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Topics - Raging Mouse

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DF Dwarf Mode Discussion / A mandate problem.
« on: May 19, 2012, 04:36:29 am »
I have a mayor who has mandated three large gems. No biggie, I put my jewellers to cutting gems on repeat, but after going through the entire stockpile of about 50 raw gems the mandate is still lacking one large gem. Mystified, I check the contents of the jeweller's shop to see what else has been made, and find about ten large gems of various quality. It should be noted that these are from actual gem rock, with some raw green glass thrown in.

Has anybody else seen this? Am I missing something?

ADDENDUM EDIT: The mandate resolved. Then the mayor immediately mandated two additional large gems. I didn't have any raws lying around, so I let the mandate stew until some would be dug out. But when I check back, the mandate is gone. The mayor hasn't changed. Just what is going on here?!

2
Having the dwarves pick up a bin and bring it to the item being collected is awesome -when there are multiple items to collect, and when nobody else wants any of the items already in the bin.

If a dwarf picks up a nearly full (and therefore heavy) bin to pick up a single item, this is likely slower than picking up the item and bringing it to the bin.

The more annoying scenario is when what's being collected is an intermediary product in a longer production chain -I learned this in my clothing industry. I'd collected pig tails in a stockpile close to a farmer's workshop next to the looms. Binned, of course, since I was mass-producing clothing for both domestic use and export. As soon as pig tails got to the stockpile I'd set up a plant processing job on repeat at the farmer's workshop. Then more pig tails mature over at the farms, leading to some Urist mcHelpful running over to the pig tail stockpile and picking up the bin with the existing pig tails (which is nice and efficient -much fewer stockpiles full of half empty bins), bringing it over to the farms to snatch up the fresh ones... Only, this means that my thresher, hard at work, finishes his current job and looks around for additional idle pig tails to process and, finding none, cancels the job.

So. Ideal scenario: There's somewhere in-game where you could have stockpiles switch between the new and the old collection method, and I'm just stupid and blind for having missed it?

3
DF Dwarf Mode Discussion / Getting rid of stagnant water in buckets?
« on: April 08, 2011, 03:04:58 am »
How? At first I just cursed at them and had more buckets made, but now it seems my lye maker is stuck on one bucket filled with nine units stagnant water and over thirty units of lye (so far), none of it useable for soap.

4
DF Dwarf Mode Discussion / Guards, cast off your chains and be free!
« on: April 03, 2011, 09:03:54 am »
My usual modus operandi involves chaining a couple war dogs at the entrance to my fort to spot kobolds and ranged ambushers before they get to my dwarves.

It just hit me, though, that with the new pasture mechanics, I don't even have to chain them anymore, right? Just set up a small pasture at the same place and assign the guard animal! Which means, they are free to give chase or flee!

5
DF General Discussion / Difficulty level: Dwarf Fortress
« on: November 15, 2010, 10:37:50 am »
The wiki for AI war: Fleet Commander contains a hilarious reference to Dwarf Fortress. The article is big, so use your browser to find the phrase "dwarf fortress" and then read the sentence.

6
DF General Discussion / DF gets some more lovin' from Finland
« on: September 05, 2010, 06:10:49 am »
The latest issue (8/2010) of MikroBitti (MB) has an article on indie games, with a very prominent part taken up by Dwarf Fortress. The article calls DF 'one of the most ambitious gaming projects in the world' (translation = me) , and recommends the game 'to all who are prepared to take on a challenge you can't win' (ditto)! The article also mentions Dwarf Therapist, even including a picture of it.

7
DF General Discussion / The world is a little bit safer for dwarves now.
« on: August 18, 2010, 01:50:43 am »
There is one less monstrous carp out there... unless it turned into an undead. Scary thought.

8
DF Bug Reports / [0.31.01] Large, serrated discs are harmless.
« on: April 03, 2010, 12:22:37 pm »
Large serrated discs right now work as a kind of ferris-wheel, tossing creatures around but otherwise leaving them unharmed. I think this has to do with their ridiculously large attack size.

9
DF Dwarf Mode Discussion / Simultaneous births
« on: March 22, 2010, 01:47:35 pm »
A strange thing just occurred in my fort;

Two different dwarves gave birth exactly at the same time. Seriously, the game paused only once for the two of them. A boy and a girl infant saw light for the first time (well, glow from the magma anyhow), and got my imagination spinning. Clearly these two are fated to something great. Perhaps a divided soul?

To keep an eye on them I gave them nicknames; Ziksis and Etas, or Split and Joined. Provided my fort (and my interest) survives for that long I shall keep you posted.

Have you ever seen simultaneous (non-twin) births?

10
DF Suggestions / One-way pathing designations.
« on: March 18, 2010, 07:57:06 am »
I don't know if this has been suggested -I tried to find relevant topics but couldn't- so here goes:

I'm suggesting one-way pathing designations to help sort out dwarven traffic, and thus help the fps. I'm imagining this as being tied to the existing traffic zone designations, really; we'd need four different zones (n->s, s->n, e->w, w->e) and any dwarf trying to path along one of these in the proper direction would see a high-traffic zone, whereas a dwarf trying to path from the improper direction would see a restricted traffic zone.

11
I kid thee not. Full title is Fikod Glazedsockets the Undignified Hammerer. He earned his title by single-handedly wrestling down an invasion squad of goblins, but my fertile imagination is screaming for some combat logs to find out just how he wrestled them to earn that name.

12
DF Dwarf Mode Discussion / Quick modular fortress design.
« on: January 18, 2010, 07:57:04 am »
Over their iterations, my fortresses have evolved to utilize a common , specific floor plan. Reason for this is the designate tool; this design evolved to be as easy as is practical to create using the current keyboard commands (direction keys, shift + direction keys). I do use the mouse for the fiddly bits, but it's a great timesaver and a really simple layout. I thought I'd post it here for general commenting if you are so inclined.

The basic block is a square 41 tiles (starting tile + 4 * [shift + direction key]) wide; I outline it by designating the area around it to be dug out, with stairs at the corners (I usually dig roads that are 3 tiles wide, but that is mere laziness / preference). The resulting square of rock I divide into nine smaller squares by digging out four intersecting tunnels, like so:

Spoiler (click to show/hide)

That gives me exactly 11 x 11 squares, or exactly the starting tile plus one shift + diagonal direction key, of floor space in nine rooms to designate for digging. I use either the mouse or the keyboard again (there is an easy layout for those too) to designate doorways. If I want stairs inside the rooms I designate them with the mouse.

This 11 tiles of floor space in a room can be all one single room, or further divided into four 5x5-tile or nine 3x3-tile rooms (if you want them all the same size) simply by undesignating with the keyboard commands and then using the mouse to place doorways.

This used to be the basic design for everything, but the residential area has slightly deviated from this basic floor plan. I used to lay out the residential area with the same basic design, making the central 11x11 -tile square a market or a barracks and have the four adjoining squares be hollowed out as living cubicles by having a 3-tile wide road in the center, from the edge of the block to the central square, accessed by small 3-tile rooms (coffer, bed, cabinet) branching off it (this gave me 12 rooms per 11x11 square) This gave too cramped access to some of the hallways, so I flipped the design of the cubicle areas, positioning them in the center and making them access the much widened side hallways instead, also adding two additional cubicles per square like so:

Spoiler (click to show/hide)

The central room is a dining room / meeting hall with a prepared food stockpile. The lower corner rooms are part of the baroness' and the baron consort's apartments, and the upper corner rooms are being prepared for the royals. Only counting the commoners' rooms there's 56 apartments in this block, so 4 of these blocks would house a fort that has reached its immigration cap -indeed, there are three additional floors like this one, all stacked on top of each other.

Aboveground, I do this:

Spoiler (click to show/hide)

The 41 tiles long walls are great here too, since walls can be designated in rows of up to 10 tiles wide currently, meaning that ideally (if it weren't for the intruding water that I don't want to wall over right now) I'd get by with 16 total 10-tile wall designations to wall in the entire yard, leaving a quite safe area of the surface for my dwarves to utilize as they like.

So. Pros are the minimal effort needed to designate for excavation, the accessibility (pathing lag only becomes noticeable when I designate a couple hundred rocks for dumping) and the total disregard for any and all natural features you can display by extending this design to the surface or through a chasm.

Cons are that it's, well, unimaginative. It also takes some extra digging compared to a typical branching fortress -but "dwarves" and "complain about all the digging" do not ever meet in a sane sentence.

13
DF Dwarf Mode Discussion / Legendary Architect -do you bother?
« on: May 24, 2009, 10:31:01 am »
Once I realised buildings designed by architects could have the same kinds of value modifiers as crafts, and that this affects dwarven moods, I did a quick browse of the wiki to find the simplest way to train architects to legendary (which is supports). I trained two of them, but it did involve masses of work (can't mass-assign those supports, now, can you?). In the end, the results were very pleasing, however; I reduced the amount of roads I had to build for the king to arrive to a pittance rather than having to pave my entire surface map with sub-par stonework.

The thought struck me, however: Do you other dwarf players bother with architecture? Please do tell.

14
DF General Discussion / DF gets kudos from Finnish computer magazine.
« on: March 03, 2009, 04:55:37 am »
The largest Finnish general magazine about computers and everything related, Mikrobitti (translated microbyte), releases a DVD every year containing a collections of programs of great help to computer users. Image editors, text editors, office packages, linux distros, web browsers.. the list goes on. They also include a selection of freeware games in various categories.

This years, DVD has just been released, as a free bonus to subscribers and buyers of the latest issue of the magazine. On it, under the section RPG:s, you will find, among Nethack and Adom; Dwarf Fortress!

The first sentence in the accompanying review says (my translation): "It's probably best not to beat about the bush and state, that Dwarf Fortress is a merciless game for beginners."  :D The review provides a link to the wiki to help with that.

So, perhaps a fresh influx of Finnish DF-players might be expected!

15
DF Bug Reports / Animals pulling wagons "swim" in magma
« on: January 07, 2009, 02:18:18 pm »
I have made a lavaduct -a row of lava, one tile thick, hemmed in by two walls one tile thick. Ramps provide access for wagons across the top of the lavaduct. When the human caravan came, they rightly chose to move over the lavaduct, but when the center tile of the wagon (that seems to decide it's elevation) was on the ramp tile, the wagon extended into the wall in front of that, and the two horses pulling the wagon were... in the lava. Cue red legs, burning horses, a trail of smoke to my trade depot, and a HUGE fire due to all the logs I had requested.

I tried to find this hilarious bug on the list, but couldn't.

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