Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - peterb

Pages: [1] 2 3 4
1
DF Dwarf Mode Discussion / Re: Ramp Pathfinding
« on: July 29, 2014, 10:22:40 pm »
Seems to me that ramps are bugged in 40.05 in a way that they're not in 40.04.  I have dwarves whose pathfinding is completely broken just because there's a single dirt ramp somewhere between them and their target.

2
DF General Discussion / Re: MacNewbie Pack v0.9.4a with DF 40.05
« on: July 29, 2014, 05:09:23 pm »
Has anyone else had trouble with DF Designator on the Mac LNB?  Specifically, it works great for designating digs, but when I try to use it to designate build sites (for example, try workshops-2-build.csv0.png from TheQuickFortress folder, after digging it out...) it seems to just do semi-random things.  What am I missing?

3
DF General Discussion / MacOS X 10.8 "Mountain Lion" DF crashes
« on: June 12, 2012, 08:58:41 pm »

Hi.  Can anyone else reproduce the crash I'm seeing on the 10.8 Developer Preview?

http://bay12games.com/dwarves/mantisbt/view.php?id=6011

Thanks

5
DF General Discussion / Re: Dwarf Fortress on Mac OS X Lion problems Redux
« on: February 18, 2012, 10:06:39 am »
Happens in 0.34.02 as well.  This appears in the console when you try to go fullscreen:

dwarfort.exe[2123] <Warning>: CGDisplayBaseAddress is obsolete and returning NULL for display 0x42801c0

I modified the launch script to always use the -ge 11 branch, just in case, and it still happens

Haven't seen anything on the tracker yet.

6
DF General Discussion / Dwarf Fortress on Mac OS X Lion problems Redux
« on: February 18, 2012, 09:47:41 am »
I'm seeing the exact same problem described in http://www.bay12forums.com/smf/index.php?topic=90246.0 with 0.34.01, that was supposedly fixed by the launch script change.  Is anyone else seeing this as well?

7
This is awesome!  But I'm still trying to figure out how you're going to ignite the atmosphere.


8
DF Community Games & Stories / Re: A Tale of Two Dwarves
« on: July 30, 2008, 01:01:45 pm »
Actually, that whole blog seems pretty cool.  You need some sort of "about us" page that explains who you and that other guy are, why you're such awesome writers, and why such awesome writers would live in such an awful place as Pennsylvania.  Also, how you manage to keep from writing angry rants on your blog?  You know, the kind where you look back in a week and wonder why on earth you wrote that nonsense on the internet for the whole world to see and roll their eyes at?

Thanks!  You're not the first person to ask for an "about us" page.  We used to have a link to our (non-)manifesto, here, which explains some of the principles underlying the blog.

We have, I should confess, managed the occasional foaming-at-the-mouth rant.

The short version is:  the two main authors (we occasionally host guests) are software engineers.  This is a place for our writing, which tends to mostly focus on the things that interest us:  video and computer games, food, booze, photography, and software development.  The people who read our blog for the food posts are annoyed by the gaming posts, and the people who read it for the gaming posts are annoyed by the food posts.  So it all balances out.

Anyway, I'm glad you guys liked the story.  I had fun writing it.

9
DF Community Games & Stories / A Tale of Two Dwarves
« on: July 30, 2008, 10:36:59 am »
I figured I would share this story here.  Enjoy.


10
Two questions:

(1) Is continuing a Fortress mode game from 0.27.176.38c in the new version plausible, wise, unwise, pointless, or a good idea?
(2) I hear people talking about the history mode -- does that have any effect at all on Dwarf Mode, or is it just a completely separate thing that happens during world gen?  Please explain to my simple mind.

Thanks!

-peter

11
DF Dwarf Mode Discussion / Plump Helmet spawn missing in setup?
« on: November 11, 2006, 02:45:00 pm »
Hi.  I just started a game with the latest build, and prepared for a journey.  I couldn't find any plump helmet spawn in the list of things to buy.  Were these intentionally removed, or is there a bug, or am I just blind and didn't see them?

Thanks,

peter


12
DF Dwarf Mode Discussion / Protecting Visiting Caravans?
« on: February 29, 2008, 01:05:00 pm »
I have an interesting fort right now, "Ropedanced".  Through a lucky placement and some careful digging, I have just one entrance to the fort, access to magma, I'm working on access to running water through a long-term engineering project and -- most importantly -- there is only one map edge, the northwest corner, from where caravans and enemies can reach me.

This allowed me to build a large-ish wall around a wide swath of land, giving me somewhat protected area for outside activities.  I built a channel with a bridge and a sort of 'baffle' area to put the trade depot, and then a trap labyrinth behind that.  All of this is outside of the fortress proper. There's some risk of course that flying creatures could bypass all of this, but I'm willing to treat that as a separate problem.

Here's the issue:  I don't have a strong enough military yet to mount regular patrols to the map edge without losing dwarves.  For two seasons running now, the goblins have assaulted incoming caravans.  They completely slaughtered the elves, took out the human Merchant Baron, and then were killed by the caravan guards.

My question is:  is there any reasonable way (sort of sprinkling traps around the map, which I am doing) to give the caravan some cover without actually exposing my military to unreasonable risk?  Or are they simply going to have to fend for themselves?


13
DF Gameplay Questions / Re: Coffers, Chests, and Cabinets...
« on: March 05, 2008, 02:27:00 pm »
What do the "x"s in xClothingNamex mean?

14
DF Gameplay Questions / Freeing goblins
« on: March 05, 2008, 09:46:00 am »
I don't get it.

Goblins in cage traps go into my animal stockpile.

I b)uild the cage in my jail.  I surround the cage with my soldiers.  I select the cage with q), choose a)ssign,  unselect the goblin (so the "+" is not next to him).  This creates a "Release large creature" job.  That seems to result in the dwarves moving my goblin back to the animal stockpile, still in the cage.

What am i doing wrong?


15
DF Gameplay Questions / Re: Barrels and booze
« on: March 05, 2008, 10:21:00 am »
Also, keep a separate seed stockpile near your farms, which shouldn't allow any barrels at all.  I don't think there's any advantage to keeping seeds in barrels (in fact, before I started doing this, I noticed the dwarves would sometimes put seeds in a bag, and then put the bag in a barrel.  Sheesh.

Pages: [1] 2 3 4