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Messages - Miles_Umbrae

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1
Barring any changes to the potentials of the leather industry I'd say that the best option would be if the tanner made stacks of leather based on the size of the animal(roughly: 1 squirrel and 1 rabbit equating to a one unit stack of leather).
A cow could result in a seven unit stack of leather and a dragon could result in a 175 unit stack of leather.
And making items takes different amounts of units; 2 for a pair of gloves(one for each hand), 4 units for boots, 8 for a coat .. or whatever quantities almighty Toady would consider appropriate...

2
Simply put; make Designations Suspended rather than Cancelling. (Maybe include a flag denoting why it was suspended)

3
DF Gameplay Questions / Re: Avoid burrows?
« on: December 02, 2018, 06:33:27 pm »
With Traffic Restrictions you can create areas that "cost" anything between 1 and 100 points of "pathing value" to the dorf.
Meaning you can paint a High Traffic path going the long way around some small Restricted area you want your little minions dwarves to avoid, where every High Traffic square "costs" 1 point and every Restricted square "costs" 100 points resulting in them preferring the 100 square High Traffic long path around the 3 square Restricted short-cut over your farm(excluding those with business inside the Restrictions).

4
If you don't mind running a water system, could you use running water to wash the bodies from the kill floor into a repository or something with an atom smasher? Just a thought.
I've only seen living and reanimated beings affected by moving water.

5
DF Gameplay Questions / Re: What is a "decent meal"?
« on: November 09, 2018, 06:01:05 pm »
*Trying to imagine how a dorf would manage to acquire a taste for something like Bumblebee-brains or other such practically "impossible" ingredients*

6
DF Gameplay Questions / Re: Stealing Books
« on: November 07, 2018, 06:16:08 pm »
In a perfect world; the library would have sub-rooms:
  • Reading Area stocked with copies of literature where anyone can read or borrow the books.
  • The Archive where originals are stored and copied.
  • Special Collections where access is restricted and must be petitioned.  This would be more relevant when magic tomes other than 'secrets of life and death' are part of the game.

As it stands I just buy all the books I can from caravans and make as many copies as I can.
In a perfect world only proper/actual thieves would attempt to leave the map with items that belongs to the fort.

7
Good wrestling-moves basically negates any armor worn .. and if I'm not mistaken the added weight of the target makes the attack potentially more damaging...

8
DF Gameplay Questions / Re: Mining of floor in 1 direction
« on: October 11, 2018, 12:14:01 pm »
From the wiki about mining:
Quote
There are several types of jobs associated with this skill:
  • Mining removes the section of the wall while preserving both the ceiling (which is the floor of the level above) and the floor.
  • Channeling removes the section of the wall, the floor, and if possible places a ramp one level below.
  • Ramps replaces the section with a ramp, also removing the tile and floor one level above.
  • Stairs carves out upward and/or downward stairs.

From the wiki about getting stones/gems:
Quote
When the wall-part is removed from a stone tile, there is a 25% chance that a single stone (also known as a boulder) will be left behind. Minerals which are found in veins have a 33% chance of leaving ore, and minerals found in small clusters (or individual tiles) have a 100% chance of leaving a stone or rough gem behind.

9
DF Gameplay Questions / Re: Mining of floor in 1 direction
« on: October 10, 2018, 06:36:15 am »
If you're going to strip-mine Z-level after Z-level then you don't need to remove the ramps prior to channelling a layer.
They will be removed automatically and without danger when that square is dug.
Removing ramps is only needed when you reach the bottom layer of your project.

10
Is there any good in-depth documentation for how to use 'LaborManagement' and 'AutoLabor'?

11
DF Gameplay Questions / Artifact limitations?
« on: October 08, 2018, 07:19:25 pm »
Is there any limit as to what an artifact can be other than what the profession is capable to create in that workshop?
Can artifact grates, anvils, ropes exist in the current version?
Or are artifact limited to weapons and arms and trinkets?

12
DF Suggestions / Re: Round Earth
« on: October 08, 2018, 05:11:23 pm »
It's only active at the edge. There might be edge lag, but not much else.
To be at a representative scale it would have to be generating millions and millions of Z-levels and close to infinite tiles on the X and Y axis.
*bunch of pointless numbers not related to the comment*
My argument was about the simulation of the multitude of flat-world mythology.
According to most of them there is an infinite space of nothing beyond the border/edge of the world .. not to mention how mention how many millions of Z-levels of animal needs to be simulated carrying the world on its back some of those mythologies have, or infinite empty space others explain is below the flat world.
"According to the flat-earth mythology, space is really big." This is true for most cosmologies. It's not particularly relevant to the flat-earth cosmology.

We don't need to simulate the entire cosmology at once at a 1-meter level of detail to include it in the game. There is a precedent for this, as we already have the sun and the moon in the game at an abstract level. More general precedents include the loading of map tiles, which allows us to simulate only the relevant world at a high level of detail while the rest is stored and runs more abstractly in the background.
Even when "run abstractly in the background" it still requires simulation, calculations and computations.

13
DF Suggestions / Re: Round Earth
« on: October 08, 2018, 12:41:34 pm »
It's only active at the edge. There might be edge lag, but not much else.
To be at a representative scale it would have to be generating millions and millions of Z-levels and close to infinite tiles on the X and Y axis.
*bunch of pointless numbers not related to the comment*
My argument was about the simulation of the multitude of flat-world mythology.
According to most of them there is an infinite space of nothing beyond the border/edge of the world .. not to mention how many millions of Z-levels of animal needs to be simulated carrying the world on its back some of those mythologies have, or infinite empty space others explain is below the flat world.

14
DF Gameplay Questions / Re: Tree regrowth management?
« on: October 04, 2018, 05:53:26 pm »
The first Z-level I dig out for rooms is combined meeting-hall and everything-goes stockpile to get everything inside quickly, which quickly evolves into my underground farm.
And if I don't catch myself that underground farm is at root level, which means that any tree that grows above my farm either leaves a hole above the farm making it an above ground ground farm as well(which can not be undone without DF Hack) or the tree becomes a permanent fixture...

15
DF Gameplay Questions / Tree regrowth management?
« on: October 04, 2018, 01:51:49 pm »
I've been curious, how do other players manage their forts when it comes to where new trees grow?

What I mean is that when you cut down trees and there isn't at least one full Z-level of soil/stone under the tree it will cause a cave-in on the spot where the tree grew.

Do you dig a few Z-levels straight down before you branch out to make rooms?
Or do you construct floors/roads as "roofing" where you want to prevent tree cutting from causing cave-ins?
Or do you have another strategy?

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