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Messages - nuget102

Pages: [1] 2 3 ... 18
1
DF Dwarf Mode Discussion / Re: Trade Depot access in Steam version?
« on: January 06, 2023, 01:13:59 am »
They were confused. The baron is needed for the trade agreement.

The game gives you a message when you do accept a Barony that you'll then be getting wagons. You can always make trade agreements from the start, but no wagons until you have nobles

2
Haven't pressed it yet, but it's right next to the cancel orders button and looks similar. I just assumed it would ask for confirmation.
That's what keeps messing me up, I go by color mostly when pressing orders, since every other button is a different color works great... Until you disband your squad lol

3
I have accidently clicked the disband button several times while playing DF premium, and have had to resort to reverting my save or setting up my squads all over again. It's just a little too easy to accidentally click when you're in the middle of giving orders quickly. Just a simple 'confirm or cancel' button when you click it would be amazing.

4
DF Suggestions / Give us a 'mass tomb' option or similar
« on: December 09, 2022, 03:26:25 am »
So currently in DF premium you can't use coffins on their own, they have to be in a tomb. The problem is tombs seem to only allow one dwarf to be buried per tomb, not per coffin. The workaround seems to be to make 1x1 rooms with doors, so when you make a tomb it makes several individual tombs in one click.

My suggestion is to either give us a second tomb option, similar to how dormitories work, or make it so tombs default to filling the coffins.

5
Expanding on the bridge cage dump method, why not put the bridge between the entrance to your fort and the cages? Would be much easier so like this

Code: [Select]
WWW
WCW
WBW
WBW
WBW
WDW

W=Wall
C=Cage
B=Bridge
D=Door to fort
Most if not all creatures (especially Goblins) Will try to path to your fort and you just pull the lever, dropping them into your pit or whatever. You can make the bridge as long and wide as you need it to be, and you could replace the door with a draw bridge in case you have anything that is particularly scary. (like clowns.)

6
Yes. No poles = no latitudes = no temperature variation.

The current temperature variation logic doesn't match reality well, as the difference between the hottest and the coldest time of the year gets greater the further you get from the equator, rather then reversing half way, as half a year of darkness followed by half a year of sunlight can result in rather significant differences despite the sunlight having to pass through a lot of atmosphere [which might be what Toady simulates with the decrease from the mid latitudes], but in the game world it's the game world logic that rules (and nothing says seasons depend on the tilt of the world's axis as it rotates around the sun anyway)...

I feel like your logic is a bit off. Think of it this way: When you set the world to have no poles the sun is shining on the world equally all the way around. When you set it to just one pole (lets use the south pole as an example) then, sort of like earth, the sun isn't really ever touching the south pole all the much, so it's colder. If you set it to two poles, like earth, then it functions like earth does. So a world with no poles means no temperature variances.

7
Dear Urist,
Please stop running off to go grab drinks when there's a forgotten beast knocking a door down.

8
awesome fortress and awesome story! just spent all day reading this, haha. i only started playing DF last week, this is pretty inspiring

Thanks! I'm actually almost finished putting it all into a PDF along with the next chapter and a bunch of stuff that rewrote. Should be ready sometime next week.

That's fantastic news! Having this story in PDF form would be awesome. :)

9
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 20, 2019, 04:06:58 am »
I was looking for ways to take an elven caravan's stuff under two conditions:
1. Don't let them leave. (pisses off the elven civ, don't really want war yet)
2. Don't kill them. (corpses are traumatizing to dwarves, pain in the ass to deal with)

There's a glitch in the game where you disassemble the Trade Depot and you get all their stuff.

10
DF Dwarf Mode Discussion / Re: The "1 tile wide corridor" discussion
« on: March 20, 2019, 04:05:14 am »
The only downside to single wide hallways and what not is that dwarves have to climb over each other and it slows them down just a tad. If you're okay with that then go for it. May actually help with pathing on bigger forts, but you would need to do some science.

11
DF Dwarf Mode Discussion / Re: Magma sea on level 90 (spoilers)
« on: March 20, 2019, 04:03:43 am »
This happens sometimes. You use to be able to (possibly still can?) discover occasional magma pools on the surface. The thing is, the magma pools are ALWAYS linked to the magma sea. So yes, it is the magma sea right below the 3rd cavern layer (there is only one)

To find out what's underneath just dig a little deeper.. ;)

12
DF Dwarf Mode Discussion / Re: Candy Virgin
« on: April 12, 2018, 07:32:56 pm »
Ah, yes. Too much fuss for me though.
Offer them then deconstruct the depot maybe?

13
So for some reason upgrading from 44.05 to 44.09 increased the FPS by 5-6 points. I'll take it.



Toady mentioned he did some optimizations in one of the versions. Not sure which. Good to see it worked;)

14
DF Dwarf Mode Discussion / Re: Garbage Explosion
« on: April 08, 2018, 12:04:13 am »
I'm curious, why do you guys prefer Bridges over magma? Get a minecarts of magma,  dump it in a hole anywhere, and you have a incinerator anywhere you like. I find it works better (in my opinion) then bridges. I always manage to kill dwarves with my bridges...

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 07, 2018, 11:50:07 pm »
Making preparations For a fully automated mine cart system. It'll dump things from the z level above his destinations, so no wasted dwarves lives due to running into minecarts.

Oh and one of my starting seven is a were chameleon.

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