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Messages - Quicunque

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1
DF Dwarf Mode Discussion / Re: Melting Metal Blocks
« on: September 18, 2018, 08:29:23 pm »
Thanks, Sver; I think that must be the problem. If anyone can confirm that they have melted other metals (not ores), that would seal the case.

2
DF Dwarf Mode Discussion / Melting Metal Blocks
« on: September 18, 2018, 05:24:12 pm »
According to the wiki, "Metal blocks can't be used for metalsmith's forge jobs but can be melted down at a smelter." (emphasis original)

When I try to mark some native silver blocks for melting through the Stocks menu, pressing 'm' does nothing. When I view the silver blocks with 'k', there is no option for melting. Is the wiki wrong? Or am I missing something?

3
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 13, 2018, 03:32:13 pm »
Chapter 2:

I build a carbon copy of the submerged hospital. This time I test the drawbridge before I connect the 2nd cistern to the 1st. Works perfectly. I send my Legendary Miner, one of the Seven founders, to knock out that last rock to connect the cisterns. I figure she could do the job quickly enough to run up the ramp & through the door to safety...

Never realized how powerful water pressure can be (*facepalm*). The 2nd cistern fills nearly instantly, drowning poor Etur Mistemadas. Now her body is permanently sealed into the cistern.

At least the hospital is finished.

4
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 13, 2018, 09:28:06 am »
15 months into a new fortress, doing well, population up to 58 with 2 military squads. Just built St. Sibrek's Fortress Hospital, close to the surface so that the injured can reach it quickly, fully equipped with 6 beds, 2 tractions, 2 operating tables, soap crafting, all the trimmings. There's even a nice well in the hospital for ease of patient care & a deep cistern under the well, fed by an aquifer.

So, it's time to cut the ribbon on the shiny, new hospital... pierce the aquifer to fill the cistern. No worries, there is a drawbridge hooked up to a lever to stop the water flow once the cistern fills. Lever pulled at the perfect time... wait!, the water is still flowing!, the hospital is flooding!, all the lower levels are under water, with many soggy corpses sealed in their watery graves.

The drawbridge was built to retract, not raise. *facepalm*

5
DF Dwarf Mode Discussion / Re: Lag Spike then FPS Spike
« on: September 08, 2018, 05:31:00 pm »
Thank you for your reply, Fleeting.

No repeaters, but it is good to know they can cause a similar issue.

I use the default world gen, so caves are present (just not uncovered yet). I use straight vanilla with no mods. It is perplexing because I have played for over 1000 hours with no such issue. Then, last week, with nothing I can think of different in my play style, this lag/fps spike problem. It got so annoying that I quit that world (it was only 2 years in) and started another. Then the problem showed up again after 2 years or so. I suppose, if no one else is experiencing it, it must be an issue on my end, not a bug in DF.

6
DF Dwarf Mode Discussion / Lag Spike then FPS Spike
« on: September 08, 2018, 04:36:50 pm »
I searched the fora, and found no discussion of this particular problem in 2018 (or earlier); I am using 44.12.

In my past 2 forts, once they reach about 2 years old and about 90 dwarves, I get annoying lag spikes every 15 seconds or so. They last about 5 seconds, and are followed by a brief (3 seconds or so) FPS spike (about 140, even though I set the limit at 70). It makes the game exceedingly annoying to play.

Is anyone else experiencing this problem? I use a Linux system, hardware is less than a year old. Until 3 days ago, I never had these issues. There are no flying units present; I am only 12z deep, so no caves. I can't figure it out.

7
DF Dwarf Mode Discussion / Re: Any news on how to get raiding to work?
« on: September 02, 2018, 11:22:46 am »
I had a raiding party that seemed to be always traveling toward, but never reaching its destination for many months. It turned out that ONE member of the squad was still in the hospital, in traction, going nowhere. As soon as I removed the invalid from the squad, it successfully conquered the site with no losses.

If you haven't already, check to see if ALL the squad members have left. If any are hanging around (present on the "u" screen), remove them from the squad.

8
DF Dwarf Mode Discussion / Re: Instrument Value
« on: August 30, 2018, 01:29:59 pm »
Thanks for the correction, Saiko. I see my misunderstanding.

Also, Fleeting, the relative value of instruments against other exports was exactly why I wanted to know how to calculate their value. As you pointed out, they can be even better than trap components. Using just a piece of bone & a piece of wood, one could craft a 2 component instrument, and, assuming master craftsmanship, yield an instrument worth 840 [(12x50)+240]. That is a 420 time multiplier of value! 420x is better than prepared meals for multiplying value.
(By comparison, a 4 component instrument would be (12x50)+480=1080 from 4 value, which is only 270x)

9
DF Dwarf Mode Discussion / Re: Instrument Value
« on: August 30, 2018, 10:23:09 am »
Just finished 3 more birirs (which I use because they have 4 components; the drum is the base component):

Birir #1
Drum: exceptional (5) x skunk bone (1) x (10) = 50
Stand: normal (1) x cherry wood (1) x (10) = 10
Head: normal (1) x goat leather (1) x (10) = 10
Mallet: exceptional (5) x gabbro (1) x (10) = 50
Assembled as a superior (4) birir TOTAL = 320, which is (instrument quality 4 x instrument base value 50) + component subtotal (120)

Birir #2
Drum: superior (4) x skunk bone (1) x (10) = 40
Stand: well (2) x pecan wood (1) x (10) = 20
Head: normal (1) x wombat leather (1) x (10) = 10
Mallet: fine (3) x quartzite (1) x (10) = 30
Assembled as an exceptional (5) birir TOTAL = 350, which is (instrument quality 5 x instrument base value 50) + component subtotal (100)

Birir #3
Drum: exceptional (5) x skunk bone (1) x (10) = 50
Stand: fine (3) x pear wood (1) x (10) = 30
Head: normal (1) x skunk leather (1) x (10) = 10
Mallet: exceptional (5) x quartzite (1) x (10) = 50
Assembled as an exceptional (5) birir TOTAL = 390, which is (instrument quality 5 x instrument base value 50) + component subtotal (140)

Just out of curiosity, I tried a one-component instrument: a kulin
Kulin: exceptional (5) x mussel shell (1) x instrument base (50) = TOTAL 250 [Having no components, there is nothing to add]

So, for multi-component instruments, the VALUE = (instrument quality x instrument base value 50) + component subtotal [including the base component]

10
DF Dwarf Mode Discussion / Re: Instrument Value
« on: August 30, 2018, 09:44:21 am »
This morning I kept careful records as my dwarves crafted a birir. First, they made the components as follows:

drum: superior (4) x porcupine bone (1) x component (10) = 40
stand: masterful (12) x pear wood (1) x component (10) = 120
head: fine (3) yak leather (1) x component (10) = 30
mallet: exceptional (5) x quartzite (1) x component (10) = 50

These values were both predicted by the OP formula and verified in the Stocks menu, View. Next, I sent these components to the jeweler be gem encrusted. It turns out that instrument components are NOT improvable, so no encrusting at this stage is possible. Thus, the dwarves proceeded to assemble a fine (3) birir, but the total value was then 390 (so the OP formula is wrong). Applying Fleeting's formula above, where the main body is (50), times the fine quality (3) = 150, I arrive at the 390 figure only by adding the 240 value of the total components to the 150 of the instrument itself. This suggests:

((instrument quality) x (instrument base 50)) + (total component value) = instrument value

More !!SCIENCE!! is needed, I think.

11
DF Dwarf Mode Discussion / Instrument Value
« on: August 29, 2018, 07:15:20 pm »
How does one calculate the value of a musical instrument? I am guessing it would be

((material value x 10 (instrument value according to the wiki) x quality modifier) for each component, added together for the subtotal) x quality modifier for whole instrument

For example, a "birir" is composed of a drum, a stand, and mallets. Thus:

drum:   cave croc leather (4) x (10) x exceptional (5) = 200
stand:  fungiwood (1) x (10) x masterful (12) = 120
mallet: silver (10) x (10) x superior (4) = 400
Subtotal (720) x exceptional (5) = 3,600

Does this seem to be in accord with your experience, or am I missing something?

12
DF Dwarf Mode Discussion / Re: Let's talk about mead.
« on: August 27, 2018, 03:20:23 am »
I like mead.

I use it in the game as an indicator of fortress maturity and efficiency. I use the Manager to automate the process as much as possible (like all processes). Then, as I begin to see "Make mead (1) complete" messages at the bottom of my screen, I smile with satisfaction, knowing that my ratio of production hives to re-population hives is good, my jug & pot supply is good, the presser is doing his job, the still is in operation, and the haulers are hustling. If I notice a long delay in such messages, I know that something is not working rightly in the fort, and I begin trouble-shooting.

I like mead.

13
DF Dwarf Mode Discussion / Frozen Milk
« on: August 25, 2018, 02:57:40 pm »
How does one thaw frozen milk (without magma, which I do not yet have)? Upon embark, I had planned to get a cheese industry going very early, but my embark was cold, so all the milk froze. I thought that, when the river thawed, the milk would also naturally thaw. That was not the case. Now I have 9 barrels of frozen milk and an idle cheese maker. NEVERMIND -- it turns out that it just took a little more time to thaw naturally.

On a related topic, where is frozen milk stored? I thought all "globs" were stored as food, but my dwarves will not haul it to the food stockpile.

14
DF Dwarf Mode Discussion / Death Ratio
« on: August 10, 2018, 06:26:11 pm »
Taremzon, "Fatedhelms", is a 15 year old fort with a current population of 187.
The population of the cemetery is about the same. Of the dead, about 150 were killed by tantruming fellow citizens over the course of the years. Only about 30 were killed by invading enemies, forgotten beasts, or overseer mishaps (atom smashing accidents).
Is this normal? A 5:1 ratio of dwarves killed by dwarves seems high to me, but I rarely have a fort make 15 years. Am I doing this wrong? Should I pay more attention to dwarven psychology? Or is 5:1 typical? Perhaps the fact that the whole population is militarized (in squads on a rotational basis), well armed & armored (steel weapons, leather armor) has something to do with the high dwarvicide rate? What say ye?

15
DF Dwarf Mode Discussion / Easy Vampire Identification
« on: August 10, 2018, 07:13:52 am »
"Overall, Logem is somewhat focused with satisfied needs."

Except, her name is Sazir, at least that's what she is called elsewhere. So, by glancing at a dwarf's thoughts & preferences, if the last paragraph (on Needs) uses a different name, I suspect a vampire. This subject (Logem, alias Sazir) also has other evidences: a few former member affiliations, no claimed bedroom, many absent relatives, many skills. But if vampire identification is as easy as the different name in the Needs paragraph, why haven't I seen this bit of advice before? Shouldn't it be on the wiki for Vampires, the "Identification" section?

Or am I mistaken about this? Logem/Sazir hasn't yet drained anyone. Moreover, she is euphoric due to inebriation (though I do have a well stocked tavern with a diligent bar keep). Maybe the name change is a fluke. But why the different name, if not vampirism? What say ye?

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