Search found 42 matches

by LordBowler
Mon Jan 26, 2015 11:23 pm
Forum: Community Members
Topic: Updates (alpha 29)
Replies: 48
Views: 4126

Re: Updates (alpha 29)

Yeah. We don't even typically get to hear what's in the works for the next update until it's released.

And holy hell if this isn't a demanding enough community for them to cater to without being hounded about fictionl deadlines by us as well.
by LordBowler
Sun Jan 25, 2015 3:35 am
Forum: Community Members
Topic: Let's talk time!
Replies: 47
Views: 3749

Re: Let's talk time!

Wait a second - sorry if I'm asking a noob question, but do I understand the discussion in this thread right, that movement speed and clock speed are not exactly in relation to each other? I mean - let's say it takes a prisoner some time t (on the ingame clock) to do x. If I now speed up, does it a...
by LordBowler
Sat Jan 17, 2015 4:28 pm
Forum: General
Topic: multiple save files?
Replies: 4
Views: 1628

Re: multiple save files?

I take that back. One more thing for posterity. Backups and save file editing. I suggest all players make a copy of their saves folder called Backup Saves, and routinely copy the contents of the saves folder right up in there. The game is in alpha. And while I've only started in a28, I've already en...
by LordBowler
Sat Jan 17, 2015 4:19 pm
Forum: General
Topic: multiple save files?
Replies: 4
Views: 1628

Re: multiple save files?

In case that wasn't 100% clear, to make a manual save, open the main menu (Esc) and the Save button should be somewhere on the right. The list on the left is your existing saves. Enter a prison name in the grey box, hit save (bottom right). You can make sure it saved by opening that save menu again ...
by LordBowler
Fri Jan 16, 2015 7:29 pm
Forum: General
Topic: Suggestion
Replies: 5
Views: 1036

Re: Suggestion

The problem is I want the prisoners working in the kitchen to be allowed into it, just not all of the others. Setting that door to staff only would force the regular prisoners to change their pathing to the door I want them to be using. Staff Hallways and Prisoner Hallways are the key. Forget the r...
by LordBowler
Fri Jan 16, 2015 7:20 pm
Forum: Community Members
Topic: [Suggestion] Advanced Deployment
Replies: 4
Views: 559

Re: [Suggestion] Advanced Deployment

I'm not sure how overlapping patrol routes would look on the UI. One square can only ever be one color, mind. As it is it doesn't seem that difficult to include that 1 square gap necessary to separate a patrol route. I'm not convinced that letting them overlap is worth the bloat in UI. To overlap 1...
by LordBowler
Fri Jan 16, 2015 3:44 am
Forum: Community Members
Topic: [Feedback] Make game more interesting when not building
Replies: 17
Views: 1808

Re: [Feedback] Make game more interesting when not building

I just took "not building" to mean "down time". Those moments in this game (and DF) where you pull your head out of the weeds for a bit and take stock of things.

I agree. There are about a billion features I'd like to see added. Some of the ones in here are good.
by LordBowler
Thu Jan 15, 2015 5:39 pm
Forum: Community Members
Topic: [Suggestion] Advanced Deployment
Replies: 4
Views: 559

Re: [Suggestion] Advanced Deployment

I think walls and doors are an effective enough cluge for multiple deployment zones in a single room without having to add to the game. But I'm with you 100% on overlapping patrol routes. And I kind of like the idea of different colors to denote the different routes with "shared" (read ove...
by LordBowler
Thu Jan 15, 2015 5:33 pm
Forum: Community Members
Topic: [Feedback] Make game more interesting when not building
Replies: 17
Views: 1808

Re: [Feedback] Make game more interesting when not building

i finding backing up the game save and letting the game run max speed and jsut letting it go then seeing what causes issue THEN reload the old save and fix it before it happens :D Thats Kind of cheating though isn't it? I don't like loading old saves then fixing future mistakes, just live with the ...
by LordBowler
Wed Jan 14, 2015 1:17 am
Forum: General
Topic: assigning offices
Replies: 3
Views: 1159

Re: assigning offices

Hilariously, you can have one office if you're patient enough. If you've got all the bureaucracy folks and only one office, you can repeatedly un-designate and re-designate the space as an office and it will eventually become the person-who-is-doing-research's office. Different office types for each...
by LordBowler
Tue Jan 13, 2015 8:59 pm
Forum: General
Topic: amusing screenshot
Replies: 11
Views: 2735

Re: amusing screenshot

How easy is this to reproduce? Some detailed instructions and starting map to investigate this further would really help. I see this in my main hallway most often after some renovations. 1) Make a 5x7 foundation 2) Place a door dead center at (3,4) and make walls around the door across the 3 wide h...
by LordBowler
Tue Jan 13, 2015 2:26 am
Forum: Community Members
Topic: Let's talk time!
Replies: 47
Views: 3749

Re: Let's talk time!

Pay closer attention to DF. That game has at least half a dozen tick rate streams going at once. And all of those rates are tied to cpu ticks. And it's not multithreading. I've had big enough forts that it took my farmers a season worth of ticks to plant crops. Subsequently I could only plant crops...
by LordBowler
Tue Jan 13, 2015 2:16 am
Forum: General
Topic: Cooks that won't cook!
Replies: 78
Views: 138659

Re: Cooks that won't cook!

I have since learned, from this video [ https://www.youtube.com/watch?v=jDf3wkxSjY4 ], that these dotted lines represent ai designations, and solid lines represent player designations. The ai designations are *supposed* to work, and actually appear to work only when that designation is made for the ...
by LordBowler
Fri Jan 09, 2015 4:49 pm
Forum: Community Members
Topic: Let's talk time!
Replies: 47
Views: 3749

Re: Let's talk time!

As for fast forward speeds, I find that in dorflikes I pretty much am always using the max speed when I'm not paused. Dwarf Fortress handles this well, you have two speeds, paused and unpaused. Everyone moves at the same rate and it doesn't take ages for spring to become summer to become fall. I th...
by LordBowler
Fri Jan 09, 2015 4:12 pm
Forum: Community Members
Topic: Let's talk time!
Replies: 47
Views: 3749

Re: Let's talk time!

*everyone* walks far too slowly. Only compared with clock speed. They appear to be walking at an authentic speed otherwise. I think they should simply halve how fast the clock goes by default, while leaving top superspeed the same for those who want to get through a night time quickly. Just make su...

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