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Messages - fractalman

Pages: [1] 2 3 ... 51
1
Roll To Dodge / Re: YOU AT DERAIL: REVENGE OF MINECRAFT RTD
« on: December 10, 2015, 05:23:19 pm »
The funny thing about Kingdgom Hearts nobodies is that they actually have a body, while heartless have a heart (well, the type of heartless formed when a heartless kills a person has a heart; the type of heartless that spawns automatically doesn't have one).

now that I sortof exist, poke lukinator. 

2
Roll To Dodge / Re: YOU AT DERAIL
« on: November 08, 2015, 09:09:51 pm »
use my non-existence to become a "nobody" from kingdom hearts.

3
Roll To Dodge / Re: YOU AT DERAIL
« on: November 07, 2015, 05:17:26 pm »
Clearly, we should become something that can survive in high-rainbow environments.

Become a pony from MLP. preferably a unicorn so I can start fixing things.

4
And someone create crappy mspaint recreations of the lost images.
On it!



Arguably I should have tried to figure out what the image was first.
Meh, close enough.  :D ;D :D

5
DF Suggestions / Re: Consistent Building Materials
« on: June 18, 2015, 06:46:09 pm »
I discovered last night that using the z menu and simply forbidding all the stones except the one I want really smoothed things out.

Then the reality that I was attempting to build a floor out of 40000 granite blocks hit me, and I chickened out.  I'm having the dwarves pull back up the thousands of floor tiles they already used, and I'll just let tower caps grow if I ever hit the caverns.  In a 200 by 200 cistern that is 7 z levels high I should have enough room for them.

You can build roads if you don't want to build anything on top of them.  Saves blocks, and goes a lot faster, as well. 

Still, if you want to build and not have tower cap problems, it's easier to just not build in the caverns. :P  You can work the edges of the caverns to rearrange them all into ramps up into your carefully-sculpted gardens of stone just above the proper caverns you've had entirely walled off.

It's a cistern, hence a muddy floor, hence walling off the caverns won't help. Only save-scumming to avoid ever breaching them will help, or building roads.

6
DF Dwarf Mode Discussion / Re: King
« on: June 18, 2015, 12:49:14 am »
Dig out an area, as small as 6x5. Then create and overlap all of the rooms.
If you overlap rooms, the value of each is decreased by 75%, usually making that a bad plan. (Walls can be shared without penalty.)

He's a king, don't skimp - 1 of each room, do it right. You can place diff rooms above/below each other to create a multi-level "apartment", but remember that you can't designate a single room across z-levels.

More precisely, 1 overlap is a 50% penalty, two overlaps is a 75% penalty, but overlaps after that don't penalize further.

Of course, you really should give the king 4 rooms, each a minimum of 11x11; one epic dining hall, one epic bedroom, one epic tomb, and one epic office...Preferably in chalk or obsidian.

...unless, of course, you're worried about FPS, in which case shoving the king in with all the other dwarves is perfectly acceptable.

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 17, 2015, 11:39:46 am »
Lost several dwarves to chain-reacting wearbeasts (having a faster computer also means less time to respond to unusual events).

The best mechanic wound up bedridden for months(?) before going berserk. :(

I probably should've channeled a spot out from under him.  Guess I'll have to train up a new mechanic. 



8
DF Gameplay Questions / Re: My Bad Fortress Design
« on: June 15, 2015, 05:47:17 pm »
I am unhappy with my fortress and complaining.

I play on the smallest map to increase my fps for any tiny frame I get. I want to make my fortress high populated wealthy save and much more things that are not FUN. Now my population is about 100 dwarfs with 15 children and I barely keep them alive. The alcohol production is very close to waterdrinking and even if I planned to build short routes dwarfs seem to be running all the time for drinks and food. Now I have my first tantrums and I am not sure why or what had been missing to inject the maximal happiness into dwarf bodies. As I don't have a particularly question, but my own unhappiness, here's my fort in screens and shotted. Maybe someone can give me some tips how to improve the productivity of Cloisterportal.
*snip*
I am happy about every mayor minor mistake or undwarfiness you can show me. Oink

You are willing to do anything, no matter how undwarfy, to help with FPS?
The ultimate bedroom:
Spoiler (click to show/hide)

This will cut down on lag by an enormous factor.  Legendary Bedrooms for all your dwarves, with the bare minimum of pathing required. Simply resize each bedroom to include the whole room.

A possible layout to put basically everything into one layer:
Spoiler (click to show/hide)

Note that this layout almost fits into the big square in the middle of sublevel (you can ignore the bundle of beds in the south, those were temporary beds).  Keep in mind that not everything is stockpiled, and that you will experience cluttered workshops as a side effect. This is perfectly fine; the slight loss in workspeed is worth the decrease in hauling distance. 

Once you've got that, you can make sure there's nothing in the other portions of your fort, and wall them away, decreasing the amount of pathing your dwarves need to do.


9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 13, 2015, 07:15:09 pm »
I'm kinda worried about the miasma this might cause...

http://imgur.com/N3Xm0NU

just so long as it gets into a stockpile right away, you can sell/give it to the next traders and not need to worry about the miasma.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 12, 2015, 08:07:59 pm »
Managed to get steel armor for all 50 dwarves using wood as a fuel source. Used up all the wood, and had to wait almost a season to get more trees to regrow. 

Now I have trouble with Kia people, though they do seem strangely fond of wooden corkscrews...as such, I have set a ring of cage traps around a corkscrew stockpile. It's working rather well.

Gave all the bones from slaughtered animals to the elves.  I really wish they still brought raw wood, they'd be much more useful if they did...

11
DF Gameplay Questions / Re: Melt Cheating
« on: June 10, 2015, 10:51:36 pm »
They're just converting the energy from the glowing pits that keeps the HFS from collapsing under its own weight to matter.
No violation of physics involved at all.

Is that how it works?

Somehow I always thought of it as the metal getting some horrible dwarf-based mold on it, and as dwarves continue to handle it, more and more of the nasty stuff gets incorporated into the metal, causing the metal to seem to multiply in volume, when in reality you probably shouldn't use that for anything that's going to come into contact with food.

HAH!

Personally, I see it as the dwarves "crystalizing" the target metal out of the magma...which admittedly only makes sense if you attach the workshop to the magma sea.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 10, 2015, 07:22:53 pm »
Quote
I once had a barrel of freaking dwarven wine that cost nearly 400 urists just because the barrel had some gems on it. In fact they do the same thing with flour, sugar, sand, and even seeds. I don't want fancy barrels and bags, I want the contents of it you thieving magpies.

A different question would be is there anyone who doesn't use prepared meals/battlefield junk to buy everything? Cause it seems like everyone and thier cat just uses prepared meals because they're stupidly valuable (and rendering your crafters vestigial to your workforce.)

I've not seen that, actually; they might bring a high-quality barrel, but if it contains stuff, it won't usually be decorated.

I am trying to switch over to steel battleaxes as a primary export, though, with prepared meals on hand in case the trader doesn't like my offers.

On another note: artifact native-gold hatch!  Hello instant royal bedrooms! Plus I'm finally getting my dwarves to eat at the legendary dining hall I've set up (for some reason they've been refusing to eat at my dining hall this fort.  maybe it was the temporary bedroom? *shrugs*)

13
DF Dwarf Mode Discussion / Re: Neural fortress design
« on: June 10, 2015, 05:44:54 pm »
After lots of experiments with fortress designs, including standart layered design (finished goods warehouse level, production level, raw materials level, housing level, ...), above ground designs (small circle fort with moat, skyscrapper housing/production), experiments with various starting conditions and sites, I've come up with several thoughts:

  • First you don't know where to put all these useless drunks, then there's never enough of them /li]


    • Rooms and furniture take too much space and efforts
Eh...that depends.  If you're worried about FPS, then the best thing isn't 1x1 bedrooms, but the massively overlapping exploit bedroom.  If you're not...then, well, I personally can whip out 3x4 lavishly decorated and engraved bedrooms for everyone in the space of a year or two.  (by lavishly decorated, I mean I put an expensive, highly decorated rope from the caravans, a chair, a table, and a food and drink stockpile, so that tantruming dwarves can be put into the most lavish timeout ever, where they can eat proper meals and everything. 


It's hard on the FPS, though.

Quote
All your efforts to make centralized short-travel frotress will not stop dwarfs from doing something but s/omething you need them to do
Quote

My fortress is a highly compact fortress with a maximum of 30 travel distance for 70% of jobs, and an average distance of about 8 from within those jobs.   I could do even better by carving out a staircase cube, but do not wish to rearrange my fortress at this time. (There's not much I can do about the wood-hauling or stone-hauling distances, which probably make up 30% of the jobs). 

They also do what I want them to do. To get dwarves to do what you want them to do, there are two tricks: never assign more jobs on repeat than you have dwarves/2, and get Dwarf Therapist.   (divide your Dwarves by 2 because some of them will always be needed for hauling, sleeping, drinking, eating, or other non-workshop tasks such as hauling.)

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 10, 2015, 05:18:04 pm »
Just a quick poll, am I the only guy who feels compelled to buy, if I can, all the food, booze and animals from the caravan? In case something happens?

Just wondering.
I don't...but I dofeel compelled to buy all the cheese, sugar, and flour. It makes for particularly valuable meals if I need to be exploity (which is almost always), without requiring the extensive infrastructure/prep time that normally goes into making those things. (an extensive herd of milkable animals...is nowhere near the top of my to-do list.)  I also buy all the animals for their fat, which is used to make soap. 


What I don't buy is bulk booze and relatively worthless foods.

15
DF Dwarf Mode Discussion / Re: Workshop Quantity Curiosity
« on: June 10, 2015, 04:50:47 pm »
I once had about 12-16 masonry workshops going non-stop making rock blocks for a small megaproject in a community fort-I only had a year to do it in. 

I might get as many as 9 wood furnaces in my current fort, but I doubt I'll actually need more than 7.  (Steel armor for the whole fort is going to take up lots of carbon, especially if I insist on it being masterwork...)

You can melt steel weaponry with just magma.  Sure, it's not perfectly efficient, but if you're feeling exploity, combining a bolt splitter or excess leggings with melting should keep you into steel.
I'm aware. I've tried to use it before, but the FPS hit I took from so many dwarves trying to path through all the mining areas, and not just the miners/stone haulers, has previously made such forts non-viable, so when the trees became multi tile (and thus viable as a fuel source for mass steel production), I switched over to the surface.

Maybe my next fortress I'll give magma smelting with minecart-based hauling a try, since my new computer is holding up so well.

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