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166
DF Dwarf Mode Discussion / Re: Empty barrel or lack thereof.
« on: May 02, 2009, 02:46:19 pm »
For future reference, check the stockpile menu (p).  There will be options in there to reserve barrels and bins.  A reserved barrel will not be used for anything except workshop jobs that require a barrel.  Which is mostly just brewing.  The barrels can be moved into furniture stockpiles, but they'll still be available for brewing.  They won't be used for food or seeds.

167
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: April 30, 2009, 05:13:13 pm »
While the particular layout of a given interface is a valid concern, the ability to modify the stock interface should come first.  I think it would be really premature to break out of tile-based interfaces anytime soon.

Personally, I've always found text-based interfaces to be harder to maintain, play around with, and improve compared to an ordinary window-based interface.  Unless Toady has put together a really nice UI library, I would strongly recommend getting familiar with an existing GUI library (such as CEGUI).  The upfront cost of learning a new library will always exist, but I would estimate that the payoff would be pretty significant.  Again, this is largely because I think that it would in fact be easier to tweak a graphical UI when game mechanics change than it would to tweak a textual UI.

Of course, it's just my opinion, but I felt like it might be worthwhile to throw it out there, since the default assumption around here, that text GUIs are easier to adapt to game changes, strikes me as somewhat unusual.

168
I propose color-coding.

Red HFS, Green HFS, Chartreuse HFS, Heliotrope HFS, Robin Egg Blue HFS, et cetera.  This allows for extra creativity points and retains or even enhances the mysteriousness of HFS.

169
DF Gameplay Questions / Re: Blank screen?
« on: April 25, 2009, 11:51:11 am »
Is there anything you did try doing?  Move any files to a different folder?  Rename a folder?  Change any init.txt settings at all?  Basically, did anything even slightly out of the ordinary happen shortly before the game quit working?

170
DF Suggestions / Re: multithreading
« on: April 22, 2009, 01:38:35 pm »
Doing this constrains each process to only act on information from the start of the turn where they might previously have acted on the results of process that ran before them, but it's only one frame.

Personally, I consider this to be a benefit from a merely theoretical standpoint, even if we ignore the benefits that could be obtained from double-buffering.  For calculations that are done from a top-to-bottom, left-to-right order (or anything essentially the same), it seems odd that the calculation of any given tile uses more up-to-date information from the left and top (because these adjacent tiles had just recently been calculated), while using last frame's data for the right and bottom (since these tiles haven't yet been calculated this frame).

In fact, I suspect that in some cases, where the math just coincidentally works out a certain way, this could even produce some noticeable artifacts that should not arise.  (For example, perhaps heat has a higher tendency to dissipate down and right, rather than up and left.  In the ideal situation, it should obviously dissipate in all directions equally, all else being equal.)  Using last frame's data in all calculations of this sort just seems like the right way to do it.

171
DF Gameplay Questions / Re: Barrel assignments
« on: April 22, 2009, 11:17:34 am »
Other people have suggested solutions for the barrel problem (reserve barrels overall, limit the number of barrels that can be used in a food stockpile), but as for the over-production of food, I suggest simply having a stockpile of limited size.  If the dwarves don't have anywhere to put food (because the only stockpiles that accept that particular food are full), then they leave it in the field and let it rot.  This may seem inefficient, but it is an easy way to limit food production with little to no manual intervention.

If I have a plump helmet farm, I tend to have a 5x5 or 10x5 stockpile which only accepts plump helmets and accepts no barrels.  (You could allow barrels and make this stockpile much smaller, 3x3, for example, and get the same effect.)  I might have larger stockpiles for other food types (prepared foods, meats, fish, whatever), but since plump helmets can't be stored in these other stockpiles, it doesn't affect the amount of food that successfully gets harvested.

172
so i'll continue work on this tommorow I guess. maybe i'll find a locale with no goblin access since all i'm interested in is the devices :)

Just in case you're not aware, you can turn invaders off in the init.txt file.  No regen or anything needed.

173
Just to confirm, check the messages (a) and ensure that there was a message "McX has begun a mysterious construction!" at some point.  Let's see, there's the "McX has been possessed/has withdrawn from society/et cetera." messages.  Followed by "McX has claimed a ? workshop."  And after materials have been gathered you should get the mysterious construction message.  Like Walliard, I've never seen an insane dwarf result after this message is received.

174
You could possibly achieve some further nice results by adding in merges/branches.

For filling it up away from the loop:
P = pond, or other 1x1 square within which 7/7 water can be placed.
-> = pump
~ = water tile in between pumps
Code: [Select]
P->~->~->~
      ^  |
      |  V
      ~<-~

For getting rid of the water without letting it scatter around the room:
X = 1x1 or larger area on the same level as the pumps
D> = pump that is only powered when you want to drain the system
(This depends, of course, on what happens when two pumps both try to pull from a single 7/7 tile of water.)
Code: [Select]
~->~D>X
^  |
|  V
~<-~

In fact, you could probably combine these two, such that the source pit and drain pit are the same, and the non-loop source pump and non-loop drain pump are both powered via lever-controlled gear assembly.  The loop pumps will always be running.  However, normally, neither the source nor drain pumps will be on.  Fill up the source pit with 7/7 water however you wish.  Then turn on the source pump.  Once the water is in the system, turn off the source pump.  When you want to drain the system, turn on the drain pump until all the water is sitting in the 1x1 pit.  Then turn off the drain pump.  Now the source pump is ready to be reactivated whenever you want, since there is 7/7 water sitting in the pit.

-> = always powered pump
D> = drain pump
S> = source pump
P = 1x1 source/drain pit
Code: [Select]
~->~D>P
^  |  S
|  V  V
~<-~<-~

175
DF Gameplay Questions / Re: Carving ramps -> Framerate drops
« on: April 19, 2009, 10:02:54 am »
edit: Just one last question... how do you destroy downstairs? Channeling them is an option, but i could just channel it out then. Cavein of cause - but thats something i can't do good on purpose xD. Else?

It turns out that channeling stairs is easier than channeling normal solid ground.  You can designate the entire level of stairs for channeling without worrying about the miners getting stuck, because they channel from below, not from above and to the side.  But I remember experiencing serious performance problems with stairs just as you have with ramps, so I don't know if it'd help much.

176
DF Dwarf Mode Discussion / Re: How to get Seeds to work properly
« on: April 18, 2009, 01:55:18 pm »
I think SuperWalrus is referring to the seeds for generating worlds.

It would help if we knew the manner in which they are not working.  We cannot help you much without such information.  (For that matter, we can't even figure out easily what you're talking about when you give us no details to work with.)

177
DF Gameplay Questions / Re: Starter Pack.
« on: April 18, 2009, 01:47:40 pm »
Hey i was wondering if theres a way to get 10 starting dwarves instead of... seven. Just for a rapid project team, i dont like spending all this time GETTING the dwarves just to make my projects.
An easy way to get lots of dwarves without being able to control exactly how many is to embark, then abandon the fortress, and then embark on the same location to reclaim.  You'll start with a bunch of military dwarves, and you can immediately undraft them and treat them like normal dwarves.  I'm not sure what determines how many dwarves you reclaim with, though, nor do I even know typical numbers, as I rarely do it myself.  But I do know that you can get as many as 60 or so dwarves in some cases.

178
DF Suggestions / Re: Destructible trees
« on: April 18, 2009, 01:43:42 pm »
I think this is coming in the Next Version™, but I can't be quoted on that.
There are changes that will affect the materials that things are made of (like the wood that trees are made of), but there aren't any changes that I am aware of that will affect the way things like trees and walls are represented within the game.  We already have walls made of rocks that have melting points below the temperature of magma, so adding more details to the rock materials isn't going to change the fact that walls are affected by magma.  I suppose the same is probably true of trees as well.

179
DF Gameplay Questions / Re: Dwarf Reveal (Mod thing) problem...
« on: April 16, 2009, 06:00:08 pm »
A bit of clarification:  First you designate at least one square in each 48x48 region on the lowest z-level.  This loads all these 48x48 regions into memory, from the lowest z-level designated up to the highest z-level of the map.  Then you run reveal.  Without doing this, the regions aren't even loaded in memory (technically they aren't even generated yet), and thus can't be revealed.

The easiest way is to simply go to one corner, begin a mining designation, go down to the other, end the designation, then do the same thing in reverse, but removing the designation rather than adding it.  Then run reveal afterward.

180
1.  I usually build my first farm plot near the entrance, either in some soil, or even outside (where I use an herbalist to gather some outdoor plants, and use the resulting seeds on the farm plot).  I eventually end up removing all traces of the first farm plot, once I have a better fortress up and running that can handle the irrigation requirements.  To remove all traces, I often specifically locate it under a small hill of soil that I can remove completely, so that you wouldn't even know there had been a hill there.  Aesthetics are important to me.

2.  This is a personal preference.  Some people prefer to never plan anything, and allow for a very organic, sometimes chaotic fortress.  Others plan the whole thing out in advance.  I try to do a lot of "skeletal" planning at the beginning, in such a way that I know that it will allow for more specific plans in the future.

3.  I usually only have one or two miners at first.  Three within a few years, if I'm really doing a ton of mining.  But I could survive with one legendary miner throughout a fortress's entire lifetime, if I had to.

4.  Yes, it is safe, as long as you aren't getting pumps involved.  (You will have to deal with fire imps and such, though, whether through military, grates, fortifications, or something.)  If you do use pumps, then the magma can always return to one less than the height of the pump that is applying pressure.

5.  I go for the carpenter (for beds), mason (for doors), mechanic (for traps), wood furnace (to get a charcoal), smelter (to smelt all the bituminous coal and copper ore that I embark with), forge (to make my first axe for the woodcutter), still (for alcohol, of course), and eventually trade depot.  I don't build them in any particular location, usually just haphazardly outside.  They can be rebuilt in their proper locations later.

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