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Messages - Cool Guy

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1
DF Gameplay Questions / Re: wool industry
« on: January 29, 2013, 08:47:52 am »
Under no circumstances should you use Llamas as they need 256 tiles of grass to stay fed, which translates to 16 x 16. I guess if your willing to use up huge amounts of space for the industry then it's fine but I personally wouldn't

...and by "llamas" you mean "yaks", right?
Oh... Wait, your right. Don't mind me, I'll just stay here and mix up yaks and llamas

2
DF Gameplay Questions / Re: wool industry
« on: January 28, 2013, 06:26:35 pm »
Under no circumstances should you use Llamas as they need 256 tiles of grass to stay fed, which translates to 16 x 16. I guess if your willing to use up huge amounts of space for the industry then it's fine but I personally wouldn't

3
DF Gameplay Questions / Re: Goblin siege
« on: January 28, 2013, 06:22:33 pm »
It's either hit 80 or get a fort wealth of a million, and yeah, you'll be eligible for spoilers from below and above at 80 or a million wealth.

4
DF Suggestions / Re: would love to see an android port
« on: January 18, 2013, 10:07:38 pm »
Your Android would explode. There have been hundreds of suggestions for mobile dwarf fortress but nothing has the capabilities. Use the search function next time.

5
DF Suggestions / Re: Hot springs
« on: January 18, 2013, 10:46:09 am »
The world exists before history. By that logic, our world is maybe 5-6,000 years old. Since most races start with metalsmithing and writing and such, it would probably be closer to say that's like saying our world is only 2,500 years old, tops.
There's metamorphic and sedimentary rock. Two years, or two thousand years, isn't enough for much more than igneous.
Well we do have recorded history in before that in the fact that we know when the dinosaurs and stuff happened but your right in the fact that we don't know specifics in what happened.

6
DF Suggestions / Re: Adventures Keep Their Maps.
« on: January 14, 2013, 08:32:03 pm »
Hard drive space isn't at a premium. So clearing mapped areas to save space isn't worthwhile. However, storing saved maps for every retired adventurer does take some dedicated code to make it work, which Toady apparently didn't bother with it.

It's a good suggestion.
I'm not very familiar with Adventure mode but any map saved would probably be saved as a picture. A well traveled adventurer may make an image at about 2.5 - 3 kb. And if you have about 10 adventurers retired that can be 30 kb. That's not actually to bad from a taking up space point of view but when you think about a bunch of unused pointers in the code taking up memory in an already processor intense game it gets a bit more worrying. With how dwarf fortress saves it's worlds it might be able to get away with just saving what notable areas have been discovered instead of saving an image but that still doesn't get rid of the idea of unused pointers in the code.
I don't know what you mean by unused pointers being a problem. An adventurer map is probably not as simple as an image, but that's a good first order approximation of size. As long as the game does not load maps for inactive adventurers, there'll be no pointers to it, and it won't take up memory, just hard disk space. It's really just a matter of using a different file to store the map for each adventurer.
That's what pointers do and even if they aren't loaded up they still use memory. It's one thing I don't like about C++

7
DF Dwarf Mode Discussion / Re: Going to be in a car for 8 days...
« on: January 13, 2013, 02:40:52 pm »
How are you managing to power your computer all of that way? You have some sort of cigarette lighter to computer charger adapter or something? I mean sure I play DF, but even with my fairly new computer (battery lasts for like 8 hours when just on the internet) I can only manage to get a couple of hours of DF in before it's out of power.
I'll charge at the hotels of course, but I also have a power strip that plugs into the car outlets and gives me 4 regular outlets.

8
DF Gameplay Questions / Re: newby questions
« on: January 13, 2013, 12:13:54 am »
Some new questions:

1. Can any baddies destroy walls?  I take it there are some who can destroy things like drawbridges.
2. Does wall material matter?  Are stone walls stronger than wooden ones?
3. I'm building a tower for my archers to shoot out of.  If I want them to fire through the fortifications at any enemies they see, what's the order to give?  Do I have them defend that area (i.e. the tower interior), or do i order them to defend the outside (the area where the bad guys are)?  Will they fire if I only (s)tation them there?  Or does it have to be an attac(k) order?
4. Should I define the burrow for the archers to be only 1 tile wide, so I guarantee that they are next to a fortification? Or is it okay if they're a couple tiles in?  Will they still move to the window and fire if they are allowed to wander a bit?
5. Is there any way to set it so that a certain action will automatically be taken if a material and workshop are available? For example, to automatically smelter lignite into coke, whenever there is new lignite.  Or to automatically process "pig tails" into thread, whenever they are harvested.  I know there are a few automatic processes, like the tanning of a raw hide after an animal is butchered.  What I want is to be able to set up one of my own.
6. If I make clothing, will my dwarfs put it on automatically when theirs wear out? Or do I have to tell them to do this?

PS: That zombie siege looked worse than it was.  I had another attack of six or seven goblin crossbowmen who killed the whole lot of them (we're talking 35+ zombies here).  I then killed the goblins with only a couple of casualties.  Probably could have killed the zombies easily.  I have a question about "cleanup".  I figured out that I have to select an enemy corpse and press a key (c?) to "claim" the body and possessions.  But the corpses and body parts are still lying around the battlefiel. Any way to get my dwarfs to clean up the mess?
[o}rders>[r]efuse>gather refuse from
  • ustside

9
DF Gameplay Questions / Re: newby questions
« on: January 10, 2013, 07:02:32 pm »
Thanks, all.  Another two:

1. Tell me more about magma.  How deep is it?  Do I risk inviting dangerous creatures into my camp by digging to it?  Or is it safe to go right for it in the first year?

2.  Fishing and hunting... how serious a problem is rotting corpses?  One tutorial I read suggested putting a butcher shop at the gate of the fortress, if not outside, so the meat didn't have to be carried all the way to the kitchen.  Is that necessary?
Your going to want to be careful, if you hit a cavern on the way down you can get some generally pretty not nice stuff in your fort but the magma itself shouldn't have baddies unless your in a savage place.

10
DF Dwarf Mode Discussion / Going to be in a car for 8 days...
« on: January 09, 2013, 07:10:34 pm »
On Monday I will be packing up and moving from Washington all the way to New Jersey. I already know I'll be playing Dwarf Fortress a lot for sure but any ideas on specific cool or FUN things to do while sitting there?

11
DF Gameplay Questions / Re: Building Towers
« on: January 08, 2013, 10:36:08 pm »
Best thing I can tell you is that beds and tables can't be put on any floor that is labeled as outside (i.e. Any floor that has ever been touched by sunlight)

12
DF Gameplay Questions / Re: NOOB PANIC
« on: January 01, 2013, 02:09:39 pm »
I recommend that you burrow the children somewhere no one can see them and then atom smash them. If no one can see them then they should just be labeled missing and nit dead.

13
DF Gameplay Questions / Re: NOOB PANIC
« on: January 01, 2013, 02:07:41 am »
In addition, more gold means more gobbos. Too much use of gold (aka your use of gold) means sieges that are overwhelming, like 100+ ones. In a not completely unrelated topic, in my fortress I have 1000+
edible food (not forbidden, inaccessible or rotten) and all my dwarves are hungry or starving, similar to his drink problem. Is there any way to fix this?

EDIT:You can get absurdly huge waves even without any wealth (27 is the highest quite low wealth wave so far) but no doubt your wealth increased the wave size.
Your large wave was probably one of the first 2 waves which are hard coded, you probably just got unlucky (or lucky depending on how prepared you are)
I don't know about your food problem though

It was actually like the third or fourth wave. And I was not prepared at all. Luckily like I said I don't have any food problems nor drink problems, except that problem.
Are you sure you didn't increase wealth some other way, such as building walls or some misc. way?

14
DF Gameplay Questions / Re: NOOB PANIC
« on: January 01, 2013, 12:51:29 am »
In addition, more gold means more gobbos. Too much use of gold (aka your use of gold) means sieges that are overwhelming, like 100+ ones. In a not completely unrelated topic, in my fortress I have 1000+
edible food (not forbidden, inaccessible or rotten) and all my dwarves are hungry or starving, similar to his drink problem. Is there any way to fix this?

EDIT:You can get absurdly huge waves even without any wealth (27 is the highest quite low wealth wave so far) but no doubt your wealth increased the wave size.
Your large wave was probably one of the first 2 waves which are hard coded, you probably just got unlucky (or lucky depending on how prepared you are)
I don't know about your food problem though

15
There is no way to reload wagons or move them. Maybe in older versions.

As far as removal, either building (q)ueries or building inven(t)ory, move cursor near wagon, hit
  • to disassemble. A carpenter will come by and turn it into three logs.


As far as animals.... set up an act(i)vity zone set to pe(n)/pasture, and assign the animals to it. This keeps them from starving long enough for you to (b)uild a (w)orkshop for b(u)tchery, and then go into the stock(z) screen, select animals, and designate the animals for slaughter... I think it's (b) but it should say on the screen. When in doubt, read all the menus.

In short, read the wiki ._.
This. Although you can just pasture them somewhere with grass or moss and they'll stay alive as long as they have it. Then you breed them and have a farming industry.
You can load it back up and move it around.  I forget what the button for that is though.  I usually just disassemble it with q x.
Also, where did you hear this. This is completely wrong.

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