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Messages - Goatmaan

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76
DF Gameplay Questions / Re: So, how do you survive with no trees?
« on: September 30, 2016, 09:38:55 am »
If you think running forges on charcoal is wasteful, you're gonna love this.
40.19 Anvillocked has been stuck in "emergency supplies" mode for several game years.
I'm not complaining. Here's why.
Apparently if you're logs are less than dwarfs,  the caravans bring only logs and food. Nothing else. The elves bring just over 400 logs, 10-15 food.
Humans bring 800+, 175-250 (not sure) food.
Dwarfs bring 800+, 250-350 (not sure) food.
Maxxing logs from dwarf liason has no effect.
Logs are cheap, got 20k of crap laying around? You just bought the caravan, AND their "ecstatic with the trade!
When you buy the logs, it allows them to carry more weight. Even the elves can haul.
I chop 100+ trees at 200+ tile distances from the fort for 300+ logs that get hauled back. That's a long walk.
Together the caravans bring 2000+ logs a year, to the depot just out front. Hmn..
 The bins are made, so are the beds, the catapults and ballistae.
4 wood furnaces easily burn 2300+ logs. To make steel.
And between the caravans, our anvils are truly locked.

   Goatmaan


77
DF Gameplay Questions / Re: What are the FPS deaths?
« on: September 28, 2016, 08:25:29 am »
Well I can say that not automated jobs don't hurt fps much or for long.
I'm pretty sure 300 by hand would outperform a minecart system, maybe less.
That's part of the reason for 300 unfinished bedrooms (hoping for migrants also)
Door/bed placement generates 600 jobs, if I "shut down" all production but farming before placement I can "probably" force 600+ idlers. The multiple 1*3 stairs are likely to kill many, but we'll see. I'm quite used to throwing up to 400 at the depot, so I don't think it'll crash.
Whatever the "bottom" is, I have yet to find it using dwarfs.

Bumber,
 After playing this fort this long, an unrecoverable crash seems unlikely. That leaves three endings for Anvillocked.
1. Without new migrants, the population will dwindle. If that begins to  happen, I'll be forced to admit defeat. Real possibility. Wont be happy but I'll post the save.
2. A good ol friend killing tantrum spiral.
 Remember all those miners? What about the woodcutters? The hunters ..
A 900+ dwarf spiral, the biggest ever seen? I'll be sure to "save" you a front row seat.
3. A brute force attack on hfs, with nothing between it and the surface but a lot of dwarfs, wearing a lot of *steel*, carrying a lot of *weapons*. Then they meet the civilians of Anvillocked.
That may finally crash it. I really hope not, as I've waited a fair bit for that fight.

Hmn...I was thinking it was "stark raving mad", but don't worry, one of those 3 ways Anvillocked's end draws nigh, then I'll be certified.  :P

  Goatmaan

78
DF Gameplay Questions / Re: What are the FPS deaths?
« on: September 27, 2016, 10:21:29 pm »
Until reading this thread, I've never considered Anvillocked a mega fort. But I guess it is!!
Before anything else, it would NOT exist without Dwarf Therapist and DFHacks clean owned, period. Exclamation F'n point.
Started in January of 2015. Embark year 1072, current year 1112. 40th anniversary.
A 40.19 fort, 6*6 forested embark, with a 1z ridge on the far north and east. Fort entrance is 30 tiles from the east side, center. The main 1*3 downstairs are just 22 tiles from east side, center. This makes the map quite a 300+ tile walk. We clear cut the map twice, and paved about 3/4 it with granite blocks. Ran out of logs. 8) Frantically UNpave map except for a 20 tile border, shift those block to flooring the new edge...trees are now easily "manageable" and 9. 10*10 binned granite stockpiles and 5 5*5, await the 147 masons to begin flooring. The 190*160 forest can quickly fall to 37 woodcutters.
The fort is contained in 16z levels, 112*85 a level.
300 6*6 bedrooms with 2 tile thick wall (personal palace, 1 item bed). 3 levels in use. 3 levels need the already made masterwork beds/doors placed. For the 600 haul jobs it'll create, ALL but farming will be shutdown, to get max idlers first.
Barracks are all 18*13, engraved, masterwork steel armour stands, 10 masterwork beds each.2 per block, 30 barracks/level. 2 levels.
16 catapults fire nonstop, training 30 seige ops. Ridding a mining training zlevel of rocks.
76 miners, 32 are not legendary.
Max total dwarf population reached 997. Max adult dwarfs 824.
Minimum FPS 2. (Slaughtering 239 got me back to 3)
Current population 803 adults, 123 children, 9 babes.  937 total population.
Current FPS 3. Am even seeing 4 now and then, despite z level mining ( not walled of), 77k booze and the rock pots for them, among other item counts, and I use bins, I don't atomsmash, and have not a single qsp. No minecarts, wheelbarrows abandoned years ago. Just dwarfs. Lots and lots of dwarfs.
A single game day takes 7 minutes. Not very !!fun!!. Yet  :P

Anvillocked's goal of 1000 adult dwarves eludes me still, and if we don't get more migrants, will be impossible.

   Goatmaan

   


79
DF Gameplay Questions / Re: Military Questions
« on: September 25, 2016, 07:14:36 am »
You're gonna love crossbow dwarves.  8)

    Goatmaan

80
DF Dwarf Mode Discussion / Re: Haunted by a ghostly gelder...
« on: September 24, 2016, 07:21:54 am »
The happiest dwarf in the fort just happened to be a vampire, who was locked in a 2x2 earthen room with a masterwork table, chair and door. Nothing else to look at for years=Very happy!
Then a ghostly pet began haunting him. It took years to break him!!! Never saw that ghost more than 10 tiles away, and always returned to "vamp2". Vamp2 eventually took out the door and met vamp1 who promtly beat him to a pulp, but didn't kill him!  Laying paralized on the dirt, surrounded by the full coffins, and that ghost STILL haunted him!!!
He's no longer a happy vampire.  :P

  Goatmaan

81
DF Gameplay Questions / Re: Embark size
« on: September 16, 2016, 07:54:50 am »
Anvillocked is running the same fps it was back in May!
I'm about to double the bedroom capacity with beds doors in an attempt to kill it.
If it goes "not responding" I'll let you know  :P


   Goatmaan

82
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 09, 2016, 04:59:43 am »
It's now been 39 years, and Anvillocked struggles on,  eternally hounded by fps death.
Year is now 1111. 1102 was the great unpaving, when log consumption became obvious.
Not long after (before the trees regrew) All the caravans brought only logs and food. Great!
They're still doing it. So I've done a bit of science. I have read about "emergency supplies" if the fort falls below 1 log per dwarf, that's what they bring.
They bring almost 2000 logs a year (800+ human 800+ nonmaxed wood dwarf 300+ elves)
I'm on a 6*6 map and the "cutting edge" of the forest is 200 tiles away.
Disregarding the elves, that's 2000 haul jobs generating 400+ tile walks.
 Hmn...what number of logs do I have be under? Lets just keep it close to zero.
When you buy the logs it relieves the weight, and logs are cheap. The garbage trucks can really haul then, even the elves.
2000 logs a year, delivered to the depot just out front? Yes please, and Thank You!  :P
Problems like old age are tough the death/birth ratio will stop me if i don't get migrants, I'm hoping lack of migrants is due to too few rooms, as many complain about "lack of bedroom". It may be the emergency supply thing. Both easily solved.
I just pray to Armok I haven't emptied the void!  :P
802 adults still drinking..

  Goatmaan

83
What are the squads ammo set at? 25 bolts per dwarf in squad, and I "think " 25 training bolts too.
I'm still on 40.19 and I'm pretty sure the combat/ training bolts got changed.
I just use hunters to train xbow to +5, then squad them into a 2 target barracks.

  Goatmaan

Ok, that's the problem, set ammo to 25 PER DWARF in squad, and 25 per hunter too.
At least you posted the screenshots right!! They *rarely* show on my phone, so I didn't bother looking the first time.
And you can set wood/bone for training,.and metal for combat.

84
I just got my xbow squads to use battle axes, happy day.

  Goatmaan

85
DF Dwarf Mode Discussion / Re: Best outfitting for military dwarves?
« on: September 08, 2016, 05:58:34 am »
 Centigrade
Another thread got me to open the miltary screen for the first time in many game years, and as the end of Anvillocked nears I was thinking what a waste of crossbow dwarves when they close to melee.
Then I reread this thread.
38 xbow dwarfs are headed to the weapons stockpile.
Guess the melee only axe squads will have to wait a bit.  :P

   Goatmaan

Edit. A quick check of the stocks sent me scrambling to the forges, to adjust workflow *steel battle axe* numbers WAY down!!! I apparently planned ahead, then forgot. Oh well, better *100* to many, than *1* too few!!

86
DF Dwarf Mode Discussion / Re: Immovable hatch covers
« on: September 08, 2016, 02:33:00 am »
Are they built, or just laying there?
At the next caravan, use search to get them to depot?

   Goatmaan

87
Other Games / Re: No ADOM topic? ADOM topic now!
« on: September 06, 2016, 07:23:48 am »
I knew nothing about this game till I read this thread. But I noticed two things at their site.
1. If this was originally an ASCII game, how'd they get tiles like that?
2. The free vs. pay version, seems like other than "upgrades" looks like you pay to cheat, and then brag how good a cheater you are with a posted high score.

Oh, and if those are "improvements" to the game, guess what future upgrades will be...

  Goatmaan

88
DF Gameplay Questions / Re: Help with Quantum Stock Piles?
« on: September 04, 2016, 10:35:46 pm »
 The only direct net access I have is my phone. I've been running this fort for a while now, and from day 1 it's been a dead is dead game. There is no backup. Wich is the reason I freaked, nothing I had done in game had ever had such an effect. By that point of the game I was *VERY* good at throwing 200+ idlers around. Large area smoothing/engraving with 30+ engravers will bomb fps too, but that's contained to 30 dwarfs pathing. Not 200. To an 8 tile access job.
I now throw 400 at the depot every season. Other than jamming a couple stairs/halls for a bit they get the jobs done.
Designating too many 10*10 paved/floor sections, WILL hard crash it. (About 6 for me paving, and flooring I safely do 3, with 140 masons).
I have finished my last barracks level by placing 190 beds at once, watching them being placed it became clear that when it comes time to drain the *army* out, the flow will be steady.
I'm about to place 300 doors and beds in the last bedrooms, and I know it won't soft crash like that qsp did. That's 600 haul jobs going to a steady 400+ idlers. But the beds/doors come from regular stockpiles some on workshops some distance away, going to 600 different points.
It is NOT 400 idlers going to an 8 tile access qsp.
Anyone can try it, it may be the forbidden items when unforbidden generate MANY haul jobs AND from an 8 tile access. I bet there's a job/dwarf ratio to it.

   Goatmaan

89
Other Games / Re: Caves of Qud: Now in Open Beta
« on: September 03, 2016, 12:52:36 pm »
Sounds fun, I might be playing soon.

  Goatmaan

Edited for brainfart!

90
DF Gameplay Questions / Re: Help with Quantum Stock Piles?
« on: September 02, 2016, 03:14:44 pm »
The only time I thought Anvillocked was lost, was unforbidding a lot of clothes on a qsp. The game would go not responding for minutes, run for seconds and go not responding again. I managed to stop the madness by reforbidding a lot of clothes, and having a caravan show up. Tile was beside depot, and transfer to it was extremely fast.
At that time I was only running about 200 idlers, and nothing else ever lagged the game like that.
Smoothing a large area will lag it, as will engraving one, if you use a lot of dwarfs. But not like that qsp did.
Since removing that qsp, there have been no recurrence of not responding.
I use bins and regular (albeit large) stockpiles and have no issues, never have. Cancellation spam is removed in announcement txt.
Now running close to 400 idlers, I can make and fill any stockpile I wish without issue. Max size booze, ore, stone, and other than multiple 3 wide hallways being temporarily jammed with dwarfs, no issue.
When hauling items to the depot, idlers drop to about 15, and what I call the "depot square dance" ensues. The depot becomes jammed with dwarfs trying to reach/leave it.
The depot has many access tiles, a qsp has 8.

The entire forum may sing the praises of quantum stockpiles, but I won't. I will decry them at every opportunity, and NEVER use one again. Once was enough.

  Goatmaan

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