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Messages - Eldin00

Pages: 1 ... 21 22 [23] 24 25 ... 34
331
DF Dwarf Mode Discussion / Re: Migrants...
« on: March 12, 2015, 02:11:03 pm »
I just got one of the least useful first migrant waves I've ever seen:

1 animal disector
1 fish disector
1 animal trainer
8 children

The 3 adults I can at least put to work doing something they're currently unskilled at, but 8 children? really? on a migration wave that brings my total population up to 18?

332
DF Modding / Re: What controls monarchs migrating to your fortress?
« on: March 12, 2015, 01:10:14 am »
So correct me if I'm wrong here, but when the monarch moves in, so does the outpost liason, but not any generals/lieutenants/captains, right? (I haven't actually tried to get a monarch in my fort in .40.xx yet, so it's been a while since I've had one move in) So given that pattern, I'm going to guess that it selects any positions which lack the [SITE] tag, and have either of [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS] or [RULES_FROM_LOCATION], and then throws in their spouses (and children?) and a suitable squad of guards.

333
DF General Discussion / Re: Military Formations
« on: March 11, 2015, 02:05:04 am »
I seem to remember seeing it as something to go in someday in a fotf reply, but I don't remember exactly when that was, and it definitely doesn't seem to be in the near-term plans.

334
DF Dwarf Mode Discussion / Re: Vertical shafts
« on: March 11, 2015, 01:44:24 am »
Well, I was thinking more along the lines of dump shafts/wells, but maybe stairs will work.  I will experiment.

You can channel out the stairs from the bottom up, but it takes a bit more micromanagement than just having a dwarf dig straight down in the pre-climbing days did.

335
DF Dwarf Mode Discussion / Re: Shield material revisited
« on: March 10, 2015, 06:15:55 pm »
Shields used as weapons are treated as miscellaneous objects, so the only properties that ever matter are their size and material. Dwarves shield bash for the same reason that werebeasts will hit dwarves with a xPigtail Fiber Sockx they kept hold of, or a ripped off limb. Because it happens to be in their hand, and the AI generally seems to favor attacks by the priority real weapon > miscellaneous object > no weapon.

336
DF Gameplay Questions / Re: Newb questions
« on: March 10, 2015, 05:34:47 pm »
2 and 3 both sound like you might have parts of your fort that aren't properly connected (problems with stairs or ramps, maybe?). But without seeing it, that's about the extent of the informed speculation I can provide.

337
DF General Discussion / Re: Skills Max?
« on: March 10, 2015, 05:17:40 pm »
Anecdotal evidence suggests that as you go higher, the amount of benefit from each new point of skill diminishes. So you might notice a difference between a skill of 100 and 200, but between 100 and 110 the difference would most likely be negligible. A skill of 20 (Legendary +5) seems to be approaching the point where improvements from adding a single skill rank get hard to notice, so a lot of people/tools treat that like the max.

338
DF Modding / Re: 34.11 and 40.24 Mod help
« on: March 10, 2015, 02:01:33 pm »
[PET_EXOTIC] works as well for making them tamable, without making them more likely to be domesticated during worldgen by most races.

339
DF Dwarf Mode Discussion / Re: Dwaren eugenics
« on: March 10, 2015, 01:52:12 pm »
As far as being related goes, dwarves won't marry siblings. Any relationships beyond that don't affect marriage or childbearing at all. Dwarves do have to be close enough to the same age (within 10 years, iirc), and interested in marrying dwarves of the opposite gender to theirs, in order to eventually form a marriage which results in children.

340
DF Dwarf Mode Discussion / Re: Newbie here - A few questions
« on: March 10, 2015, 12:27:12 pm »
People have talked the graphics question to death here already, so I'll skip that part of the OP's question. Addressing other parts, choosing a starter pack can help out for a new player, since it includes some extra tools that can make things easier, though a few of the included things (like using the multilevel view with TWBT) can make things more confusing until you understand what you're looking at on the screen a bit better. When choosing a location to embark, you get to choose the size. Smaller sizes will give you better performance, larger sizes give you a larger play area (more resources, potentially more diversity of terrain/wildlife/plants/weather). A 1x1 embark translates to a 48x48 play area (with up to a couple hundred z-levels, depending on worldgen paramaters and embark site). Larger embarks (theoretically up to 16x16, but many embark sites will crash because they need more than 4GB of memory at that size) give you larger areas with dimensions in multiples of 48. As to performance from the machine you describe, my desktop has a slightly slower core i7 cpu, and with a large region, 100 year history, 4x3 embark (192x144 fortress area) , I generally maintain framerates over 50fps well into the 2nd decade of the fortress, and I find that memory bandwidth is my limiting factor rather than CPU power. Also, your GPU doesn't really matter for DF, it will perform the same on pretty much any PCIe 16x card as it will on your 970.

341
You can still get tantrum spirals in .40.24. But it's harder to get to the point where it can happen, and once you reach that point, it's much harder than it used to be to back away from that point as well. But if you do have multiple sources of stress that are affecting a large number of dwarves (lots of sentient corpses lying around, vultures causing vengeful thoughts constantly, etc), and don't have excessive sources of happy thoughts to reduce stress, you should start seeing tantrums after a while, which tend to increase the general stress level in the fort. And because the stress levels change slowly over time, even with great effort to make the tantruming dwarves happy, it can take several seasons to get them to stop. Without great effort, their stress will tend upwards until they eventually break and go insane. And a berserk dwarf in a fort that already has a lot of dwarves stressed can still result in multiple dead dwarves, helping to push others over the edge.

So I wouldn't say tantrum spirals are gone, but they are definitely rarer and easier to avoid, and the final death spiral is a slower descent into oblivion than in previous versions.

342
Bolts have worked fine in bins for me, except for when Urist McHunter runs out of ammo at the furthest corner of the map, and then starts a 'pickup equipment' job that ties up the bin and keeps everyone else from picking them up until he makes his way across the entire map. My biggest problem with bolts right now is that they eventually end up as hundreds of single bolts, instead of the nice stacks they start out in, thus requiring either bins, massive stockpiles, or quantum stockpiles if you want to manage them in any way.

343
DF Gameplay Questions / Re: Grape farming problems
« on: March 10, 2015, 10:51:52 am »
Along with the job priorities and multi-hauling, I believe there was a change to allow workshop jobs to steal items from hauling jobs, but only if the hauler hadn't picked them up yet. So if you've got a brewable plant on the ground that already has a hauling job assigned, your brewer can cancel the hauling job to claim it for brewing. But once a hauler gets to it, the brewer has to wait until it's done being hauled before it's available again.

344
Life Advice / Re: How does I date?
« on: March 09, 2015, 08:37:46 pm »
If you don't want to do dating sites, you might try meetup.com or similar. With luck, you'll find at least one local group who gets together regularly and shares a common interest with you. The real key here is putting yourself in situations where you'll meet new people. If you can pick situations where the people you meet are likely to have at least a few common interests with you, so much the better.
As an example, I live in a small-ish city, and meetup.com has hundreds of groups within 25 miles of my zipcode, with a diversity of topics including (among many others) video games, tabletop and role-playing games, programming, singles groups, outdoor activities, martial arts, religious and/or spiritual beliefs, investing, wine/beer/spirits, various sciences, travel, DIY, pets... the list goes on, but you get the idea.
And that's just the clubs/groups that use meetup.com to organize events and activities. 
Dating sites can certainly work. The bar scene can work, but if it's not your scene, you might meet a lower proportion of people you consider relationship material there. Doing volunteer work at a local school or charitable organization can work. Just going and hanging out in places were people congregate (parks, malls, concerts, ect) can work. Like I said earlier, the key to meeting someone to start a relationship with is putting yourself into situations where you're exposed to new people you can meet.


TLDR; Unless you live in a very rural area, there are lots of ways to meet new local people. Meeting new people is the key to meeting someone to start a relationship with.


345
I find that turning off temperature only makes enough difference to really be noticeable if I either have wildfires burning, or am moving around a lot of magma.

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