I just realized you can add show adamantine on the regional map by going into your init and changing the stuff from FINDER to ALWAYS. This will greatly help in finding demons to cause total havoc on my dwarves.
I long for the day when this game becomes user friendly... but it will never come.
I don't know about that statement. Toady has recently done away with the limit on the display size of the screen, making more room for the interface and the general view port range, he's also mentioned gutting the interface and redoing it. I am sure it won't be as user-friendly as most other games, because then it'd sacrifice a lot of insane options, but he knows the interface sucks and could be more user friendly and it seems like he's making an effort to do something about it.
In other news, children are awesome. One of them decided to get busy with some turtle shells. From that I have Lisidarros Ginetmuthir, "Clashthrower the Crewed Columns", a turtle shell amulet, worth $55,200.
This is a turtle shell amulet. All craftsdwarfship is of the highest quality. It is studded with Aluminum and decorated with turtle shell. This object is adorned with hanging rings of turtle shell and Rope reed. On the item is an image of three wizards in turtle shell.
Oooh, wizards... scary. :winky:
But this child is now ultra-mighty, agile, very tough, and a legendary bone carver. I think I'll have her decorate everything she can find with the carved bones of the goblins from the last siege.
My hope for the far off future of DF is that you can play as elves, and raise a military, and they'll spar with fireballs and lightning bolts while living in the forest and not building things, as it appears elfs are wont to do.
wyrlss on
0
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited August 2008
I'd assume Toady would make magic in line with the rest of his traditional low-fantasy-inspired material and keep it subtle; prayers/rituals, protective amulets and artifacts with qualitative bonuses, and an expansion of the good/evil regions. Less of the fireworks and jedi antics style of modern magic.
I'd assume Toady would make magic in line with the rest of his traditional low-fantasy-inspired material and keep it subtle; prayers/rituals, protective amulets and artifacts with qualitative bonuses, and an expansion of the good/evil regions. Less of the fireworks and jedi antics style of modern magic.
I imagine any fireworks/balls would be of an entirely accidental and hilariously tragic nature.
I'd assume Toady would make magic in line with the rest of his traditional low-fantasy-inspired material and keep it subtle; prayers/rituals, protective amulets and artifacts with qualitative bonuses, and an expansion of the good/evil regions. Less of the fireworks and jedi antics style of modern magic.
I imagine any fireworks/balls would be of an entirely accidental and hilariously tragic nature.
Oh god, wizards sparring in the barracks. Where there are dwarves sleeping. On wooden beds.
I'd assume Toady would make magic in line with the rest of his traditional low-fantasy-inspired material and keep it subtle; prayers/rituals, protective amulets and artifacts with qualitative bonuses, and an expansion of the good/evil regions. Less of the fireworks and jedi antics style of modern magic.
I imagine any fireworks/balls would be of an entirely accidental and hilariously tragic nature.
Oh god, wizards sparring in the barracks. Where there are dwarves sleeping. On wooden beds.
Oh, the humanity!!! Or.. um.. the.. dwarf-... anity!
that's the only difference? cba updating right now
Spoilered for Huge.
# 08/08/2008: Released Dwarf Fortress 0.28.181.39f
# 08/08/2008: The next one is up.
* fixed crash involving lava pushing objects
# 08/07/2008: All right, I did what I needed to do with refugee/migrant groups, so I greened out the Future of the Fortress item (of course, this has little to do with dwarf mode migrants at this point -- it's just about world map group movement, preparing for caravans and armies, and later dwarf mode migrants). Now I'm moving on to some tests and bug fixes. There should be a new one up in a fewish days.
* made various changes to group movement on the world map
* made detailed map export respect new peak heights
* fixed export problem with non 80x25 version region maps
# 08/06/2008: The refugee groups will now get their own wandering 'armies' on the map after world gen is over instead of being relocated to (occasionally hostile) existing sites. In the game I tested, an elven diplomat had been imprisoned by the goblins but escaped 28 years later and fled into the mountains, by that time the only elf left in the small world. It shows these new groups from a distance at this point, so I was able to hunt him down after trudging up four tiles of mountains ('T'ravel let me recenter on him once I got to his square -- clunky, but it works for now). He recounted stories of how the goblins had killed his family while he was imprisoned. It was sort of depressing. I just need to mess around with a few aspects of how the groups move on the map and I can check off the Future of the Fortress item. I'll probably release a new one around then, but before that I have a few little things to sort out (a couple Mac key issues and making sure the new viewport code works there, and some other tests), so I'm not sure precisely when it'll be up.
* gave world gen refugees entities and realized them as moving groups on the map after world gen
# 08/05/2008: Zach's birthday party was fun. We hadn't played a sports game in 17 years or so (the last one was Mike Ditka's Ultimate Football), so we tried out MLB '08: The Show on a PS2 my parents got him. It was a pretty stark difference between then and now (when I say now, I know we're not even on next-gen hardware). We lost our first and only game against the computer 30-0, on rookie, and the announcers constantly made fun of us, he he he. I got back here at 1AM and managed to mostly get through email and forums, but even at 4AM it was still in the upper 80s in my apartment, and miserable. I'm using my fan to cool my laptop now, and that didn't come back and bite me until today, since I can't point it at myself. I'll get that sorted out tomorrow.
# 08/04/2008: After some forum activity, I bumped up a few things I'd been putting off for a long time -- notification and history events for reaching the top of mountains in adventure mode. It'll pop up a little window if you succeed, and both you and any buddies you brought along will be credited in the legends. Right now it does this on a per-world basis, so it won't bother telling you if your character has climbed a mountain that has already been climbed, but I can change that around later. I also made the peaks taller locally so that they shouldn't often be disappointingly flat. It doesn't currently credit your dwarves if you start your fortress on a low peak or volcano that happened to be accessible.
I got movies working at all grid sizes today, mostly. There are some oddities. I saw a weird flicker that didn't reproduce, and the last frame seems to resize sometimes, but it was all pretty minor. If you record a movie at a large grid size and then play it back when your game is set at a small grid size, it will squash it, but you can still watch it. The title movies (and any small movie) will stretch to fill the screen (unless you turn on black space, I think, though I haven't specifically tested black space with the title movie yet).
It'll also tell you now if all of the dwarf death at your fortress is driving migrants away now (no migrants were coming and it didn't say why, causing confusion).
Although Threetoe's main birthday celebration is at the end of the month (coinciding with his vacation), his birthday is actually tomorrow (the 5th, so more like today, it being 8AM on the fifth now), so I'll probably be starting a little late tomorrow (today).
* added notification and history event for reaching summits of peaks and volcanos in adv mode
* locally steepened peaks a bit
* added notification for low migration seasons
* handled movie dimension conflicts
* handled problem with visualizer, scrolling and other grid issues
# 08/03/2008: You can now expand the view in a basic way in the init. Other screens generally aren't covered. The main one is mostly not covered too, but at least you can fit everything and still see quite a bit. It lets you resize from 80x25 up to 200x200 choosing whatever numbers you like. I didn't go larger because I didn't want to bloat some of the screen-dependent buffers, but if people use small fonts and want even more tiles, that can be arranged at a later time. If you don't resize the window or choose a larger full screen resolution, it'll squash them. When I was running at 125x50 I didn't notice a speed decrease (at all), but if you are getting lag on the title screen or are otherwise just able to print what we've got now, there might be speed issues caused by printing more tiles. 80x25 movies will play at higher grid sizes, but I haven't tried recording and I'm sure it doesn't work. I also updated the legends screens and text viewers, but I didn't go through other screens since I don't want to muck around too much with code bound for gutting by the more robust rewrite that'll come later on (I did a touch of that today, but nothing visible). This particular change was something that people have wanted for a very long time, and I mentioned that I'd do it within a reasonable time frame back at the April 12th get together. So there it is. For the next release. Which probably isn't all that far away. More bug fixes and other minor changes to follow first.
* allowed basic expansion of 80x25 grid
* fixed problem causing just good or just evil params not to function
* added object of worship to religion view in legends
# 08/02/2008: Various fixes.
* stopped many bottomless pits from having their upper portions filled with lava
* made reclaim dwarves start with the proper civilian labors enabled
* stopped message spam from pit/pond/chain/cage jobs where the animal is inaccessible
* stopped note entry from conflicting with a few of the keys
* made constructed ramps stick around even if you dig out the walls near them
* fixed erroneous upper cap on detailed temperature export values
* fixed problem that caused peaks to be raised in flat areas during erosion
* suppressed erroneous "Zeroth" text for non-finalized history collections in dwarf-mode art descriptions
* made usable/unusable option appear when metals are selected in weapon/armor stockpiles
* fixed spacing problem with related hist fig race display
# 08/01/2008: As usual, the month starts off slow as I work on my inbox and otherwise unbury myself. Managed a few tweaks. The open bug count has shot right back up again, as you might expect after the recent major release, so I'll probably be working on that for a bit while I plan out the next step, which'll likely be getting the migrant stuff out of the way. Then I'll be one step away from opening up the army/caravan goals on Future of the Fortress.
* added world name to top of history file
* fixed problem with the evil/good conversion of very large subregions
* fixed lockup from dragon fire modded civs in world gen army fights
-dancing around crazily, enjoying much satisfaction in large DF window-
Dyvion on
Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
I don't think I care much for this update yet. I'll probably get the next big update.
!!!
I set the window to 1000X600, with the 800X600 tile set, and it's hugeness and wonderful. Can see so much... and can actually use the mouse to draw dig tiles and whatnot and not feel silly!
Dyvion on
Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Posts
3DSFF: 5026-4429-6577
I always wind up learning about 2/3 of the mechanics of the game before I get bored and frustrated and wander off.
I don't know about that statement. Toady has recently done away with the limit on the display size of the screen, making more room for the interface and the general view port range, he's also mentioned gutting the interface and redoing it. I am sure it won't be as user-friendly as most other games, because then it'd sacrifice a lot of insane options, but he knows the interface sucks and could be more user friendly and it seems like he's making an effort to do something about it.
3DSFF: 5026-4429-6577
*EDIT* Apparently I have a nearby Kobold civ that appears to be friendly, even while I prepare my army.:winky:
3DSFF: 5026-4429-6577
3DSFF: 5026-4429-6577
Fucking elves.
3DSFF: 5026-4429-6577
Yeah elves can be hard dudes to fight. How many strong were your forces?
3DSFF: 5026-4429-6577
*Until well prepared with either elaborate traps, large army, well-built fortificaitons, world-lava-flood-mechanism, or, preferably, all of the above
3DSFF: 5026-4429-6577
Edit: whoops nevermind
You got that backwards son.
Yeah, that.
In other news, children are awesome. One of them decided to get busy with some turtle shells. From that I have Lisidarros Ginetmuthir, "Clashthrower the Crewed Columns", a turtle shell amulet, worth $55,200.
Oooh, wizards... scary. :winky:
But this child is now ultra-mighty, agile, very tough, and a legendary bone carver. I think I'll have her decorate everything she can find with the carved bones of the goblins from the last siege.
This torments me.
No one has.
I imagine any fireworks/balls would be of an entirely accidental and hilariously tragic nature.
Steam BoardGameGeek Twitter
Oh, the humanity!!! Or.. um.. the.. dwarf-... anity!
Oh screw it...
HADOUKEN!
Here come da nobles. :evil:
3DSFF: 5026-4429-6577
I'm playing in a 128x80-tile window. It is so good.
3DSFF: 5026-4429-6577
Steam BoardGameGeek Twitter
3DSFF: 5026-4429-6577
Spoilered for Huge.
# 08/08/2008: The next one is up.
* fixed crash involving lava pushing objects
# 08/07/2008: All right, I did what I needed to do with refugee/migrant groups, so I greened out the Future of the Fortress item (of course, this has little to do with dwarf mode migrants at this point -- it's just about world map group movement, preparing for caravans and armies, and later dwarf mode migrants). Now I'm moving on to some tests and bug fixes. There should be a new one up in a fewish days.
* made various changes to group movement on the world map
* made detailed map export respect new peak heights
* fixed export problem with non 80x25 version region maps
# 08/06/2008: The refugee groups will now get their own wandering 'armies' on the map after world gen is over instead of being relocated to (occasionally hostile) existing sites. In the game I tested, an elven diplomat had been imprisoned by the goblins but escaped 28 years later and fled into the mountains, by that time the only elf left in the small world. It shows these new groups from a distance at this point, so I was able to hunt him down after trudging up four tiles of mountains ('T'ravel let me recenter on him once I got to his square -- clunky, but it works for now). He recounted stories of how the goblins had killed his family while he was imprisoned. It was sort of depressing. I just need to mess around with a few aspects of how the groups move on the map and I can check off the Future of the Fortress item. I'll probably release a new one around then, but before that I have a few little things to sort out (a couple Mac key issues and making sure the new viewport code works there, and some other tests), so I'm not sure precisely when it'll be up.
* gave world gen refugees entities and realized them as moving groups on the map after world gen
# 08/05/2008: Zach's birthday party was fun. We hadn't played a sports game in 17 years or so (the last one was Mike Ditka's Ultimate Football), so we tried out MLB '08: The Show on a PS2 my parents got him. It was a pretty stark difference between then and now (when I say now, I know we're not even on next-gen hardware). We lost our first and only game against the computer 30-0, on rookie, and the announcers constantly made fun of us, he he he. I got back here at 1AM and managed to mostly get through email and forums, but even at 4AM it was still in the upper 80s in my apartment, and miserable. I'm using my fan to cool my laptop now, and that didn't come back and bite me until today, since I can't point it at myself. I'll get that sorted out tomorrow.
# 08/04/2008: After some forum activity, I bumped up a few things I'd been putting off for a long time -- notification and history events for reaching the top of mountains in adventure mode. It'll pop up a little window if you succeed, and both you and any buddies you brought along will be credited in the legends. Right now it does this on a per-world basis, so it won't bother telling you if your character has climbed a mountain that has already been climbed, but I can change that around later. I also made the peaks taller locally so that they shouldn't often be disappointingly flat. It doesn't currently credit your dwarves if you start your fortress on a low peak or volcano that happened to be accessible.
I got movies working at all grid sizes today, mostly. There are some oddities. I saw a weird flicker that didn't reproduce, and the last frame seems to resize sometimes, but it was all pretty minor. If you record a movie at a large grid size and then play it back when your game is set at a small grid size, it will squash it, but you can still watch it. The title movies (and any small movie) will stretch to fill the screen (unless you turn on black space, I think, though I haven't specifically tested black space with the title movie yet).
It'll also tell you now if all of the dwarf death at your fortress is driving migrants away now (no migrants were coming and it didn't say why, causing confusion).
Although Threetoe's main birthday celebration is at the end of the month (coinciding with his vacation), his birthday is actually tomorrow (the 5th, so more like today, it being 8AM on the fifth now), so I'll probably be starting a little late tomorrow (today).
* added notification and history event for reaching summits of peaks and volcanos in adv mode
* locally steepened peaks a bit
* added notification for low migration seasons
* handled movie dimension conflicts
* handled problem with visualizer, scrolling and other grid issues
# 08/03/2008: You can now expand the view in a basic way in the init. Other screens generally aren't covered. The main one is mostly not covered too, but at least you can fit everything and still see quite a bit. It lets you resize from 80x25 up to 200x200 choosing whatever numbers you like. I didn't go larger because I didn't want to bloat some of the screen-dependent buffers, but if people use small fonts and want even more tiles, that can be arranged at a later time. If you don't resize the window or choose a larger full screen resolution, it'll squash them. When I was running at 125x50 I didn't notice a speed decrease (at all), but if you are getting lag on the title screen or are otherwise just able to print what we've got now, there might be speed issues caused by printing more tiles. 80x25 movies will play at higher grid sizes, but I haven't tried recording and I'm sure it doesn't work. I also updated the legends screens and text viewers, but I didn't go through other screens since I don't want to muck around too much with code bound for gutting by the more robust rewrite that'll come later on (I did a touch of that today, but nothing visible). This particular change was something that people have wanted for a very long time, and I mentioned that I'd do it within a reasonable time frame back at the April 12th get together. So there it is. For the next release. Which probably isn't all that far away. More bug fixes and other minor changes to follow first.
* allowed basic expansion of 80x25 grid
* fixed problem causing just good or just evil params not to function
* added object of worship to religion view in legends
# 08/02/2008: Various fixes.
* stopped many bottomless pits from having their upper portions filled with lava
* made reclaim dwarves start with the proper civilian labors enabled
* stopped message spam from pit/pond/chain/cage jobs where the animal is inaccessible
* stopped note entry from conflicting with a few of the keys
* made constructed ramps stick around even if you dig out the walls near them
* fixed erroneous upper cap on detailed temperature export values
* fixed problem that caused peaks to be raised in flat areas during erosion
* suppressed erroneous "Zeroth" text for non-finalized history collections in dwarf-mode art descriptions
* made usable/unusable option appear when metals are selected in weapon/armor stockpiles
* fixed spacing problem with related hist fig race display
# 08/01/2008: As usual, the month starts off slow as I work on my inbox and otherwise unbury myself. Managed a few tweaks. The open bug count has shot right back up again, as you might expect after the recent major release, so I'll probably be working on that for a bit while I plan out the next step, which'll likely be getting the migrant stuff out of the way. Then I'll be one step away from opening up the army/caravan goals on Future of the Fortress.
* added world name to top of history file
* fixed problem with the evil/good conversion of very large subregions
* fixed lockup from dragon fire modded civs in world gen army fights
-dancing around crazily, enjoying much satisfaction in large DF window-
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
3DSFF: 5026-4429-6577
!!!
I set the window to 1000X600, with the 800X600 tile set, and it's hugeness and wonderful. Can see so much... and can actually use the mouse to draw dig tiles and whatnot and not feel silly!
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
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