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Messages - Aqizzar

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16276
DF Gameplay Questions / Re: Storing Items in Workshops
« on: June 18, 2008, 07:33:26 am »
Here you go:
http://www.dwarffortresswiki.net/index.php/Clutter

Huh, well that's new.  I have the wiki up every time I open DF, but I've never seen those numbers before.  Or for that matter the (CLT) tags.  Do those appear in game?

16277
DF Dwarf Mode Discussion / Re: RL homes carved into cliffsides.
« on: June 18, 2008, 07:25:59 am »
Given the number of houses that are flattened by tornadoes in places like the US every year, i'm surprised people still build above ground. Or maybe i've been led astray by the media or something ;)

Because a mobilehome can cost as little as a few thousand, and prefab crackerboxes not much more.  Hiring someone to specifically dig out a hole to live in would cost exponentially more, and topsoil, which that town doesn't have, complicates things further.  Also, US property law means you don't own the ground more than a few feet under the grass unless you actually buy it too, which is rarely possible.  Given unlimited resources, yes living underground is safe and economically saving, but unless you've got a big unused mineshaft handy like these people did, it's totally impractical.

What I wonder is, how long did those shafts take to did out?  Cause man that place rules.

16278
DF Gameplay Questions / Re: Storing Items in Workshops
« on: June 18, 2008, 07:17:04 am »
Obviously, workshops can hold as much stuff in one space as anywhere, i.e. infinite.  The problem comes in that 'clutter' is a real thing for workshops.  The more listed items are held in a workshop a dwarf is trying to use, the long it'll take him to complete his task.  I don't know the actual defined effect - it doesn't seem to be an arithmatic increase, but it make task take longer.

16279
DF Gameplay Questions / Re: Forbidding plants means nothing
« on: June 18, 2008, 07:10:55 am »
how on earth do you micromanage this anyway, without losing every single hair? i'd surely go insane so i'd rather have suboptimal plant processing (also i think when your grower's skills rise, your stacks will get bigger, overall) than the pita of watching them so closely all the time.

I'm a perfectionist and finicky to the point of compulsion.  Constant inquiry and micromanagement are natural to me - aboveground construction FTW.  Which means it can take me a week to get through a game year.

But anyway, yes, I'm using the stocks screen to specifically forbid all but the largest stack-items of whatever plants I'm working with, and when I tell a dwarf to perform a task with that plant type, they'll grab whatever relevant stack-item is closest, even if it's forbidden.  So I guess it is a bug.  Is there a way I can move the thread?

16280
DF Gameplay Questions / Re: Forbidding plants means nothing
« on: June 18, 2008, 06:26:22 am »
Okay, maybe I confused the issue by using 'cook' as a generic title.  To make it perfectly clear what I'm talking about-

Say I've got five stacks of sweet pods, 3/2/2/1/1.  I forbid all but the 3 stack.  I tell a dwarf to process to barrel, and he will grab which ever stack he feels like, regardless of Forbidden status.  The same thing happens with milling and brewing.

I'm not sure what to do about this aside from meticulously moving specific stacks closer to the workshops.

16281
DF Gameplay Questions / Forbidding plants means nothing
« on: June 18, 2008, 06:04:26 am »
I've gotten around to making a fortress agribusiness more complicated than dwarves choking down raw mushrooms with mushroom wine.  I'm milling, processing, and brewing cave wheat, quarry bushes, and sweet pods, and I'm trying to make sure my cook only uses the biggest stacks to make the biggest output.  But forbidding plant stacks doesn't seem to have any effect on what the cook grabs when he does these tasks.

Am I doing something wrong, or is there no way to force cooks to use some stacks and not others?  Could this be considered a bug?

16282
DF Dwarf Mode Discussion / Re: Best Military Force
« on: June 17, 2008, 05:03:57 am »
My most active fort has a squad of middling warriors armed with a highly mixed bag of weapons and a lot of sparring scars, and a primary squad of all champion wrestlers who've stripped each other naked.  I have very little metal or fuel, so I can't armor them.  I've yet to get a really serious siege, so I have no idea how they'll fare, but it should be entertaining.  I also have a crack band of champion wrestlers in the Fortress Guard I forgot about and never transfered.  When someone so much as coughs at a pet, they get their jaw backhanded right out of their face.


This isn't a possibility anymore, but remember back in the old days when possesed dwarves would refuse to drop their artifacts, to point of using them as makeshift weapons?  Did anybody ever band a bunch of legendary civilians together into an Elite Furnituredwarf squad?  Cause that would have been hilarious, and probably very effective - a cadre of reknown masons and gem setters bashing gobbos to paste with coffers and floodgates.

16283
DF Suggestions / Depiction Floods
« on: June 16, 2008, 06:59:58 pm »
I've got a common problem.  My fortress is home to a legendary stonecrafter and a legendary engraver.  The crafter is the cornerstone of my economy, the engraver is making everything pretty.  They both crank out masterpeices, hence influencing each other.

Almost every tile in my fortress is either a masterpeice engraving of a dwarf holding a masterpeice mug, or a masterpeice depiction of a masterpeice engraving of a dwarf holding a masterpeice mug.  My entryway is a hall of mirrors.

So my suggestion is, removing the creation of masterpeices from the list of picture-worthy events.  Whatever the weight given to different possibilities, if any, is quickly crowded out with just two legendary makers.

If I can make a further point from this, it would be giving more weight to making pictures of historical events.  With the vast new world-gen system, dwarves engraving events from the past would really add to the whole living world feel.

Yes, alterations to engraving have been brought up before, but I think this one is straightforward enough to suggest.

16284
DF Gameplay Questions / Re: First time poster ...
« on: June 16, 2008, 07:19:12 am »
I won't be much help.  There is a wiki entry on the matter, but it isn't clear on all of the causes of wear, and doesn't sound to well founded in any case.

Basically, foods and clothing, and maybe some other items, will decay if stored outside, or most commonly if dwarves walk on them, and probably some other methods.  For food it doesn't take a whole lot of trampling to ruin meals or meats - I set up elaborate stockpile/walkway systems with path restictions to keep dwarves walking on food as little as possible.

Clothing also deteriorates, going from one stage of wear to the next at the rate of about one level a year, though it doesn't seem to be an exact rate.  How much trampling effects loose clothing, if at all, I don't know, but I imagine clothing out of direct walking path will be there a long time.  My barracks is littered with wrestled off socks and mittens, many of which have been there a year or so and are still wear-less.

16285
DF Dwarf Mode Discussion / Re: Preplanning Strategies
« on: June 16, 2008, 05:57:31 am »
I've found Paint useful for planning out fancy above ground constructions and apartment blocks, but it gives me eye-strain for some reason.

Repeatable standard floorplans with lots of symmetry seem to be the preference.  Does anyone here actively plan to make a rambling manor style fortress?

I've recently fallen in love with a floorplan built around 6-wide hallways and 3x3 blocks of 7x7 rooms with doors anywhere, vertically scaleable with lots of staircases, and THLawrence housing thrown in where I want it.  I was going to make a code-map, but forget that noise.  So, here's a picture of a brand new fortress-

The two wide hallways get expanded as the population grows.  Warehousing goes near apartments while industry is always separated by a hall to reduce noise.  Usually there will be a level or two of just rooms, connected by internal stairs, inbetween levels with halls.  I've considered making the halls multiple Z-levels tall, or with open air channels in the middle.

It's probably not the most efficient, but it's very clean, organized, gives lots of useful-sized spaces, and looks like an underground city, rather than a sprawling, ad-hoc commune.  Obviously there are problems with adding waterflows, and working around terrain shape.  Curiously, I insist on putting the entire operable fortress in stone.  Soil is for farms and trade-warehousing - I just don't... trust... soil as a home for my dwarves.

16286
DF Gameplay Questions / Re: First time poster ...
« on: June 16, 2008, 04:54:31 am »
For the clothing, the problem is dwarves won't do anything with claimed objects.  You might try making a somewhat large tomb for the poor fey one.  I'm pretty sure dwarves will cart objects to the owner's tomb, but I can't guarantee it.

Any object can just be dumped too, or did you already try that?  Other than that, they should just deteriorate after a (long) while.

And yes, waves obliterate wagons - this is indeed a bug, has been noted, and has already been fixed for the next release.  Could be considered an interesting feature though.

16287
Ahoy, Aqizzar here.  Sorry about no posting, I was out of town the past week.  And now I have to go to work in an hour, so no writing now either.  I'll try to cook up some characterization, but with her being so integral to the story and your own plots, Aqizzar will be hard to write for without stepping on your toes.  Eh, I'll think of something.  Is she really in love with the Judge?  Must have been all that mining together.

I really need to think of some more deathtraps.  How much wood do you have?  I've got an idea for a plot-useful deathchamber but it would require like 90+ pieces in all.  Just a water filling 4x4x2 deathbox, but made of clear glass so the other prisoners would have to stand around watching as they drown or bake in the sun.  Between making pearlash and all the fuel using reactions it would take a lot of wood.

By the way, I'm pretty sure dwarves will eat a dwarf corpse if they're hungry enough to scrounge for food.  Might want to toss some into a test group and find out.  What else are you doing with them anyway?

16288
DF Community Games & Stories / Re: The Last Writ, a short story
« on: June 07, 2008, 09:16:00 pm »
Time for me to take the plunge and dig some adamantine.

Great writing man.  Very evocative of a demon passing through.  And I had to look up 'fugue'.

Also, was it a Frog Demon?


16289
quote:
Originally posted by martinuzz:
<STRONG>Your clapper pit is among the first few execution chambers I will build. For prisoners wearing only cheap clothing.
And yes, it will indeed be the dropping tower mentioned in my original post, designed to have bodyparts fly over the edge of the pit below to please the Elven traders.

Hehe.. I just thought up a device that forces convicts to choose between their own lives and that of their friends. Hehehe.</STRONG>


Can't wait to see your Prisoner's Dilema room.  And of course, you'll be droping prisoners as the Elves are in the depot I'm sure.


On the idea of death and friendship, I had this-

From the Olivine Table of Aqizzar Rimtarlaz, Executioner

Construct Theorem #8
"Survivor's Guilt"
Stress Evaluation Chamber

code:

XXXXXXXXXXX
X   X.....X
X 1 X_..2.X
X  3╠╣....X
X   X_ò4..X
X   X.....X
XXXXXXXXXXX

1 Food Storage - will be necessary to keep internees alive long enough, possibly refiled with 'garbage chute' method
2 The Chamber - floor covered in upright spike traps
3 Food Access - 2x1 drawbridge over 1x3 channel, controlled from outside chamber; a door could be knocked down by a tantrum; channel should be 3-4 z-levels deep
4 The Lever - operates spike traps; must be next to channel

Internees are dropped in, deactivated, and allowed to mingle for a season or two.  They should become good friends; grudges are also acceptible for evaluation.  When the time comes, they will be ordered into the spike room, the Food Bridge is raised, and one dwarf Pulls The Lever.  Since a trap can't be where the lever is, he'll be spared, while he watches all his worldly friends get skewered.  Hopefully, he go into a sorrowful rage and throw himself in the pit; if he doesn't soon, the miasma should make it happen eventually.  Ideally the pit will be deep enough to break bones but not enough to be deadly, and filled with 2/7 water, so the mangled lump has to wait for starvation.

May require an external lever to retract the spikes.  Feel free to leave the bodies in there.  Obviously this will require a lot of fuel, and good weaponable metal, to make all the spikes.  May require some experimentation to determine the necessary number of spikes, especially to compensate for toughness boosts for conversation skill gain.

Addenum
If the dwarf slays his friends, and the trauma, miasma, and lack of amenities don't make him suicidal, recruit him into the Prison Guard.  He's our kind of scum.

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

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


16290
I'd try writing some extra fiction, but with no prisoners, no threats, and nothing to do but dig and build there's not much to talk about.  I'll try to cook up some narrative.  How about my clapper pit, by the way?  Throw it in whenever you feel like, but how viable do you think it is?

What's that big stair case for, a dropping tower?  Good idea.


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