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Messages - RogerN

Pages: [1] 2 3 ... 8
1
DF Bug Reports / Re: Hunter won't hunt
« on: April 05, 2010, 11:02:34 pm »
I had the same problem with my hunter not hunting.  Then I saw in another thread that the new version requires you to allocate ammunition to your hunters from the (m)ilitary screen.  Once I allocated some ammo my hunter went to work (I may have had to toggle the hunting labor after allocating the ammo, can't remember).

2
I'm performing some testing to verify if creatures can reproduce in cages.  My previous experience indicated that this was possible, but now I'm no so sure...

I started a new fort with 4 cow calves (2 male, 2 female).  I immediately put them all into a single cage.  Since they began as calves, none of them could have been pregnant at the time when they were caged.

They all grew up within 1 or 2 seasons.  It's now been 2.5 years since I emarked, and none of them has had babies.  In the meantime, several pets from migrants have reproduced.  Four of my original dwarves have gotten married, and one of them has already had a baby.

So it looks like animals cannot get pregnant in a cage.

3
DF Dwarf Mode Discussion / Re: Reasons why you love this game
« on: March 30, 2009, 11:59:18 am »
My new favorite defensive measure: The Clockwork Drowning Chamber! Kill goblins without ever issuing a "Pull the Lever!" command or stationing a squad nearby.

Your trap seems to perform its job adequately without going overboard.  It requires an absolute minimum of dwarf intervention, which will doubtless improve the safety record of your fortress.

Efficiency?  Safety?  Your dwarf engineering license is hereby revoked pending an inquiry into your apparent lack of dwarven spirit.  Seriously, though, good job.

4
DF Gameplay Questions / Re: New to HFS Questions *SPOILERS*
« on: March 19, 2009, 12:23:35 pm »
I wonder if it would be safe to just make vertical explortory shafts, so you break into the roof of the chamber instead of into the walls? It would keep most of the nasties from at least killing your unfortunate and valuable miner.

Some of the nasties can fly.  Therefore there's always a chance that your miner with die instantly, regardless of whether you breach the chamber from above or from the side.

And that's the way we like it :)

5
DF Gameplay Questions / Re: Strange cooked meals
« on: October 01, 2008, 11:11:54 am »
I never got prepared meals? Do they have any advantages over just eating, say, plump helmets?

Happiness.  Prepared meals have a quality modifier (fine, exceptional, masterpiece, etc...) based on the skill of the cook.  Dwarves get happy thoughts from eating high-quality meals.  Happy thoughts can prevent tantrum spirals, placate irrational nobles, and otherwise keep your fort running smoothly.

Also you can sell high-quality meals for exorbitant prices to traders :)

6
Also, now that I think of it, I've often seen dwarfs move diagonally in open areas. A* with the Manhattan heuristic should have dwarves move in straight angles a lot. Unless ties are resolved by preferring diagonal movement.

Actually I think you've got it backwards.  By using the Manhattan heuristic the pathfinder will prefer diagonal movement even more than it normally would, because a diagonal move reduces the heuristic distance by 2.  I can't think of any specific cases when that would lead to sub-optimal paths, though.  Generally it's always better to move diagonally unless you're already lined up with your goal.

Speaking of which, does it take more time for a dwarf to move diagonally?  Or are they equally fast in all 8 directions?

7
Has Toady ever said that he's using A* for pathfinding?  I've heard him mention that his pathfinding could use some more optimization, but never any mention of the exact algorithm.

Assuming that Dwarf Fortress uses A* or something similar, it's not necessarily a big performance hit to create large open areas.  If that were the case then you'd expect to see huge framerate problems on almost all above-ground fortresses.  The A* algorithm does not consider every possible route to the destination unless it has to.  In fact, by open areas you actually reduce the number of iterations that A* must perform before finding the optimal path.

The thing that will really kill your pathfinding performance is having a bottleneck (door, stair, etc...) between two points in an unexpected location.  For example, consider a dwarf who wants to go to the dining room.  The dining room is west of his position and two levels up.  The A* algorithm will try to "guess" the best route to the dining room by assuming that he needs to go west.

But what if the staircase is actually east?  That can slow down the pathfinding in a big way, since it won't even try going east until it has exhausted most of the possibilities on the west side.  Centralized staircases, despite their popularity, are a good example of how to drive the A* algorithm nuts.  Fortunately most forts which use centralized staircases tend to use only a small area on each level.

Note that if Dwarf Fortress does NOT use A* then all of the above is moot, and open areas may indeed cause pathfinding lag.

8
DF Dwarf Mode Discussion / Re: Self Destruct Sequence Initiated
« on: September 26, 2008, 04:17:17 pm »
Creating unhappy thoughts is frequently insufficient to destroy a good fortress.  You must also remove sources of happy thoughts: dining rooms, bedrooms, etc...  Any furniture that's high-quality should be removed.  A few other tips:

* Make sure you DON'T have a jail.  Otherwise your dwarves will be locked up when they throw a tantrum, and that prevents them from spreading more misery.

* If you don't plan on starving your dwarves then you should at least get rid of the high-quality food and beverages.  Let only incompetent dwarves prepare meals.  Make 'em all drink water if possible.

* Nobles can get really, really angry if a "lesser" dwarf has a high-quality bedroom or dining room.  Force all of your best nobles to sleep on the floor, while your humble bookkeeper relaxes in the Royal Suite.

* Stage a couple of "accidents" for some of your military dwarves in order to get the tantrum ball rolling.  They typically have lots of friends.  Cave-ins work pretty well for this purpose.

* In my experience it's pretty rare to kill off an entire fortress with tantrums alone.  Goblins can help, but you've probably got dozens of ultra-mighty dwarves at this point.  A good fortress death takes time.  Or fire.... fire almost always does the trick.

9
DF Dwarf Mode Discussion / Re: I just maximized the cave size.
« on: September 23, 2008, 08:06:22 am »
I suspect that huge caves will wreak havoc on Dwarf Fortress's path-finding algorithm.  Be prepared for massive slowdowns.

10
DF Gameplay Questions / Re: My kingdom for a shell!
« on: September 07, 2008, 05:20:26 pm »
Problem solved!

I gave the [HASSHELL] tag to cave fish, and made sure my dwarves ate plenty of them.  Thanks for all the suggestions.

11
DF Gameplay Questions / Re: My kingdom for a shell!
« on: September 07, 2008, 05:13:13 pm »
If you don't mind cheating, you can always edit an existing reaction.

Thanks for the suggestion, but it didn't work completely.  The reaction produced an object called "shell", and my dwarves stored it in the designated shell stockpile.  However it must not be initialized properly because it isn't drawn on the screen  (it's an empty black tile) and my siege engineer isn't grabbing it.

12
DF Gameplay Questions / My kingdom for a shell!
« on: September 07, 2008, 04:23:58 pm »
Okay, I've just spent about 2 years of game time and approximately 400 trees training a Siege Engineer.  He's about half-way to Legendary.  But he just went into a strange mood, and he's demanding a shell!

Unfortunately my map has no turtles.  I have fisherdwarves, but the cave river only yields cave fish (100 cave fish caught so far, nothing else).  My entire dwarven civilization, in fact, has no access to turtles.  There were none available on the embark screen.

Is there ANY way to save this guy?  I wouldn't mind cheating at this point... IMO impossible moods should be considered a bug anyway.

13
DF Dwarf Mode Discussion / Re: Hmm, Is this normal?
« on: September 02, 2008, 12:38:27 pm »
Her furniture may not be a source of unhappy thoughts, but more happy thoughts can offset the unhappy thoughts from grudges.

14
DF Dwarf Mode Discussion / Re: Hmm, Is this normal?
« on: September 02, 2008, 10:42:20 am »
If you want to make your nobles happy then you need high-quality items for them to admire.  Your queen will get more happy thoughts from a masterpiece mudstone door than from a so-so golden statue in her room, even if the golden statue is worth ten times as much.  Gold and platinum make it easier to increase the value of your nobles' rooms, but expensive materials don't make nobles happy without good craftdwarfship.  Typically your mason is more skilled than your blacksmith due to the scarcity of ore, so stone furniture is appropriate for furnishing nobles.

Have your mason crank out furniture until you can provide your queen with a complete set of masterpieces.  Doors, tables, thrones, armor stands, weapon racks, etc...  Each type of furniture increases your chances of getting happy thoughts.  If you need to add value to her room then you can just dig out a bigger room.

15
I recommend using a drawbridge.  You don't need to dig a moat - just treat it like a paved road.  The advantage of a drawbridge is that you only need one set of mechanisms to control it, as opposed to linking three or more floodgates or wall grates.

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