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Messages - RPharazon

Pages: 1 ... 10 11 [12]
166
DF Gameplay Questions / Re: Goblin Sieges won't work properly
« on: May 16, 2008, 06:21:00 pm »
Well, I can't really do that since all of my dwarves would then rush out and loot the corpses. The goblins would inevitably kill them. Setting orders to military-dwarves only creates a bigger problem because of the skylights leading to the bedrooms in order to prevent cave adaptation. The dwarves wouldn't be able to get to their bedrooms and sleep, and they'd go crazy.

I also don't want to forbid every single item on every single already-dead goblin. That'd take more time than it would take the live goblins to do something.


167
DF Gameplay Questions / Goblin Sieges won't work properly
« on: May 16, 2008, 04:15:00 pm »
In the past five goblin sieges that I've had, one squad inevitably just hangs out in one spot for a season or more, annoying my dwarves (which are 40 horizontal tiles away and 4 z-levels lower than the goblins), and don't really do anything.

This is especially bad since the caravans don't come anymore due to previous "problems", so they can't stimulate the goblins to attack.

My latest goblin siege has lasted for three seasons because of this...


168
DF Gameplay Questions / Re: aqueducts
« on: May 16, 2008, 06:22:00 pm »
quote:
Originally posted by Dareon Clearwater:
<STRONG>Channeling water/magma across an open space of any sort would require building walls and floors to keep the fluid in.  A bridge will just dump more off than flows across.  Although you could build a long bridge, then wall it in.  Just be careful how you build your walls, a bridge will let a dwarf build a wall, but won't actually support the wall.

In fact, that gives me an idea for a trap.  Something like a boiling oil chute that dumps magma (or large quantities of water) on invaders.</STRONG>


Excellent. Glad my griping could help.
Although the floor/wall idea is a good one. I'm a bit worried about cave-ins, but I guess turning them off would help.


169
DF Gameplay Questions / Re: aqueducts
« on: May 16, 2008, 04:27:00 pm »
What if you have a chasm to build over? Do you just build a bridge and hope that the water/magma flows over it without falling off? Do you build chains of pumps?

I never really understood why aqueducts were removed.


170
DF Bug Reports / Re: [POP_CAP] is meaningless.
« on: June 05, 2008, 01:51:00 pm »
I actually don't code.

The point still stands and the population cap is broken.
Hopefully Toady will have time to fix it in the next year or so. I'm fine with it being broken, but it just limits my fortress possibilities.


171
DF Bug Reports / Re: [POP_CAP] is meaningless.
« on: June 05, 2008, 08:06:00 am »
Yeah, no it isn't.

I simply typed [POP_CAP] in this thread because it's easier and because I'm a lazy idiot and didn't want to go check the init.txt file.
Strangely enough, I think the DF Wiki agrees with me.

If you want, you can mentally replace all instances of [POP_CAP] with [POPULATION_CAP], but the point still stands. [POPULATION_CAP] is inherently broken.


172
DF Bug Reports / Re: [POP_CAP] is meaningless.
« on: June 04, 2008, 08:24:00 pm »
My latest foray into the [POP_CAP] values has failed once more.

I set it to 20, again, and it climbed above it and kept climbing until I abandoned the fortress, again.

I set it to 7, and immigrants came as if it was set to 200.

They seem to completely ignore values under 30 all of the time, and values from 30 to 80 about 50% of the time.


173
DF Bug Reports / [POP_CAP] is meaningless.
« on: June 04, 2008, 03:58:00 pm »
In my recent games, I've set the [POP_CAP] value in the init.txt file to 35. It works fine for a year or two, and I'm all happy with 35-38 dwarves due to the trigger being soft.

But something happens, and the immigrant waves keep on going and going until it gets so slow that I have to abandon the fortress.

Any value below 30, in my experience, is equal to 200. I set it to 20 once, but the immigration waves completely ignored that value and the population went up to 80 before I abandoned it.

In all cases, I've set the value BEFORE creating a new world, so that's not the problem.

Is there no way to get my little Dwarf Outpost going?


174
DF Suggestions / Re: Megabeast: Dire Carp
« on: May 27, 2008, 09:25:00 pm »
Longnose Gars are more dangerous than Carp. In my latest fortress, I have a river full of carp. Just FULL. My dwarves won't even come close to the river.

But the two longnose gar that reside there are the only fish with names...


175
DF General Discussion / Re: Why so CPU intensive?
« on: June 09, 2008, 06:28:00 pm »
I tend to keep it on worlds no bigger than 127x127, embark sizes no more than 2x2, and the population cap set to a low integer. I always have a brook/river/magma pipe/all of the above in my fortress areas.

It's fun making outposts. I forego the nobles, but who needs them when you've got an insane overseer anyways?

That said, my little 1.6GHz Pentium M (Core -1) gets pretty hot. I can only usually play a few hours before the computer throttles to prevent heat damage.

I get a smooth 90-100 FPS with those settings, although when it throttles it jumps between 60-100 randomly. I'd prefer a smooth 60, so the back-and-forth FPS rate makes it unplayable.

[ June 09, 2008: Message edited by: RPharazon ]


176
DF General Discussion / Re: Unintentionally bad ideas
« on: June 02, 2008, 12:26:00 pm »
I had this amazing waterfall system set up, and it was going to work fine. I triple-checked everything, and even build a 7-floor pit leading into a chasm to make sure it wouldn't flood.

The problem was that I didn't want any of the batmen in the chasm to invade my fortress through the meeting room waterfall, so I decided to not mine all the way through to it until I started the pumps.

So, I started the pumps, and forgot that dwarves are stupid and won't mine in 4/7 water.

My entire fortress flooded.


177
DF General Discussion / Re: So...
« on: May 24, 2008, 10:05:00 pm »
It is addictive, isn't it?
Great for me to get addicted during Finals...

Oh well. At least I still have my dwarves to comfort me at the end of the day.


178
DF General Discussion / Re: Lets talk about FPS...
« on: May 15, 2008, 10:41:00 pm »
With <90 dwarves on a 2x2 map, weather and temperature disabled, pop cap at 90, I get a nice 40-90FPS, depending on whether all the dwarves are working or not.
I find that the constant parties make most of the dwarves useless and generally processor drains, so I usually limit the count at 40 or 50. It is kind of crap that I don't get sieges. I can't handle enough dwarves to get sieges without suffering tremendous FPS loss.

Still, it's forgivable because it's a work in progress.


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