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Messages - erendor

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1
Curses, or ascii is not supported. Dont try to change the init, because you have to change EVERY raw that has a tile as well. If you just change the init, you get random results, but no working ascii version.

If you dont like truetype, press F12 ingame, that toggles it ON/OFF

About the mood: Try silk and more wood types. I know that dfhack reads the wood types wrongly (it claims they are still specificly named, since the trees are there) and I dont know if the mood searches for wood the same way. Hope not, but testing this will be horrible, since I cant force moods.

Ah, thanks very much.
I guess I'm too set in my ways to accept these newfangled fonts.

2
How do I remove the Phoebus tileset and play with the curses font again?  I'd like to try some of the 'utility' aspects of the mod, but the phoebus font is bugging out window resizing and causing no end of problems.  I went into the 'init editor' and put back in font: curses_640x300.png - I even manually searched for every init.txt in the folders (six of them!?) and changed the windowed and fullscreen mode lines to read Font:curses_640x300.png - but it's STILL the awful phoebus one, and the window problems persist.

Solutions?

3
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 09, 2011, 08:32:37 am »

- Different genders start with different clothing (randomized).


I like this change.

SEXIST!
I know you are joking, but hey, those items finally get an use like that. I mean, you will end up with cargo pants and trenchcoats or whatever, so at least give use to female clothing at start, because otherwise almost nobody will be using it, even female characters.
Which gives me an idea. How about males getting a random chance to wear "female clothes", as they would be the kind of person who dresses in drag? The chance would be fairly low, though, but still existent.
Perhaps a kind of skirt that has pockets maybe? Might be something to put in the game. And a least wouldn't cripple female characters spawning with a skirt, seeing as they have no storage.
Females should have a high chance to spawn with a hand bag :P. They ALWAYS carry them around haha.
Haha, actual sexism!
It's funny when we make generalisations about a whole group of people! 
(please don't actually start making skirts female-only and giving women a higher chance of handbags, that would just ruin a good game)

4
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 06, 2011, 07:55:02 am »
Found a bug:  You can make a hoodie from 8 rags, and chop it up into ten rags.  If you have no other use for sewing kits, you can profit two rags!

5
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 04, 2011, 03:20:21 am »
I found 'bank alley'!  Three banks in a nine square area on the map.  Also four more within 5-10 squares of those three.
Financial district, I suppose!

And then ouch, I was dropped to ONE torso HP and chased halfway across town by a spitter zombie and his posse of triffids, before I managed to lead them into a fire I'd started earlier.

The thing that saved me was realising that my motorcycle helmet was slowing me down.

6
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 23, 2011, 08:48:53 pm »
Pretty sweet to know the creator is reading this ;)

I broke into a bank vault just recently using my 1337 h4x0r skillz, but it was sadly empty.  Also, I couldn't think of any way to use it as an impentrable fort that didn't involve locking myself inside a bank vault (not possible, anyway).  Could there be a terminal to open/close the door on the inside too?  I'm pretty sure it's standard in bank vaults due to the high possibility of people getting locked in forevar.

I found a portal generator, but the shimmering portals it generated didn't seem to do anything.  I tried putting them in between me and monsters to no effect, and I stepped in them a few times myself.  Using 'e'xamine on them lets you try to disarm the 'trap', which is a bit weird.

It would be nice to not have the 'too many items' restriction.  I'm already juggling weight and volume, and although I can understand the concept of a)not enough letters for 50+ items and b)it's pretty impractical to carry 50+ items even with a backpack...it can make it kind of annoying to do some of the clothing recipes particularly, having to drop practically everything to pick up the 20+ rags.  It got really irritating on some characters where I had a bunch of meds or small pieces of whatever and had 30+ volume and 100+ weight to spare, but couldn't pick up an apple to save my life (note: I did not actually die due to being unable to pick up an apple, but I could see something similar happening).

A minor thing:  maybe 'a'pplying an MP3 player or similar battery charged thing could give you the option to recharge it?  At the moment recharging my mp3 player is a little tedious - drop weapon, wield mp3 player, reload mp3 player, wield nothing, pick up weapon.

Another minor thing:  Perhaps the "'e'xamine a gas pump" dialogue should go more like this:  "Pump Gas? Y/N" Y "Do you want to fill a container with gasoline? Y/N" N "You pour gasoline on the ground."  It seems minor, but I didn't even realise you could fill up various containers with gasoline for a long time - I just kept on pouring it on the ground instead.

A possible 'fix' for 'too many items':  If possible, maybe make common small things stackable?  I don't /really/ need a dedicated keyboard shortcut for every one of my fifteen rags.  Maybe just 'r - rags x 15'?  Really, the only things that /need/ independent keys are the ones that can actually vary within the item type.  Drink and food that aren't multiple-use are all identical, so they could stack.  If things like potato chips and jerky were one use, they could stack.
If it wasn't a coding nightmare, you could even just add things like meds together - a box of 17 caffeine pills and a box of 20 caffeine pills = one item with 37 caffeine pills.  Make it so the volume/weight increased by a box worth for every 20 and it would still take up the same amount of space without taking up so many keys.

e.g - 11 caffeine pills = volume 1, weight 1.  20 caffeine pills = volume 1, weight 1.  21 caffeine pills = volume 2, weight 2.  40 caffeine pills = volume 2, weight 2.  And so on.

As always, I am completely ignorant of the sort of coding and work that goes into a game of this sort, having given up C++ and games coding loooong ago.  If any of my suggestions are wildly impractical or would require massive overhaul, by all means, ignore them ;).

Love the game, it makes for some great times.

7
DF Gameplay Questions / a unforgiving terror?
« on: August 24, 2008, 08:31:58 am »
Aside from the slight grammatical mistake (should be 'an' since it comes before a vowel)...eh?  What's this now?  The symbol of my civilization (an 'S' in fortress mode') is an 'unforgiving terror'?




It's cool and all, but what exactly am I looking at here, aside from incentive to turn 'The Constructive Workers' into a 'The Constructive Genociders of the World'?


8
It's always good to start your time in a new fortress with a heaping helping of horror and trauma.

9
DF Bug Reports / Re: Artifact not composed of proper materials.
« on: August 20, 2008, 12:53:01 pm »
Do you remember what piece he grabbed first or what his primary skill was?  That'll be where he failed to pull the material from.  It uses bone and the first race in the list if it can't grab a material from the items (so I assume the first race is a toad from creature_amphibian or whoever).

He was a Dyer-turned-hauler, and had nothing besides Dyer and social skills before the artifact made him a legendary stone crafter. 

I /thought/ the first thing he picked up was the cave spider chitin and that was why it was included but nothing else was - but if it wasn't, the first was the silver nuggets.

10
DF Dwarf Mode Discussion / Re: All fisherdwarf colony?
« on: August 20, 2008, 11:31:01 am »
Don't forget turtle shells.<P>A fishing fortress... Nice idea.
I'll name it Innsmouth.

It's Beginning To Look a Lot Like Fish-men

11
DF Bug Reports / Artifact not composed of proper materials.
« on: August 19, 2008, 01:26:20 pm »
Here's an odd one.  I had a hauler go fey and run into a Craftdwarf's workshop.  The instant he claimed it (i.e I didn't unpause, this is crucial I think), I checked it to see what he wanted.  He was yelling for stone, he was yelling for leather, he was yelling for bars.  I went into the stocks screen and forbade absolutely everything except for the three ingredients I wanted (surprisingly, I only had /one/ really good piece of each of those materials - a silver nugget, some giant cave spider chitin, and a platinum bar.)  Anyway, after forbidding it all, I watched him collect the pieces.  I noticed (is this relevant) that the workshop had a piece of orthoclase (now forbidden) sitting in it from the last dwarf to use it.  It wasn't marked TSK.  He got the three intended materials, all marked TSK, and set to work.  A little while later, out pops "Ritehearts the Symmetric Shin", a toad bone scepter.  I've never even seen a toad, and I never had any bones of any sort.  It menaces with spikes of giant cave spider chitin.
Looking in the workshop, I spot the silver nuggets and platinum bars, unused.

Wuh?  How did my dwarf turn a single piece of giant cave spider leather into a toad bone scepter + spider leather?  Why did he feel the need to request my lovely materials and then simply look at them?  Inspiration?  I was counting on this to be the big selling point of my fortress, so bereft of migrants it has been.

No saves for this, sorry, except from /before/ he got the Mood and that doesn't really help since I hear it might not even happen again on load.

12
DF Bug Reports / Re: [40a] Dwarf not performing job
« on: August 19, 2008, 01:05:29 pm »
Is he under orders not to go outside (with an outside place being the target area)?

Do you get reports of why he's cancelling work if you turn on the o->x option to 'dwarves annouce all job cancel'?

13
DF Dwarf Mode Discussion / Re: Legendary goblin
« on: August 19, 2008, 12:56:10 pm »
I have hit something unexpected. A message just came up stating that migrants were to scared to make their journey this year. WTF? Is this a new feature because it has never happened before.

So maybe Playpapers will finally be destroyed. With only three able dwarves, a child and two injured dwarves. I don't have much of a chance, especially considering I won't be getting any migrants.
Its a new feature. You'll get migrants if not too many dwarves die for a period of time.

Good luck with that.

It's not a new feature, Toady just added the messages to warn you.  Apparently 'Death Trap' status has been around for some time.  see Nist Akath.

14
DF General Discussion / Re: New Core items! -> Poem Gen
« on: August 19, 2008, 12:45:12 pm »
My first word-list altered attempt at the poem thing netted me this:

Quote
ENDURANCE, ADVENTURE, AND ADVENTURE.
STORMY, SMALL DOGS CALMLY KILL A DEAD, COLD ELF.
THE BIG CAT CALMLY DESIRES THE DWARF .
WHY DOES THE CAT GROW?

15
DF General Discussion / Re: 500 FPS
« on: August 19, 2008, 12:38:58 pm »
I was testing a new fortress in 50a

Where can I get that?

First you have to be friends with John Titor

Wouldn't his version be like, version .120+?

But giving PTTG? version .120 or over might make us suspect something MORE than a simple spelling error.

This way, PTTG? can claim it was an accident, while still getting to play his highly advanced version.  Curse him and John Titor both, the scheming bums!

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