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Messages - PatrikLundell

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11041
DF Gameplay Questions / Re: fps went from 50-100 to 0-4
« on: December 19, 2014, 05:19:46 pm »
Using the 4 GB patch will just allow you to do a larger embark without the game crashing, while the FPS crash dives, so no, it won't help.

There is a wiki page on "FPS" with some info. Apart from reducing the number of dwarves, reducing the number of livestock should help as well. Locking livestock in so they have nowhere to go should help remove their pathfinding CPU usage, although there is (was?) a bug that caused animals to still try to path through tightly locked doors.
For some reason the graphics cause a significant FPS hit when viewing the above ground situation, especially if there are significant elevation differences in the view, so if you're reasonably OK until the late stages you can get things a bit speedier by looking at things under ground.

11042
DF Gameplay Questions / Re: Departing caravan refusing to leave?
« on: December 19, 2014, 05:00:23 pm »
I've looked for new trees, and haven't found any, nor should any grow up in the first half year of play, I think. Even if wagons were blocked, the animal pullers should still be able to leave (I remember having a lot of trouble with those when I tried to prevent a caravan from leaving my fortress and enter the maws of the siege showing up after they arrived, as they tried to sneak out the way I tried to lure the siegers into my trap corridor).

The trap finalized after they arrived follows my standard trade depot access design, so there is a 3 tile wide path, and the draft animals are able to traverse the traps during the turns; as long as the wagons don't have to cross traps it works well (I suspect walls rather than traps might be a problem).

Anyway, I scrapped the scenario and started a new one (where a caravan has both arrived and left successfully with an access path of the same design).

11043
DF Gameplay Questions / Departing caravan refusing to leave?
« on: December 19, 2014, 04:21:27 am »
My first caravan arrived at the trade depot. Since I haven't produced anything to sell, I've just ignored it, and eventually I got the message that it was first close to leaving, and then leaving, but it isn't. The goods are still spread about the trade depot, one trader has hauled his horse up on the roof (from where there is no other exit than down the stairs he came up), and the other trader with a horse is just standing in the same spot (on top of a cage trap I've constructed while they were there [but it was designated before they arrived], but traders don't trigger traps). I've checked the 'D' path several times, and there is a clear path all the way to the map edge. I've done some wall building while they were at the depot, but I've checked with 'D' that I don't block the path, and the traders who only have animals should definitely be able to leave, even if I somehow has managed to block wagon access.
The kill list shows a wagon as "missing", although it might be my own, which I dismantled it to get room for the trade depot.

Any idea of why they won't leave?

11044
Or you could use dwarven farming, i.e. underground farms. If you don't have soil underground you'd have to muddy floors to do it, which is a slow, tedious, and non intuitive process, but it is safer.
Having most of the population farming seems strange, as you normally don't need many farmers, nor huge farms?

11045
DF Gameplay Questions / Re: Colosseum safety
« on: December 19, 2014, 03:42:46 am »
Apart from building destroyers, certain critters can also get through locked doors (kobolds, for instance). Drawbridges is my standard solution to any access denial needs.

11046
DF Gameplay Questions / Re: Starting Skills
« on: December 19, 2014, 03:27:27 am »
Haven't actually tried DF pre embark with 0.40.19. It working now is good to know.

Metalworking as a starting skill: Given that the very earliest I get past the basics and get to metalworking is in the winter (and probably not until the next summer), it's quite likely I'll get a usable immigrant in the mean time, and that the prospective metalworker has become reasonably good at the job(s) performed in the mean time, I'd hesitate to focus on it.

11047
DF Gameplay Questions / Re: Pinpointing cause of "horrified"
« on: December 19, 2014, 03:13:38 am »
I've used dropping in a hole as an alternative (adding a refuse pile at the bottom might possibly help decay the bodies). One reason to use atom smashing is to actually get rid of the bodies, in the hope that it helps to reduce FPS losses.

11048
DF Gameplay Questions / Re: Pinpointing cause of "horrified"
« on: December 18, 2014, 06:06:06 am »
I separate sentients and others for two reasons:
1. I want the ordinarly refuse pile to be close by as to cut down on travelling distance.
2. I want to minimize dwarf (not only caravan) exposure to sentient corpses, thus, only sentient corpse hauling jobs should result in seeing the sentient corpse refuse pile, while ordinary refuse hauling should be spared the experience. Some dwarves spiral down into depression if constantly exposed to sentient corpses.

11049
I've never used automatic job assignment, but use DT quite a lot for job selection. I tend to assign jobs based on which jobs I need done, aptitude, and preferences. So when a new immigration wave arrives, I use DT to look at them in the Roles and Military views, try to find any who are skilled in tasks I need, and also somewhat what they're interested in (log hauling would match up with acceptance of the outdoors, for instance).
I generally have a rather small milita force (using traps and devices mostly, and consider it a failure when the militia actually has to do anything), but assign only males and non reproductive females (i.e. asexual and homosexual) for the military on the purely practical grounds that I don't want to either lose babies nor suffer tantrum spirals, and I think fighting is impaired by carrying a baby as well [some people on the forum have very strong ideological views on this: I just adapt to what the current game rules are].

11050
DF Gameplay Questions / Re: Starting Skills
« on: December 18, 2014, 05:35:28 am »
Unless you're embarking to a quirky environment, no starting skills are required (I reserve all points for goods, in particular animals), as everything can be learned from the ground up. Also, as I use Dwarf Therapist to figure out who is suitable for which tasks and DT isn't available pre embark, I wait with job assignment until I reach the embark site and let them learn from scratch.
Herbalism is used to gather wild plants, while growing/farming is used for planting. Harvesting farmed plants trains growing/farming, but AFAIK the skill comes into play only at planting, where the skill determines the probability for a good yield.

11051
DF Gameplay Questions / Re: Stop dwarves from attacking
« on: December 18, 2014, 05:25:05 am »
The only certain way to get military personnel to stop attacking is probably to both withdraw them completely from the military (remove them from their squads) AND activate a civilian alert burrows to get them to move back.
Bravery in the face of impossible odds is dwarven. Basic survival instincts and common sense are not.

11052
DF Gameplay Questions / Re: Lever Linking and pulling and broker
« on: December 18, 2014, 05:17:33 am »
Your lever issue seems odd, since my experience is that you can always pull a lever, regardless of whether it's connected to anything (well, blocking access to it will block the actual pulling, but the job is still created). You can check whether a lever has been connected to anything by using 't' on it. If there are two mechanisms in it rather than one, it is (or at least has been) connected to something. Another issue with drawbridges is that they can be constructed to either be raised or withdrawn, and it's not possible to see what it was after construction has been ordered, so you might have accidentally constructed the wrong kind. A third bridge issue is that a single tile bridge looks the same graphically whether raised or lowered, although it still works.

The way I get my broker to the trade depot is to disable all other kinds of jobs when requesting the presence in the depot, which I tend to do while the last hauling jobs for the trade depot have been assigned. It still tends to take some time, however, since any ordering of a time critical job seems to create an intense interest in harvesting, drinking, eating, and sleeping. When the bugger goes on vacation I just give up and let anyone trade.

11053
I don't think this is a question about straying animals (which generate hauling jobs to bring them back), but rather trained animals that decide to follow their trainer without any hauling job generated. Non pet-passable doors to pastures are helpful to keep straying down, but seem to have little effect on trainer following.

11054
I never embark with anyone having any skills, as I want to use the points for stuff to bring with me (including a few more seeds [9]), as well as assigning tasks to dorfs actually suitable to perform them (Dwarf Therapist). I've run out of seeds only when I suffered huge amounts of withering in the fields because the dwarves  just wouldn't harvest, but otherwise I've had no problems, except when seeds have been locked up in unprocessed plants (uneaten/unbrewed plump helmets, for instance). Storing food in stockpiles without barrels/pots can promote withering, and vermin can destroy food as well.

Well, I tend to run into a booze crisis during the first winter, because the dorfs insist on eating the plump helmets raw instead of eating the food brought, thus starving the still. Inexperienced farmers don't exactly produce huge yields.

11055
DF Gameplay Questions / Re: Pinpointing cause of "horrified"
« on: December 17, 2014, 04:48:59 am »
Apparently both dorfs and merchants get horrified by seeing sentient corpses, so those will have to either be kept out of the way or destroyed.
I find it quite annoying that merchants just disappear without any notification (apart from an exclamation mark above the merchant, if you happened to look there at the time).
There are two ways to separate sentient corpses from other refuse:
1. Dump the corpses manually (which interferes with other usages of dumping).
2. Create a specialized refuse stockpile for sentients. This is quite tedious, however, since you have to specifically specify each sentient race in the stockpile in each of a fair number of headings complementarily for the ordinary and the sentient stockpile (i.e. exclude from ordinary, add to sentient) [but you can add creatures as you go, i.e. only add blind ogres after you've got blind ogre bodies, for instance]. Also, a "feature" causes FBs to go into any refuse stockpile unless you "forbid all", because FBs use hidden tags that are not affected by group headings. By mistake I also stumbled on a useful trick: combining a "QS" with an atom smasher by creating a sentient refuse stockpile feeding a mine cart stop that's forgotten to dump on a bridge. The corpses are then hauled to the stockpile and put into the mine cart, but not delivered on the bridge to be picked up an hauled back to sentient refuse pile in an eternal loop. Thus, the bodies accumulate in the mine cart. When you're ready for disposal, you can "repair" your track stop do dump the mine cart contents, which will promptly dump the bodies. Remove the track stop delivery again, mark all the bodies as 'f'orbidden, and acivate the atom smashing bridge to get rid of the refuse, without risking the smashing of a dwarf trying to haul the bodies back to the pile.

I have never had any problems with animal remains in a refuse stockpile, but if that is a confirmed cause, it would require a redesign to keep merchants away from any refuse.

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