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Topics - Tally

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1
DF General Discussion / Framerate issues?
« on: July 08, 2014, 05:33:09 am »
DF2014 seems to have some framerate issues for me, even early in the game. The game seems to waver between 10 to 30 FPS, and this is making ordinary tasks take monumental amounts of time. I will say that I am using a pretty old computer, but I was able to get pretty decent FPS on vanilla 2013.

Any helpful advice on how to make DF run better as of this update?

2
DF Bug Reports / [0.31.01] Quiver ignored if made after conscription.
« on: April 04, 2010, 11:59:02 pm »
If a marksdwarf is drafted while no quivers exist, and then you make one later, he will ignore its existence and never pick it up. No fix known, nor tried. Theorized that removing from military (and deconstructing any racks/targets they may be insistent to train on) may solve issue.

The lack of a quiver also causes training marksdwarves to stand still with a job of "Practicing at Archery Range" but gain no skill out of it. This perseveres after you have set their squad to inactive, removed them from the military, or turned off the archery target's training job. In my case I had a discharged markdwarf sit in my food stockpile for a season with the job up before I fixed it manually. This issue is fixed by deconstructing the archery range.

3
DF Gameplay Questions / Info about Teaching?
« on: April 03, 2010, 06:12:27 pm »
Tell me about the teaching skill. I want to know what it entails and more importantly, how to use it on demand.

This could be anything from data mining, observations, testing, whatever you have to pass on. Let's pool together some knowledge about this.

4
DF Gameplay Questions / Assigning Quivers?
« on: April 03, 2010, 01:10:48 pm »
How do I assign quivers to any of my marksdwarves? I don't see the option anywhere in the military screen, and I can't get my dwarves to train on archery targets unless I can figure this out.

5
DF Suggestions / Sponsoring Dwarven Settlements
« on: March 10, 2010, 03:00:34 am »
You have never seen the wondrous fort that sent those 7 dwarves to a new Mountainhome, have you? The only thing you know of them is that you get to see the caravan liaison's face every Autumn. However, I don't see why you can't play the originators of these budding dwarven settlements. And in fact, there are several ways in which establishing new forts can be beneficial to you.

So I'll cut to the chase here.


Requirements are as follows:

-Population of 100+
-The noble King must have arrived in your fortress and have his proper requirements (room, furnishings, etc.)

Per each embark:
-You may handpick seven dwarves to embark on the expedition. The odds of survivability are based upon the presence of necessary/complementary skills, as well as the presence of military skills. You MAY NOT send out legendary dwarves. Such champions of dwarvenkind are too precious to waste on colonization.
-You must part with 100 food and 100 drinks, of any kind and any combination.
-You must construct a wagon (which costs 9 wood) and part with 2 of any combination of mules, horses, or donkeys. The construction of a wagon is only available when the requirements to establish a settlement are met.
-You must provide at least 2 picks.

Options:
-Past the necessities, you may, at your option, load 5000 wealth worth of goods onto the wagon for the dwarves to take with them. This may increase the odds of survivability.
-You may choose the area you wish to dispatch your colonists to. This will be very important for the matters of trading with your colony.

Supporting your colonies:
-Every spring after you have established a colony, you will be asked if you wish to send immigrants. You may send no more than 10% of your existing population, and you will be allowed to handpick your immigrants. Sending immigrants requires an accessible trade depot. If the edge of the map is accessible by foot, but not be caravan, you may only send up to 5% of your population. You may not send legendary dwarves for immigration.
-Every autumn, you may send a caravan to the settlement. You choose what to load the caravan with. Goods will be bought from your caravan dependent upon the presence of necessities (food/booze/seeds), and objects listed in the import request. Trade goods that you receive in return will be dependent upon the biome of the settlement and your export agreement. Sending a caravan requires an accessible trade depot.
-A colony may have its own struggles and needs. This may be reflected under such things as requests for food/booze, immigrants with certain skills, or military immigrants. This, on top of other influences such as satisfying import requests, appropriate embarking group, etc. will determine whether a colony lives or dies. Yes, your child fort has its own problems and may go under as any other fortress would.




Why is this important to you?:

Aside from a constant interaction with a child fortress, which will have its own status menu that you may view, trading with a child fortress will allow you a limited opportunity to acquire materials that may otherwise be impossible or difficult for you to have. Trading with a child fortress is also much different than trading with a caravan. Rather than having a limited array of goods to choose from, you instead send out what you want, and gain back goods that are relevant to the location your colony is in. The success of trading is also not based upon the value of the goods you bring nearly as much as the import requests. Therefore, sending a large number of request-inappropriate goods may leave you mostly empty-handed, but sending goods that the colony requests will earn you a very good return.

If treated well by satisfying the colony's needs, sending immigrants regularly, and meeting import requests, the fortress may give you offerings as well.

And besides, who doesn't want their own Dwarven empire?

6
DF Gameplay Questions / Training war dogs?
« on: March 09, 2010, 03:01:07 pm »
As much as I feel it's probably a very moot question once you get a good military going, I want to know if it's possible to train war dogs.

Not as in 'legendary wrestler war dog', but more as in, give them swimming experience and hence make them a 'superdoggedly strong war dog'.

So would it be possible to tie all your war dogs in one room and continually flood then drain the room to train them?

7
DF Gameplay Questions / Tips?: Maximum Security Magma Forge
« on: December 31, 2009, 02:43:00 pm »
So I decided to embark on a volcanic island. Not entirely sure just how challenging that is, given that I won't ever be sieged (except by megabeasts maybe). The place has sand, an aquifer, and a magma pit that was visible to me (though sealed in a mountain) when I started the fort.

My question, however... I haven't dealt with magma before, and I haven't drained an aquifer before.

I want to use a magma forge when I get around to it, but I want to draft some plans for it first. Particularly... how do I create the absolute safest magma forge I can? My thoughts were to reroute some water from the aquifer to create a moat around the forge (locked in with a drawbridge when the smith goes smithing), and hence seal the forge away from any invading fire imps. On top of that (literally), have a small reservoir one Z-level above that checks its water levels so it can fill itself if the water evaporates or is dumped, and have some mechanism to dump water onto the forge just in case the smith DOES get ignited.

Basically, my intended schematics being..
~ representing moat, = representing bridge

     ~~~~~~
    ~#####~
    ~#      #~
    ~#      #~
    ~#      #~
    ~##=##~
    ~~~=~~~

Of course, the forge schematics themselves are oversimplified. It'll have personal stockpiles and such.

One Z above:
& is the pressure plate that checks water depth in the cistern. If it hits 0 or 1, open floodgate.
^ is the pressure plate that checks incoming water depth. If it hits 2, close floodgate (since it's delayed, I expect it wouldn't be hard to hit 2 or 3 depth before it closes)
X is floodgate (of course)
$ is a floor hatch to drop the water down.

    #####
    #~$~###
    #~&^X~~
    #~~~###
    #####


Questions are:

1. Is this a good plan for a secure magma forge?
2. Might I have to station military in the forge room?
3. How could I implement a drainage system that doesn't empty into the magma channel?
4. Is there any way to detect an immolated dwarf, or would I have to pull a lever?
5. How best could I implement a system for the drawbridge to allow the dwarf to leave when he needs to take his breaks, eat, sleep, etc. I was thinking of including a food/booze stockpile and bed in there (probably with metal barrels), with a pressure plate to close the door when the dwarf runs to get it, but opens the drawbridge so he can leave. I could probably do something similar for stockpiling, where I can designate ore piles outside the moat, plate closes the stockpile room, opens drawbridge to another stockpile, etc.


Appreciate the help.

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