Foreman in d16
« on: December 01, 2009, 02:48:49 am »
If you can't find those, you may want to consider Dwarf Therapist for the same task. I've personally enjoyed Dwarf Manager more than Dwarf Foreman, and though I mostly got hooked on Dwarf Therapist during my time on Linux, I've stayed with it on Windows and found it good. Not sure if Dwarf Manager itself has support for 40d16, but Therapist definitely does, out of the box.

I know this wasn't exactly what you asked, and for that I'm sorry; just putting some options on the table.

362
DF Modding / Re: [trapavoid]=sometimes?
« on: December 01, 2009, 02:44:19 am »
...except that enemies with the TRAPAVOID token do so 100% of the time, which is why spike-traps-on-repeat came up in the first place.

Speaking of those: if the entry to your fortress has a turn in it, you could line the inner side of that curve with repeating spike traps, if it's a 3-wide corridor, and set that line to restricted traffic; just remember to disengage it when a caravan is going through. This will probably do nasty things to the pet population of the fortress as well; this may or may not be desirable.

363
DF Suggestions / Re: Advanced Options
« on: November 30, 2009, 08:23:22 pm »
For booze especially, conditional status might be a welcome thing. If I have 300 units of dwarven wine and 150 plump helmets and 400 plump helmet spawn, in my 50-dwarf fortress, I'm really not too fussed if they want to cook some, but I don't want to lose all my seeds or booze(the plants themselves are a tiny bit more forgiving in terms of their own numbers, but if I'm low on seeds I don't want the plants cooked, either).

364
DF Dwarf Mode Discussion / Re: My liason is seeking new employment.
« on: November 30, 2009, 06:59:16 pm »
Wait, so you actually CAN trade insane people?

I tried shipping the people who I found in the funhouse to the depot, but my dwarves just set them loose and brought the cage instead. Odd.

365
DF Dwarf Mode Discussion / Re: Killing da pets
« on: November 30, 2009, 06:56:54 pm »
The method I've seen is to make a long, 1tile wide hallway with spike-traps linked to a lever at the end and doors set to block pets.

Assign the pet-owner to the lever, have him pull the lever on repeat and his pets should follow him, but be stopped by the door and prompty stabbed to death by the spike-traps.

If you give the pet a tomb, the pet-owner should'nt be too upset that the pet died.

Kinda like this
-------------------
I  I  I  D  I  D I  D L |
-------------------
I = spike trap
D= door set to block pets
L= lever

Actually, I don't think you even need the doors, so long as it's a dead-end hallway with nothing on the nearby z-levels that the pets might path to instead. So long as no other dwarves have a reason to go there, you're fine - and that way you don't need to worry about the delay in pet-impassible doors closing.

Having a trap-lined, restricted-traffic thoroughfare may work for cats... so long as the main pathway is never clogged, which might make dwarves take the restricted path anyway. Having a pressure plate on either end that links to a temporary "emergency shut-off", and triggers only for dwarves, may help there - not perfect, but it may reduce the casualties.

366
DF Modding / Re: [trapavoid]=sometimes?
« on: November 30, 2009, 06:44:00 pm »
You could probably help with a long-delay timer mechanism, rigged to a pressure plate on either end that triggers for your citizens, some distance away from the spikes, on either side; when triggered, it interrupts power to the spike repeater, and after the timer has run its course, it restores power again.

Being able to rig it to a switch for e.g. caravans and migrant waves would be key, too... probably an entirely different cutoff point; a different mechanism in the link between the repeater and its power source. But with a bit of fudging, such a pressure plate could give solitary people enough time to get past a field of repeating spike traps.

367
DF Suggestions / Re: Main Screen Stocks Tracking
« on: November 30, 2009, 06:26:31 pm »
I agree that a blinking ticker would be better than a scrolling one.

Customizability is something the UI in general needs, but being able to keep track of your critical stocks(as you define them) would be a big winner for sure.

368
...huh. If I'd known you had THAT short a release cycle in mind, I might not have bothered with the Wiki! Ah well, no harm done.

369
DF Modding / Re: Graphics: What am I doing wrong?
« on: November 30, 2009, 02:43:59 pm »
Bumping to say that I sent the graphics file to someone with a proper photo-editing program, and they confirmed that the magenta being used here is indeed #FF00FF. Is there anything else that might be causing this problem? I've got other graphics installed, and they're working fine.

370
DF Suggestions / Re: Divide herbalism from the storage task
« on: November 30, 2009, 01:49:24 pm »
No, wood and stone don't rot; but I'd like to be able to make that call for myself, even for things that do.

If the herbalists took their bounty anywhere else, I'd not have an issue with it; could argue that there's more to be done to make the plant edible. But not when all they do is stockpile it, or leave it there if there's no space at the moment.

371
DF Suggestions / Re: Finder Suggestion. Might be hard to code.
« on: November 30, 2009, 09:25:29 am »
I must agree that in addition to the difficulty, this is probably one of the poorer ways to make the finder better.

Why settle for having it repeat what you've done, when you can have it do the job right the first time?

Having it spit out a list of matches would help. Even better than having the site finder able to swap between them would be to spit out a list of coordinates, and have your current coordinates be visible on the site-select screen.

372
DF Suggestions / Re: Main Screen Stocks Tracking
« on: November 30, 2009, 09:19:40 am »
I like this notion, especially if it could be done in a hierarchical manner.

If you want to track logs, you probably don't care what kind there are. But you might want to know when you're running low on magnetite, and you DON'T want to be bogging down your CPU to keep tallying the count of stone. (Mind you, perhaps an inventory counter for such types, which only needs to change when a new item is spawned or consumed, wouldn't have the problem that listing every single one of them does.)

373
DF Suggestions / Re: merchants and roads
« on: November 30, 2009, 09:15:21 am »
If you're really feeling extravagant, you can place walls every other step(I usually build a stretch of nine and knock out alternating ones) to force a path for wagons even on flat terrain.

However, as a suggestion, this has merit. Needing to wall the merchants in is a dreadful kludge, and as mentioned, migrants and non-wagon merchants, who ought to respect a road, don't. Roads only serve now for the king, and you might as well make an aluminum bridge somewhere; that at least would be useful. In addition to the bit about trampling saplings, having map visitors prefer roads would mean you can ensure they come past your military, not the magma men at the volcano.

Some might choose to ignore it - I can see elves, for instance, coming overland - but that could be an entity token.

374
DF Dwarf Mode Discussion / Re: Achievement Unlocked (IMG heavy)
« on: November 30, 2009, 08:38:15 am »
This thread is worth keeping alive.



375
DF Suggestions / Civ-scale object prefs, and preferential trading
« on: November 30, 2009, 08:22:05 am »
This is mostly a boon for modders, but there'd be some application even in the stock game, to differentiate caravans a bit more.

As it stands, humans are sort of somewhere between elves and dwarves in caravans. They bring lots of stuff, as dwarves do; similarly, they let you make requests(even when the dwarves don't, because the ruler is there). They use metal, as dwarves do, but not steel. But their plant-based materials are all aboveground, as with the elves.

I think it would be nice to include in the entity defs a preference for certain materials and creatures. For instance, maybe the dwarves would have musk oxen as a common domestic animal, but would not have equines(horses, donkeys, mules). Perhaps only the elves would bring sun berries and some other nice plants and high-value woods(and there should be high-value woods). And with modded races, the dwarves might have their distinctive crop of underground plants, and new underground civs might have theirs. Further tags could determine how willing this civ is to sell their distinctive stuff and at what price, and how eager they are to purchase goods that they don't themselves have. Dwarves could dispense with puny sun-loving aboveground beasts entirely, in favour of giant moles for livestock and beasts of burden, and stranger things for the roles currently filled by cats and dogs(tamed lizards? Heck, tamed rats, even? They could probably be bred up to at least the match of cats - they can be vicious...).

Along with this, though, it'd make sense to make it difficult to actually acquire a stable population of renewable resources for yourself. A race might prefer to export its female livestock but keep their prize studs to their own herds, or vice versa; seeds for race-preferred plants(rather than just race-used, which could be a different tag) might rarely show up in caravans and fetch a very high price when they do. Where possible, civs would just prefer to give it out already dead and processed - you could get redroot dye easily enough, but actually getting an intact hide root would be more difficult, and you'd more likely get meat than livestock.

The degree of this might vary. Humans might not have much problem distributing plants, but could guard their livestock jealously, to the point that it might be easier to trap and kill a caravan(or at least a straggler therein) and cage/tame its burden beasts than to wait for them to willingly bring a breeding pair. Elves, in contrast, might not be quite as fussy at what you do with the animals, but good luck getting them to bring viable seeds... and you'd pay through the nose when they do. Again, better luck settling in a place where those plants are native(and getting other types from the humans).

In contrast, some races might be only too happy to see their particular commodities spread throughout the world, and sell them cheaply - but it might be that nobody really likes them(see also: sewer brew, gutter cruor). The main disadvantage of this would be that it takes up caravan space in the place of things you might rather see that caravan bring.

This would also make it more meaningful to have distinct entities in different biomes, but with the same race - the gregarious settled humans of the plains vs the guarded and wary semi-nomads of the desert, for instance. Not that I've tried having multiple entities with one race as it stands(perhaps I should)... but it would make sense. It'd also make trading a little busier, of course, but I don't think that's a bad thing.

Although I've mostly stated it in terms of organics, it could work for metals, too. Humans might value gold beyond all reason, perhaps doubling its base value, whereas dwarves might think it's pretty enough, but too soft to be of much use. Thus, you're encouraged to make gold items for the humans, but for dwarves? Good, solid steel.

(Edited because "material" in the title was misleading.)

Pages: 1 ... 23 24 [25] 26 27 ... 45