Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - arka0415

Pages: [1]
1
As long as the walls are smoothed natural stone, else they can climb.

This is good to know - so if goblins were in an open-topped room with non-smoothed walls that was filling with magma, and no other way out, they'd climb up the walls to escape?

2
Thanks, this is helpful - I assume even 1/7 magma is viewed as an obstacle?

I'm pretty sure magma moves slower than goblins do, even when pumped out of a screw pump, so this means the goblins definitely need to be trapped - either by magma flowing in from behind them too, or by activating an obstacle that shuts them in.

If the magma-pump trap would only work in a room of fixed size, I suppose there's no advantage compared to just replacing the floor with a retractable bridge and dropping everyone in the area into magma?

3
DF Dwarf Mode Discussion / Trap design - do goblins run away from magma?
« on: January 21, 2023, 02:22:59 am »
I'm planning to build a pump that floods my fort's entrance with magma, but I'm not sure how to make it kill goblins versus just scaring them away.

If goblins are pathing into a fort and magma comes flowing towards them, will they just see it and run away? Do they need to be locked in by bars/grates?

4
DF Dwarf Mode Discussion / How much impact does FPS optimization have?
« on: January 17, 2023, 07:22:33 pm »
I've looked through the Wiki and threads here, and while I've found lots of guides to improving FPS, it's not clear to me how much these optimizations actually achieve.

For example, let's say there are two forts:

  • Fort A is a 6x6 embark with 200 dwarves, 100 animals, 100,000 items, forest biome with a huge number of trees, and no FPS tweaks in worldgen.
  • Fort B is a 3x3 embark with 150 dwarves, 10 animals, 10,000 items, desert biome with no trees, and weather turned off.

Naturally Fort A would have lower FPS than Fort B, but do we know by how much? Would the unoptimized fort have a hugely lower FPS than the optimized fort, or would it just be a fraction lower?

5
DF Dwarf Mode Discussion / Re: Trade wagons locked behind 1st noble
« on: January 17, 2023, 07:13:58 pm »
Same issue here... its a big oversight... with some luck should be "easy" (from a logic perspective, idk with programming xD) to fix... if the baron/noble dies and has a heir at another city, it comes to live to your fortress. If it doesnt have a heir, at the next outpost liaison let you pick another one :o

So would the only solution to this problem, at the moment, be to make sure the 1st noble you appoint has lots of kids in your fortress, and then keep those kids as safe as possible?

6
DF Dwarf Mode Discussion / Re: Magma crabs not firing
« on: January 17, 2023, 07:10:15 pm »
In the caves, giant cave spiders might attack a hauler but they won't spit webs at them, but if you send a squad of military after that spider then it will fire webs madly at them, and crabs might also respond like this if you send a squad walking past them.

Thanks, I think this was the issue! I had dwarves, cats, ducks, and some herdable animals out there, and they never shot. So I gave up and just left the drawbridges open; lo and behold, the first Human merchant caravan that arrives was promptly blasted into ash, causing a forest fire that torched the entire map. So I guess they only work on entities that the game tags as "military" or "hostile" to some extent?

7
DF Dwarf Mode Discussion / Magma crabs not firing
« on: January 12, 2023, 07:16:22 pm »
I tried making some Magma Crab pillboxes, but unfortunately they haven't fired at anything. Here's the setup:



Each crab is behind a fortification, with a retractable drawbridge to block line-of-sight if needed. I tried chaining some ducks in front of them, and some odd things began happening:

  • Both the magma crabs and the ducks became "Terrified while in conflict"
  • The ducks moved away from the magma crabs, as if trying to run away (but restrained)
  • The magma crabs didn't appear to shoot, but the ducks quickly became Tired
  • No combat notifications appeared, even though the ducks were apparently reacting to the magma crabs
  • All of my magma crabs have the "Vision lost" tag for some reason

Either way, nothing at all seemed to happen. I later opened the gates and let dwarves walk back and forth in front of the crabs, but nothing happened then either.

Have I not set this up properly, or do magma crab pillboxes not work anymore? Thanks!

8
DF Dwarf Mode Discussion / Trade wagons locked behind 1st noble
« on: January 12, 2023, 07:00:59 pm »
The interaction between the availability of trade wagons, and the fort's 1st noble, seems bugged or at least very counterintuitive.

Trade wagons only seem to come not just when the fort becomes a Barony, but when the 1st appointed noble is alive and in residence. In my current fort, my Baron was killed, and trade wagons from all factions stopped.

Adding to this, when the 1st noble is killed, it doesn't seem like they can be replaced. After the Baron died, outpost liaisons have upgraded the fort to a County, then a Duchy, but I've never been able to appoint a new Baron, Count, or Duke, and none arrive to take the position.

With these two points in mind - trade wagons stopping when the noble dies, and the noble being irreplaceable - it seems trade wagons are only ever available between the appointment of the 1st noble, and that 1st noble's death. Is this accurate?

Pages: [1]