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Topics - bigmcstrongmuscle

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DF Bug Reports / [40d2-win] Dwarf Fortress.exe doesn't load
« on: December 25, 2008, 11:07:57 am »
Tried installing and running new version, but no dice. Running "Dwarf Fortress.exe" uses a little bit of CPU for a fraction of a second, then does nothing. No new processes are added into the process list.

Salient system specs:
  • Dell Inspiron E1505 Laptop
  • Running Windows XP, Service Pack 3
  • Inspiron I6400 CPU
  • T2050 @ 1.60 Ghz
  • 1 GB of RAM
  • Mobile Intel 945M Express display adapter (built-in)

Anyone else having this issue?

2
DF Bug Reports / [40a] Embark Relationship Weirdness
« on: August 18, 2008, 09:31:58 pm »
I just genned three forts in a row on a pocket world, and in all three forts, every starting dwarf was friends with every other starting dwarf. I'm assuming this is unintentional.

World parameters follow:
Spoiler (click to show/hide)


EDIT: Further testing reveals that the relationships are only constant when using the same embark profile - I swapped it to a different one, and the relationships finally changed.

3
DF Dwarf Mode Discussion / New Version Hauling
« on: July 14, 2008, 10:34:17 am »
So it seems the Labor interface has changed a little in the new version. Anyone figure out how to take a dwarf off hauling jobs yet?

4
DF Bug Reports / Trading weirdness
« on: July 08, 2008, 04:29:13 pm »
So I was trading with the humies today, when a strange thing happened.

My fort is very cliffy, so I have three depots - one accessible to each of the side of the map that traders have come from. The human wagons came in from the north and headed to my northern depot. Their pack animals picked up and headed across my fort to the western depot. I thought, "Okay, whatever" and shut the drawbridge behind the traders.

One of the wagons stopped short, halfway into my trade depot and didn't unload. I figured this was caused by the drawbridge closing, so I reopened it.  Suddenly, all the humans at both depots left without saying a word. Also, the wagon that was stuck outside my depot apparently left everything it owned sitting on the ground. All merchants have now left the map, although the diplomat is still waiting for the lazy-ass sheriff to wake up.

5
DF Dwarf Mode Discussion / Coolest Miner Ever
« on: April 01, 2008, 02:32:00 pm »
So I'm building the citadel of Greatwater, a trade fortress and castle on the banks of a wide river.  The first spring, though while I'm still trying to bust through the aquifer, I have my miners build a moat around the fort. However, there are space constraints, and due to a flub on my part, my fortress leader, one Likot Overoiled, Talented Miner, extends the left arm of the moat in such a way that it opens into the main hall of the fort on Z-1. Oh well. Losing is fun, right?

Not this time, universe!

Not really expecting anything to come of it, I designated a row of tiles for channeling right before the main corridor hits my farms, food supply, and barracks (and four of my seven dwarves), hoping half-heartedly to drain the flood into the aquifer and save at least half the fort. Expected it to fail abysmally, I then sit back to watch the destruction.

Litok and Sketch (my other miner), fly like Armok-damned *thunderbolts* the long way around to the lower level and begin furiously digging out a channel and a stairwell as the flood thunders closer and closer to their position, flooding my general purposes storeroom (which contained my hunter's hunting gear, some empty cages and exactly nothing else worth mentioning).  The two miners dig down one level in a flurry of spraying dirt and flying picks. Then another. And just as the flood starts lapping at their toes, they strike a channel into the aquifer and it drains away completely harmlessly, leaving behind a lovely spray of harmless mist.

End result:
Dwarven casualties: Zero.
Property damage: one stockpile full of leather armor and empty cages, (which was later recovered) and one hallway, which now has a wet floor.
Environmental impact: There's now a misty waterfall in the middle of my main hall, which has all my dwarves ecstatic.

I'm putting up a pair of statues to those two.


6
DF Gameplay Questions / Corpses in Cages
« on: March 11, 2008, 02:39:00 am »
So I've got an annoying problem. I've been buying a lot of empty cages from caravans, for use in my traps.  Thing is, many (maybe most) seem to come with dead animals in them.

Firstly: Yikes, that's creepy.

The bigger problem, though, is that I can't *remove* the corpses from the cages, because they aren't livestock anymore. Does anyone else have this problem, or have I overlooked a basic command somewhere?


7
DF Suggestions / Personal Revenge!
« on: March 10, 2008, 04:25:00 am »
Okay, I was thinking about this after a married woodcutter died to some goblin ambushers. I didn't see this suggestion on the dev page, and figured I'd post it.

As far as I can tell right now, if a dwarf dies to a roving beast or a goblin invader, the killer usually gets a name if it didn't have one already, and everyone close to the victim gets bad thoughts. Right. Cool.

But what if what of those kindred dwarfs is an obsessive, moody, impulsive and violent fella? He might go so far as to swear vengeance on the killer, rather than going berserk on other dwarves! It seems like named critters and noble goblins at least, are specially tracked by the game. Now, I don't know the internal workings of the engine, but could they be specially marked out for that dwarf?

It could be almost like a fey mood - He drops his current tasks, grabs or learns to build a weapon and some armor, trains himself to a point where he thinks he can win, and ventures off to fight his hated foe to the death next time he shows up. He could even run off the map after him, and either return victorious with some grisly trophy, or you could hear tell of his death in battle - the first giving the bereaved kin a happy thought, and the second possibly leading to an even bigger blood feud.

You could even implement this for those buggers that deal out serious wounds and escape intact:

Urith Fieldswells, One-Legged Fisherdwarf: "Aye laddie, I lain on this pier with me crossbow most every day since Obsidian. I waits fer Moby-Dick, the zombie whale what took me beard! One day he and I, we'll meet: Either way, Armok gets his present, but me? I'm aimin' to own a masterfully crafted ==<whale>==!"


8
DF Suggestions / Time Machine
« on: June 01, 2008, 10:52:00 pm »
With the Army Arc coming up, it would be pretty useful and cool to be able to fast-forward an unused world a year or a hundred between adventurers or fortresses. Let the goblins repopulate themselves, some wars happen, let the megabeasts breed a bit (once that's finally in), and maybe even establish a few new sites. Especially if the world regen code could be reused, this would probably not be all that difficult to do.

9
DF Suggestions / New Use for Mechanics:
« on: March 25, 2008, 02:28:00 am »
Okay, I had a crazy idea poking around the Ocean Challenge thread, and I didn't see anything like it in the bloats, although I know Toady has plans to give mechanics more love.

Manual construction winches or cranes. Requires a mechanism, a material, and a rope. Basically the same system on every well since the beginning of time. You build it over a channel, then either have a dwarf crank it or connect it to a power source with mechanisms, which would let it lift bigger items. Basically, it allows you to build certain structures beneath it. Of course, you're gonna need any construction to be supported, but you would be able to layer stone on the bottom of the river to form a dam. Or even better: lay a sealed chamber with a pump, then run an axle up to the surface and windmill-pump the place clear of bilgewater.

You could also let them serve as part of a mechanical lift apparatus to move dwarves and items to different Z-levels. They could be useful on cliffs for building a secure access to the top for personnel and supplies. (That might complicate pathing somewhat, but it'd be a very dwarfish setup!)

Ayes? Nays? Thrown rocks?


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