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Kasan posted:"Climb does not work on smooth walls" I wonder if this means that walls constructed from raw stone will be climbable, while walls constructed from stone blocks will not. Not that there is any reason to build using raw stone anymore.
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| # ? May 23, 2013 03:20 |
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| # ? May 25, 2013 14:45 |
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Tirius posted:I wonder if this means that walls constructed from raw stone will be climbable, while walls constructed from stone blocks will not. Forgotten beasts will climb up your refuse chutes. Goblins might catch a ledge when you pit them, or climb up out of your arena and cause problems for the citizenry. Plant gathers might climb a multitile tree, fall out and hurt themselves. Fisherdwarves scared by a bear might run up a tree, only to be pursued by an angry bear. It will give you a reason to smooth your exterior walls rather than just aesthetics.
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| # ? May 23, 2013 04:39 |
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Kommando posted:Forgotten beasts will climb up your refuse chutes. Goblins might catch a ledge when you pit them, or climb up out of your arena and cause problems for the citizenry. Plant gathers might climb a multitile tree, fall out and hurt themselves. Fisherdwarves scared by a bear might run up a tree, only to be pursued by an angry bear. It will give you a reason to smooth your exterior walls rather than just aesthetics. Wait poo poo that means that those underground ambushes/sieges that masterwork has the cavern civs do will be able to climb up to my cavern breaching mining shafts.
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| # ? May 23, 2013 04:46 |
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Lawman 0 posted:Wait poo poo that means that those underground ambushes/sieges that masterwork has the cavern civs do will be able to climb up to my cavern breaching mining shafts. BERK! FEED ME ![]() Oh Globbits...
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| # ? May 23, 2013 04:54 |
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Hey scamtank I've been using lepertank 0.3 on a new fort yesterday and today and I noticed a thing. In the [b]uild [w]orkshops menu, there's a "The Forge" and a "Dwarven Forge". That's pretty confusing? I figured out "dwarven" means a magma workshop, but maybe call the normal one a "coal forge" or something? No other workshop uses "the" either, so it's a standout weirdness. Just as some added feedback, I also think "Mechanic's Station" is a bit odd; you build mechanisms there, so it's an actual workshop. Maybe "Mechanic's Workbench" or something? I also might call "Soap Maker's Workshop" a "soapery", although there's nothing wrong with what you've used.
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| # ? May 23, 2013 06:22 |
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Leperflesh posted:Hey scamtank I've been using lepertank 0.3 on a new fort yesterday and today and I noticed a thing. In the [b]uild [w]orkshops menu, there's a "The Forge" and a "Dwarven Forge". That's pretty confusing? I figured out "dwarven" means a magma workshop, but maybe call the normal one a "coal forge" or something? No other workshop uses "the" either, so it's a standout weirdness. Yeah if he's keeping with proper naming conventions, the Dwarven Forge should be fueled by purring maggots.
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| # ? May 23, 2013 06:37 |
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Boing posted:This is exactly how goblins should behave really Guy accidentally codes a functioning WAAAAAAGH routine, and considers it a bug? Toady
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| # ? May 23, 2013 06:58 |
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Tias posted:Guy accidentally codes a functioning WAAAAAAGH routine, and considers it a bug? Toady As someone else mentioned, I hope its kept in to some extent, the bug is that EVERY goblin takes a crack at leadership!
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| # ? May 23, 2013 07:05 |
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Grey Hunter posted:As someone else mentioned, I hope its kept in to some extent, the bug is that EVERY goblin takes a crack at leadership! I was going to say one goblin survives but then I remembered all the times in adventure mode where I killed something only to succumb to blood loss form a wound it gave me or the like.
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| # ? May 23, 2013 07:09 |
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Leperflesh posted:Hey scamtank I've been using lepertank 0.3 on a new fort yesterday and today and I noticed a thing. In the [b]uild [w]orkshops menu, there's a "The Forge" and a "Dwarven Forge". That's pretty confusing? I figured out "dwarven" means a magma workshop, but maybe call the normal one a "coal forge" or something? No other workshop uses "the" either, so it's a standout weirdness. Can't help but agree with everything you said. Those were a spur of the moment thing that I didn't really think about at all, unlike the combat announcement stuff. The only reason why I didn't take the time to purge them was the fact that they're so easy to switch out at will. Open up lepertank.lng, ctrl-f to the weird bit, change it to your liking, save, run the patcher again when the game is off. You can switch anything non-raw-related in there, on the fly, with no ill effect.
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| # ? May 23, 2013 08:40 |
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Tias posted:Guy accidentally codes a functioning WAAAAAAGH routine, and considers it a bug? Toady All of my real toady posts quote Toady in the upper left. The fake ones don't.
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| # ? May 23, 2013 08:46 |
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I've been using masterwork and there's approx 30 different kinds of metals. What the heck should I be making weapons/armor out of? Welded is obviously better than regular, except in Titanium's case.
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| # ? May 23, 2013 11:44 |
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Mithril for blades (sharp and light), wolfram for clubs (really loving heavy). The manual helps here, surprisingly.
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| # ? May 23, 2013 12:01 |
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Kommando posted:Forgotten beasts will climb up your refuse chutes. Goblins might catch a ledge when you pit them, or climb up out of your arena and cause problems for the citizenry. Plant gathers might climb a multitile tree, fall out and hurt themselves. Fisherdwarves scared by a bear might run up a tree, only to be pursued by an angry bear. It will give you a reason to smooth your exterior walls rather than just aesthetics. Well, I guess floor hatches are going to come back into fashion.
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| # ? May 23, 2013 13:21 |
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Toady Talk posted:R: Alright, so you mentioned earlier the "wild attack"? What does that mean? I like it already. e: On the potential of the plant growths, which were implemented as items that turn into spatters on the ground: quote:T: ... I think you can already mod in a item-cloud-breath or whatever, if you want to make a modded creature breathe little daggers at people, or the carving knives from the tool raws, or make them breathe forks at people... scamtank fucked around with this message at May 23, 2013 around 15:44 |
| # ? May 23, 2013 14:31 |
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Pit design is going to be a lot more...pitlike, now, I guess. load a caged goblin onto a floor hatch or 3x3 bridge, clear the room, drop down a 3x3x40 shaft instead of a 1x1 shaft. Not good enough? Waste water's being pumped in from above! To make it more sporting if the AI actually does get real vertical pathfinding for jumping and climbing, you could make your own Tower Climb metagame...
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| # ? May 23, 2013 16:58 |
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Will overhanging eaves foil wall climbing I wonder?
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| # ? May 23, 2013 17:07 |
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80 goblins enter, 1 goblin leaves. If climbing and digging become a thing that invaders can do I'm going to have to start thinking about how to totally envelope my fort with a shell of magma. Moridin920 fucked around with this message at May 23, 2013 around 17:29 |
| # ? May 23, 2013 17:09 |
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aldantefax posted:Pit design is going to be a lot more...pitlike, now, I guess. load a caged goblin onto a floor hatch or 3x3 bridge, clear the room, drop down a 3x3x40 shaft instead of a 1x1 shaft. Not good enough? Waste water's being pumped in from above! "Rise, rise, rise!" they chant as a dwarven child makes it out.
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| # ? May 23, 2013 17:33 |
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scamtank posted:Can't help but agree with everything you said. Those were a spur of the moment thing that I didn't really think about at all, unlike the combat announcement stuff. The only reason why I didn't take the time to purge them was the fact that they're so easy to switch out at will. Wow, that's amazingly easy. I had no idea how that thing worked.
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| # ? May 23, 2013 18:05 |
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It's not restricted to the strings you see in the template provided, either. I contacted the guy who posted it on the Bay12 forums and he gave me a full dump of all the alterable strings, including most demon/forgotten beast/night creature/zombie/vampire properties with some caveats. I only have the DF Russianization project coders to thank for it. It's a pretty great tool to use. It doesn't even need to know the HEX address either, |original string|replaced string| is enough. scamtank fucked around with this message at May 23, 2013 around 18:24 |
| # ? May 23, 2013 18:22 |
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dragon_pamcake posted:I've been using masterwork and there's approx 30 different kinds of metals. What the heck should I be making weapons/armor out of? Depends if you are playing orc fortress or dwarf fortress. Start by consulting this page and the manual though. http://dwarffortresswiki.org/index.php/Masterwork:Metal If im playing dwarf fortress i'll generally go for a normal steel based industry once everything is set up and ready for mass production. Note that for the current version it seems like some crucible reactions are broken btw. Like scamtank said mithril and wolfram (another name for tungsten) are generally excellent and the pattern-welded variants from the metallurgist are hilariously good. If you get your hands on a decent amount of Orichalcum, Bifrost, or Deep Bronze I would generally sink those into weapons or armor for militia captains and heros because they are seriously good. Generally I dont usually make ironbone or bloodsteel on site since im generally content to simply import it from the dwarves/drow (who bring huge amounts of it in both items and bars) but unless you need those two for a specific thing I generally use them for the same purposes as iron/steel in weapons and armor. I have never used volcanic because not only does it require digging to magma and building a special forge for it, the recipe itself (Mithril + slade + obsidian + steel) is too much of a pain in the rear end for me. If I happen to get my hands on rusty steel/rusty iron (the new goblinite) I will generally send it straight to the crucible unless I am an orc in which case I will immediately send all my rusty iron to the forge to mint shillings for my raiding parties. Finally there you can use gems and glass for armor and weapons (orcs get honest to TES malachite and ebony ) which are between iron and steel and are ok for decking out an early milita. Also leather has been vastly improved with some varieties being metal grade (drake scale is bronze grade and Dragon scale is steel grade) and even the basic type being upgradable several times.
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| # ? May 24, 2013 13:22 |
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Welp, years of telling friends that DF's interface isn't that bad just bit me in the rear end after coming back to the game from a long absence.
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| # ? May 24, 2013 13:59 |
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DStecks posted:Welp, years of telling friends that DF's interface isn't that bad just bit me in the rear end after coming back to the game from a long absence. It's like riding a bicycle with ten thousand levers and pedals and grips and buttons and whirring gizmos: once you learn how to ride it, you never really forget
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| # ? May 24, 2013 14:09 |
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I don't think the interface is too bad, but it gets amplified by the mechanics sometimes.
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| # ? May 24, 2013 14:50 |
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EightBit posted:I don't think the interface is too bad, but it gets amplified by the Why hello uniforms and equipment and, uh, well, the whole military screen.
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| # ? May 24, 2013 17:34 |
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Nosre posted:Why hello uniforms and equipment and, uh, well, the whole military screen. Yeah, of all of the parts of the UI, I think the military screen is the one that needs redone the most. The others are bearable, but the military screen is just such a tangle.
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| # ? May 24, 2013 18:39 |
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EightBit posted:I don't think the interface is too bad, but it gets amplified by the After spending some time with Gnomoria and Towns, I can say that while DF's interface is still one of the most difficult things in gaming to manage, it is powerful, and goddamn did I miss a lot of the functions that DF has even if they take an advanced degree's worth of study to understand.
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| # ? May 24, 2013 20:17 |
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I think one of the main issues in the interface is that more or less everything has equal prominence, so it's really hard to find anything if you don't know where to look since everything just looks the same. Actually something that would really benefit DF would be an interface like openTTD, where you can pop open as many menus as you want and move them around or pin them on the screen as needed, letting you keep the stuff you use a lot easily available. Of course that would take a pretty dramatic redesign of the graphics engine which will probably never happen, since Toady always focuses development on adding more features.
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| # ? May 24, 2013 20:30 |
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Even a limited search function in the menus would help as far as growing accustomed to them. Being able to type in "kiln" instead of trying to remember how the heck to find a magma kiln in there, or even without knowing that such an item exists, would be nice. Toady's use of search has always befuddled me, because it's used in some places (naming, job management) but not others (trading, stocks screen, game commands).
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| # ? May 24, 2013 20:34 |
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The Cheshire Cat posted:I think one of the main issues in the interface is that more or less everything has equal prominence, so it's really hard to find anything if you don't know where to look since everything just looks the same. Everything on the same level has the same prominence, just about every function is hidden behind a single menu, and most are hidden behind two or three layers of menus, and it's rarely immediately obvious which menus lead to what, and there are horrible UI inconsistencies that get very distracting and confusing.
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| # ? May 24, 2013 20:40 |
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current leather modding status:![]() Some of these redundancies and idiosyncrasies and overall ways to go about things are making my head hurt.
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| # ? May 24, 2013 20:54 |
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I just wish every menu used the same god drat control setup. Arrows to navigate the overworld and +-*/ for the menus isn't exactly intuitive, but if that's what you want to use for your menus then use it for all of them. Though, with all the features Toady adds eventually the NPC dialogue options for adventure mode will become so robust that you'll be able to control the game just by talking to your dwarves directly.
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| # ? May 25, 2013 04:47 |
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| # ? May 25, 2013 14:45 |
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At this point I wish toady just stole a bunch of the stuff from dfhack and called it a day.
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| # ? May 25, 2013 14:41 |





















) which are between iron and steel and are ok for decking out an early milita. 
mechanics sometimes.




