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Messages - soulsource

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61
DF Dwarf Mode Discussion / Re: Lag-Free Power Generation
« on: July 27, 2015, 02:48:20 am »
Do windmills have any effect on FPS at all?
My last fort was already down to 15 fps when I started building it, but I used a 12x6 array of windmills for my magma pump-stack without noticeable slowdown.

62
DF Dwarf Mode Discussion / Re: I've gone back to 34.11...
« on: July 26, 2015, 06:17:32 am »
Are you sure your issues are caused by dwarf fortress itself, and not a third party tool?
I've been playing 0.40.24 literally for days (I didn't track, but I'm pretty sure I've got more than 200 hours of play) and didn't experience a single crash. The only thing one has to be careful about is designating constructions above ground or in the caverns, as the crashes reproducibly when a tree is growing into a designated square before the construction is finished. I usually cut down trees close to places where I want to build, in order to avoid this.

63
My fort is mostly located below the aquifer. There are currently only six things above it:
  • The trade depot. I didn't want to bother making the aquifer breach big enough to allow wagons to pass.
  • Barracks. I like to have them close to the entrance, just in case something nasty tries to sneak in.
  • Underground farm plots and pastures - there wasn't enough time to irrigate below the aquifer yet, and I'm not sure if that'll be necessary at all.
  • A water source. It had to be built quickly, so it's just a hole into the aquifer for now.
  • Water wheels. I didn't feel comfortable draining the aquifer into the caverns, and the easiest way to get flow is to drain aquifer level z into aquifer level z-1
  • The refuse stockpile. It was just convenient to re-purpose the now covered hole used to freeze through the aquifer, as it is inside, but above ground, so it should be miasma-safe.

Currently I'm working on breaching the aquifer a second time in order to transfer the power of the water wheels to a more suitable location. It'll take some time though, as I'm planning to use a pump-based method instead of freezing the aquifer - undead ravens spawn on the surface every once in a while, and I won't be so stupid as to leave a big hole into my fortress open again. The last time, which was started before I knew that undead animals would show up, I already lost two dwarfs...

I'm also considering building a pressure limited water source below the aquifer, right next to the hospital. I'm only worried about the miner who will have to dig into the aquifer. Do you think a door is enough to let the miner escape, but keep the water under control? Or is this too risky? (I'd seal it off properly afterwards...)

64
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 22, 2015, 05:38:27 am »
Those tiercel peregrines are getting everywhere; one was caught in a cage trap in the first cavern level, of all places. How it got through the whole fortress and several pet-locked doors unnoticed is a complete mystery to me. Of course they're not causing any harm but I can't understand why they're so keen to get underground.
Maybe they are drawn to the caverns by a surplus of vermin there? The wiki lists peregrine falcons as a catsplosion-free alternative for vermin control, so I wouldn't be surprised if wild ones also hunt for it.

65
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 22, 2015, 04:46:35 am »
I've started a new fort, in the wilderness right next to a haunted forest, on the border between a freezing and a cold biome, and with an aquifer. I'm planning to make its story into, well, an actual story, and am now wondering where best to post it. The "Community Games & Stories" subforum? A thread in the "Dwarf Mode Discussion" subforum? Here?

Anyhow, the new fort is incredibly fun. Indeed, ravens are murder. Those undead beasts have killed three of my dwarfs already, one of them was even armed with a hammer, but didn't stand a chance against those rotten predators...
Can you imagine how much I'm looking forward to the first goblin siege, just to see them run in terror when they realize that the sky-undead come nosediving towards them?

66
My experience is that first they'll go for their favorite food, and if that isn't available, they'll just eat what's closest to the dining hall. That's why I now decided to have the raw food stockpile a bit away from the central staircase, just to ensure that all prepared meals are closer to the dining area than the raw plump helmets.

67
Then tap the aquifer to fill all your cisterns and to power your water wheels and to drown your goblins. :)
That's exactly what I'm planning, but I'll try to do all of this on the top of the aquifer, in order to be relatively safe from drowning my fort.. Also, as annoying as aquifers tend to be, on my current embark I'm very happy to have one, as the surface is an unexpectedly nasty place. I was prepared to face wild beasts and the cold weather, but there are things coming over from the neighboring forest that should not be able to move any more... That's why building aquifer powered water wheels is definitely preferable to sending out dwarfs to get their heads bitten off by undead ravens while trying to mount a windmill.

Meanwhile, thanks to your answers, I've started digging around below the aquifer, and I can confirm now from my own experience that there's a warning while mining horizontally.

68
Thanks a lot! Now that I know that horizontal digging should be safe unless one ignores damp stone warnings, I can start to extend my freshly founded fort without worrying too much about drowning my dwarfs.
I just wasn't sure if the stones directly below the aquifer are being treated as damp, as they are not shown as damp when piercing through the lowest aquifer level by building stairs from above (until the aquifer spawns water on the stair tile). Probably the damp flag gets removed as soon as one removes the aquifer tile, as there is no source of water adjacent any more, and gets set back when there's actual water above it.

69
I'm wondering about the z-variation of aquifers.
Assume one breaches through an aquifer at a high-elevation point (a hilltop or something like this), and starts digging horizontally two z-levels below the aquifer. Two levels, as aquifer blocks will spawn water directly below them. At some point the aquifer has to follow the shape of the hill, so that by just digging horizontally, one will end up just one z-level below the aquifer, meaning that the tunnel would get flooded.
Does Dwarf Fortress warn of damp blocks in such a case?

Or, phrased differently: Are the blocks directly below an aquifer reported to be damp if one digs into them from the side?

Sketch (side view - S=soil, X=stairs, R=rock, A=aquifer, W=wall)

        SSSSSXXSSSSSSS
    SSSSSSSSWXXWSSSSSSSSSSSS
SSSSSSSSAAAAWXXWAAAAAASSSSSSSSSSS
SSSSAAAAAAAAWXXWAAAAAAAAAAAASSSSSSSSSS
AAAAAAAARRRRRXXRRRRRRRAAAAAAAAAAASSSSSSSSSS
AAAARRR?     XXRRRRRRRRRRRRRAAAAAAAAAASSSSS
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRAAAAAAAAAA

What happens when digging at the question mark? Will there be a warning, or will there be *fun*?

70
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 19, 2015, 03:48:22 am »
The latest news from Beautysprings is, that a month ago the Fountain of Beauty gave up its occupation of the site.

Everything was running well (including a working more than 100 levels high magma pump stack, armourer and weapon smith who produced a steady stream of master work steel items,...), when just another forgotten beast showed up. This time a giant earwig with lacy wings, which was belching and croaking, and sadly for the dwarfs, also spitting webs. As the last few forgotten beasts hadn't really been an issue, the military was sent to quickly dispose of it. Using its webs, it killed all but four soldiers. Two of the survivors were only skilled with ranged weapons.

That wouldn't have been an issue. While the dwarfs of Beautysprings earned their wealth thanks to the riches found in the caverns, they no longer were dependent on the caverns in any way, so shutting them off should have given the dwarfs enough time to rebuild their military, and also to rethink the non-military defences in the caverns. The main reason the forgotten beast had to be fought by the military was anyhow, that said non-military defences were currently under construction, not quite ready to deal with the attacker...
While the dwarfs were still cleaning up the mess left behind by the forgotten beast, something I definitely wanted them to finish, so that the new recruits could get their equipment from the stockpiles instead of the dirty caverns floor - there was a syndrome related accident with one of the fresh recruits, who decided to first take off his clothes and then went to the caverns to pick up the new equipment - a vile force of darkness arrived.
As the dwarfs of Beautysprings have the policy that noone is left behind, they waited with closing the over-ground defensive gates until the last civilian was inside. The remaining few soldiers were sent to delay the approach of the enemy. That worked, but it cost one brave legendary axeman the live, who was, instead of defending the gate, rushing outside. Before the gate finally was closed a troll had managed to enter. This monster destroyed the second gate - the one that should have blocked the fort main entry in case of a dire emergency, before it was brought down by a soldier that luckily was still on his way from the fort to the fight.
Most goblins ran away after seeing the bloodbath at the now closed gate, but a hand full of trolls and better trained goblins stayed behind. The trolls did something the dwarfs wouldn't have thought off: They used trees to climb over the two z-levels high and overhanging fortress wall. This sheds a new light on the elf's demand not to cut down trees...
The best marksman of the now three remaining soldiers got exhausted and collapsed, and the other two could sadly not prevent the trolls from killing two innocent civilians. Still, the marksman managed, with the help of some rangers that passed by to carry away the troll corpses, to kill all but five goblins from the (now) safety of the defensive wall.
Two of the goblins were standing at a place, where the drawbridge would kill them if it opened. So, the dwarfs did just that, relying on the strength of the soldiers to fight off the last three goblins.

And this is where the story ends. At least one of the remaining goblins was obviously a well trained fighter that took down the two (remember, one soldier fell asleep) remaining defenders with ease, and started murdering civilians in the dining hall. With no defences left, the dwarfs saw only one way to escape this situation. Grab what they need to survive a trip through the wilderness to the luckily not very far neighbouring city, and run for their lives...

And what do we learn from that: Most goblins are a joke, but one should always estimate how well trained a goblin fighter is, before one lowers the defences.

(I am aware that probably the civilians would have managed to kill the remaining goblins, but I wasn't motivated to deal with the dozens of casualties the goblins would have cost before miners, hunters and treecutters would have had a chance to kill them...)

Edit: I just saw in Legends mode, that Beautysprings was responsible for the death of one of the first dragons (who just caused 1, in words: one casualty). A bitter end for such a legendary settlement, to be taken over by the goblins.

71
DF Dwarf Mode Discussion / Re: The fragile sanity of butchers...
« on: July 13, 2015, 07:49:13 am »
I've meanwhile set up a separate stockpile for sentients that show up regularly on my embark (goblins, trolls, troglodytes, plump helmet men, gremlins, humans, elves), right next to the garbage incinerator. While it is inside, it has a miamsa-lock, and as the game is down to 10-20 fps anyhow, I usually see it when a fresh body arrives there and can designate it to be dumped before it starts to spread stinking clouds.

Sadly, my military isn't big enough to spare any corpse-carriers from guard duty after two forgotten beasts with flesh-rotting secretions had to show up, and I'm not even counting the dragon that decided to raid my fort shortly afterwards, as it luckily knocked itself out in a weapon trap and didn't cause any military casualties - sadly only after setting my beautiful mountain meadows on fire while killing my best weaponsmith that had just decided to get new socks from some fresh goblin corpses - yes, that was one awesome spring...

72
What I'd be curious is whether the stress level goes down by itself over time, or if negative thoughts stay "in effect" forever.

73
DF Dwarf Mode Discussion / Re: How does dumping work?
« on: July 06, 2015, 02:04:13 am »
Dwarfen Job assignments are odd. I've got a rock stockpile next to my mason workshop, and my haulers happily wander down my pump stack maintenance shaft down to the magma sea to pick up rocks from there, completely neglecting rocks next to the stockpile...

For your garbage dump situation the only suggestion I can give is to temporarily disable all dump zones you don't want to use.

74
DF Dwarf Mode Discussion / Re: The fragile sanity of butchers...
« on: June 30, 2015, 05:58:33 am »
It's quite a sight to observe a caravan of dwarfs carrying dead bodies through the fortress and tossing them down a bottomless (magma ^^) pit, one after the other....

Cage traps only helps for tamable creatures.
While non-tamable creatures can be put to good use for live target practice, a way to dispose their bodies is still required. (Or one can put them in a zoo, but live target practice is more fun...)

75
DF Dwarf Mode Discussion / Re: The fragile sanity of butchers...
« on: June 29, 2015, 03:19:49 pm »
Thanks a lot!

It seems that I misread indeed, and that the bad thoughts mostly (all?) come from the corpses of sentient creatures (troglodytes, trolls,...). Well, now I've ordered my dwarfs to toss everything that doesn't look edible into the magma. I hope that the fort lives long enough to show if this has any effect, as after a forgotten beast attack the military is severely weakened...

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