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Messages - jcochran

Pages: [1] 2 3 ... 26
1
DF Dwarf Mode Discussion / Re: Cave Adaptation
« on: October 16, 2014, 12:19:52 pm »
There's actually 3 different environments as regards cave adaptation.

1. Indoors subterranean - Cave adaptation increases. Dwarves become more sensitive to light and the outdoors.
2. Indoors, above ground - Neutral. Cave adaptation neither increases or decreases.
3. Outdoors, above ground - Cave adaptation decreases. If the dwarf is cave adapted, he or she will feel nauseated.  Severe cases will cause vomiting.

With what you did, you had your militia exercising in a type 2 environment.

2
DF Gameplay Questions / Re: Coins
« on: October 03, 2014, 10:25:41 am »
Do the stack splitting by selling and buying from the caravan. With the use of macros, it can be fairly fast and efficient.

1. Split into stacks of 100 by selling to the caravan 4 times with 100 coins from each stack you have.
2. Buy the stacks of 100 from the caravan using your goods.
3. Pop out of the trade window and mark the just purchased stacks for trade.

4. Do 1 through 3 again, selling off stacks of 20.
5. Do 1 through 3 again, selling off stacks of 5.
6. Do 1 through 3 again, selling off stacks of 1.

You can reduce the amount of goods you use to buy back your own coins by buying back the stacks of coins you just sold with the stacks of coins you're about to sell plus  bit of junk. But frankly, that just seems to be more complicated than it needs to be. For instance to split a single stack of 500 coins.

1. Trade 100 coins to the caravan in exchange for stuff you want.
2. Trade 100 coins to the caravan plus enough junk for the caravan to make a suitable profit in exchange for 100 coins.
3. Trade 100 coins to the caravan plus enough junk for the caravan to make a suitable profit in exchange for 100 coins.
4. Trade 100 coins to the caravan plus enough junk for the caravan to make a suitable profit in exchange for 100 coins.
5. Trade enough junk for the caravan to make a suitable profit in exchange for 100 coins.
Leave the trade window, mark the stacks of coins at the depot for trade. Rinse, lather, repeat with smaller and smaller stacks of coins until finished.

3
DF Dwarf Mode Discussion / Re: Screw Pump Flow Rate. Now with SCIENCE!
« on: September 29, 2014, 12:48:42 pm »
That's what has been generally understood.  The interesting thing about pump stack construction is that order of construction is important; do it right, and a block of liquid can teleport up the whole stack in a single tick; do it wrong, and the block will move up only one per tick.  (The game evaluates pumps in reverse construction order IIRC.)

The issue with build order doesn't affect how much fluid over time that can be pumped. It affects the latency and storage capacity of a pump stack.

For instance, assume you have two pump stacks of 100 levels. One stack is built from the top down, the other is built from the bottom up. Also assume that the bottom pump of each stack has a somewhat plentiful supply of fluid. Say 3/7 every tick.

Finally, assume you have a floodgate at the output of the pump at the very top of the stack, and that you also can turn on or off power to the stack via a gear.

So you open the floodgate and turn on power to both stacks.
The top down stack immediately starts to supply 3/7 fluid every tick.
The bottom up stack will take 100 ticks before is starts to supply fluid. However, once it does start supplying fluid, it continues at the rate of 3/7 per tick (same rate as the top down stack).
Now close the floodgate at the top of each stack while leaving the power on. Both stacks will eventually fill up with 7/7 fluid at the output of each pump.

Now open the floodgates and see what happens.
The top down stack will supply 7/7 fluid every tick for 100 ticks, then slow down to 3/7 fluid per tick. Additionally, there will be no fluid in the stack itself since the stack was unable to pull fluid from the source until the stack itself was empty.

The bottom up stack will also supply 7/7 fluid every tick for 100 ticks and slow down to 3/7 fluid per tick. However, each level of the stack will have 3/7 fluid so when the output floodgate is turned off, the bottom up stack will fill up to 7/7 fluid on each level sooner than the top down stack with was effectively empty while supplying 3/7 fluid.

Frankly, both stacks have the same long term capacity for moving fluid and deciding on top down or bottom up is merely an exercise in perversity. What I do when building a pump stack is to build a scaffold gear or axial every 3 levels, then build a pump attached to those gears or axials. That lets be build quite a few pumps simultaneously. After those pumps are constructed, I'll then build all the other pumps for the stack in an other mass designate (macros are your friend). Finally, I'll remove the scaffolding. Total construction effort on my part is simply 4 designation sessions for the entire stack instead of build a pump, wait for the pump to be constructed, build next pump, rinse, lather, repeat.
 

4
DF Gameplay Questions / Re: What's the current state of sccuession system
« on: September 29, 2014, 12:22:07 pm »
Having 2 barons within the first year of the fort made for a bit of panic as I suddenly had to setup rooms for them, and furniture, and appease their demands...
I don't see how having multiple sets of nobles would be a problem. Simply consider any annoying noble to be a safety inspector for potentially unsafe levers and constructions. After all, you have a spare noble in case one encounters an "unfortunate accident".

5
DF Gameplay Questions / Re: Full Gold Minecart + Entire Circus =?
« on: September 12, 2014, 10:14:49 am »
The minecart isn't a bad idea. However, the cart WILL be stopped and thereafter do nothing. But you can make a loop consisting of nothing but impulse ramps (this will keep the clowns from being able to permanently stop the minecart). And given the artifact doors, you should be able to keep the clowns interested and present on the loop. Each pass won't do a lot of damage, but if you can keep it going, eventually it will grind the clowns into chunks.

6
DF Gameplay Questions / Re: Need help with Water
« on: September 06, 2014, 08:32:32 am »
As the above poster stated, if you breached a limited source, just let the water spread out and evaporate. An infinite source can sometimes be handled by having screw pumps pump water out of the supply area and back towards the source (think of a line of screw pumps pumping water upstream). In doing so, you can keep the area dry enough to allow for construction to permanently stop the flooding.

7
DF Dwarf Mode Discussion / Re: Deaquifering sand possible or not?
« on: August 25, 2014, 03:49:57 pm »
All you need is a sand floor optionally covered with a grate to prevent plant growth.
What I'd suggest is to dig out what you need and build walls to block off the aquifer so the area doesn't get flooded. After that, you'll have a damp sand floor so you can gather as much sand as you want, and won't need to have any pumps running.

8
DF Gameplay Questions / Re: Finger Bedrooms
« on: August 20, 2014, 01:48:27 pm »
Note: Unless something has changed and I missed it, digging out a masterwork engraved wall is a bad idea. That counts as a masterwork being destroyed and gives a severe negative thought to the dwarf that carved it.
The negative thought upon destroying or losing a masterwork is dependent upon how many masterworks the dwarf has created. So the negativity can be severe or quite minor. Since engravers tend to create quite a few masterworks if you have the dwarf engraving everything in sight, destroying a few won't cause a problem.

9
Try making the destination multi-level.


Level Z+1 = Hatch cover triggered by pressure plate. The hatch cover is at the end of a passageway
                  with a door next to it, pressure plate is on other side of door
Level Z     = final destination of drop

Theory of operation. The dwarves prefer to grab the items on Level Z (assuming you've made it so that workshops, etc are closer to the stockpile on level Z) and when there is no more stuff there because it's empty, they then start traveling to get the stuff on level Z+1. But while they're walking there, they trigger the pressure plate that causes the stuff to drop down to level Z. I assume there's no dwarves standing on the level Z spot since it's empty.

10
In order to get the sort by distance/sort by value option for the trader interface screen, all you need is a broker who has the appraisal skill.
Note: The first dwarf to actually open the trade screen on a given caravan will get a boost to the appraisal screen. But in the goods selection screen to determine what to carry to the depot (which is where you want to sort by distance/value) doesn't count as the first open.

11
DF Gameplay Questions / Re: Double slit..
« on: July 21, 2014, 11:56:17 am »
Oh... Now I feel so dumb, but I thought I had one steped it..

Limestone... = no aquifer huh?

Yup. Limestone doesn't support aquifers.....

12
DF Gameplay Questions / Re: Double slit..
« on: July 21, 2014, 10:17:52 am »
If I understand your diagram correctly, I see the following.
Level z = non-aquifer
level z-1 = aquifer
level z-2 = what you believe to be an aquifer because of seeing damp stone. However, I believe that it isn't an aquifer because the stone would be damp anyway because of the water at level z-1. The reason for single stepping while digging the up/down stairs in level z-1 is so you can see if level z-2 is damp or dry PRIOR to level z-1 getting flooded by the aquifer.

Exactly what type of damp stone do you see at level z-2? I suspect you'll find it's of a type that doesn't support an aquifer and that level z-1 is the real bottom of your aquifer.


13
DF Gameplay Questions / Re: Double slit..
« on: July 21, 2014, 08:50:41 am »
You have to remember that there are basically two types of aquifer layers.
1. An aquifer layer that has another aquifer layer beneath it.
2. An aquifer layer that doesn't have another aquifer layer beneath it.

Determining which of the above 2 types you have is the reason you single step while digging the downward stairs.
In case 1 (another aquifer layer below), once you've done the required digging, the layer that you're busy walling up is self draining. No constant pumping required.
In case 2, you need to be careful in your dig order and you need to constantly pump while walling in the area.

14
DF Gameplay Questions / Re: Problem with Aquifer
« on: July 15, 2014, 01:06:00 pm »
I figured out a way to recover , but I don't understand the one step option. I though it meant that I pause right after he digs steps

One step means that when you designate the spot to be mined in order to look at the next layer down, you pause when the miner gets close to the tile to be mined. Then you single step as the miner is digging out the spot and as soon as he or she finishes, you inspect the revealed tile to determine if it is wet or dry. The key thing to remember....

PAUSE BEFORE THE DIGGING IS COMPLETE!!!!!

15
DF Dwarf Mode Discussion / Re: Therapist
« on: July 12, 2014, 11:32:39 am »
In my day, we didn't use these pansy keyboards. 
We used toggle switches to set the bits each word, like real men.
And didn't put up with no girly punch cards either.

I view people who use toggle switches the same way I view fat people whining about not being able to reach the remote control. I only play in the purest, most principled way by manually toggling bits on my processor with a needle.

Wimp.

http://xkcd.com/378/

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