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Messages - Rioluke

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Is there a quick way to force DT to read an updated version of DF before an official update? I was able to do it once upon a time, but now it throws an error at me and crashes if I try to force it to read dwarves. I'm aware that there are limitations and risks when doing so, but I just like the DT ui for setting labors and looking at other dwarf stats, prefs, and condition.

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DF General Discussion / Re: A note on the Text Will Be Text plugin
« on: September 02, 2014, 01:20:44 am »
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8. In version 4.xx all screens except for the main fortress mode and adventure mode screens use text font. This means text font is used on worldgen and on pre-embark screen. One of the reasons is that map graphics doesn't work well for world maps. I have some solutions for this planned, but for now, don't be surprised.[/size][/color]



This is why twbt is sort of bothering me, I generate A LOT of worlds and I find that using Ironhand or just about any tileset makes features far more clear and stand out much more, so at a glance I can tell just how many different civs have been generated and how quickly they are growing and how many sites are being created, which is very important. In ascii these maps are more uniform and changes are far more subtle. Otherwise, I was pretty pumped about it's addition after reading what it could do to clean up a lot of the screens  that are plagued with things just randomly going black and getting covered up (best example is the Health screen)

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For all of you fellas who are having trouble without DT I want to share with you a little challenge that I've had quite a bit of fun with in the past. It is simple: turn on all labors for all dwarves. It sounds crazy hectic, but there are many tools in the game that previously you may have largely ignored because of the comforts of DT. Organizing your jobs, using workshop profiles, and learning to use smaller more strategic designations and orders can make your output much stronger.
I can see that working with certain jobs (I like to have hordes of untrained masons for fast walls/floors myself), but absolutely not with other. Turning on mining for all dwarves doesn't seem like it's ever going to end well, since skill is so vastly important for that job.
Actually, if you just have 2-3 picks, the dwarves will never put them down and only those three will train. At least I think thats how it works. Or, you know, just let 50 untrained dwarves smash into rocks. That works well too.
I usually have a few jobs I specify, near constant demand skills that basically would assure nobody would get anything else done, Mining, Woodcutting, Hunting, FISHING (dwarves would ALWAYS rather be fishing), plant gathering, and sometimes hauling are the only skills I really change. That said, changing labors is far more painless than I remember it being and later on with more migrants, you can almost just let the migrants do whatever labors they come with creating jobs based upon their skills. When it comes to professions, you can have one unassigned workshop dedicated to "get this done now" and then another workshop assigned to a specific dwarf who is a professional. Another strategy I had considered was making my original 7 be the "every labor" dwarves then let migrants take up their jobs as they come in.

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For all of you fellas who are having trouble without DT I want to share with you a little challenge that I've had quite a bit of fun with in the past. It is simple: turn on all labors for all dwarves. It sounds crazy hectic, but there are many tools in the game that previously you may have largely ignored because of the comforts of DT. Organizing your jobs, using workshop profiles, and learning to use smaller more strategic designations and orders can make your output much stronger.

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