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Messages - Schmaven

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406
Forum Games and Roleplaying / Re: Losing Is Fun - Part II
« on: August 05, 2022, 09:23:05 pm »
In that case, they could make sure the goats stand proper watch and don't slack on their shifts

407
... I'll happily take the fort to its conclusion.
Now I'm suspicious that you to meant its final conclusion.

408
Forum Games and Roleplaying / Re: Losing Is Fun - Part II
« on: August 05, 2022, 10:41:55 am »
Maybe we need some roomers to keep watch over our tree house while we're away?

409
I pulled some levers in the wrong order and now the obsidian farm has water where the magma should be.  Building an auxiliary drain for that now...

410
Life Advice / Re: The Generic Computer Advice Thread
« on: July 30, 2022, 10:06:48 pm »
Hello fellas! Long time no see, i'm going crazy with this laptop. It boots to bios and can stay like that for hours just fine, but it will turn off the very second it tries to load any OS, even live linux. It simply shut off. Is not he hard disk, is not the RAM.... what else could be?

It could be any other component starting to fail really.  Cheapest next option would be the power supply.  If you're lucky, it's just a bad connection, and disconnecting/reconnecting everything from the PSU might fix it.  That worked for me once when I couldn't even get to the OS boot menu.  Next up in cost might be the motherboard, but if you were to try a new motherboard, I would advise upgrading to the more current CPU socket model.  AM5 might be dropped this autumn.  I'm sure a replacement CPU that fits your mobo socket wouldn't have to break the bank to test.  You might even be able to return it for a full refund if it doesn't fix your issue.  Or also if it does fix your issue, and then invest in a more powerful CPU option rather than a cheap test CPU. 

411
DF Dwarf Mode Discussion / Re: Ridiculous Artifacts
« on: July 30, 2022, 09:35:33 pm »
Just got Shasadazin "Musicalwatches", a rose gold kite shield:
This is a rose gold kite shield.  All craftsdwarfship is of the highest quality.  It is encrusted with round schist cabochons and encircled with bands of rectangular schist cabochons and rose cut moonstones.  This object is adorned with hanging rings of eagle leather and menaces with spikes of rose gold, reindeer bone and clear glass.  On the item is an image of a horseshoe crab in amethyst. 
Weight: 24 Urists
Value: 1,66,920 Urists

Due to the judicial use of shield bashes, this has been assigned to replace the Commander's 10 Urist steel kite shield valued at only 1,400 Urists despite being Lelarkeskal Lĺldodók, "Patternedshoots the Blanketed Clasp".  It is encrusted with finely-crafted oval magnetite cabochons.  This object is adorned with hanging rings of finely-crafted donkey bone.  On the item is an image of sponges in onyx.  I think it's a decent upgrade in every way. 

412
One issue with having incredibly well trained soldiers, is that when they throw a tantrum, they are able to kill other dwarves easily with a single bare handed strike.  This particular dwarf was repeatedly angry at getting into arguments, dwelt on those arguments, and was also frustrated by a lack of trouble-making.  She then killed the mayor, a doctor, and 1 of the craftsdwarves with punches and scratches. 

This created some space within the population cap for a few more dwarven babies to be born into the fort, but she had to be stopped.  Rather than a simple hammering, she's was grouped up with 2 other trouble makers, told to put all their armor back into storage, and given just a single masterwork steel battle axe; Before being sent on a mission to raize the nearby goblin dark pits of Evilglaze.  I did allow them to put regular civilian clothes back on first of course, but that masterwork steel armor is too valuable to send on a suicide mission for the glory of all Dwarf kind.  They came back with a bunch of junk items and completely unharmed, turned around and sent back to get some more.  This time against the 50 guarding Rhythmplagues instead of the 10 seemingly ghost occupants of Evilglaze. 

While away, a huge quadruped composed of clear glass arrived with a spiral shell, bloated body, and poisonous vapors in the first cavern level.  All its limbs were already cracked, so it didn't sound that tough.  When the dwarves again returned with garbage as well as their lives, they were sent down to explore that cavern level. Matmeng Ashmonzas had another tantrum and killed her exploration partner.  At some point, she also killed the forgotten beast, but the combat log expired by the time I noticed.  It must have been an easy fight. 

While sending the explorers into the caverns, 1 of the more well adjusted guards got locked in as well, presumably chasing after something to haul somewhere.  Able bodied and idle, they were put to work building a rough exile camp.  A couple fish were caught and immediately eaten after being processed.  1 wild pigtail and 1 wild cave wheat were harvested and processed to produce another seed which has set farming into motion.
 Maybe they'll survive.

It's been slow going moving the bedrooms to the more centralized location.  The plan multi-fold:  Start off with all masterwork doors, beds, and cabinets, while also training up unskilled dwarves in masonry to stack the deck in favor of more artifact door chances.  (The last 2 artifacts have booth been a wooden goblet, and a green glass goblet)  Masterworks are rare with such low skill, and I don't want to just strip mine everything for material, so they're all going to be made from obsidian and glass.  The surface has been clear cut several times, and the obsidian farm cannot keep up.  But the first of 3 bedroom levels is done (not counting a dozen rooms still waiting on cabinets), providing 70 rooms.  The next 2 levels each have 90 to leave a few spares once the nobles get their special chambers set up.

While 3 of the 11 elven civilizations bring giant animals each year, the only breeding pair acquired so far have been giant wolves.  Trainable for war, I think this is fine.  They don't need to graze or be fed, and they are quite fast.  I usually let the new giant wolf pups run around the halls for a while before chaining them up with the others.  Their population is almost at the level where I'll start having to slaughter them for the sake of FPS, so I'm not sure yet if they'll also provide a good source of meat.  I still have hopes for a breeding pair of giant birds
Spoiler: Wolves (click to show/hide)

For giant egg layers, we currently have 1/2 a pair of ravens, sparrows, bluejays, and copperhead snakes.  I've only been able to trade away 10x each caravan's value with old clothes, sub-quality furniture, and extra prepared meals. 
Spoiler: Z-Screen (click to show/hide)

A major factor that has been slowing down the fort are dealing with the trade caravans.  As mentioned earlier, dealing with worn out clothing is a very job intensive task, exacerbated by the distances dwarves have to walk.  Imports are mostly just food and metals, which haven't required much labor in comparison both in terms on number of jobs and distance for each job.  There's no shortage of precious metals, but keeping clothing fresh absolutely depends on importing leather and cloth from the fall caravan each year.  The humans have stopped bringing those for some reason.  Also, I'm confident that eventually the elves will bring the right combination of giant animals to either enhance the military, or boost the food exports. 

I don't see myself getting bored with this fort just yet.  But I did find an adamantine spire in the 3rd cavern level, so there is definitely a real risk of spectacular demise depending on how recklessly I approach it.  I'm still looking for a better image hosting service, but am not very good at that sort of thing, so for now, Imgur it is. 
Spoiler: 3rd cavern level (click to show/hide)

413
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 30, 2022, 07:28:56 pm »
Elves can bring some cool stuff to trade:

Liquid darkness canira strings
It is made from liquid darkness cloth.
The canira strings vibrate, causing the instrument to produce sound.

414
The classic version has a really nice look to it.  And it's especially nice that it's possible to swap between it and premium on the fly  :)

415
DF General Discussion / Re: Future of the Fortress
« on: July 29, 2022, 07:48:47 pm »
I apologize if this isn't an appropriate question for the Future of the Fortress thread, but I've heard conflicting theories over the years and I haven't been able to figure it out in my varied embark attemps.  Though I have seen reanimating biomes quickly fill up the caverns with many reanimated trogdolyte and crundle pieces moving about and getting stuck atop giant mushrooms. 

Does discovering the caverns have a negative impact on FPS due to cavern critter pathfinding / flowing water etc.?  Or do those calculations just happen normally regardless of whether or not the caverns have been revealed?

416
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 25, 2022, 07:33:43 pm »
I'm not sure how it might work in practice, but does it let you designate the male giant cave spiders to be gelded?  Talk about a job that would give you nightmares...

417
Quote from: Schmaven
It's a little unclear to me what you're trying to accomplish.

To get the military schedule screen to accept an order I am giving it.  Any order.  I chose station just for simplicity's sake, but I could have chosen any of them.  When I experiment with this kind of thing (or stockpiles, or designations, or whatever) I try to do something very basic first and then if that works, move on to other ways of using the feature.  I guess I have to ask if you're not supposed to use that screen to give station orders, then why is it even there as an option when you cycle through orders?

Having the station order in the scheduling screen would be more for if you wanted recurring station orders, like to send a melee squad to the main entrance courtyard every 7th month of the year for when the dwarven caravan is expected.  For just the randomly occurring surprises and various other unpredictable fun that inevitably arises, that can still work, but the more appropriate way would be to just use the squad menu to directly give the squads singular, non-repeating station orders.

418
Particular weapons do differ in blunt vs sharp damage, and the type of attacks they can do, so I'm sure there is an optimal weapon to use in each specific scenario depending on opponent size and armor type.  Personally, I'd go with maces if you have to deal with a lot of undead, and axes or swords against the living.  Axes if you prefer more hauling jobs after the battle, and swords if less is preferrable.

As far as technical combat is concerned, any dwarf with legendary+5 skill with their equipped weapon will probably have a win rate in the high 99% range against anything that can feel pain, so training may be the most important factor. 

419
It's a little unclear to me what you're trying to accomplish.  What sort of basic order do you want the squad to do?  The most basic of orders are station/move <m> and kill <k>, which are both done from the squad menu s> and override whatever training they have going on in the schedule.

It sounds like you've been trying to set up a recurring patrol that picks a specific subset of squad members to perform, in which case, I don't know how you would do that.

420
DF Community Games & Stories / Re: Long Term Fort
« on: July 23, 2022, 07:51:12 am »
I've capped the fort at 250 dwarves for now.  FPS seems to be consistently in the 30s - 40s.  One thing I'm trying to address in this fort is reducing the time dwarves spend walking from A to B.  The current layout just happened by necessity as the process of embarking, being invaded, and growing to 250 dwarves tends to be a bit chaotic for me.  I tried to locate things in good spots, but now that things have stabilized, and invaders easily repelled, it's time for some remodeling.  The trade depots are in a great spot, as are the kitchens, and I think having the forges in the basement of the archery tower is also going to be just fine.

The bedrooms however are not in an ideal spot.  Currently, the main trade items by quantity are worn out clothes.  Each dwarf wears roughly 10 pieces of clothing that wear in about 2 years, which ends up being a bit over 400 clothes to trade away each caravan season.  All that worn clothing is typically just laying spilling out of their cabinets 160 - 250 tiles away.  So an unused section just 40 - 100 tiles away has begun to be carved and smoothed out for the new bedrooms.

The dining hall, tavern and food / drink storage has also been relocated to just below the kitchens, which are just below the new housing block.

The forges aren't too far away, but the 1 tile stairway tends to get bit crowded now that all metal goods from every caravan are bought to be melted.  That's a fairly easy upgrade to make on most levels of the tower which are currently just stone stockpiles.  The forge level, and temple level will have to be re-worked somewhat to make it make sense, so I'm going to ignore those for now.

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