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Messages - Chaosegg

Pages: [1] 2 3 ... 7
1
DF Announcements / Re: Dwarf Fortress 50.09 Released
« on: June 28, 2023, 11:48:57 pm »
The game uses huge amount of CPU and heats up the machine quite a bit in 50.09. I reverted to 50.08 so I can still play. I did try flipping on the multithreading to see if that helped but it didn't seem to.
Can you share some details about the hardware you're using?
I suppose most would consider my hardware out-of-date, heh. I'm running a Dell Inspiron 5559 that's about seven years old. I thought it was a quad-core but lshw says it's got two cores but can run four threads. ... 8 GB RAM. What other details will be useful to you?
Exactly what processor model? Your GFX card; any idea of the brand and/or how much RAM? Probably a moot point if it's a lappy, but the exact model & thus specs might shed a little more light.
Monitor type/size, and more importantly, desktop resolution?
The general RAM type in your machine; DDR2? 3? 1?


2
DF Announcements / Re: Dwarf Fortress 50.07 Released
« on: February 14, 2023, 08:06:59 am »
It is always nice to see an update released, thanks!

I'd like to quote/reiterate things said a couple [locked] release threads ago:
I am thankful for the "save without quitting" option,
Quote
Would pay for a Mac Linux version ;D
and i too would like the option of using the original/old keyboard menu control/ui setup shortcuts I got used to using over these many years past.

3
DF Announcements / Re: Dwarf Fortress 50.04 Released
« on: December 22, 2022, 03:25:27 pm »
This will be a day long remembered.
We have seen the end of an era,
and soon we shall see the beginning of another.

Congratulations to this shining example of human cooperation; we've all made history a better class with this entry.
Now let us go forth with humility, gratitude and good fun!

Hail the creative inventors! Hail the dependable workers!
Hail Bay 12!
And never forget this is but one great anecdote that shows what we can accomplish if we [sentient beings] work together to do the seemingly neigh-impossible!

4
Other Games / Re: The Elder Scrolls II: Daggerfall Unity project
« on: October 19, 2022, 08:14:08 pm »
DF Unity has the console functions (using the ` button) that mimic some of the console stuff one might have done in later T.E.S. games [iirc?], which I find very nice.
https://en.uesp.net/wiki/Daggerfall_Mod:Daggerfall_Unity/Console
you can also just open the console in game and type help then scroll through the list of commands, though the link has descriptions of them that make it a little bit easier to learn.

I don't think of it as cheating to sometimes use the console for some things in Daggerfall...
since many of the randomly created dungeons are actually impossible to do certain things in.
(like explore/loot everything, or even find the quest item sometimes. There's an archealogists' guild mod that adds some stuff to help with that sort of thing i think, and i am using that mod, but i still find that i will only spend so many hours searching for something before i'm just like okay `tele2qmarker

But i tend to choose my quests carefully and save/restore rather than "console cheat" maybe half the time,
so the main one i use on occasion is just:
​"teleport" [to target of your cursor dot which represents the middle of where you are looking]

more PRO TIPS for DF:Unity
1) Save often, save a lot. Save before you do almost anything of consequence.
2) Try not to forget to set up your teleport-to spot somewhere useful (like near where you need to turn in a quest, so you can take more time doing the ones with shorter time limits...
which i have found is much more difficult with the mods i have running that wear out my endurance heavily
Spoiler (click to show/hide)
3) if you're using the realism type mods i am... you will probably find this stuff out the hard way, but:
A. The food/sleep need can actually kill you if your endurance runs out enough that you start taking hp damage , so you do need to plan a little bit of how you are going to rest... there's camping gear to setup a fire to sleep-well-at (you can use almost any fireplace to get good sleep at as long as it's legal there and no monsters, but you can also sleep with no fire or camping gear and get "enough" sleep).
B. inns are great,
C. Spells, of course, can also convert mana into endurance. (i almost always take the highest intx3 mana character build perk available since it's kind of like why not... the game is bare bones enough without plenty of magic imo.)
D. Food/drink of different types helps you not lose endurance so fast and even gives a small boost, so there's actually a point to paying different amounts for the massive variety of different food items offered at different inns!
D1. Starting with the 1-2 gold cows milk or 3 gold berry juice, 4 gold tea, ale etc, and then 2 gold gruel for breakfast, 1-2 gold for leftovers at the right times of day, but more often things like 6-20+ gold for a nice meal of stuff like sausage, rabbit, stew and other yummy local dishes that seem to change based on general area/nation.

5
Other Games / Re: The Elder Scrolls II: Daggerfall
« on: June 28, 2022, 06:32:36 pm »
Been playing DF:U off and on myself for a couple years and just was playing after almost a year-long break myself.

Really enjoy that they're getting close to making it as good as modded Morrowind.
Plenty of modders on the forum that seem to have the same priorities as myself (ironman/realism type options, like Skyrim overhaul "Requiem"which i can't play Skyrim without now, or the various Morrowind mods I won't play without either).

I haven't updated in many months, but i have a stable modded game I'm enjoying right now.
I've modded things like the graphics, adding airships & some realism options like need for clothing/weather+food,
and as many of the "unlevel the game aspect x, y and z" mods as I can get to run at once.
Good play experiences, fun characters created using mods from people like: (search their names on Nexus eh)
Ralzar
Jay
Hazelnut
Kab
Meritamas
Kingofworms (DREAM)

6
Other Games / Re: Anamnesis, text-based RPG TBS awesomeness!
« on: June 07, 2022, 10:19:49 pm »
PTW !



and also...
Spoiler (click to show/hide)

7
Other Games / Re: Conquest of Elysium 5
« on: June 07, 2022, 09:55:18 pm »
PTW
Will be reading this thread when I wake up ...
just finished replying to the "PWYB" forum thread on CoH5 here
http://www.bay12forums.com/smf/index.php?topic=179217.msg8380109#msg8380109

Though I"m not sure why it was in that forum lol... i generally just play this game single player (nothing against multi, just quicker to play single)

8
Play With Your Buddies / Re: Conquest of Elysium 5, 4, and 3
« on: June 07, 2022, 09:48:26 pm »
Highly recommend! 
Especially if you have never bought/played any of them before.
Loved 3 & currently still playing 4... since I wasn't yet convinced that 5 brought enough more to the added 'price table'.

Unique game with really no flaws other than the slight learning curve with regards to the control interface/u.i.
but if you're on this forum and you play DF...
well ... maybe that's not such a big deal.
It's not that tricky, [or 3-4 weren't]; I could probably throw up a primer on some basics,
but iirc there were some STEAM guide(s) and/or forum post 'somewheres on the online' to help figure out just what all the odd keys and tiles did/were.

More important advice from my perspective playing 3-4 was learning which of the computer factions would kick my... I mean, which I needed to lower the difficulty on for the game to be playably fun :)
I'll post a better-than-rough list at some point soon if I remember;
Lower difficulty on:
Witch (invulnerable deathcloud thingies might be fixed but... meh)
Priest King (can zerg hard)
Necro (see above with more nasty magic
Warlock "
High blah here's a quick ss of how I might set up a Dark age game... prob on a large or more map with this many but generally i like to play medium with half this number+a few more factions depending which I pick exactly.
https://steamcommunity.com/sharedfiles/filedetails/?id=2818358076
Spoiler: screenshot only (click to show/hide)


Edit:
hopefully STEAM link works properly now

9
Mod Releases / Re: [47.xx] Sver's DF Combat Reworked (update v1.7)
« on: April 04, 2020, 09:36:48 am »
This mod looks exactly like what I want in a game...
in this game...
in all games?
It would be great to have someone like Sver working on all my games!

Major/big thumbs-up, and I'll report back  after I've given it a proper test run.


P.S.
I just installed clinodev's Vetlinger-packaged pack from the DFFD and began a fort to see how I liked his graphics compared with my usual Ironhand.
Definitely more stylish, pretty and "cool", though I've a few things I might change about some of the stone/gem icons if given the opportunity.
Overall, 97% awesome, and a realism mod to add-on to it would only triple the size of my inner-grin.

10
I've been waiting to play 47.xx till 3rd-party programs, mods an stuff catch up-to-date and the game release seems to be relatively major-bug-free/stable.
I've always played with Ironhand tile-set/graphics... i guess mainly b/c I value realism, efficiency, immersion and, in a tile-set, consistency.
With all that in mind, i'm seriously considering using your creation as my first experience in 47.xx,
since I saw clinodev posted a nice-looking-package at DFFD http://dffd.bay12games.com/file.php?id=14952  :)

My question is related to:
Did you make dice too? And the new profession sprite for the nobles?

basically: is the package clinodev posted going to be easy for someone used to Ironhand, like myself, to adjust to, you think?
And, of course, most importantly, are all the technical issues worked out already (like is everything either up-to-date in your mod, or has that package added/updated from other sources to make everything "finished"?
I have a limited bandwidth per month, not to mention time in general, so that's why I even bother to ask rather than just trying it out.

Thanks for all your hard work, and especially thanks for sharing your most-excellent, artistic, creative talents with us all!

11
I just saw clinodev uploaded a pack to DFFD with your tileset installed and I checked it out and loved it, so came here.

I've been reading over this mod and had a thought about the Stygian Otters:

Maybe instead of hunters they should be fishers? Fisherman helper/fishing-dogs or however/whatever you want to call it?
I can't really see otters hunting, but I can certainly see them being trained to help fish. All day, no problem, 'easy-peasy'.

12
Tilesets and Graphics / Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« on: February 26, 2020, 11:51:19 am »
Is this still being updated for current versions of the game?
If not, could someone suggest something similar that is up to date (47.03 preferably)?

I still haven't really been able to tell [from this thread] what the new ramps look like...
could someone post an image perhaps for all the other lazy people like me who are curious?

Beautiful set by the way; I'm just about to install TWBT and the other Start Pack stuff (DFHack etc), and try the new DF version...
I was going to stick with my tried-and-true Ironhand set,
but I saw a reference to DungeonSet being one set included in Starter Packs. I presume that it won't work with the very latest DF version though?
Unless this tileset is being continued in another thread/place that I have missed somehow?

Thanks for all your hard work improving the game & community!

13
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: February 01, 2020, 08:08:43 pm »
...
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.

New stuff
   (*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I value immersion & "realism"... perhaps above most other features in a "game"... BUT
I'm hoping this new "feature" might be tempered with species, social, personality, and other influences so that it doesn't go too far into the extreme. To take this sort of presumed/encouraged, consequence-free, promiscuity-without-stigma, to the extreme, quite frankly, reminds me a bit too much of what is [arguably] weakening the fabric of our real life world today. Also to be non-judgemental is fine and good, but we're talking about dwarves here; who are USUALLY seen as a fairly conservative bunch/species.

I'm not trying to make a big stink here, or begin a debate/argument, or even get particularly philosophical, but
I AM asking for the option to choose and/or control this type of thing a bit in our own personal games:
Just how often this sort of thing might happen, or the type of personality to act on it would occur, or some other form of restriction (consequences perhaps for the civilization / religion / fort having an accepted practice that might provoke varying degrees of reaction when the accepted boundaries are crossed, depending of course on how far they are crossed... etc. E.g. the OPTION of realism, instead of only having the option where throwing in a feature that might be interesting to play around with in a fun/fantasy way completely takes over and changes the feel of the previous versions/workings of the game.

TLDR; I hope we either have more detailed information, or a few options/settings for tweaking how this new "dwarven sexuality system" works. I realize many people, especially those who do not have their own children in real life, might not think what I'm saying is worth worrying too much about, but I assure you; it can be kind of a big deal to many people.

So if no in-game options occur [by the dev(s)] to allow players to customize their dorf relationship system a bit, then hopefully by makers of mods (LNP, df hack? others?) will do so, and soon.

14
Other Games / Re: Mount & Blade II: Bannerlord
« on: September 14, 2019, 09:50:21 pm »
TBH if they didn't do multiplayer I wouldn't even consider buying. I lived for 100+ player siege servers on Warband.
Did you play the CRPG servers? I think I must have put thousands of hours into those... good times when the pings were stable/similar... but there was something a bit off about the netcode in that game I think, so lately I have been playing the Middle-Earth warband mod: Last Days of the 3rd Age, which is excellent (single player).

15
Other Games / Re: Eve Online
« on: September 14, 2019, 09:48:01 pm »
I have played off and on since beta, and done most things aside from flying a the post-logistics-capships (dread/carrier only before that change).

I read the previous 3 posts, and all this sounds like things are still going great in the EVE universe.
I've always said that if I could cease to age, and/or stop the passage of time, then I would just play EVE [& be happy].

The local-chat change is a particularly exciting thing, along the that cyno-nerf...
I was thinking if I ever went back an played, then I'd try living in WH space just for that "new" local-chat mechanic... but I never did get around to trying 'the WH thing' long-term,
since I'm even less interested in pointless PvP these days than I was when I played in my early 20's
(when I liked to have a "good" reason(s), such as; "we were attacked/'decc'ed without just cause", "protecting the innocent", or "they were rude to us without just cause".)

I've been only playing casual the last few times I sub'ed... doing mostly 'carebear' stuff and trying to catch up on all the things I missed while playing a hardcore nullsec alliance pvp-defense-FC for years back in the day. I actually even did a fair bit of mining and a bit of exploration with my courier missions & market trading.
(At the time I was not confident in the stability of my internet connection though, so that limited my interest in risking a large amount of assets.)

Anyways... does anyone here still play much? Have any idea where I could find info, on the major groups/corps I might join if I wanted to be a bit more social when I play next time?

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