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Messages - Fleeting Frames

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6046
Dog leather journal?

How many did you butcher, butcher?

Speaking of which, what's the kennel for?

As for that archery tower...Won't the invaders dig through it, hm? The bolts will not kill them by the time they reach the walls, assuming they don't go diagonally straight to below from map edge.

Though it is still useful against giant wildlife and preparation for accidents. Mm, giant buzzards.

Though Mistem will probably be the happiest with four dozen rose gold bars produced in the fortress. She gets to personally work on them, on top of being a mother!

6047
For future generations, one can pick better livestock to live. For some biomes, one can increase the food output with necromancy. However, a third avenue I've seen largely gone unexplored is boosting body size of meat while it is alive.

Given that Strength seems to increase body size by about 0,1% of "standard" size per point, it follows that getting 1000 of it with average strength will double yields.

The remaining problem is actually get the animals to exert themselves.

Option A: Siccing large predators onto something that is not likely to die but won't hit back. I've seen mention of using unconsicious wild water buffalo.

Option B: For benign small creatures, one can danger-room them with minecarts. However, in my experience this increases strength really slowly - like, weeks per increase. 1000 weeks to max it out seems like it would kill most animals of old age.

Option C: For very large benign creatures such as water buffalos, danger-rooming them with spears is less likely to horribly kill them in first few strikes. However, no idea if this will raise their strength at any faster pace, if at all.

Things I've found do not work: Swimming chickens. No strength increase in 3 weeks of 6/6 water.

Thus, in the spirit of dwarven child care, I ask thee to submit more, faster, better, stronger, easier ideas and designs for hulking out pets (for eating, though defensive ones do get a benefit as well I guess).

6048
You probably have a ramp before that pressure plate, I guess. If the minecart crosses the plate in a single step, the slow-to-react buildings will get "close" signal in 99 steps and be unable to react if they opened 99 steps ago.

6049
That url... It's like 3 redirects and and a site who loves php a little too much.

Aw. Bye bye, goblin liason. You were cool while you lasted. Though I recall trade depot used to be in center.

Still, looking at those screenshots, it looks like the ocean catcher has unnecessary channeling ruination in it? I can't tell what the first one is supposed to indicate, though.


6050
DF Community Games & Stories / Re: The Story of Atolasob
« on: June 29, 2016, 08:41:29 pm »
I do have wilderness, but whip vines aren't listed in the region-pops, which is why I'm calling them questionable. 
When I say "Savage", I mean "Untamed Wilds", much like how glumprong requires at least 66 evil (evil regions).

Easy way to check what is growable is with farm plots, though tiny biomes can give surprises there.

And wow.....digging out the whole embark. If you had only a single layer of soil to work with, would pretty much have to use pumps in that climate. At least the rooms are easily resealable for FPS, but I sense that they seem to have a purpose.

When you have more, note that while it is much safer to dig down stairs then up stairs, those up stairs in aquifers will block cave ins and can't be removed while it is 7/7. However, at this digging scale I think concentric cave-ins may be able to punch through even the highest - 17-layer aquifer - that I've heard about, at the cost of likely messing up surface vegetation. (Need open space above and below a cave-in, after all. )

Not that you ever need to go deeper, with that much room. Rather, I get the impression you don't intend to. Even so, it looks like you intend to hit pop cap on dozen species of wildlife.

However, doing quick two-level pokes is still useful with single-layer aquifer to ensure clean well water. Beware of different biomes having different aquifer depths, though, if you do this.

6051
DF Community Games & Stories / Re: The Story of Atolasob
« on: June 29, 2016, 09:01:59 am »
Isn't the whole point of dorfing RPing?

*Fleeting Frames doesn't really understand the practice.*

6052
DF Community Games & Stories / Re: The Story of Atolasob
« on: June 29, 2016, 08:29:15 am »
....How did I miss wetland crops? Anyway, Whip Vines require savage (you have wilderness), though no idea on importing them. Kobold bulb isn't brewable of those, but I boggle at "Wetland (Dry)" for bloated tuber. A dry wetland, should we find them in St. Peterburg or what?

Caper....Either Desert or Grassland. Embarking on the boundary between plains and forests, my bet is on the latter one, with actual grassland in a different region tile.

I ditto U on workflow; there's lot of things I have not tried yet. Regarding sand, have you tried incrementing mineral scarcity values if you find perfect site, only lacking in fire clay and sand? Have not tested it with soil, but it should reset the ores (and maybe change history a bit)

And yeah, heh. Wide open areas and landscapes are not conductive to practicality, sadly, whether painting the world or painting the fort.

6053
DF Community Games & Stories / Re: The Story of Atolasob
« on: June 29, 2016, 06:41:25 am »
So this is the end result of that tweaking? Well, my paintings certainly aren't so picturesque!

You're missing 4 wheats, Sorghum, Fonio, Teff and Artichokes from full theoretical compendum of 78 spirits. Checked how many you have with region-pops? Though, on the flip side you got wolf packs, for instance...Probably something else as well, wiki biome articles are rather incomplete on what is present.

One idea that came to me for making every one of the present boozes was to use workflow plugion/43.03 job manager system so that every distillation causes the brewing of next plant in cycle.

Setting up those dozens of orders would probably best done with spreadsheet, though actually implementing that dynamically would be something of a challenge :p (FYI workflow saves into historical figures).

6054
....You could have PMed him, you know :p

6055
DF Gameplay Questions / Re: world gen question
« on: June 29, 2016, 04:25:20 am »
I'd suspect it to be something of a bug, tbh, on account of how I do manage to get Artichokes in 33×33s (dry Temperate Grassland). And yes, that 15 tiles does get divided into 2 smaller ranges with an equator.

Incidentally, this should mean some biome combinations are only possible through hacking for now, such as all 3 broadleafs forests in 1 embark.

6056
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 29, 2016, 04:15:40 am »
Some clowns can breed and are butcherable, though; I'd expect those can be raised. They're pretty much FBs with skills.

I notice that steel's material values are much superior to iron, but artifacts offer rather large bonus too...So!

How well does artifact iron armor compete with non-artifact steel armor? What about weapons?

(Thinking of how you get iron items with mood if mood base material is removed.)

6057
DF Dwarf Mode Discussion / Re: Trivial findings
« on: June 29, 2016, 04:03:04 am »
with 600 elves on library embark,
What a heap of leather!
How do you embarked on the library?
DFHack plugin: embark-tools ; enable embark anywhere. There were about 10000? books according to my bookkeeper, and despite being marked as hostile, no conflicts with either civilians or stationed military. They didn't visit my new library either though, sadly.

Incidentally, said dwarven civ has no dwarves.

Which brings me to another discovery:
Spoiler: Former Queen (click to show/hide)
Queen position isn't necessarily for life. This one was Queen for a day, then became expedition leader again.

Still, motivation to give everyone royal furnishing :p

E: Good motivation. It yoyod daily till someone else became expedition leader.


Wow, I had just two tree-loving beards climb several zs up and then down a tree. Oddly, this didn't give them any climbing experience, but I didn't know they could do that.

They then proceed to go back in the next step of the cycle of "climb in submerged meeting area, realize it is submerged, get out, climb trees, get down, proceed to climb in said meeting area again". Same steps every time.

Idling dwarfs are weird. Kinda reminds me of how animals path though, same counter-clockwise cycle, albeit returning to origin. And it is only those dwarfs who got submerged in meeting area - only they return into water and then climb again.

E: interestingly, dwarves can hold onto things in their sleep if forced by (say minecarts).

6058
DF Dwarf Mode Discussion / Re: Trivial findings
« on: June 29, 2016, 12:06:28 am »
Finding 1: Unpastured poultry will claim nest boxes on their own.
Finding 2: I now have 172 turkey poults (took 16 turkey hens on embark, some were infertile tho)
Finding 3: Herbalist skills up quite fast. I noticed I have legendary +1 herbalist after he went over d-p'd 7 embark tiles. Also 310 plants (some withered because of my fault)

Ahahahaha this went way better than expected. I know I will not be ordering leather this time.

After tossing puppy-birthing dogs into a room with locked door and throwing away the key, I'm running at 97 FPS with 282 units on the map. Much better than 25 with 600 elves on library embark, though it is only first summer!

6059
DF Gameplay Questions / Re: "Trapped" Dwarfs?
« on: June 28, 2016, 10:31:18 pm »
Once, I got trapped dwarfs by them not crossing over ramps - shouldn't ramps act as floors? to stairwell to fort.

Did you test that you could get a dwarf from fort centre to their location, perhaps by station order?

6060
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 28, 2016, 10:28:10 pm »
43.03 supposedly had a bugfix for "tavern-goes join siegers over petty slights". If you're running earlier, there you go. If you're running that or later, well...Sounds like the bugfix wasn't successful.

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