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Messages - Khosan

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91
DF Gameplay Questions / Re: Item / Material quality differences.
« on: March 28, 2008, 04:54:00 pm »
quote:
Originally posted by puffs:
<STRONG>In my experience, steel picks do make your dwarves mine faster. I did this by comparing two dwarves with similar agility and mining experience, one had a bronze pick and one had a steel pick...the guy with the steel pick was noticeably faster, maybe 50%? I'm not really sure.

I think it's the same way with axes and woodcutting, but I haven't tested it.

[ December 31, 2007: Message edited by: puffs ]</STRONG>


Did they have the same strength as well?  I've noticed that a dwarf with a high strength mines much faster than one with no bonus strength.


92
DF Gameplay Questions / Re: Frames per month?
« on: April 03, 2008, 04:58:00 pm »
quote:
Originally posted by puke:
<STRONG>no, but its a really good question.  

should be easy enough to get a rough order of magnitude by capping your FPS as something low and easily sustainable (say 100 on a new fort of the smallest/flattest kind possible, or 20 if you have a really old cpu) rate.  then time the season transitions - maybe let a whole year go by so you can get the average. maybe start on an isolated map so you wont be interupted by traders.

the divide.</STRONG>


Couldn't you just do it step by step?  Slower, but you'd be certain on the number of frames.


93
DF Gameplay Questions / Re: Sewer backup?
« on: March 28, 2008, 09:54:00 pm »
Has anyone considered adding a U-Bend into some kind of water trap?  The extra pressure from it will speed up the fill of whatever chamber you choose.

94
DF Gameplay Questions / Re: Managing Large Forts
« on: March 27, 2008, 10:57:00 pm »
quote:
Originally posted by Anti-Paragon:
<STRONG>I keep 'head' workers for each work function. (Head cook, head Armorsmith, head siege engineer etc.) and allow each person to 'take on' two lackies, depending on who comes in migrations (exception; farmers, cooks, and brewers). The head 'whatever' has no hauling jobs, and the two lackies have hauling jobs related to their field. Anyone of a chosen field (except peasents) that exceeds that is put into my 'system acceleration/response team', is given masonary, architecture, carpentry, mining(when needed) and is drafted into the military. They train until I need some mass construction/excavation. This means if I, say, wanted to build a structure, my regular masons would mass spam blocks while my mass construction team took care of moving all building materials to the sight, then subsequently making the structure.

The peasents, however, are a different matter. I keep my peasents for all my major hauling jobs, which, in any large fort, feels like 90% of the work...
Peasents are usually just general haulers, but I always keep some food haulers, spanning out about 3 per 50 dwarves. You can also keep lots of food haulers and make your food industry lackies as dedicated as the mains.

This system seems to work fine for up to 300 dwarves, though at that point, you usually take on two mains per industry with four lackies. I haven't tested anything over that, though.

Have fun!</STRONG>


I find this system intriguing, and I would like to adopt it in my next fortress.


95
DF Gameplay Questions / Re: fire imps and magma
« on: March 24, 2008, 04:23:00 pm »
I've found that if you make the channel between the magma pipe and your fortress long enough, the imps and Magma Men will probably lose interest before meandering all the way through the thing to your forges.

4 years, no imps so far.


96
DF Gameplay Questions / Re: Using animal traps for vermin food supply
« on: March 22, 2008, 11:33:00 pm »
quote:
Originally posted by benoit.hudson:
<STRONG>So, you expect dwarves to walk down the road to get groceries at Hole Foods, booze at Trader Urist's, and warm clothing at The North Chasm?</STRONG>

I see what you did there...  :p


97
I have discovered a solution to the dwarves running outside.

Forbid everything.  Crack open the (d)esignation menu and (f)orbid everything you can see that's not underground.  Dwarves won't go outdoors any more until you re(c)laim everything.  Otherwise, I would've had a similar problem earlier today when the human caravan got ambushed by goblin bowmen and slaughtered everything except the Baroness who came with them, and I would've lost about 20 haulers out of 60 dwarves to the whole debacle.

As for the other problem: It does take some time for all the recruits to get rounded up and for the leader to give orders.  Once that's done they will scramble toward the station or patrol points.

I did have one weird occurrence with the human caravan situation I mentioned earlier.  I make it a habit of preparing my military whenever the merchants show up, since goblins are never far behind and will tend to screw with me, so the humans show up and station them just outside my main gate.  So all the minions head there, while the two Champions I'm training in the ways of hammering head off to pick up their crossbows.

But the champions didn't stop there.  They apparently decided that they had to pick up something from the destroyed human caravan that the goblins were camping, even though every last item was forbidden.  I tried reforbidding, resetting the station point and even random leader-switching.  Didn't work.  They ran into the horde of bowmen, with no ammo and crossbows in hand.

They still won, but, y'know, my finger was hovering over the keys for a save scum.


98
DF Gameplay Questions / Re: Cavern sickness
« on: March 24, 2008, 07:29:00 pm »
quote:
Originally posted by ColonelTEE3:
<STRONG>I still don't understand; if you build a glass floor, and then proceed to have dwarves live/work BENEATH the glass floor, thus making it a glass ceiling, will they throw up if they have cave sickness? I want to build a skylight for my count's throne room, but if he's just going to throw up every time he enters the room for a meeting, i may as well forget about it...</STRONG>

But that's one of the key elements of Dwarf Fortress!  Dwarves vomiting is a sign of respect!


99
DF Gameplay Questions / Re: Are bowmen too beastly?
« on: March 24, 2008, 08:57:00 pm »
Another thing to keep in mind with archery is that it's very safe to level and, depending on where you are, can be very easy to level (heavily forested areas or places with lots of animals).

That's not so much archery's fault as it is the fault of sparring.  Casualties are ridiculously high once everyone gets trained up, when Dwarves are trading Ultra-Mighty axe blows.


100
DF Bug Reports / Re: Miraculous births
« on: November 23, 2007, 09:02:00 pm »
quote:
Originally posted by 0x517A5D:
<STRONG>Are there any wild horses and camels?  Check the unit list, just below the tame animals.</STRONG>

Not a one.  Just lots of goats and a Giant Eagle that keeps bothering my dwarves.


101
DF Bug Reports / Miraculous births
« on: November 23, 2007, 08:46:00 pm »
I've had this happen twice now, and it's starting to get weird.  Through miraculous means, it appears that a couple of my lone female animals (a horse and a camel, specifically) are giving birth to their young without ANY male to impregnate them.  They're just randomly giving birth.

I can see two possibilities.  One, they were pregnant when I embarked, but took over a year to give birth.  Two, they are somehow being impregnated by one of the three male dogs with nothing better to do, which is just plain creepy.

I'm using 33b, and it hasn't happened to me before.  So it might just be me being paranoid.


102
DF Bug Reports / Re: Not burninating the countryside? [38b]
« on: March 27, 2008, 10:10:00 am »
I got my first one last night after about...7 or 8 years.  Titan.  He walked into one of my cage traps.

103
DF Bug Reports / Re: [38c] Magma pool with no magma?
« on: March 22, 2008, 09:15:00 pm »
If you're in a glacier or something like that, the answer's kinda simple.  All the magma froze.

104
Ah.  Well, good and annoying.

105
So after causing a cave-in that crashed through several layers of my own fort (my own fault, since I forgot that cave-ins continue downwards until they hit something solid) and quickly fixing it up with blocks and whatnot, I thought all was well.  I found out something was amiss when I set the order for all my Dwarves to stay inside (Humans were coming, and I wanted to be proactive about avoiding civilian losses to goblins) and I got several cancel orders for forbidden areas, one of which happened to be a dwarf canceling their need to sleep.

As it turns out, everything that had been broken through during the cave-in still says it's outside, even though I've covered up all of the holes that were caused by it.  It's kind of making me paranoid about the possibility of goblin bowman ambushing my 100-dwarf dining room.


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