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Topics - Witty

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16
DF Suggestions / Reports for the new activity zone's events
« on: December 06, 2015, 07:06:04 pm »
While the new taverns and such are pretty cool, I'm finding it difficult to keep track of what's going in these areas. For example, I just witnessed what I presumed was a tavern "brawl" that left one of my dwarves dead. There was nothing in the combat reports, the general reports or even the dwarf's thoughts (besides from acknowledging the injury itself).

I feel that some events should be properly recorded and reported to the player like usual announcements. For a few suggestions;

1. When someone is writing a new book

2. When a tavern brawl breaks out

3. When someone defiles a temple (not sure if this is already reported to the player)

Ideally, you could regulate just how much information you receive, like with normal announcements, to cut down on any potentially unwanted clutter. Really, any sort of announcement to the player for noteworthy events would be an improvement.

17
DF Adventure Mode Discussion / Goblin Insurrections?
« on: September 01, 2015, 07:21:48 pm »
So, thanks to the advice of Max here, I finally managed to actually explore a dark fortress for the first time without being overwhelmed by lag. But something pretty damn strange happened while I was exploring around.

A small group of human, elves and dwarves were milling around the site, slaughtering the inhabiting goblins. At first it seemed like a pretty standard invasion, but I found the supposed leader of this army. She was a elven lady, and a member of the very goblin civ she was attacking. I thought it strange that she was a lady, since I presumed that goblin civs only had demon lord nobles (unless said demon was killed). I started looking around legends mode, and found that the position of Lord of this particular dark fortress had been created by some other goblin nearly two hundred years earlier. He lived as the "lord" for nearly fifty years before being killed by his demon master. It wasn't until I loaded up the save into legends viewer did the phrase "insurrection" popup for this goblin lord.

So, I guess my question is - was this really a goblin insurrection? I knew that other civs had the occasional insurrection, but I never thought a goblin would attempt to overthrow their demon masters. But since this does seem to be the case, anyone have a guess as to why the original goblin was able to live pretty long as a rebellious lord before the demon got to him?

18
DF Adventure Mode Discussion / Mummies not working?
« on: July 04, 2015, 03:25:54 pm »
For a little modding project I'm working on, I wanted to see how mummies reacted with other living creatures (IE me) and their fellow undead. So I quickly make an adventurer, and head out to the first tomb I can find. Bash the door down, look around a bit and I finally find the sarcophagus of the supposed mummy. Except nothing happens. There are corpses littering the floor, bunch of old traps and some loot, but no mummy. I've tried this on three worlds now with the same result, so I'm honestly a little confused. They were smaller worlds, but I don't think that'd play any part in that.

Can anyone confirm for me whether or not mummies are kaput?

Just a note, I don't think it's this bug, since one of the tombs I entered had the coffin right at the entrance of the tomb. I didn't save once during that run - but still no mummy.

19
I ran into an interesting little series of events in my most recent fort. My civ is at war with the local goblins, who recently executed the reigning monarch. My sword master was chosen as the next king (grrr), but when autumn rolled around that same year, the dwarven caravan showed up.

From what I understand, once you've got the monarch in your fort, you become the mountainhome - and as such don't receive caravans from your home civ anymore. But when I looked at my fort's title, it was still classified as a town. This leads me to believe that the mountainhome is still out there, yet the king is still just chilling in my little county.

So my suggestion, have the king get a move on back to the capital. Unless my fort is the civ capital, there really isn't a good reason why they would stay for any prolonged period of time.  I'm also aware that if a land title is inherited by one of your dwarves - they too will just stick around your fort for some reason, filling up your nobles screen. We've got nobles, functioning inheritance, and I'm fairly certain that nobles will migrate properly in worldgen - this seems like the next logical step. Next release is even bringing visitors who routinely enter and leave your site, so it's not as if this general concept is that far off. 

20
I've been playing a bit more of adventure mode recently, mostly because I find the procedurally generated civ sites pretty interesting. One thing I can't really seem to place though is the distribution of furniture.

Human hamlets are pretty consistently bare. I've only once seen a house that actually had a bed, and the rest were just empty log cabins. Human towns tend to be a bit better - on a few occasions I've found homes that had a "complete" set (bed, cabinet, chest and a table/chair set) but for the most part they seem pretty bare as well. They do tend to have more chests/cabinets, but most homes are still littered to the brink with random articles of clothing. Shops suffer from the same issue, but I did once find a shop with a table. All the sellable items were stacked on this single table. Are shops intended to have more tables to "store" their items? Because I don't think littering the floor with merchandise is intended to be as common as it is.

Dwarven sites seem to handle the whole furniture issue a bit better. Almost all the homes in the hillocks and mountain homes had a complete or near complete furniture set. I've never seen any furniture items in elven sites, so I'm not sure if they simply don't procure any of those items currently, or if there's something broken in their entity behavior. Goblin sites are so laggy, I've been unable to actually visit them for any prolonged amount of time to see how their homes are handled.

So, those anyone know how the game determines how individual homes get furniture? Human sites seem to lack basic necessities most of the time, in stark comparison to dwarves, so if I can find definitive proof that something's not working as intended, I'll probably write a report to the bug tracker. 

21
DF Suggestions / Have people stop when talking to you
« on: May 19, 2015, 08:49:02 pm »
Very, very minor thing. I was walking around an elven site and saw a group of elves power walking along the road. I said hi to one of them, and we maintained a pretty nice conversation...whilst he was continuing to walk to the other end of the screen. I guess we were shouting at each other or something.

So, how about people instead stop at a reasonable distance from you when you talk to them? Unless of course they're on some important mission or somesuch.

22
Mod Releases / A collection of small mods
« on: May 12, 2015, 04:34:52 pm »

23
Taking into account the unfinished nature the game permeates, I don't see why there should be so many restrictions as to where I can and can't fast travel. All it does is restrict my ability to quickly explore and touch on various aspects of the game. 

Rivers - As long as my companions and I have adequate swimming skills

Mountains - This one's a biggie. Condersing that mountains aren't even really mountains as of the current version, there's really no reason to restrict travel here. It's even more aggravating when you can clearly see roads connecting the various mountain sites that still can't be fast traveled upon.

You could make an argument for goblin sites as well, but I think that restriction is still applicable for the foreseeable future. 

24
DF Modding / What's the deal with armor and weapon stands?
« on: May 09, 2015, 04:31:06 pm »
I'm aware that their core purpose (storing military gear) has been broken since Forever, but I thought a binary patch had come along with DFhack that fixed it...

However, even with the latest DFhack version installed, they still don't seem to work.

So I guess my questions are;

Does DFhack not automatically fix this issue? Does the patch need to be downloaded separately? Or has the patch simply not been ported to the newest version?

25
DF Dwarf Mode Discussion / Dead critters in the caverns?
« on: January 03, 2015, 08:40:36 pm »
In a recent fort, the first layer I breached was covered in dead cave swallows, a gorlak corpse and the skeleton of a giant bat. The condition of the corpses seems to suggest that they died before I ever breached the caverns.

Is this some new behavior? To me it seems like a bug, but I wondering if anyone else had similar experiences or some insight/speculation.

26
DF Suggestions / Divide relations and relationships
« on: January 01, 2015, 03:13:33 pm »
Dwarves already have the ability to form pretty diverse relationships with others , but just because two dwarves are tangentially related doesn't meet they should automaticly get along. So, I'd suggest having two separate lists for a dwarf's relationships. One would be their family lineage, listing cousins, parents and all that. And the other would show friendships and the relationships between that dwarf and their family. That way you could have more dynamic family interaction that extend beyond "oh, cousin Urist tried to bathe in the volcano, I guess I should feel bad now".

27
DF Suggestions / New fortress crime: Being a night creature.
« on: October 26, 2014, 09:22:08 am »
If a dwarf catches another transforming into an animal-dwarven hybird, or chomping away at a fellow citizen's neck, they should report the crime as a night creature accusation. Adventure mode has already established that being a night creature is quite a heinous crime, or bad enough at least to warrant sicking adventurers on you. In the current system, a vampire will just be accused of murder, receive a light tap from the hammerer and endure about a year or two of the dungeon before they are given their freedom again. This isn't really a good punishment for a vampire, since they'll just kill out of necessity the first chance they get. Same goes for werebeasts, who can't exactly control their transformations (not yet at least). So instead, when a dwarf is accused of being a night creature, they should be subject to far more extreme punishments. Imprisonment for life would be a good start. Maybe actually have the hammerer execute someone. Just something that actually stops the night creature from continuing their crimes without meta solutions like drawbridge and magma executions.

And yes, having vampire nobles does muddy things up a bit I suppose. But since politics and noble edicts outside of trinket production don't currently exist, I think it's safe to ignore that until we actually get to that point.

28
DF General Discussion / [Technical] 1440x900 for DF?
« on: August 18, 2014, 10:55:12 pm »
Up until now, I've always played DF on my 1366x768 monitor, windowed, maximized to fill my screen and with the defualt ASCII. I've never had any sort of issues with distortion or blurred "spites", and I'd like to keep it that way. I'm considering an upgrade to a 1440x900 monitor, but I've heard various gripes on the forums that larger monitors will distort the game quite heavily.

So basically, for anyone who plays on a 1440x900 or larger monitor, is there actually distortion?

29
DF Adventure Mode Discussion / (Potential spoilers) That slab...
« on: July 09, 2014, 02:49:18 pm »
Has anyone found a use for that slab that is found at the bottom of the god vaults?

30
DF Gameplay Questions / Old Hauling System VS the Current One?
« on: May 26, 2014, 08:35:35 pm »
Apparently the hauling system was redone rather recently in development. I wasn't around before the old system was replaced, so I'd like to ask how it differed from the current version. We've all had some major problems in regards to the current system, often requiring to jump though various hoops to get the simplest things done. Was the older system "easier" to manage, or did it have its fair share of issues as well?   

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