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Messages - Skullsploder

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256
DF Dwarf Mode Discussion / Re: Hauling priority
« on: March 15, 2015, 01:44:37 am »
They also tend to pick up items closest to themselves, rather than closest to the workshop or stockpile. E.g. Urist is a mason, Urist is busy building a bridge in the forge levels just above the magma sea. Urist finishes his job and notices there's a new one at the masons workshop on the surface to produce stone blocks. So what does he do? He grabs that nearby lump of cobaltite and makes the journey all the way up the 100z levels to the surface at a pace of 1 tile per day.

Stockpile links are your closest ally in this war against dwarven stupidity.

257
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 14, 2015, 02:06:45 pm »
I had long mocked the lack of progress of one of my units, but while I was switching out armors for newly available ones, I noticed they were wearing an incomplete version of the city guard armor.

The captain wasn't even equipped with the gear he had when he left the elite unit, and the guy I handed the whip to, who showed 0 skill after 6 months, hadn't been wielding it. The rest had nothing but shield. They had been guarding the entrance with bone armor, leather, and wooden shields this whole time.

Yeah that's something I really dislike about the uniform priorities - The captain of your second squad is ranked lower than the 10th recruit in your first squad in terms of equipment priorities. I manually equip my captains most of the time, as that ensures they get the stuff they're meant to get.

258
DF Dwarf Mode Discussion / Re: Dwarves don't load minecarts
« on: March 14, 2015, 09:05:38 am »
Yep. A single dwarf is burrowed at my trade depot, which loads four separate minecart hauling routes, and he gets the job done very quickly.

259
DF Dwarf Mode Discussion / Re: FPS tips
« on: March 14, 2015, 03:32:37 am »
Limit routes through your fortress, the more possible routes to a location, the more processing pathfinding takes. 

If I block of unused areas with walls, does that stop pathfinding (and improve FPS)?

Yes. But you can also just use forbidden doors to make opening those areas later less of a hassle.

260
DF Dwarf Mode Discussion / Re: express magma delivery
« on: March 14, 2015, 02:23:18 am »
Sadly that fort was four years in with that lifter built when 40.xx came out and I immediately migrated, so the only reservoir it ever got to fill was tiny - roughly 50 tiles^2 in area. It only ever filled up the canals under the magma forges at the surface, and I was in the process of increasing the cart load to fill a much larger 21*21*3 reservoir that would provide the magma for an obsidian farm.

If you are going to build it though, ESPECIALLY if you use rollers, I cannot stress enough how important it is that the whole shaft and all areas where there is access to minecarts remain totally sealed to dwarves and anything else. iron minecarts filled with magma are heavy.

261
DF Dwarf Mode Discussion / Re: Animal Husbandry
« on: March 14, 2015, 02:21:51 am »
Thread long dead, I bid thee, RETURN TO LIFE.

Yeah so I've finally got to a pc and slaughtered all 69 of my useless turkeys and poults. I left 3 breeding pairs alive, comprised of the 2 strongest, the 2 weakest, and the 2 median strength turkeys. Descriptions are as follows (with strength values according to Dwarf Therapist):

Weak
235/1251 She is gigantic yet incredibly weak
329/1346 He is enormous yet very weak

Control
993/2014 She is gigantic
1025/2078 He has an enormous build but is very skinny

Strong
1835/3698 She is gigantic with incredible muscles
1854/3736 He is gigantic with incredible muscles

The pairs are isolated in 2*2 chambers so that there is no time when the male is too far away to fertilise the eggs. There is a cage associated with each of the three chambers into which all the poults for each chamber are respectively stuffed.

I will report back as soon as the first hatchings occur.

262
DF Dwarf Mode Discussion / Re: express magma delivery
« on: March 12, 2015, 12:57:11 pm »
The one other thing I should note with this is that it had almost no impact on my FPS at all. I think FPS dropped from about 36 to about 32 when it was running with somewhere in the vicinity of 30 minecarts. They were traveling over 100z levels, and each made the trip in about 30 seconds, realtime IIRC. So it filled reservoirs reasonably quickly with no appreciable FPS drop, but then again, I hadn't maxed out the minecart load.

263
DF Dwarf Mode Discussion / Re: Shield material revisited
« on: March 12, 2015, 12:52:49 pm »
@Cheedows yeah it would make sense, but DF doesn't have much multi-material construction yet, and definitely not multi-material non-building items.

Anyway, steel shields are not the best metal shield available. If you want something to bash with, copper or artifact silver or platinum is a much better choice. Perhaps that test should be tried again with all steel, all iron, and naked, once with every native weapon, and wooden shields vs copper.

264
DF Dwarf Mode Discussion / Re: Dormitories: Any reason?
« on: March 12, 2015, 12:45:45 pm »
Almost none: sometimes it's better to give craftsdwarves bedrooms very near their workplaces. Other than that, aesthetics, and not being exploity, there is no reason.

265
DF Dwarf Mode Discussion / Re: express magma delivery
« on: March 12, 2015, 12:34:04 pm »
A multi-cart system can be incredibly fast, limited only by how fast a roller can push carts off a single tile. You can pack enough carts into a well designed automatic system that you have 1 cart per every 2 tiles in the track or so, thus delivering a constant flow. The problem is that that's roughly 88 iron minecarts for you to make. But still, if you find it preferable, here's the design of my old exploity magma lifter from 34.11 - I say exploity because the main propulsion method is impulse ramps, but you could easily place normal ramps and run a column of gears down the centre with rollers on the tiles adjacent to the centre. In fact, that would make life easier at the bottom, as you wouldn't need to build a water reactor or anything down there to provide power. Anyway, here ya go:


266
DF Dwarf Mode Discussion / Re: Things you never seen...
« on: March 12, 2015, 12:16:35 pm »
I've never seen a human siege.
I've never seen day three in adventure mode.
I've never seen a roc.
I've never seen a legendary goblin.

267
If you don't mind the possibility of a ludicrously early and very powerful siege, setup next to a necromancer tower. They never run out of minions to throw at you and the minions they throw at you are individually equivalent to a slightly less than legendary dwarf soldier.

268
Remind me, do dwarves only gain observer when watching sparring? Or do individual drills work too?

Regardless, might I suggest having an 8 room version of your current setup, Staalo, and implement  the swimming trainer from the other childcare thread in one of the extras (trains climbing somehow), and in another you have a communal barracks for the whole fort, particularly marksdwarves. Adjacent to this you can have a single tile room built with fortifications or, better, bars around it. That tile contains a pressure plate which holds up a bridge which keeps back a minecart which upon launching double-shotguns an undead creature into the 1 tile room. The whole process can be fully automated - no player interaction. At the same time or slightly sooner, another undead is deposited by the same mechanism into the children's dining hall. The military will aggro, and go after it, but not before the kids experience some first hand combat. The military cleans up when they arrive and the kiddies can get back to recovering. All this is timed off the first undead's death by marksdwarf, which is a fairly long timer. Shorter substitutes are available, but  the first UD dying is a solid indicator that there are miltary units nearby to clean up.

In terms of full automation, you need to keep a stockpile stocked with undead in cages. Best way to do this would be to set up a minecart QSP set to take corpses and refuse and dump them down a hole. In view of the bottom of the hole sits a necromancer behind fortifications and glass windows (in case a building destroyer part gets chucked down). At right angles to the necro's little chamber is the trap corridor, filled with dozens of cage traps followed by a decent amount of weapon traps to get rid of excess undead.

Thus you have an undead producing factory feeding slowly into the daycare.

If you want less threatening undead you might want to have another necro sitting at the top of the chute 1z below the minecart itself and on the same side. This way he will see the stuff only once it gets thrown down and reanimate it as it falls past. If you make the fall 30z levels, the undead will explode on impact and give you nice small bits to work with. Alternatively, just drop cavies down the chute to be reanimated, or set the refuse pile to only take hair. Your choice.

I know you have no problem with micromanagement but if this factory works it would be an excelent step towards this being practical for everydwarf.

269
DF Dwarf Mode Discussion / Re: Shield material revisited
« on: March 11, 2015, 02:30:08 pm »
Does someone have their DF handy to pit some max skill dwarves in full steel against one another? Give one side wooden shields and the other copper, and give them swords or spears. Then the same with no skill, mid skill, and no armour.

Also sorry about my faulty memory regarding shield raws. Even so, I'm pretty sure there is a way to make misc objects do edge damage. I seem to recall a thread where someone put serrated disks, which are technically not weapons, in his minecart shotgun and they behaved as edge attacks when they hit things.

270
DF Dwarf Mode Discussion / Re: Shield material revisited
« on: March 10, 2015, 03:07:11 pm »
I'm pretty sure you can just add a spike to it in the raws. All that differentiates it from any other weapon IIRC is a tag along the lines [IS_SHIELD]. So take a look at the sword profile, which has separate attacks with separate contact areas and different damage types for pommel strike, flat slap, stab, and slash.

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