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Messages - Porpoisepower

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106
DF General Discussion / Re: Devlogs from 2050
« on: September 22, 2013, 08:17:07 pm »
Fixed a bug where dwarfs who wander into nunneries are no longer forced to spank all the nuns.  Oddly a disproportionate number of dwarfs do anyways.

107
DF Suggestions / Re: Quantity limits in job manager
« on: July 31, 2013, 02:38:42 pm »
30 is an awfully low number for a memory limit.

Unless he was using some creepy 5-bit unsigned integer variable.

I can see doing something like taking a 32 bit int, chopping several bits for some sort of Job ID, more bits for Job description, etc... and only having 5 bits  leftover for its place in the queue or something.

But even still, why not let people enter a quantity of 900 and automatically chop it up into 30 unit jobs? That'd be like 3 lines of code.

108
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 21, 2013, 10:00:42 pm »
Does anyone know how to tell what items, dwarfes have grown attached to from the stocks screen?

bump

109
DF Suggestions / Re: Quantity limits in job manager
« on: July 21, 2013, 09:54:09 pm »
Perhaps limit should stay (after all, manager is said to need to stamp them and who know how dwarf paperwork works), but larger order would automatically split.

I think the limit of 30 per an order, makes sense, if your manager is say a novice manager, and the fort has 30 dwarves. But if you have a legendary manager and 150+ dwarves, I think the situation is different.


110
DF Suggestions / Quantity limits in job manager
« on: July 19, 2013, 01:28:30 pm »
Ever notice that a legendary +5 stock keeper/Manager can't seem to count past 30 when it comes to the job manager?

I was just going to ask to be able to remove that limit.... ordering the weaving of 300 Giant Silk clothes 30 at a time is very annoying, and doesn't really impact game balance at all, since I can order weaving 30 silk cloths... 10 times. Making the total dependent on the skill of the manager would be an elegant solution. Maybe starting at a dabbling manager only being able to order 10 jobs at a time and increasing with each level.


111
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 18, 2013, 07:11:15 pm »
Where the hell are are all the goblins? The civ screen says we are still at war, I've got over a hundred dwarves....

112
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 18, 2013, 05:10:00 pm »
I'm going to make a layer grates at the bottom of my prisoner splatter shaft to see if it'll act like a goblin shredder

It won't, but you might get a nice puddle underneath the hopefully-deceased goblin on the grate in question.

Granted... but it's all about the narrative even if I fail... besides I've got a magma hose to help deal with any "leftovers"

113
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 18, 2013, 11:36:48 am »
I'm going to make a layer grates at the bottom of my prisoner splatter shaft to see if it'll act like a goblin shredder

114
DF Dwarf Mode Discussion / Re: Found Candy [NEED HELP!]
« on: July 13, 2013, 10:52:05 pm »
ah yeah... forgot about inertia... That's the piece I was missing!

115
DF Dwarf Mode Discussion / Re: Found Candy [NEED HELP!]
« on: July 12, 2013, 12:47:01 pm »
I'm cool, I don't feel like people are being impolite.  I just wanted to stop arguing/instigating :D




116
DF Dwarf Mode Discussion / Re: Found Candy [NEED HELP!]
« on: July 12, 2013, 09:25:16 am »
I think people are assuming that I'm thinking I can swing candy super fast because it's light... I'm actually saying that swinging something heavy is just that much slower... until your uber strong. 

I also said that uber string fighters who could swing ultra heavy hammers with ease would not be handicapped, but novice fighters who would be handicapped by the weight of a super heavy mace, would be more effective with candy. 

That's all I'm saying I'll stop flaming now.

117
DF Dwarf Mode Discussion / Re: Found Candy [NEED HELP!]
« on: July 12, 2013, 07:44:41 am »
Right so the question is how fast can you swing the 2oz candy hammer vs a 50lb war hammer, because there will be a difference.

The weight ratio is only 1:400 but to make up for the lack of mass, the candy hammer only needs to go 20 times as fast.

And I think I could swing a 2oz hammer 20 times faster than I could a 50lb hammer.

Sorry about derailing this thread


118
DF Dwarf Mode Discussion / Re: Found Candy [NEED HELP!]
« on: July 11, 2013, 04:02:46 pm »
That's true... but it's hella easier :D with candy, and then the question is the max speed with a steel mace inherently slower than a candy mace.

Which could be interesting because that would imply recruits armed with candy would be able to hit harder than if they were armed with steel, while a veteran who could swing both candy and steel at similar speeds, would be able to take advantage of the added mass of steel. Or if once you reach the max velocity of arm speed is the difference in force significant?



119
DF Dwarf Mode Discussion / Re: Found Candy [NEED HELP!]
« on: July 11, 2013, 01:18:03 pm »
Oh good lord...

Kinetic Energy which is the force you strike something with is equal to half the mass times the SQUARE of the velocity....

Which means that while the mass to force ratio is linear, speed to force is exponential, making speed to FAR more important.

A tennis ball is a horrendous example because it can absorb quite a bit of the kinetic energy due to its elasticity... but a candy cane mace is not made of bubble gum, it's a jaw breaker.  and a 25oz jaw breaker at 10mph will F@$#@ your stink up far worse than a 50oz steel hammer at 5mph.


120
DF Dwarf Mode Discussion / Re: Found Candy [NEED HELP!]
« on: July 11, 2013, 01:07:51 am »
You know... in terms of physics... a light mace that you could swing faster would hit a lot harder than a heavier mace that you can't swing very well.

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