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Messages - Zuglarkun

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256
Constructivory - where questionable decision making happens.

If this pump stack is going to work, it’s going to need power, and with no river nearby, that means windmills. Lots of windmills.

We have a river. Its just underground and called an aquifer instead. I even made the necessary contingency plans during my turn to convert it into a water reactor later on. Though I'm not at all surprised nobody picked up on that :-\

I just hope no one has dismantled the levers controlling the floodgates, cause it looks increasingly likely that I will have to be the one to get the pumpstack done during my upcoming turn.

How many more pumps do we need to construct? Are we even halfway there yet?

257
DF Suggestions / Re: Knowledge implementation
« on: December 08, 2015, 08:59:14 am »
I would like to see the unused military tactics skill be eventually tied to battle formations or whatever bonuses military tactics might convey to dwarves in a future update. Imagine the Dwarven Art of War as an actual military manual that can be passed down the ages, or maybe even an actual Kisat Dur Manual that teaches combat techniques? That would make good use of the teacher and student skills as well outside of demonstrations. Like some kind of secret forbidden kung fu manual.

Also, natural sciences tied in to the unused animal care skill so we can treat animal injuries.

258
I don't understand how low FPS makes the lack of booze and wheelbarrows worse ???

We have wheelbarrows. I made a bunch during my turn. Booze supply is constrained due to lack of barrels and pots. Hovering around the 500-600 range at max during my turn. Cooking meals to free up more pots can alleviate the issue somewhat but it is just better to buy or make more pots and barrels.

If wood is a pressing issue, go to the stocks menu and forbid ALL wood before the trade caravan arrives for that season. You can unforbid the wood stocks after they all appear on the map. Kind of exploity but this ensure that they will see we have no wood and bring shit tons of wood to trade. I made sure to order more wood last season so we should be fine for autumn at least.

259
I stick to a few "guidelines" when generating worlds myself to ensure that I always get a healthy amount of goblins, elves and humans as neighbors (I don't use legends viewer, though I probably should). So I treat these as "indicators" of a healthy civilization, though its probably easier to just check from legends viewer and extrapolate the data from there. A combination of both techniques is probably the most reliable as sifting through legends for population numbers is particularly cumbersome and unreliable.

These pertain more for world gen instead of legends. But they are still applicable as they use the same site symbols.

- Pay attention to the world map after stopping world gen and before exiting the world gen page. You want to highlight the various symbols of sites and check whether they are occupied by the races you want. What you want is elven forest retreat instead of just forest retreat, and stuff like that. The "elven" shows that the site is occupied though it does not tell the population. Sometimes, sites get conquered so a dwarf fortress shows up as "the goblin fortress of so and so" even though the site symbol shows a dwarf fortress. Conquered sites that are abandoned show up as ruins instead. It helps if you're familiar with the symbols so you can tell at a glance instead of highlighting them manually, that way you can just abort world gen instead of saving the map and checking legends mode, it saves you some time. I find the map legend on the wiki very useful in that regard.

- You can also tell at a glance from the world gen map whether the goblin sites are in range or not, its 30 tiles for goblins and 10 tiles for towers. Also, tight clusters of sites that are not empty might indicate a strong population presence.

- Make sure those races are still reproducing babies, I tab down to the bottom of the units list in legends mode to check. Not a big requirement for goblins since they can steal babies but its probably better if they are also producing more of their own kind.

- If you've got time to burn and want to really to be precise about it, you can look at the world gen map while the years count down and stop every now and then to check the sites. I've gotten to the stage where I'm familiar with the map symbols so I can tell when the sites are all abandoned (the map symbols change to reflect this) then I'll stop world gen before it even reaches the end year and roll up a new map.

- There are other things you can do to boost population numbers for races even before world gen. For example, mountains are necessary for mountainhomes and hills are necessary for dwarven hillocks. Boosting those numbers will increase the number of sites available for dwarves to occupy during world gen. Likewise, increasing evil biomes in the world can boost the number of sites goblins can occupy, the same thing goes for elves with forests and humans with grasslands and plains.

- The default regions and islands when you design a new world with advanced parameters are usually quite balanced but you can tweak them to your liking to boost population. Likewise, increasing the number of civilizations can increase the spread of that race across the map instead of all of them being concentrated in one particular region of the map. It also acts as a buffer for megabeast attacks that wreck entire civilizations during first few years of worldgen before they can establish sites and defend themselves.

260
Having played both 2012 and 2014, I agree that overall stability and FPS has gone down in general. But in my experience, these things depend as much on play style, embark locale and other such variable factors, which can be controlled if you are mindful of them. Of course, this all gets thrown out the window during succession games because not everyone is aware of what to avoid.

Heck, that reminds me. We were supposed to floor over before building walls in this succession game to avoid the tree crashing bugs, but no one has observed this rule as of yet and we are still perfectly fine because not a damn tree DARES to grow on the sacred ground of Murderflood.

Oh the cavern seal did come loose during my turn, I didn't do anything to tamper with it but I suspect it was the mudman as they are building destroyers, are ignored by the undead, and they got wrecked by the weapon traps (which was how I was able to notice that things went wrong.)

I did a test run of the game after Gwolfski's turn to try to isolate the FPS problems. I only played 3/4 of a season. Results may vary so take them with a healthy helping of skepticism.

I'm not going to suggest anything, but these things might be helpful to know if we desperately need to optimize the fortress later on.

261
Magma-safe stone is largely a non issue. We have the capability of making glass, which is automatically magma-safe and unlimited by anything other than production capacity.

Mechanisms? That said, obsidianizers are always an option...

262
Hmmm... I dunno really. I was getting passable FPS in the 20's range though I'm playing DF on a banged up 6+ year old laptop.

263
I'll like to make it clear I meant that revert thing as a joke.
(Then why bring it up in the first place? Shhh!!! Quiet down!)

I appreciate the effort to try to play your turn, and at least you didn't hack stuff or make things unplayable, so things are not irreversibly bad at all. They may be poor decisions, but they didn't break any rules as far as I am aware of. That said, I don't wanna be an ass since my brain says there's really no reason to revert, but my cold black heart kinds of pulls me in the other direction :-\

So, with great irresponsibility I'll leave the decision to revert or not to the next player in line to decide since suddenly we're all self-entitled monsters now :P


EDIT: In retrospect, the low FPS you experienced likely isn't from the flowing water but instead pathing lag caused by a breach in the caverns.

Also, I seemed to have forgotten to turn off the restriction of having only obsidian stone be used in the stone menu, so whomever is picking up the save next might want to adjust that to their preferences. Would just like to note that we are short on magma safe rock though we are expecting a shipment of those in autumn.

264
DUDE. Make sure to uninstall your graphics pack BEFORE you upload and send the save. This is NOT acceptable.
Save in ASCII with graphics pack removed HERE.


*pores over save*
"So let's see what he has done to the for-HNNNNNNGGGGG!!!??"
*collapses in a heap on the floor*
*seeks medical aid*

"..."
*facepalm*
*finishes poring over save*
*musters up courage*

"OK, let's try to be civil, let's try not to be insulting. OK! You can do this!"
"Fellow overseers, can we invalidate turns due to sheer incompetence?"
"..."
"I take that that means no?"



Compilation of moments where I facepalmed

- So I made this nice walled off area for the forges where all you have to do is floor over the magma and install the forges afterwards, but you went ahead and dug yourself ANOTHER forge area right next to it, right BESIDE the magma drainage pipe that has been labelled as such.
- Playing the "what does this unlabelled lever do?" game while trying to diddle and fiddle my way into making the water reactor work properly. Then looking at the references in your post and diddling about with the levers again. Then giving up utterly in exasperation.
- Looking at the trade depot and wondering why you went ahead and bought a bunch of unusable wooden arrows.
- Wondering why you deconstructed the NE bridges instead of pulling the lever to retract them instead.


I get the feeling that folks here just went, "Yeah fuck this crazy place, I'm gonna build my own private bunker for when the inevitable magma purge happens."

265
DF Gameplay Questions / Re: used bolts
« on: December 05, 2015, 01:07:03 pm »
They will try to pick up all those "stack of one" bolts until their quiver reaches full capacity each time they get a pickup equipment job for bolts (usually 25, but I believe they have been known to pick up more if the large stack of bolts are the last stack they pick up, or they get their hands on enemy stacks which can go up to 40 i think).  So no, they won't path all the way back if you make sure that your ammo stockpile has more than sufficient bolts and they are assigned via the military ammunition screen.

You can always place a bolt stockpile right in their archery range though.

266
Checklist of things you can check.

- Check to see if your stockpiles are set to 'take from anywhere', instead of 'take from links only'.
- Highlight the stockpile {q}, go to the stockpile settings{s}, make sure that the weapons and armor are set to accept usable {u}, and/or unsuable {j}. I believe they are turned off by default.
- If all else fails, check under additional options of stockpile settings that stockpile is set to allow both plant/animal and non-plant/animal.
- If this still doesn't work, check to see that there is a path to the armor and weapons.
- Also make sure that the weapons and armor are not forbidden. If they are, {d}{b}{c} to reclaim them.
- If that still doesn't work, your dwarves are just lazy loafers.

267
Quality is not the only way in which you can sort the stockpiles. Try these 2 methods out.

1) Disable the related material in the artifact stockpile. For example, Copper for the copper swords, under the weapons tab. You can do the same for other artifacts under their respective tabs to disallow artifacts made out of that certain material from being stored at that stockpile.

2) Mass forbid all the crappy artifacts. Allow hauling for the vault room. When hauling is completed, set the stockpile to take from links only. Unforbid the crappy artifacts.

268
I’d do something about him, but the Queen’s decided that the best dwarf for the job of punishing criminals is the one that we can’t let out without her tearing several dwarves apart.

Isn't tearing several dwarves apart the same as punishment? Oh, you meant innocent bystanders :P

Actually you don't have to let her out, you just have to let the criminals in, that's why there is an airlock in place. Levers are to the south of the room I believe. Assign the bed in the airlock to the criminal and remove meeting areas, and eventually the criminal should loiter around the bed where you can trap em.

269
Come now, although the lack of updates is infuriating, surely we can do better than take verbal jabs at each other. Let's be more civil about this shall we? Gwolfski did say that there will be more updates later on and the deadline is not here yet.

That said, though I don't expect long dialogues and pictures everywhere (I may have contributed to spoiling the market there), it doesn't take much to type out just a few lines of updates every now and then. So the least you can do is drop some updates every few days or so or post here to let us know if you've been having problems playing because of real life or because you signed up for a whole bunch of other community games or whatever other reason. Hey I know shit happens sometimes, but let us know so at least we'll know the reason why you're not updating and keep our expectations in line. That would be much better than silently holding onto the save and helps to keep things moving along at a good pace don't you think?

OK, rant finished. No offense meant to anyone, so please don't take it personally.

Also, I want another turn down the line. Let's see if I can stop procrastinating and update the front page with the missing info from the necromancers.

EDIT:
Frontpage up with updated profiles on the deceased nobility of the stirred irons, updated profiles of our former mountainhome and an entry for the necromancers. Next up will be the new nobility, assuming they don't die on us.

270
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 04, 2015, 11:56:38 pm »
Facehugged celebrated its 25th year of founding anniversary with a ceremonial slaughter of its roc and dragon population. They weren't fit for breeding stock anyway.

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