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Messages - Snoman

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16
DF Gameplay Questions / Re: Water/Channeling issue
« on: August 20, 2008, 04:50:08 pm »
Is that to scale? If you make a channel too long, then sometimes it will evaporate before it gets to the end.

17
DF General Discussion / Re: Dtil - Updated August 11th 2008 - 39f
« on: August 12, 2008, 12:23:29 am »
Version Bump!

Snoman, I was looking into sand for you, but the new version got in my way. I will look later.

Hey I'd rather a new version!

I guess I could start a new fortess with a copy of DF, somewhere with sand, and try to get the settings required from that, but to be honest I've got no idea where to start. There are a lot of attributes per tile!

18
DF Gameplay Questions / Re: Framerate
« on: August 11, 2008, 05:12:04 pm »
If you're a dual core user, feel free to set the priority to realtime in the init file. Then when you launch DF, set its affinity to 1 core, and set anything else important to the other (only winamp for me, it'll skip otherwise). This will make sure DF uses as much cpu as possible.

Related: Anyone know if it's possible to emulate a single core (using both cores) through software or even theoretically?
I took some class in parallel computing, and yes, each core in the processor already tried to do that.  All modern processor have several functional elements, and are designed to try to run the in parallel as much as possible (super-scalar computing).  There is currently a lot of work being done trying to automatically parallelize programs to run on multiple core.  However, results tend to be dismal (it's actually hard for compute to figure out what stuff can be parallel and what should not).

Fully automated parallelisation is the holy grail. As such, don't expect anything soon. I'm doing work on inherently parallel languages, but it comes down to the programmer arranging things so that the application is parrallel.
 In other words, Toady needs to modify the code (in quite significant ways) in order to allow DF to take advantage of multicore machines.

19
DF General Discussion / Re: Dtil - Updated August 8th 2008 - New Tools
« on: August 08, 2008, 04:56:25 pm »
Can I make a sand tile with this? I'd like to cheat and add in some resources I don't have, but don't have any example tiles to copy the settings from.
 I could backup my fortress and start a new one in a new area, reveal and start writing down tile values, but has anyone already got some written down?

20
DF Gameplay Questions / Re: Oh god walls!
« on: August 08, 2008, 09:22:13 am »
You can't build walls on constructed floors, you have to deconstruct them and then build the walls, but you can build walls and the floors createdby walls on the lower z-level.

Feature request: make wall construction orders on constructed floors possible. :) It's very unintuitive the way it woorks now.

Yeah its a step that seems a little uneccessary. But how would it work?
 If you removed a wall built on floor, would it leave the old floor, or just empty space? if it left the old floor behind, how would you tell the difference between tiles with wall on top of floor and those with just wall? Also, it makes the cost inconsistent : you would need two stone haul jobs plus two stones instead of just one, to build a wall. Unless you still allowed a wall to built the way it is now. but then it would either need to cost 2 and leave a floor when removed maybe, or be inconsitent with other ways.
 ??? ??? ???

21
DF Gameplay Questions / Re: Artificial Island
« on: August 08, 2008, 09:16:17 am »
Have you packed your -woollen mittens-?  ;D

Just pick a biome that freezes in the winter (but not all year round!) and mine a hole in a lake! You can even carve a staircase into the lake beside your island in order to get to the bottom, it will all melt in the spring anyway...

Don’t forget you'll have to build it out of walls so you can construct buildings on them... I would also recommend building it right to the floor of the lake as I'm not sure how a floating island of walls would react to the rest of the lake melting, probably catastrophically  :-\


Has anyone done this? What would happen?? I'm going to build on some ice this winter to find out!

22
DF Gameplay Questions / Re: Dwarven Perpetual Motion Machine
« on: August 07, 2008, 11:09:21 pm »
http://www.dwarffortresswiki.net/index.php/Water_wheel

Personally I build the following:

Code: [Select]
####l####
#~~~~~~~#
#pwwwwwp#
#pwwwwwp-> axle out here usually.
#~wwwww~#
#~~~~~~~#
#########

# == wall
~ == water one z-level beloew
p == pump
w == water wheel
l == floodgate

The pumps pump water from the bottom to the top. to get it started, I open the flood gate at the top, letting in water.
Gives a net output of around 400 from memory, after you send the power somewhere.

Tends to kill fps a bit though, all that water flowing around. I made a computer out of pumps and pressure plates once that was able to start up more of these engines when I ran out of power due to turning too many things on, but when I had lots of power, turned them off by draining the water out, one by one. The idea was to minimise the amount of water being pumped around at any one time, but probably just made it worse.
 It was pretty cool though.

23
DF General Discussion / Re: Question about DF coding
« on: August 06, 2008, 08:04:21 pm »
The terrain is 100% procedural.  You can read about how it works on the wiki, or at this interview.

On the other hand, the towns and fortresses and towers and such are all pre-made and plopped down on the map.  The location of these places are procedurally generated, and are dynamically taken over by different races, dynamically populated, and dynamically ruined.  Towns will have a temple sometimes, and there are a couple different temple models, but these are also put down wholesale.

So the landscape is far, far, FAR more procedural than Diablo II EVER was.  But yes, there are SOME premade aspects... those exclusively being towns.

Thanks for the references. So you mean the layout of the buildings etc for the towns etc right?

24
DF General Discussion / Re: Dwarf Fortress Article
« on: August 06, 2008, 07:52:25 pm »
Very nice. I will be forwarding this article to some people to whom I have not been able to articulate myself as well you have done, to explain why they should play DF!

25
DF General Discussion / Re: Question about DF coding
« on: August 06, 2008, 07:38:47 pm »
Procedural and randomised are not mutually exclusive.

In world gen, a pseudorandom seed is used to kick of the world generation procedure.

Procedural generation of stuff just means that Toady doesn't hand craft every world that is generated, he writes procedures that do it for him.
 He also happened to make the parameters adjustable, and able to take random inputs, giving different "randomised" worlds every time.

EDIT:
Reading the original post again, you're both right. Its just that during play after world gen, the 'basic what if' stuff by all the NPCs, that your friend refers to, are (as far as I can tell) much the same factors that shaped the world in world gen. Its just that in world gen everything ran way faster, and that after world gen, there is player interaction as well.

It would be nice to hear from Toady on this, (if he hasn't already commented on the issue somewhere). As the world generation part of DF is a masterful idea in my opinion, and it would be cool to have a better understanding of the forces that shape a DF world.

26
DF Gameplay Questions / Re: I think its a dumb question
« on: August 06, 2008, 07:18:30 pm »
dump is not refuse?

no a dump zone is different from a refuse stockpile. The main point though is the flags that items have. when you mark something to be dumped a dwarf will haul it to a dump zone, and once it is put there, chnge the flag from Dump to Forbidden. Dwarves will never interact with forbidden items.

A refuse stockpile is for things like animal bones, umm, actually my refuse pile has mostly just animal bones in it. they aren't dumped there or forbidden. I use it to store stuff that I will want to use again later (ie bones for carving).

EDIT: Damn my slow typing!

27
DF Gameplay Questions / Re: Siege engines useless?
« on: August 06, 2008, 07:10:09 pm »
I'll add that there's no reason to crank out ballista bolts in industrial quantities.  Catapults an Ballistae both use Siege Operator skill, and firing a catapult at a wall one tile away gives the same experience as anything else.  I always use catapults in some out of the way room, firing at a wall over a channel (to cut down on stone hauling) to train up operators.

He was talking about Engineers, not operators.

And low quality ballistae suck oh so much. Havent got even one good quality to check. Catapults ALL suck at hitting an enemy btw...

Yeah I was talking about producing industrial quantities of arrows to level up your seige engineer. Masterful ballistae and catapults reload much faster. Your seige operators get 30 exp for loading a seige engine and 30 exp for firing.
 So if you have masterful ballistae for the defence, thats great for (hopefully) obvious reasons. But, if you wait to level up your seige engineer and make masterful catapults in your training range, then when you get to the point where you can spare the dwarves to sit and train on the catapults, they level up much faster due to the higher quality catapults.
 Thats just the way I do it. The alternative would be to start training seige ops straight away on low quality catapults. It depends on your preference I quess.

28
DF Gameplay Questions / Re: Siege engines useless?
« on: August 06, 2008, 07:02:21 pm »
Been wondering for quite a while now, I'm still new to the game and I've got all the basics down (IE I can do whatever I want, finally).

So, to the question, can ballistas fire from higher ground to lower? I've had this vision of a 3-tile wide open tunnel with ballistas through all levels. Probably wont do it in my current fort because I feel it requires planning from the start, but it's something I'm gonna try if someone can confirm that this is the case.

No. ballistae can only fire along their own z-level

29
DF Gameplay Questions / Re: Siege engines useless?
« on: August 05, 2008, 07:06:04 pm »
Use the range of ballistas to your advantage. They have the range to hit things half way across the map. Don't think "a dozen tiles should do", think "50 tiles should do". If you funnel the goblins into an extremely long, straight tunnel or channel with a ballista set up on one end, you'll be able to take out a whole slew of them before the even get within sight.
Yeah distance is key. Don't use a switchbacked path, use one really long path. I built a raised road 100 tiles long. I t runs off the end of a hill now and meets up with a big ramp I built at the end.
 Also, if you have a three wide road, build 3 ballistas overlapping, so that the the ballistas fire into the 3 tiles of the width of the path:

1 = ballista number 1
2 = ballista number 2
3 = ballista number 3
# = undug ground
F = Fortifications
. = open tile

Code: [Select]
......111#
...222111F
333222111F
333222FFFF
333#######

You need those fortifications alung the side of ballista #2, other wise things walk there and get shot. Make sure this is dug out the side of a hill so that it classifies as dark/subterrainian, that way you can ban dwarves from going outside and still man(dwarf?) the ballistas.

But yeah, best piece of advice is to build a really long straight path.

Also fill a very large stockpile with arrows before building your ballistas, enough to make a legendary seige engineer. Then you get better, faster firing ballistas.

30
DF Dwarf Mode Discussion / Re: Soap constructions
« on: July 31, 2008, 11:37:52 pm »
Nothing that scrubs away that hard day's suffering with a bit of dragon tallow soap. Seriously though, I wish soap had a real use. Like I could scrub my roads with soap and watch invading goblins (and traders) slip around.
Lol.  :D Thats one use I would have never thought of. But now you've got me down that track, how about dumping soap in the dining room waterfall reservoir -> Foam party in the dining room!  ;D

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