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Messages - Pancakes

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46
General Discussion / Re: AmeriPol thread
« on: February 15, 2020, 01:40:46 am »
An issue with the whole 2nd amendment thing is that a lot of people seem to, at least to me, value the 2nd amendment over the other ones. I really don't ever see discussion on this. Like, are any amendments more important than others? IMO yes (1st amendment gang rise up!), but what is the consensus amongst people, and how does that change between demographics?

One of the best things about the US constitution is that it is meant to be flexible, and change over time. We have even gone back on some stuff, i.e. Prohibition. It's not like it would be impossible to go back on some stuff if it turns out that, hey, we were wrong... Albeit some things might be more difficult to go back on.

47
General Discussion / Re: The Dream Thread
« on: February 14, 2020, 10:46:32 pm »
I was in my kitchen repeatedly stepping on knives. Not in a way that would hurt, but imagine if you just laid a few knives on the ground and stepped on them so as not to hurt yourself. This went on for what felt like several hours, whereupon I looked into the sink and saw a disembodied goat head looking right at me. It opened its mouth and I heard my alarm clock, which immediately woke me up.

It's been a while since a dream confused me so much.

48
Can you upload the save file to DFFD? This is really interesting and I want to take a look.

49
DF Gameplay Questions / Re: Moss not growing
« on: February 14, 2020, 02:11:38 pm »
I actually encountered this a while back (34.11 I think) and I solved it by digging a few more entrances into the caverns, as you have. It's a minor bug, for sure, but it can still be a nuisance, particularly for new players.

50
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 13, 2020, 05:33:44 pm »
Relationships became more complex in the last update, but we still do not know, where dwarven children come from. We need an expansion of the wrestling system, to give nsfw things room in this simulation. ;)
If such things were to be, I'd be a lot more comfortable with them if they didn't tie directly into combat systems. :v

"The [CENSORED] strikes the [CENSORED], and the injured part explodes into [CENSORED]!"

"I have improved my [CENSORED]. That was very satisfying!"

"In a time before time, I [CENSORED] me."

51
DF General Discussion / Re: What Would Urist Do?
« on: February 13, 2020, 05:25:10 pm »
Say, "In a time before time, I ate me. That was very satisfying!"

WWUD if he only had plump helmets to eat for years on end?

52
DF Adventure Mode Discussion / Re: Eat your Mushrooms
« on: February 13, 2020, 05:23:15 pm »
The spores have dispersed.

We are all mushrooms.

Join the fungus family.

53
I'm doing some research in the arena and need to be able to quickly tally up how many dwarves are on either team, team 1 or team 2. There are too many dwarves to accurately count by hand, so I was wondering if there was a way that I could use Notepad++ or something else to see how many on either side of the conflict survived. Thanks!

54
Huh, that is strange.

Are you sure that a dwarf didn't attack another dwarf by mistake during the conflict? It's possible that that happened and now you are experiencing a loyalty cascade, and the other dwarves may be viewing each other as hostile entities and are too afraid to approach one another.

55
Are you sure the creatures that your dwarves are fleeing from aren't undead? View the descriptions of the creatures that your dwarves are fleeing from and if they have wounds that are normally fatal, then they are undead. One of your necromancer dwarves may have brought them back to life, and undead creatures cause normal dwarves to flee. I'm not sure what interactions there are when certain undead/intelligent undead/experiments are marked as friendly, however, so the "friendly" tag on the units screen may be misleading and could in fact be a bug, if that's the case.

It would also help if you could perhaps provide a screenshot of the offending area and units screen.

56
DF Suggestions / Re: UI improvements / usability
« on: February 04, 2020, 07:48:14 pm »
Personally, one minor change that I would LOVE would be if the date was displayed in-game, similar to the FPS counter or idle dwarf counter.

Another thing would be being able to swap through certain displays in-game in the same manner as pressing TAB currently. The fact that TAB only swaps the visibility of the minimap and the main command menu is a bit of a missed opportunity. I'd like to be able to swap between displaying, say food levels, with the number of creatures on the map, right where the minimap currently is. Honestly, having to pause the game and view a seperate screen entirely just to view the amount of food or view the date is a real hassle, and small bumps in the UI like that are what have made Dwarf Fortress have the infamous reputation that it does.

57
DF General Discussion / Re: *We need your help with game ending stress*
« on: February 04, 2020, 07:40:20 pm »
I think part of the problem regarding compounding stress is that all stress sources add to the same stress total, especially once your fortress starts getting mature (10+ years, with various beasts and sieges).

For example (I'm going to make up numbers for simplicity's sake), say that getting rained on for an average dwarf, Urist, adds +100 stress. Urist then goes on to not have any good food for a while, adding +100 stress. Urist now has a stress level of 200. After some time without becoming more stressed out, Urist's stress drops by, say, 10 per day. Therefore, after 20 days, Urist is back to their base level of 0. This is, if I'm not mistaken, how stress currently works. Of course, we're ignoring that dwarf's personality, but we'll get to that.

Now, we're going to break up the sources of stress. We still have the total level of stress, but now it's a summation of the other stress levels, and every stress "pool" drains (and fills!) independently of one another. Using our example: Let's assume that Urist hasn't begun to de-stress yet. While the total level of Urist's stress is 200, it is composed of 2 values, 100 (Stress from rain) & 100 (Stress from bad diet). Suddenly, they have a meal with their favorite ingredient. Hurrah! This doesn't make Urist instantly de-stress, but it does allow them to quickly de-stress at a rate of 50 per day. Now, after 2 days, Urist's stress level is at 80 (50 per day for diet stress, 10 per day for rain stress). Then, after becoming totally de-stressed in regards to their diet, Urist de-stresses at the normal rate of 10 per day for their rain stress, taking

Now, this is grossly simplified, but I think it is something to consider when deciding on how to balance stress. Again, this is all assuming that stress is currently just a sum.

58
DF General Discussion / Re: Weird Zooming Issue
« on: October 28, 2018, 01:48:45 pm »
It is normal for the mouse wheel to zoom in/out on the game, and it does typically have issues with the resolution. However, you can disable the mouse being used by the game by going into the game folder and then the "data" -> "init" folders. Then, go into the init.txt file and look for the part that says [MOUSE:YES] and change it to [MOUSE:NO]. That should disable the mouse from being picked up by the game. There are also multiple options for the display in that file that you can change as well; try changing some options here and seeing if that helps. If you are worried about making an error, backup the init.txt file before making changes.

If the resolution of the text is too large/blurry, try hitting F12 on your keyboard. That should enable truetype font, which can help alleviate the blurriness of the text at certain resolutions. Also, if you find that the minimap and/or the menu on the right side of the screen are taking up too much space, you can cycle through several visual options in-game by hitting TAB.

59
General Discussion / Re: AmeriPol thread
« on: August 06, 2018, 06:50:59 pm »
Or, conversely, -5 poor

60
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: August 06, 2018, 10:33:45 am »
I have a hunch that military dwarves equipping armor/weapons counts towards the extravagant need, for some reason. My military dwarves also have this need met, but have no extra owned objects, which points to the fortress-provided armor satisfying the need. I think that the game might include any worn/equipped item for this need, regardless of whether or not it is actually owned by the dwarf.

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