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Messages - E-mouse

Pages: 1 ... 6 7 [8] 9
106
DF Gameplay Questions / Re: Furnishing a High Quality Room
« on: October 22, 2008, 01:58:18 am »
You can locate turtles more easily via the Stocks menu. (z->something) You can forbid the rest of your food there, too. I think?
Like bones, shells have been known to vanish between seasons, though I don't know the conditions: a shells-only refuse stockpile underground is probably your safest bet.

Multiple layers of statues do seem to increase room value (if my 4x5 plain-rock statues+rock chair/table legendary dining halls are any indication), but I've read that blocking a room wall with a statue will remove the engraving's value from the room value. How much this matters depends on whether the statue improves room value more, and statues apparently do not have this "blocking off" effect on other statues.
Also, consider covering the king's "access shaft" to the stuff he actually uses in the room with semi-expensive furniture that doesn't block access, like chests/bags and cabinets. I'm not sure if these will help more than the engravings, but exceptional material or quality might make it worth covering the floor engraving.

107
DF Gameplay Questions / Re: Jobs, Livestock and more!
« on: October 22, 2008, 01:21:39 am »
Would forbidding the meat stack or barrel it's in also work for preserving specific types of meat? Just make sure they have SOMETHING to eat.

If you want more production of a certain type of creature (and thus their meat), get more adult females for breeding.

108
DF General Discussion / Re: So I was playing around with the int file...
« on: October 19, 2008, 05:08:52 pm »
200? And here I thought the refresh rate of the human eye was about 60 FPS...

What would be at such a high graphical framerate, for comparison?

109
DF Dwarf Mode Discussion / Re: lolwut?
« on: October 19, 2008, 02:19:48 pm »
HAD throats. They're gone now.

Dunno about lungs.

110
DF Modding / Re: Boomcats {Quickmod}
« on: October 18, 2008, 12:28:28 am »
Molten-booze siege defense equipment.

YES.

111
DF Suggestions / Re: Adventure Mode: Human/Elf Defense Protocol
« on: October 17, 2008, 10:12:04 pm »
Legendary up, retire, attack their town!

Though the AI would still suck.

And to be fair, lone assassins can be pretty difficult to keep track of. But that's still no excuse to neglect improving security, or fleeing if most of the army is wiped out.

To be honest, adventure mode towns aren't very realistic at this point; the townsfolk aren't doing any of the non-combat stuff necessary to stay alive, like farming. If the fields are ruined and some of the population is killed, then leaving would be appropriate; a few murders would make you a criminal and make people scared, but wouldn't necessarily mean locking down or abandoning the town unless a lot of people died; especially leaders and military.

112
DF Suggestions / Re: Corpses Wash Up On Shore
« on: October 17, 2008, 10:04:19 pm »
So, rotten corpses should float, but not fresh ones or decayed bone?

Might also give time for their gear to loosen, if still a bit of a stretch.

113
DF Adventure Mode Discussion / Re: Funniest Names
« on: October 12, 2008, 10:06:35 pm »
I had a Goblin Tower called "Monstrousrape" once.

It amused me.

(I can't remember if the demon there was a tentacle demon, unfortunately.)

114
DF Suggestions / Item Realism Bloat: Clutter
« on: October 12, 2008, 09:37:02 pm »
Short version: If a location/square has lots of big junk in it, have some of it get displaced or otherwise cause problems.

Currently, stone and wood are generally supposed fit one to a square. The logical explanation for this is to simulate how much space rough stone and logs take up. But there's been a lot of ways to manipulate this, and trying to code away any opportunity to cause this entirely would be pretty difficult.

An alternative could be to have a "clutter" value for items that impacts how much space they take up in squares and bins. Squares that are very cluttered should cause problems, such as:
- slowing units that have to pass through
(lots of junk to navigate through)
- reducing room value
(room doesn't look as good with rocks all over the place, or all your junk scattered in piles)
- Unhappy thoughts from passing through lots of cluttered areas
("this place is a mess and I have too much junk to walk through")
- If severely cluttered, have items fall into adjacent squares on the same Z-level: if there's no space and it only gets more cluttered (dumping rocks into a full pit), have the pile overflow to next Z-level up.

The item scattering is probably the most troublesome part of this, since the code for that isn't that great; plus, it'd cause some performance concerns with the extra checks and flow of material displacement.

I don't even know what I'm talking about anymore.

115
DF Dwarf Mode Discussion / Re: Fifty-One Carp.
« on: October 12, 2008, 04:36:55 am »
I assume you have your dorfs set to gather outdoor refuse?

But yeah, getting into the river to gather the corpses is the hard part. I suggest a lot of ramps.

116
I've started, and I have my dwarves modded to work incredibly fast and efficiently. If any experienced modders want to check out my dwarf entry and see if I could make them any more efficient, please do; this is my first time personally modifying the raws, but it seems to work just fine.

I'm not an expert, but removing CAVE_ADAPT might help; not much after all the other stuff, but some. Throwing up after spending time in the

Do you swim faster with a low or high SWIM_SPEED?

I'm not sure how to do it, but heat and magma immunity could help working with lava and the heat, and it might be worth finding the tag to remove the need to breathe. Hell, just doing breathe and turning of temperature in init would do the trick for now...

Then again, if these modifications are based on world generation and can't be edited back to sane settings afterwards, you're going to have some godlike dorfs raiding the place for kicks once you're done.
(To work around that, you might be able to make a new "worker" race and hope it doesn't screw with the world much.)

117
Fort Monstrousrape?

118
DF Gameplay Questions / Re: KILL THE CHILDREN
« on: October 10, 2008, 10:11:20 pm »
Actually, I think children follow their mother around most of the time. Try putting her somewhere specific, maybe?

119
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: October 09, 2008, 09:31:57 pm »
Soooooooo... anyone made a Mermaid Fortress yet?

120
DF Bug Reports / Re: Incest in a large world [40d]
« on: October 09, 2008, 09:10:15 pm »
Actually kinda true. Especially in positions of power. (lol princes and princesses marrying)

I think the bug was about the game CRASHING when (large?) incest trees showed up, rather than their existence.

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