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Messages - Rafal99

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406
General Discussion / Re: tech help :(
« on: May 13, 2010, 07:59:23 am »
Post what information the bluescreen contains. There should be name of the error and what file caused it somewhere.

I had same situation with some sites using Flash. I google the name of the file that caused the error, and found that the mix of Firefox 3.6 + Macromedia Flash Player 10 + Kerio Personal Firewall causes this and he solution is to downgrade Flash Player to version 9.0.

Since it happens in different browsers for you, the cause is probably totally different. Post the info from the bluescreen so we can find.   

407
DF Gameplay Questions / Re: Bridging major rivers?
« on: May 12, 2010, 02:17:39 pm »
Yeah, exactly.
As for digging you can dig up. You need to designate upstairs, then up/down stairs above, then downstairs on the surface.

408
DF Suggestions / Re: Rule-based stockpiles
« on: May 10, 2010, 02:50:53 pm »
I have just noticed that I made a very similar suggestion without ever seeing this thread, until now. Here is my thread if anyone is interested: http://www.bay12forums.com/smf/index.php?topic=51238.msg1094103#msg1094103.

409
I think the caravan and its profit etc is more important than liason meeting, but I may be wrong. The wiki says nothing about migrants in the liason page.
As for forgotten beasts destroying constructed walls I wouldn't believe in it unless I see it myself.
In my fortress I have underground walled off for 3 years, with 2 FBs walking around, and nothing happens.

Spoiler (click to show/hide)

410
Legendary carpenter is a valuable dwarf. There is never too many barrels and bins. And the faster a dwarf can produce them the better.
Artifact furniture is also very useful at boosting your dining room or any other room value instantly to legendary.
Also liason meets with the broker, am I right? You can reassign broker in a situation like this.

Edit: Oh wait. The wiki says that the human guild representative meets with the broker, while dwarven liason meets with exp leader/mayor/baron/etc. You were unlucky about this then.

411
Creative Projects / Re: Useful/Fun/Interesting Program database
« on: May 06, 2010, 06:00:25 am »
Posting to watch. ^^

Nice stuff.

412
I took a look at the code in the repository and it seems that most of the map reading code is in DwarfMap/DwarfMap.cpp. I may try playing with it later.
Any advice how to compile all this? What IDE / compiler would work?
I haven't seen any build files, makefiles or MSVC vcproj files. Any help? 

413
Toady has said some time ago that he uses a modified A*. The modification is that he divides a map into accesible areas, so if point A is in another area than point B, it means that there is no access from A to B, and no path in actually calculated. It saves a lot of performance in such situations, because otherwise the pathfinding will have to fill the whole area before deciding that there is no path.


As for my advice about fortress design:
-try to have as much straight paths as possible
-mark hallways which are frequently the best path as High Traffic
-mark dead-ends and areas your dwarves do not need to visit as Low Traffic

414
DF General Discussion / Re: What's Toady doing?
« on: May 05, 2010, 06:51:14 am »
Well, someone had to do it:

Scamps charges at Toady One!
Toady One looks surprised by the ferocity of Scamps onslaught!
Scamps scratches Toady One in the left upper arm!
Scamps collides with Toady One!
Toady One is knocked over and tumbles backward!
Toady One slams into an obstacle!
Toady One hits The Computer in the case with his right lower leg, jamming it open!
The spinning Mobile Phone strikes The Computer in the motherboard, but the attack glances away!

415
DF Gameplay Questions / Re: Building stuff on constructed stuff
« on: April 30, 2010, 02:27:28 am »
From what I know on constructed floors you can build everything except walls, ramps, stairs and fortifications.

416
DF Gameplay Questions / Re: 40d: Why do my Champions suck?
« on: April 29, 2010, 06:16:10 pm »
The effective skill is capped at 15+5.
So 15+5 is the same as 50+ some of my 40d champions had.

417
DF Dwarf Mode Discussion / Re: Has anyone actually withstood hell yet?
« on: April 29, 2010, 02:35:45 pm »
The bridge is on the bottom of magma cistern for the purpose of dropping magma fast. Demons have no access to your magma cistern nor to the bridge, they go through corridor above that cistern, separated with floors from it.

I like the idea... mind if I add it to the Art of War (link above), and if so, do you want to name it?

Well it isn't my idea actually.

Water freezing trap was first constructed here: http://mkv25.net/dfma/movie-231-degrinchinator
Automatic ice melting version is here: http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker

They are both mentioned in 40d trap desing wiki article:
http://df.magmawiki.com/index.php/40d:Trap_design (look at the end)

418
DF Dwarf Mode Discussion / Re: Has anyone actually withstood hell yet?
« on: April 29, 2010, 02:31:08 pm »
Wouldn't self-repeatable water freezing trap work against demons? At least if you have no water-boiling ones?

The idea is:
Embark in a freezing climate. Have a long corridor filled with water for demons to path through. It must be "outside" so water can freeze. Below the corridor have a magma cistern with a retractable brigde on the bottom. Wait for the demons to come, open the bridge, drop the magma, have the water freeze together with the demons. Then close the bridge, pump the magma back so the ice melts. And repeating mechanism. Have fun!
Am I missing something?

419
Turn WEATHER off.
But do it at the moment with no rain, otherwise the rain will stay.

420
Some more burrow functionality would be nice however. Currently you can only restrict dwarfs to burrows, but in the future it would be handy to be able to restrict them *from* burrows. This would allow you to simulate the 'stay inside' order easily, by placing a burrow over the surface and restricting all dwarfs from it.

That can be done currently by creating a burrow containing everywhere except where you don't want them to go, then set the current alert to only that burrow.

The main problem is that you can't set burrow in unexplored / undug areas, so you will have to update it all the time when you dig something.

I am all for the option to restrict dwarves *from* certain burrow. Sounds simple and very functional.

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