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Messages - Pie

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136
Because it is funny, more akin to playing the game rather than cheating it, and does not involve much micromanagement at all. Just set up your death trap and draft the immigrants as they come.
Also, it is hardly a dwarven attitude to do something because it is easy, you do something because it is AWESOME.

137
I've got a couple settings that require a minimal number of dwarves, for story purposes.  I don't want to whip out some cheat utility every damn year so I can fry the latest batch of immigrants, and doing something ingame is utterly out of the question.

Plus, the clothes are a hell of a lot harder to get rid of than the people who wore them.


I will continue to use the popcap when and where I want to.
I never said you couldn't. I said you had no imagination :3. Also, I am intrigued as to why dumping the clothes into some magma is not an option... and why can't you just kill them off in your story? I mean, even if your story is: "These are the last dwarves on the planet", you could have your immigrant killing away from their sight, so they're like:
"Oh god we're all alone!", while in the background there is a constant stream of falling and exploding dwarves. Maybe that only appeals to me.

138
DF Dwarf Mode Discussion / Interesting ways of deal with immigrants.
« on: September 22, 2008, 09:56:25 am »
Seriously, guys. I've read a hell of a lot of posts where people state that they "set the pop cap to x". I ALWAYS find a way to lower my pop to what I want it to be. Drowning chambers, magma pits, atom smashers, unbeatable enemies... there are so many ways to kill them, so why stop it? At the moment I have a fort with 9 people in. Approximately 60 immigrants have come overall. So I propose everyone stop setting pop caps unnaturally!
Some ideas:
  • Lock all of you immigrants in a sealed barracks, give one a sword or an axe and give no-one armour. Get them to train for several years. Provide access to a nearby well, so that people can off themselves when they feel like it. If the guy with the axe does not go insane, send him alone as the defence of your fort against a siege.
  • Create a bridge 100 z levels up. Put all of your immigrants on said bridge. Pull the Lever. See who's body part goes the furthest. Maybe even try to funnel the gore out through a hole.
  • Create a big booze party in one large room. Invite all of the immigrants. Bring in a Dragon. Lock the room.
  • Capture a bunch of goblin crossbowmen. Place the cages in a long line across a long room. Put crossbows and ammo in front of them. Place your immigrants as unarmoured wrestlers at the other end of the room. Open the cages.

Anyone else agree/disagree with me? Anyone got any really cool ways to use/abuse immigrants?

139
DF Dwarf Mode Discussion / Re: Here's a turnaround...
« on: September 21, 2008, 03:22:38 pm »
I wonder if anyone has ever managed to COMPLETELY deplete even a 2x2 area of all stone. That would be epic. I think you'd have to create a basic fort on the bottom layer, then dedicate basically everyone to mining... and cave-ins would be a bastard...

140
DF Dwarf Mode Discussion / Re: Cursed Death Trap
« on: September 21, 2008, 09:27:42 am »
I've also just got the message:
"Some migrants have arrived, despite the danger"
Which I have never seen before. Oh, and every time some migrants come, I drop them 25 z-levels to their deaths. I have been doing this since I first got migrants (I have set no pop cap, but keep my pop below 10 at all times, for kicks). I honestly don't get how the vast piles of dwarf bones outside my fort don't scare off the immigrants. What is more, because of the value of my fort, I keep getting migrant waves of 20-25...

Oh, and on a related note does anyone know how to lure children onto this death trap? Because I can't draft them and they keep my population above 10... Oh, and one of the children is quite content after losing BOTH parents and a sibling to tragedy, counterbalanced with admiring a nice table. All of their family just exploded in a mass of blood and gore, and all that does is make them quite content.

141
DF Suggestions / Re: Liquid lag solution?
« on: September 21, 2008, 04:40:00 am »
Are you sure that it is the magma that is causing it?  Since it is all sitting still, it really should not be a problem, unless it is somehow falling into a nearby chasm or pit.  More likely it is the number of Z levels you have.  If you want to boost your FPS, you can try tinkering with the GFPS cap in the init file.  Other ways are available, but that seemed to have the least detrimental effect.
What does setting the GFPS cap actually do? Oh, and sorry for the double post... I sort of forgot that I had already posted... :/

142
DF Suggestions / Re: Liquid lag solution?
« on: September 21, 2008, 04:35:14 am »
The majority of what you said, only simulating movement when something happens, is already in effect. However, if magma is taken from a magma pipe by a smelter or other force, it recalculates the magma until enough magma has risen from the pipe that it is totally refilled. Currently any liquid that is at a depth of 7/7 takes hardly any fps power and will only really consume it when it can move again or is disturbed.
And how about temperature? I see no reason why an undisturbed magma pipe would cause such problems. I've been on bigger, far more mountainous areas, with forts with one tile wide tunnels and 50 dwarfs and got roughly the same lag... this fort has 10 dwarfs and every tunnel is 3 tiles wide, so I doubt it is path-finding is my problem. The only thing I can think of is constant temperature simulation with the magma...

143
DF Suggestions / Liquid lag solution?
« on: September 21, 2008, 04:17:10 am »
I searched for this, but didn't come up with anything... also, this is my first post on these forums, so hey everybody!

I recently embarked on a 4x4 map with a magma pipe (volcano) in it. There were a fair few z-levels in use but it seemed that the greatest hit to my FPS was from the magma. Now I am not sure if this is already implemented, but surely a solution to the lag could be to do what they do in quite a few physics engines: only simulate the magma when something affects it, like if you dig a channel, it should only simulate the magma's movement until it comes to a stop. Likewise, it should only simulate the temperature of the magma when something new is introduced to it, until it reaches a point of equilibrium (so it may heat up a wall adjacent to it, but once it is "warm" it should stop simulating the temperature.

I think that this should also work for large volumes of liquid, but I don't think that they give such a performance hit... oh, and of course feel free to flame if I am being n00bish.

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