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Messages - LegacyCWAL

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166
DF Gameplay Questions / Re: Regaining Elvish favor
« on: June 13, 2009, 05:08:25 pm »
It seems I have managed to annoy the pointy eared ones. A while ago I mistakenly offered several goods in a wooden bin as part of a trade, and now when they come to trade they only bring wood, cloth and berries, and never any useful stuff like caged animals, booze, or wooden weapons (okay, so maybe wooden weapons aren't so useful).

The question is, how do I get back on their good side? I made some offerings the the leader, but aside from an increased number of berries and tubers, I haven't seen impressive results. Should I continue with the offerings, or is it a lost cause?

They still bring you wood?  Lucky bastard.

167
DF Dwarf Mode Discussion / Re: Mythbusters
« on: May 31, 2009, 11:11:14 am »
This isn't necessarily a myth, but it is a question I'm interested in. What determines the exact value of a room? There's some info on the wiki here but it looks like some of it is out of date.

Anyway, I came up with a theoretical list that all you bored mythbusters can attempt to verify.

I think the value of a room is broken down like this:

  • The sum of the values of all furniture.
  • The sum of all floor and wall tiles as follows:
    • For unsmoothed, natural floors and walls, the material value of the floor or wall is added.
    • For smoothed, natural floors and walls, the material value is multiplied by five, and then added.
    • For engraved, natural floors and walls, the material value is multiplied by five from smoothing, and then multiplied by the quality modifier of the engraving, and then added.
    • For constructed walls and floors, the material value of the building material is multiplied by five and added.
For furniture adding to the value, as far as I can tell, the answer is "usually".  Every room I've ever made, the furniture's value has added directly to the room...except when the room is 1x1 over a bed, in which case its value is only half that of the bed (rather than the bed's full value).  For instance, if I base a 1x1 room on a -bed-, the value will be 10, rather than 20.

I eventually got fed up with trying to come up with an equation, and gave up on it.  Hopefully somebody will have the patience to get it all figured out.  Also, I haven't tried with multiple overlapping rooms though and haven't tried with non-bedrooms (i.e. tombs, offices, etc.).

And yes, the wiki is thoroughly out-of-date, so much so that it's just plain WRONG.

168
DF Gameplay Questions / Re: Brook: firebreak?
« on: May 16, 2009, 11:45:36 am »
Some people have even claimed that stockpiles can block the spread of fire, though I'd recommend at least three rows of it.

They've claimed wrong.  I've tested it pretty thoroughly, and stockpiles do not block fire.

169
personally I don't think this concept of smithing souls could be an industrial commonplace process, rather how artefacts are created: rarely and randomly:


McMurdock has become possessed!
McMurdock has claimed a forge!
McMurdock "smith" screams: "I need a pure soul!"
Asraii "muttonface the elf of ages" Ba Booblydum has been slain.
McMurdock has created a wondrous artifact, Orichalcum - the puddle of Elves.


ive highlighted two conflicting instances for you mate,

love, jakkarra

Pure evil is technically still pure...

170
The next release will have magic!  ;)

171
DF Gameplay Questions / Re: Vertical vs. Horizontal Pathfinding
« on: May 04, 2009, 09:16:05 pm »
Also, don't forget that virtually by definition, stairways will be smaller in terms of floor space than the hallways connecting them.  And a smaller area to pathfind through means more lag.

No. The more spaces a pathfinding can go into, and thus HAS to go into, the more time it takes to calculate. Basic example; to find a path through a 2 tile wide hallway is more work than finding a path through a 1 tile wide hallway. Ofcourse there are optimizations, but it's never so that giving the algorithm less options makes it slower.

My reasoning is this:

People say that you can reduce lag by making halls wider.
Stairways are not going to be as wide as halls.
Thus stairways would cause more pathfinding lag than halls.

172
Waterfalls: Are to dwarves what strings covered in catnip with a mouse at the end are to cats.

You do realize that now, somebody must make one of these in-game.  Preferably powered by lava.

173
DF Gameplay Questions / Re: Vertical vs. Horizontal Pathfinding
« on: May 03, 2009, 10:48:02 am »
Also, don't forget that virtually by definition, stairways will be smaller in terms of floor space than the hallways connecting them.  And a smaller area to pathfind through means more lag.

174
DF Gameplay Questions / Re: Wagons ignoring my road
« on: May 03, 2009, 10:45:01 am »
Hit the capital D key - SHIFT + D - and check if your depot is accessible.
It's accessible, and has been for the past few seasons. There's a 7-wide floor going from my fort to the edge of the map.

But did you hit shift+D anyways?  There's things that you'd think wagons could go over, but can't, even if it looks fully accessable.

175
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: May 03, 2009, 10:39:02 am »
All of your dwarves are going to die

Well duh, this is DF! :D

176
DF Community Games & Stories / Re: CWAL Succession Game
« on: April 27, 2009, 06:34:46 pm »
Stone short swords = 1 obsidian + 1 wood

Plus, we have sand and magma.  We can crank out thirty glass trap components in a week.  If we ever get the glassmakers leveled up (which it seems I'm the only one who cares about) we can have a hallway stuffed to the brim with ☼large, serrated green glass discs☼ x10 traps just as fast as the engineers can build them.

177
DF Community Games & Stories / Re: CWAL Succession Game
« on: April 26, 2009, 11:53:42 am »
SPOILER TAGS!  GOOD JJ!  GOOD! :)

A great turn.  It's great to finally see somebody other than me who actually cares about whether or not our populace starves to death.

A few comments:


Re: falling down stairs.

It might as well not even be in the game anymore.  The only way I've ever heard of it happening is if a dwarf channels out a tile that he is standing on at the time, at which point the stairs will act like empty air as he falls.  And as stupid as they are, it's still really, really hard to get a dwarf to channel out the tile he's standing on.


Re: skills and jobs.

That's fairly similar to how I do things, actually.  I tend to break up the craftsdwarf and farmer skillsets more than you do because there's so fucking many of them, and I specialize all the smiths because it can be so expensive and (more importantly) slow to level up, but overall it's the same general idea that I go by.

Also, the Royal Guard is a good place for cripples :P


Re: quarters

AMEN!  PREACH IT MAH BROTHA!  PREACH THE WOOORRRDDDD!

Also, I'm glad to see another person who shares my ideas regarding the design of the "commoner" quarters


Re: defenses

One problem with forbidding dwarves from going outside: the meeting hall is outside to prevent cave adaptation (and give a handy spot to dump vermin remains without miasma).  Forbidding going outside also has plenty of problems (e.g. the "entrance dance") that makes it far less effective at times than it can be.


Re: food

Cooking destroys seeds.  Everything else leaves the seeds intact, but not cooking.

178
DF Community Games & Stories / Re: CWAL Succession Game
« on: April 19, 2009, 10:54:20 am »
ps.  You realize your irrational hatred of excess stone is very unDwarven.

Everybody loves stone.  Stone is awesome.  Stone is almost as dwarfy as magma floods caused by pumps made with blocks of kitten soap.  But know what's more awesome?  Being able to use the stone.  The sheer amount of loose stone we have makes that category of the stocks menu useless.  Can I make that megaproject out of pure obsidian?  Do I need to mine more?  How much ore do I have?  I don't know!  I can't check!

Quote
HIDE THE WOMEN AND DROWN THE CHILDREN.

Sigged.  So totally sigged.

A great turn.  The first screenshot freaked me out because I thought they were massive clouds of miasma until I realized it was dump-marked stone :P

I love the dining room and gladiator arena.  Two things to be careful of: make sure to disarm any marksgoblins before releasing them, and be aware that steel and iron stuff will stick around in that magma forever.  Unless I melt it with dtil without telling anybody.  *whistles innocently*

I wholeheartedly agree about the layout.  The slavish adherence to that layout is literally risking the survival of the fortress because building it so often takes precedence over things like, you know, booze.  Wonderful, wonderful booze.

Oh, and for ambushes, cage traps detect them.

For sterling silver, we did have some galena and tetrahedrite, both of which can produce silver when melted.  Tetrahedrite is generally more useful for making billon (two bars of x6 value metal from a single piece of ore?  Yes, please!), but if we need silver, we need silver.  Fortunately, I think that making 3 goblets (one set) will take 1 bar to make and give back .9 bars upon melting.  Just make sure only to use a single smelter for melting, thanks to the way that fractional bars work.

Just one request for future turns though:  could you guys put the screenshots in spoiler tags?  It really helps with the loading ;)

179
Solution: Stockpiles are strange and magic things. Fire will not spread over them if it is a grassfire. Simply set a good five tile wide stockpile around the estimated magma splatter range, and you should be safe.

This is incorrect.  Fire will go through a stockpile as though it wasn't even there.


As for the OP:
Magma will set fire to anything that can burn at that temperature, including grass tiles.  If there's plenty of grass, you can get a really big fire sweeping across that z-level.  However, trees and shrubs won't burn, so you'll still be able to gather useful stuff once the fire dies down.  It'll also burn away all the flammable stuff, and with nothing to burn, further magma dousings won't cause a fire (or not a big one, at any rate) as long as you do them frequently enough or trample the ground down to soil.

180
Are they forbidden?

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