Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dragoon508

Pages: [1] 2
1
DF Gameplay Questions / Re: Stuck caravan
« on: June 02, 2015, 01:14:40 pm »
yea so I drained the pond he was in and he stayed in it until the caravan left. Making it so I did not get to trade that time around. Annoying as all heck

2
DF Gameplay Questions / Re: My Pigs are not breeding. :/
« on: June 02, 2015, 11:47:29 am »
Well you need to put some candles in there along with playing some barry white.

I have noticed this as well with my fort but it could be that this version has broken breeding with pigs.

3
DF Gameplay Questions / Re: Stuck caravan
« on: June 02, 2015, 10:49:06 am »
Alright I found the issue. One of the merchants went into the water and is hanging out in there apparently. How do I get this guy out? All the other merchants got through alright but this guy.

For invaders it seems they always spawn in the exact same spot by my road. Cant get the merchants to spawn by the road but those goblins sure seem to like to. They have no problem leaving by it though.

Edit: he is on a slope as well but does not want to get out.

4
DF Dwarf Mode Discussion / Re: FPS death
« on: June 02, 2015, 10:25:53 am »
I got a decent one but it is about 6 years old now. quad core with 2.34 ghz. Going to upgrade soonish, had my eyes on a new alienware.

But besides the point, I am finding DF hack is something that is needed which I had tried to avoid before. If only for the clean all and the cleanowned functions. Apparently I had about 10k owned worn out items in the fortress that the dwarves did not want to give up.

5
DF Gameplay Questions / Stuck caravan
« on: June 02, 2015, 10:24:19 am »
I have a human caravan stuck in the unloading phase as one of the guards apparently can't pathfind to the depot. He is just wondering around on the other side of the pond and wont move over. Is there a way to fix  this? My depot is accessible by everyone else

6
DF Dwarf Mode Discussion / Re: FPS death
« on: June 01, 2015, 01:08:52 pm »
and even if I did I wouldn't have the money to do so for another 30 years, unless I get the best job offer in history after I graduate.

There are not many things you can buy that would actually make Dwarf Fortress run significantly faster unless you bought an absolute garbage PC to start with.  My current rig is mostly made of parts that are 9 years old, and still runs a 4x4 fort with 50 dwarves at 90 FPS.  (Although I build and run my fortress on FPS-saving principles.)

Dwarf Fortress does not care how fast your CPU is and doesn't really even use a GPU at all.  Dwarf Fortress's bottlenecks are entirely in accessing memory because it is made of cache misses.  The only thing you can possibly do to speed up DF with hardware is to get a CPU with a positively giant L3/L4 cache (and I mean > 256 mb or GTFO), or else buy faster RAM.  These are, notably, entirely different things than what you are looking for in playing most other games, where the bottleneck is graphics rendering.  (Which is an absolute triviality in DF.)

If you want a faster fort, you are far better off changing your playstyle or use modding than trying to get a supercomputer that somehow runs DF faster.

Guess I should spend 5k$ on a computer to always have 100 fps with 400 dwarves then.

7
DF Dwarf Mode Discussion / Re: FPS death
« on: June 01, 2015, 10:10:13 am »
Yea I have no problem with mine sitting at 20 fps, I typically average at 35 with 102 dwarves and about 30 animals. I think 10 FPS may be my limit although I have never gotten that low, typically my fort dies before then.

8
For weapon skills I would suggest a sword dwarf. In the fact that he can to stabs and slashes which are useful in facing more enemies. However if you are undead heavy then go for a Mace. Apparently Maces are better to mangle with while hammers do more damage.

9
DF Dwarf Mode Discussion / FPS death
« on: June 01, 2015, 05:16:46 am »
A question has been going around my mind for awhile now, what is the general FPS rate to abandon a fort because of FPS?

I have heard people playing at 10 fps which I think is insane, but that may be the general area that it is at

10
Your right, observer is about spotting ambushers. However still not too important on a starting military dwarf.  You can train it by having a dwarf watch others spar which is why I got it confused for a moment.

If you are starting in a !!FUN!! embark then you don't have to worry too much about ambushes. You would want higher skills in other areas first

11
Teacher is a good one to take as it lets you train your military a bit faster.

But probably want to do weapon, armor, dicipline, and teacher at the start. Fighter and striker are really easy to train. Observation is only useful if you are learning so it is more important for when others show up to have.

12
You can see the neighboring civs when you enbark by hitting tab. This will show you your neighbors.

13
DF Suggestions / Re: "Tavern-like" Academies
« on: May 30, 2015, 10:55:19 am »
Well..

I don't really want academies to be something you just up and say "ENGINEER, POOT ACADEMY HERE!".  They should be at least sort of special to have around. Like an artifact.

You should have SOME control over the classes, teachers and overall quality of education.  But I don't think it should be a subsidized academy.

(Refer to long discussion regarding semi-independent organizations)

I somewhat agree with this, although like I said initially this system I was talking about was mainly to piggyback on an existing system, namely the Military system.

It would require that skills take a longer amount of time to get however. I mean you can get a legendary dwarf within a year if you hardly try. As NW_Kohaku put it, one legendary dwarf is more valuable than 4 moderately trained ones. But if getting to legendary was something like six years of time without being trained it would be more valuable I think.

I think the system I discussed also may be better for how a guild would operate in regards of teaching.

But if you want to keep academies special it may be better to focus on skills that are not easy to get instead of other skills. So there would not be a carpentry academy, but skills like medical, architecture, alchemy, or tactics could be an example of what an academy teaches along with advancing knowledge in that area.

So you can think of an academy in 3 parts, you have your teachers and students, your scholars, and then you administrators.

Your teachers of course teach the skills and students learn, in order to teach they need a classroom and supplies, so a military tactics class would need a basic set of books for each student that would not be consumed, but they would consume paper and figurines for instance, as I stated earlier the more supplies they have means the faster they can teach but this would be capped at some point. You could still assign your teacher students like I proposed earlier

Scholars advance the subjects that are taught at the academy which in turn means different books can be added to the courses making the students learn faster and more things. This would consume paper and other supplies as well.

Admin would make sure that things run smoothly like set schedules and work orders for the scholars and teachers.

Overall this would mean that in order to have an academy it would require a lot of infrastructure to support it from your fortress, so it is not something you could make right off the bat. Foreign students will come to ask to be taught via a diplomat screen where it pops up, you can agree to teach the student and they will tell you how fast they would like to be trained in order to get a reward. So for instance they want to graduate within 2 years. You have to have the supplies and teachers for that to happen.

14
Honestly with undead you want to use blunt weapons. Silver tends to be the best in that regard but if you had copper it would work well.

My advice is also never skimp on iron even if you have steel. I tend to keep enough iron equipment on hand to equip 40 dwarves, even if I have access to steel. You can quickly equip a group and it is still useful.

15
DF Suggestions / Re: "Tavern-like" Academies
« on: May 29, 2015, 11:03:09 pm »

I like where you're going with the sliding scale of speed - consumption.
But I keep in mind the "tavern like" aspect of this.

As in, dwarves kinda randomly go there, and vistors might show up to study there.  I don't think I like the idea of shouting at a dwarf "HEY YOU FAT CRAPSACK, THESE ARE YOUR STUDENTS NOW!"
Well one of the things I am basing these idea upon is dwarves in an inactive squad will drop everything to go do independent training. The system would work similar to that but the teacher would do something like the military organizing the demonstration at random. So if you have a lazy teacher then he would not teach as much, same thing with a dwarf who is lazy going on break constantly.

I think we would kind of want a lot more control over our dwarves than them just randomly deciding to go to the tavern that day. So it is why I focused on the random nature of visitors as you never know when you would get one.`

Pages: [1] 2