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Messages - Ieb

Pages: 1 ... 17 18 [19] 20 21 ... 85
271
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 30, 2012, 04:11:44 pm »

272
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 30, 2012, 08:21:33 am »
I don't know, you got to admit that it sounds sort of innuendoish.
"Hey baby, wanna see my ham stones?"

273
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 30, 2012, 05:52:52 am »
I can't help the fact that it's hard to draw an epic battle between two sphere-like beings without that damn joke coming to mind.

I also can't help the fact that I just had to draw that instead of studying for the exam today in order to make that immature joke.

274
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 30, 2012, 05:34:10 am »

275
DF Dwarf Mode Discussion / Re: Longest Lasting Dwarf Fortress (?)
« on: January 30, 2012, 05:16:42 am »
There are a bunch of ways to reduce item clutter though like with worn clothing.
It's sort of a plus on that aspect that dorfs right now don't claim new clothing on their own(although I remember one guy reporting that happening haphazardly, with the dorfs even putting on the clothes, no idea how that happened since it never has for me in 2012 except with army outfit orders for civilians to wear clothing).

For trade goods you could always just crank out some metal goods, they're a lot more valuable most of the time than rock crafts, unless you have a spiffy decoration business going on but that'd work even better on metal crafts. A dozen gold goblets is worth a lot in crappy -basalt toy boats- and so on.

There are utilities too for mass destruction on crap items, worn clothing, stone and so on. Traffic assignments work somewhat too to save your FPS and burrow designations make it easy to keep everyone in one area, you just have to deal with clutter outside the burrows then, like forbid/destroy them.

Temp calculations eat a lot of FPS too, which is sad because magma deathtraps require temp to work like intended. At least dumping stuff in volcanoes/magma sea removes the crap permanently.

However, there's one thing that'll keep piling up on its own no matter what you do and it's the list of dead critters that have been killed in your fort area. Does that cause any FPS drain though? It makes a looong list sooner or later but yeah.

I figure it's possible to have a fort that's 1k years old if you have a good enough computer to handle all the traffic, I had a fort of 30 years with 200 dorfs going at 25 FPS or so, not nearly enough in years to compare to a 1k year fort but still, it's possible that keeping a pop cap of 100 would help a lot on FPS too.

The only problems I can see with a 1k year fort in 2012 is that unless you have some way to dispose of all the nastier FB's and titans that visit without pools of deadly blood that rot ALL BODY PARTS INSTANTLY and so on, you're going to have a lot of 'em wandering about the sealed parts of the map. They act like normal creatures too at that point and just mill about so I've never seen FPS being impacted by their presence.

Breaching the tube though kills your FPS no matter how big/small your fort is. I wish that mechanism would get changed a bit, it's tiring whenever it happens, planned or not.

Anyway, for a 1k year fort experiment I'd go with a 2x2 embark, the smaller the embark is the better FPS you'll have. You'll have to build everything pretty compact though and accept that megaprojects would probably add to the FPS drain. The only thing I can think of that wouldn't cause FPS drain permanently would be obsidian-casting a tower, hollowing it out and dumping all the excess obsidian. The walls wouldn't be built then but sort of natural and I don't think the game freaks out and starts tracking 'em in that case, unlike with built walls the game tracks the boulders used to build 'em. I think.

Not really sure how built floors and walls impact calculations either. The 30 year old fort I had had thousands of floor and wall pieces, small huts for the lesser castes of dorfs in the cavern floors with large parts of the cavern sealed off for the dorf city underground. It MIGHT have been better for the FPS to carve housing on the stone pillars, but ehh. Another possibility, using an utility to make obsidian blocks large enough to house a dorf.

As far as food clutter goes, the prime option would be to use potash on fields to maximize crop output, a stack of 10 plump helmets is better than 5 stacks of 2 plump helmets as far as tracking goes. Same goes for meat, huge piles of it cause less tracking than multiple small stacks, and dorfs just go and grab from that one huge pile then unlike with barrels where they keep drinking from one while others have to wait for a free barrel.

Unless you give everyone flasks or leather skins. They're instant thirst-quellers as far as I've noticed.

276
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 29, 2012, 08:05:38 pm »
Ham Stone looks more like Rad Meatball, or Cool Testicle than a stone to me.
And I know my stones.

277
It might be a notable fact that as far as I've seen, all FB's and titans also have NOPAIN tags present, no matter how much damage you deal to 'em, they'll fight to the bitter end. On the other hand, that still won't save 'em from a bolt tearing the heart and having 'em bleed to death.

As a shrimp though, it'll have chitin and it's rather easy to break. I can't remember though if broken skin/chitin/shell allowed for more damage done to that section of the body. It might again be cosmetic as of now, although if that's the case I figure it's likely to change.

FB's are good target practice for your shooters though, especially inorganic ones. You could just deal with it by building an airlock, carve fortifications there and seal the creature inside after momentarily opening the door, it'll start pathing straight in. After that, plink away with bolts.

278
Then I expect you to dazzle me, all of us with your creative writing.

279
Just for that I'll carefully analyze your post, criticize your use of words, how you describe everything and whether or not the interactions between yourself as the ruler and the dwarves is believable!

HA! This may or may not be related to the fact that I'm writing an essay about a 650 page book that I read in a day and half. Oh god am I stuffing this thing up too much? I should be writing that instead of this post I think I'll just stop no

280
I hope there's not too much Weird Time Shit.
I've once again sort of lost track what the fuck is supposed to happen, with body sliders and hell colonization and so on.

This whole story is like a rotten fruit that I keep trying to grasp to sate myself, and it keeps slipping away through my bony fingers in a mushy mess that I can't make anything out of.

281
Rest in peace, beloved Mayor
We never did expect
That you loved your pet pig THAT much.

282
DF Adventure Mode Discussion / Re: Ghost Hydra
« on: January 22, 2012, 06:20:02 pm »
I may be wrong, but during fort mode, the only times soldiers against undead have gotten kill records of 'em were in cases where they chop off the head or cleave the target in two.

Good luck trying to cleave that hydra in two, because I figure chopping off even one of its heads will make it blink out of existence.

283
DF Dwarf Mode Discussion / Re: Hi, I'm here to destroy the world.
« on: January 22, 2012, 06:15:31 pm »
Is the post date REALLY that hard to see?
Seriously now?

284
DF General Discussion / Re: Unusually Competent Elven Warriors
« on: January 22, 2012, 04:24:07 am »
When it comes to worldgen battles, there are two things that come to mind that affect the outcome of skirmishes. First, is creature skill. Sometimes an individual happens to be born who, from the start, was destined to be a really big badass. Maybe it's from the start, maybe they start to get some invisible XP from each skill and at some point they differ so much from generic soldiers that no one can oppose them, whatever.

Second, is creature size. Elves and dwarves aren't THAT different when it comes to bodysize, but the advantage is for the elves here. Worldgen currently does not seem to pay respect to the tech of the warring civs, it's like both sides are armed equally, even if the entity files for elves has 'em using wood for everything.

Now that I think about it, a third option comes to mind too.
How widespread the civilizations are. Elves loooooooove forests and expand their influence much faster than dwarves(in vanilla anyway), so they'll usually have much more soldiers to throw into the grinder than dwarves. They may take massive losses, but eventually they will wear out the opposition, since elves do not die of old age and they can just whittle out the number of dwarves until there are no dwarves left to reproduce, or those that do will never see their kids grow up due to the marauding elven horde.

285
Probably that we run out of horrors to unleash onto the world, get bored and that's the end of it.

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