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 - Fleeting Frames

Pages: 1 ... 404 405 [406] 407 408 ... 430
6076
DF Gameplay Questions / Re: Goals
« on: June 27, 2016, 05:40:03 pm »
Goals of understanding the game better....I must admit, they do weight significantly.

It doesn't have to be just workshop job chains themselves, though.

Digging artificial rivers, I learned about how fast magma and water actually flow, how quickly bridges melt, the region-crossing messing with pressure (needs additional tests, though), that sort of thing. Similarly on time, I learned that 1,5 dwarfmonths is enough to buy caravan with spiked wooden balls with novice and decent carpenter - good for intuitive understanding, even if I'm still not clear on on "how many goblets will urist create in a month when sitting in a workshop in the middle of a quarry" besides "several pages"*2.

Sending better and worse equipped dwarves into combat, I learned a bit about where they stand a chance, where not, and how to use formations to reduce death toll. However, I've yet to make a fort that uses military and trained animals exclusively; understanding various modes of training is still undone as well. So, a fortress with the goal to tame everything fight-capable.

Another one on my backburner to do is single-level fortress (can be multi-z with Text Will be Text) so I can watch how all the dwarves move at once and better understand the time taken between jobs, idling and pathing.

Similarly, understanding personal and civilization relationships and their weights is something I don't have an intuition for. Perhaps come generational fort.

6077
Nah, their butchering return data isn't just added to the wiki yet; there are lot of articles on giant creatures like that. They're about same size as giant keas, so I'd expect similar returns.

And NCommander, I meant more the mechanics of how they work (will they dig? Or deconstruct? Or both? What if they are unable to path due hanging in mid-air? Can they deconstruct walls from above, unlike dwarves? What about from below? ), though not applying to everything is surprising.

One advantage of tiered well is that if a dwarf falls in they can get out by ramps without always falling to the bottom and getting injured like with stairs.

6078
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 27, 2016, 04:06:12 pm »
For goblins, might do it like this:

100 savagery - 0 savagery - 65  savagery.

I think they should spawn in the 0 savagery tile and then expand first all the 65 savagery tiles (some of which will be untamed wilds...or terrifying, here). If let run for few centuries, they will then create outpost on the 100 savagery tile, which may mess with the intended "start place closest" idea.

And yes, including fruit. Boozeable fruit trees can be wholly covered with any (Dry) Tropical Forest (mango, guava) + Any Temperate.

There are fair few fruits that are edible but not brewable that would require more specific biomes, such as almonds or saguaros. The worst thing to like by far has to be cacao tree fruit, only found in tropical moist breadleaf, and only cookable.

6079
DF Dwarf Mode Discussion / Re: Encrusted goblets?
« on: June 27, 2016, 03:49:39 pm »
Gold emerald-encrusted goblets are pretty fantasycal, indeed, and Archcrystals's gems encrusted with pages of gems is just stupendous, however it is somewhat difficult to get them to look at non-furniture.

Alas, for dwarves personally at least they care about mechanisms with spikes (spokes?) of diamonds, and about statues of anything.

For art of overseering, one thing I've been contemplating recently is using color for pictures without modifying the layouts. Sure, the dining/sleeping hall may have the chairs and tables in neat orderly rows that from the ground appear randomly colored....but from above, you can have the symbol of dwarven civilization in gold and fuschia, or The Fellowship of Right in teal and cyan (troll blood for coloring the beds?). Minecart tracks can also add detail beyond the standard +s of smoothed floor.

6080
There should be giant buzzards, tough. Joyous wilds, just you wait.

Heck, putting a fortification-windowed bit of food, drink and bucket on the mountaintop with cage trapped entranceway should help catch all kinds of distractions.

6081
DF Dwarf Mode Discussion / Re: Encrusted goblets?
« on: June 27, 2016, 02:23:02 pm »
I think the simplest solution would be to wall the jeweler in with the goblets.

You could also spam cheap goblets and drop them all over the fortress, so that dwarves would be less likely to grab the gold ones. Once those are encrusted, sell cheap ones to caravans.

Do dwarves actually enjoy drinking from an encrusted/lovely material/valuable goblet, though?

6082
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 27, 2016, 02:15:24 pm »
On booze: I compiled a list, you only need 4 biomes: Tropical Dry Broadleaf Forest, Tropical Savanna, Tropical Grassland and Temperate Grassland for it to be possible to spawn every boozeable plant. (Whether every plant spawns in their biome is another story indeed, though. At least can plant them, however.)

Sunshine and Silver Barb require just Not Freezing, Wet and Dry, Good and Evil. Give elves and humans medium sized areas while making every small region good or evil should provide the latter part, not freezing is pretty much everywhere, leaving just the Wet and Dry...Which I don't know how it works >_> At least the worlds I do are very wet so sunshine should be common.

I found humans hogged goblin plains starting locations with a savagery of 65, but 70 keeps them away. Elves seem to be fine with 80 (in forests, of course).

The problem with restricting starting positions is that goblins settle on the human (and dwarven) turf more often than not, and if the human area savagery is too high humans won't expand there. Elves similarly seem to have trouble expanding into 80+ savagery areas (which is a bit odd, given their "peace with nature" thing).
Not my experience with elves- then again, I don't go below 100 savagery if it is not necessary, and in case of forests I obviously never tried it.

I think that this means elves and goblins both will not expand into more savage areas unless it is the only remaining choice; That's quite useful to slightly delay elfsplosion from moving into range.

Interesting notes on humans, though. Running a world gen with isolated island with 10-100 savagery results in starting human town spawning on 30 every time, and expansion on 70 and 80 going slower (second and third century), 90 even slower (first in fourth century). First 100 savagery expansion occurred at the end of sixth century in the age of fairy tales.

Spoiler: After 1050 years.... (click to show/hide)


Well, they definitely converted almost the entire grassland area to calm (few spots of wilderness on the outer rim). Embark on one of the edges says the 100 became 23 or 26 (2 overlapping plains).

vjek:
And that's quite different from what I expected from a "plus". Like PatrickLundall, I like that cross of evil.


6083
The well water should be 2z deep indeed, but that just means 1 additional tile of channeling - the water can still otherwise come in from 1z below.

The spider one - I was thinking of using bait (you do have furniture and turkeys. So many turkeys, it's thanksgiving!) and then locking it in for silk production. I don't think military can capture FBs alive in the first place?

Of course, with diginvaders, it might very well be able to dig/deconstruct/teleport it's way out of it - not sure how that thing works tbh.

6084
That's a fair bit of FBs. Going to get the spider and make a zoo of the other ones?

That's really peaceful for year and half, though 3 dwarves are rather limiting. Is the hospital next to forges for magma mist training?

....I thought buzzards were bugs, but they're actually less annoying keas. Huh. Difficult to weaponize, however.

And nice marriages. Normally, being about to be married with horror from the deep lurking behind a corner would be a death flag, but dwarven mind knows without understanding.

6085
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 27, 2016, 06:21:55 am »
Eh, there are fair bit of things that work on linux that don't work in windows; for instance the .gnumeric painter worksheet I use is built with dynamic ranges, which would be really, really, really tedious (separate function for each range) to set up in standard openoffice (I looked). It just happens so that legends viewer is one of those things that requires more precise virtualization / metaphorically in this discussion doesn't have a land bridge from one shore to another built yet by me, and I don't feel like looking at what text I want to keep and what not when closing down. (I think my favourites are more versatile hotkey customization (5-dimensional tabbing, for instance) and lower ram = more things to be left open, though, since I do most things in browsers or other multiplatform things.)

However, back to DF itself, have you looked with your setup to see that with the 1-wide gap the civs do not conquer each other skipping over it, no human pits or goblin retreats?

And yeah, without trees it's impossible to get all boozes. With just a desert, I think you're limited to planting just the ones that are not freezing, or perhaps any temperate|tropical as well?

6086
DF Dwarf Mode Discussion / Re: Need Help with Elk Birds
« on: June 27, 2016, 05:40:36 am »
Sure, but it is not like your game plan changes too much if they weren't fertilized, only infrastructure will have to be multiplied - better luck next season.

6087
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 27, 2016, 05:09:12 am »
Tried to run legends viewer on linux myself, but failed to get it to run with wine or mono, so that's out unless I feel like restarting the computer (and Microsoft's yandere insistence on Win10 with data collection practices is a fairly creepy).

And yeah, I run elves on 100 savagery myself, they only go for connecting forest tiles, however they can conquer others - even expand human town "ranks" higher after becoming the new administrators, which can make them be in range as neighbours (untested if enough for visitors and war both) despite forest retreats being on other side of the world. 1-tile civs could act as time-delayed elven gateways, perhaps.

Goblins definitely spawn on evil tiles even if they're at peace with calm, but an issue is that evil is slightly random - so the size of those two biomes for beak dogs/ogres would be better if they were not used by humans or elves. On that note, all connected plains and all connected forests+taiga seem to be considered 1 region in legends mode, so elves and goblins pretty much have to have different expansion areas to guarantee evil areas for goblin-meant home in a single gen.

Still, that is a great idea! *notes*

Dead dwarven civ....if they have isolated mountain with no room to expand, it happens naturally as they dig deep and FB eats them in my experience, provided 8 caves from 8 surrounding mountains don't get them first. However, getting them killed by goblins for WAR might be preferable.

On humans: Unlike the avaricious goblins, I've had them not expand into wilderness (35 savagery resulting in a mix of calm and wild), myself. Ever since then, I use 30.

As for the animal people, can't think of anything better than what you're already doing.

Myself, I want all boozes, so tropical dry broadleaf/tropical grassland/tropical grassland/temperate grassland. Unfortunately, don't know how to create tropical dry broadleafs.

6088
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 27, 2016, 04:04:01 am »
Spoiler: We think alike (click to show/hide)

Though note the above is still flawed and 42.06 - I will be definitely making several tweaks. The 3-wide ocean is to guarantee no ocean beaches acting as bridges....*wishes Legends mode wasn't so confusing*

Though the lack of bridge over ocean is more driven by desire for all booze biomes.

Though on meeting, see also this convo with vjek.

Anyway, like this nobody goes to war with dwarves, however they still get visitors - in this worldgen, the dwarves are dead but the fortress has near 600 pop, including third of the elves of the world thanks to being the only library.

Elves: They, like the dwarves, cannot slowly expand without conquering.

Goblins: Can spawn pretty much anywhere with low savagery, I believe? Definitely the plains, at least.

Can convert untamed wilds to lower savagery and build dark pits there, though the process is slow (took centuries till they expanded past that large rectangle, the center of which used to be mostly untamed wilds separated volcano strip) and I believe will only happen if they run out of nice places to embark on.

Humans can also convert forests, but they became the main battlefield between all the races here, at other times they've stomped everyone.....

Thus, my current idea is to have stationary elves + humans and goblins inching closer, until they're all in range of each other for longer worldgen, where you wouldn't get human pits and goblin forest retreats in second century. Better toy with population restrictions.

Though, I may have lost the point somewhere (if just visitors is goal, see vjek's fourth post in first page), it is an interesting challenge.

6089
Can be demanded in moods, but only once per dwarf, and you have years even to the first one. But that z-level spread is just terrible ^^;  However, melting an ore produces 4 bars per ore by default (see the simple 8 billion from 2 tetrahedrite recipe), so it should average out back to 31 bismuthine bars, with total of 124 bismuth bronze if you dig through 34 z-levels.

The reason I wondered about bringing them at embark is because the cost is same as normal stone, while providing white color deeper check shows no and being rare. Not magma-safe, though...

Also, poor FB. I'm always slightly disappointed when one dies in combat. Dwarven quantum mechanics are always a treat to our minds, though :)

6090
Inheritance can sometimes happen (somewhat random - it can or can not happen with quitting and reloading the save with multiple heirs), though them happening at once is something of a recognized bug, yes.

In my volcano fort, esteeming the land a barony and inheritance both happen quickly after current save; opportunity for baron^2 is neat.

Pages: 1 ... 404 405 [406] 407 408 ... 430