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Messages - LordChess

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1
I've got some axes. I've got an arsenal dwarf. I've also got some iron armor. For some reason, my military totally ignores them and I cannot even see them under specific armor or specific weapons.

What gives? What circumstances must be met for equipment to show up under these headings?

EDIT: Apparently, gear in a stockpile won't show up. Erasing the stockpile from under the items... 'solved'... this.

2
DF Gameplay Questions / Re: Removing mountain flooring?
« on: January 13, 2010, 10:26:14 pm »
the floor never looks the same if you have to patch it :/)

This is why I tend to smooth everything, but only engrave certain areas. Smoothed floors are indistinguishable from constructed ones! I wish you could engrave constructions 8[

3
DF Gameplay Questions / Re: Unusual Dwarven Geometry
« on: January 13, 2010, 10:19:02 pm »
Yeah, I was counting from zero. I need to do this stuff sober :P

However, I don't know why you needed to do all that math, Nadaka. A local tile is 48x48 game-tiles. The discrepancy arose because I was counting from zero! There's no reason to differentiate between visible/editable tiles :P

4
DF Gameplay Questions / Re: Unusual Dwarven Geometry
« on: January 13, 2010, 09:02:58 pm »
I know what you mean, but I think that once you have embarked, the amount of tiles becomes set. The site is always the same size, so once I've done the channeling, it should always line up the same.

The difference only appears if I make a 6x6 fort somewhere, then savescum and instead make several 2x2 forts in the same space. The 6x6 fort will somehow have had more space D:

5
DF Gameplay Questions / Re: Unusual Dwarven Geometry
« on: January 13, 2010, 08:45:13 pm »
I know it's confusing, it's hard to explain because it is so very bizarre. It is important to differentiate between game-tiles (the actual 1x1 constituent pieces of the world, wherein a dwarf might stand), region-tiles (the individual tiles on the world map), and local-tiles (the individual tiles on the LOCAL map, that make up each region tile).

Let me try to... explain better.

In a medium world, there are 129x129 region tiles. These region tiles each contain 16x16 local tiles. Each LOCAL tile, however, does not have a fixed number of in-game tiles.

The amount of game-tiles an individual local-tile contains goes UP as the AMOUNT of local-tiles in your fort goes up. For example, a 2x2 fort contains 95x95 game-tiles. So, you'd assume a 4x4 fort would contain 190x190, right? It doesn't. It contains 191x191. This is ACCOUNTING for the border tiles! There is literally space appearing from 'nowhere'.

2x2 = 95x95 = 47.5^2 per individual local tile
3x3 = 143x143 = 47.66666666666667^2 per individual local tile
4x4 = 191x191 = 47.75^2 per individual local tile
16x16 = 766x766 = 47.875^2 per individual local tile

The amount of game-tiles in each individual local-tile appears to go UP depending on the total AMOUNT of local-tiles contained in your fort.

Does that explain better? :P

6
DF Gameplay Questions / Re: Unusual Dwarven Geometry
« on: January 13, 2010, 08:24:04 pm »
That's what I thought, and I said that in my very post -- this is not the case. I tested it out by digging the outermost tiles (just inside of the untouchable barrier tiles) on several adjacent forts, and then coming as an adventurer. They were all separated by two, just as they should have been, so there are no "hidden tiles" between adjacent forts.

What I mean, is, I was counting those outer tiles all along. It really does just get BIGGER.

7
DF Gameplay Questions / Re: Removing mountain flooring?
« on: January 13, 2010, 08:14:37 pm »
If by rocks you mean workable stone, you CAN channel under them, they will simply drop down to the next level.

If by rocks you mean those weird boulders or whatever, you can smooth them down. However, I'm pretty sure you can channel your way right through those, too, so... :P

8
NEVERMIND 8]

So, while dicking around, generally, I made an unusual discovery about DF, and it's really putting my Euclidean brain through hell.

Regions do not have a fixed size. The amount of tiles, or space, in a region, is... fluid. If you pick one region (which is 16x16 local tiles, in the fort selection), and you make 64 2x2 forts (filling the whole thing up) and then add up all the tiles (accounting for the outer barrier -- I thought maybe the outer barrier of tiles overlapped between maps, but it does not), you will have LESS tiles than if you make ONE 16x16 fort.

The 'Amount of Game Tiles Per Local Tile' steadily increases the bigger your fort is.

How the hell does that work? Where are the extra tiles coming from? ACH MY BRAIN.

Toady hlep 8[


Better explained:
Quote
I know it's confusing, it's hard to explain because it is so very bizarre. It is important to differentiate between game-tiles (the actual 1x1 constituent pieces of the world, wherein a dwarf might stand), region-tiles (the individual tiles on the world map), and local-tiles (the individual tiles on the LOCAL map, that make up each region tile).

Let me try to... explain better.

In a medium world, there are 129x129 region tiles. These region tiles each contain 16x16 local tiles. Each LOCAL tile, however, does not have a fixed number of in-game tiles.

The amount of game-tiles an individual local-tile contains goes UP as the AMOUNT of local-tiles in your fort goes up. For example, a 2x2 fort contains 95x95 game-tiles. So, you'd assume a 4x4 fort would contain 190x190, right? It doesn't. It contains 191x191. This is ACCOUNTING for the border tiles! There is literally space appearing from 'nowhere'.

2x2 = 95x95 = 47.5^2 per individual local tile
3x3 = 143x143 = 47.66666666666667^2 per individual local tile
4x4 = 191x191 = 47.75^2 per individual local tile
16x16 = 766x766 = 47.875^2 per individual local tile

The amount of game-tiles in each individual local-tile appears to go UP depending on the total AMOUNT of local-tiles contained in your fort.

Does that explain better? :P
[/s]

9
DF Gameplay Questions / Re: Room Quality
« on: December 23, 2009, 06:05:58 pm »
If you engrave a floor, then build another floor over it, are both floors counted towards the room's value?

10
DF Gameplay Questions / Re: Time for Charcoal to Burn Itself Out
« on: December 23, 2009, 06:05:09 pm »
If it is really affecting your FPS bad enough that it would take too long to solve the problem naturally, just edit the raws for charcoal to give it an extremely low boiling point or something (though this would remove ALL your charcoal).

11
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 08, 2009, 07:50:31 pm »
Dear Toady,
Will any of these nice changes in this next version have any effects on difficulty? As it stands now, it is quite easy to found your entire fort on one dabbling stonecrafter pumping out stonecrafts (trading these for requested food and drink with each caravan), and never ever come close to running out of food or drink. Failing this, one tiny farm of plump helmets is enough to feed limitless dwarves.

So, will food be a little harder to stabilize? Will dwarves perhaps be hungrier or something? I'm noticing loads of new food items from butchery, and that seems like it will only make food even more trivial.

If anyone else asked this before, cut me a break, this thread is 500 pages long.

12
Using reveal without scumming seems like a bad idea in general. All those tiles loaded is ugly and has to contribute to lag some.

13
I don't really see much point in these mind control notions. The forbidden zones are a gameplay mechanic. If you want "don't go there unless you absolutely need to" zones, crank up restricted areas to 10000 pathing cost and use those. Anything else just undermines the entire point of forbidden zones

Do you realize you are the second mouth-breathing, inbred moron to come into this thread and post that completely worthless suggestion, that doesn't actually even work?

I consider that a shortcoming of the game, although it's not useful to argue whether or not it's intended behavior.

Here's what I don't understand. Why do you care so much about what other people playing the game can do? If you don't like these "mind control" features, nobody is forcing you to use them, so why the hell do you care?

14
DF Suggestions / Re: "Accept no jobs in area" zone.
« on: May 09, 2009, 01:30:14 pm »
A simpler option would be the reverse of this. You create "Safe job zones" (i.e. throughout your fortress), and there is a standing order available to toggle "Only use safe job zones" on or off.

Or allow activity zones that do the "dwarves treat space as indoors" thing.

15
Except you haven't debunked it, because that 'problem' already exists in the form of forbidden doors.

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