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Messages - Eldin00

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196
DF General Discussion / Re: 40:24 unplayable due to crashes
« on: May 05, 2015, 04:43:36 pm »
I can't find the post right now, but apparently at some point during the .40.xx bugfixing cycle, Toady tried to do a 64 bit build to see how(if) it would work. If I recall, he ran into problems getting his development toolchain to actually work right in producing a 64 bit build, and abandoned the effort for the short term.

However, while enabling large address awareness by default (on windows, this is unnecessary on Linux or OSX) might buy a couple more years, DF is approaching the point where it will need to go 64 bit just for the larger memory space.

197
DF Gameplay Questions / Re: Is it me or is LIFO not a thing anymore
« on: May 05, 2015, 01:24:05 pm »
While it was absolutely reliable for the order in which jobs were assigned, LIFO was never reliable for the order in which jobs were performed if you had more than one dwarf eligible to do the job. However, like others have said, I suspect that since the job priorities rewrite LIFO job sequence isn't something you'll be able to reliably get in any circumstance.

198
DF Gameplay Questions / Re: Lead floors or menacing spikes?
« on: May 05, 2015, 12:25:27 pm »
Fell moods can still happen in .40.24 But only very unhappy dwarves ever seem to get them, and unless you have too many corpses lying about or run afoul of the 'vengeful thoughts' bug, it's fairly easy to not have many unhappy dwarves who could end up in a fell mood.

199
DF Dwarf Mode Discussion / Re: Stonesense overlay
« on: May 05, 2015, 12:15:08 pm »
The only thing you can do with tilesets is replace the default rectangular tiles in DF with your own custom rectangular (or square) tiles. Stonesense does much more than that, so it is impossible to implement as a tileset.

200
What about the problem of dwarves getting unhappy about being drafted for too long?  Should we insert some scheduled off-duty time, and if so how much?

That was a bug which has been fixed in the current version. Training orders no longer count as 'active duty' for calculating whether dwarves were on duty long enough to create bad thoughts.

201
DF Dwarf Mode Discussion / Re: DF2014: Less stone/ore left behind?
« on: May 05, 2015, 12:09:19 pm »
For someone coming from the older versions, it's worthwhile to note that stone drops are no longer tied to the miner's skill. A dabbling miner will produce just as much stone/ore as a legendary one, so no need to be careful about which of your miners goes after the valuable ore veins.

202
* Armor User - controls armor movement penalities. At legendary, the weight of armor is negated. Also appears to control the chance of something glancing off (this is a relatively recent change). Levels up at a glacier speed, though dwarves DO give armor demostrations; four years of training which had everything at Legendary+5, and armor user was still at 6 ...
When was that glancing off chance added? Also in my experience armor user trains up far faster after giving them full armor, though still quite of slowly.

In my current fort, I just spotted Give Armor Demostration. Guess they do teach that skill by demostrations. Now if there was just a way to keep them doing that.

I had one fort where one squad consistently did armor demonstrations, after I added a migrant who showed up with Armor User of 10 to their squad. The squad all made it to 12 ranks in armor use within 2 years (most of the first year was slow gains due to the teacher not having any teaching skill). So I *think* that having one dwarf in the order who is much better at armor use than the rest will make armor demonstrations more frequent, though I haven't tested it extensively. I have noticed that skill demonstrations are usually led by the dwarf with the highest value in the skill being demonstrated (from among the dwarves sharing the same order).

203
DF Dwarf Mode Discussion / Re: Spontaneous Demotion?
« on: May 05, 2015, 10:57:23 am »
If a baron/count/duke/monarch (or any other position which has the [SUCCESSION:BY_HEIR] token) dies, the title passes to one of their children (if they have any living), regardless of whether or not they live in an appropriate location. This is also how you sometimes end up with nobles of other sites living in your fortress. Unfortunately, I don't believe your new baroness is any more likely to migrate to your fortress than any other historical figure from your civ.

204
DF Dwarf Mode Discussion / Re: possible? marriage without love
« on: May 04, 2015, 04:40:38 am »
I interpreted the 3 possible values for each gender as 'no romantic/sexual interest', 'romantic/sexual interest, but unwilling to commit long-term', and 'romantic/sexual interest, and willing to commit long term'. After all, even with the default values, every dwarf gets only one of the three values for each gender, meaning that if 'willing to marry' doesn't imply love, then ALL marriages are already potentially loveless. With the values you suggest, you end up with all male dwarves willing to get into romantic relationships with either gender, but only willing to marry females.

And utunnels is correct that 2 dwarves having the correct orientation/age doesn't guarantee that they will eventually get married. There's a progression of acquaintance->friend->lover->spouse, and if any step in that progression fails to happen, they never get to the later steps.

205
DF Dwarf Mode Discussion / Re: siege?
« on: May 03, 2015, 01:55:16 am »
1- It isn't known for certain. One reason that has been speculated why sieges sometimes disappear immediately is the idea that they were actually on their way somewhere else and just happened to cross one of your fortresses world tiles on the way to there.

2- It wasn't a human siege. It was a siege from a necromancer tower.

3 - Undead in sieges frequently don't bring any armor/clothing/equipment with them.

206
DF Dwarf Mode Discussion / Re: Danger Rooms
« on: May 02, 2015, 12:47:07 pm »
In versions prior to .40.xx, danger rooms trained every military skill that mattered, and did it much faster than normal training. In .40.xx, danger rooms miss to skills that matter for your military (discipline and fighting) and only train the others slightly faster than normal training (because normal training trains skills up faster than in previous versions). That being said, danger rooms can still be useful. In particular, if you set one up in your barracks and have the dwarves training at the same time as they are in the danger room.

207
DF Dwarf Mode Discussion / Re: Danger Rooms
« on: May 02, 2015, 03:21:48 am »
Also, I think Toady hit danger rooms with the <<+Adamantine hammer+>> , and they don't train weapon skills anymore, only Fighter

You got that backwards. Fighting is the one skill they used to train which they don't anymore. Dodge/weapon/armor use/shield use still train just fine in danger rooms. But really, in the current version dwarves train up those skills (plus fighter and discipline) fairly quickly with just normal military training, so danger rooms are less useful than before, just because normal training is better by comparison than it once was.

208
General Discussion / Re: Food Thread: To Beef or Not to Beef
« on: May 01, 2015, 02:44:47 am »
I made carbonara the other day! I didn't take an pictures but it was awesome, and actually quite easy to make.

Juniper berries are apparently a pretty good marinade ingredient.

Won't it end up tasting like gin then?

A splash of gin in a marinade isn't bad either.

209
DF Dwarf Mode Discussion / Re: Butchery question
« on: April 30, 2015, 02:48:41 pm »
If all of your stockpiles are set up correctly, it could just be a matter of having way more hauling jobs than dwarves available to perform them. But if you have a stockpile set to take from anywhere, which accepts meat and has empty spaces, then your edible butchering products should eventually get hauled there.

210
DF Gameplay Questions / Re: forgot to buy an axe
« on: April 30, 2015, 02:32:43 pm »
In order of ascending dwarfiness:
  • Disassemble the wagon, create a wooden training axe
  • Trade with the next caravan
  • Disassemble the wagon, burn one of the logs for charcoal, make coke, smelt some iron, forge an axe
There's a still more dwarfy option:
Dig down until you find magma. Build a magma smelter and forge. Smelt some iron and forge an axe.

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