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Messages - AncientEnemy

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151
hopefully the second quoted section of this:

http://www.bay12games.com/forum/index.php?topic=54426.msg1168613#msg1168613

will help. although so far I've heard more issues occuring with marksdwarves than any other part of the new military system.

152
DF Gameplay Questions / Re: Semi-invulnurable enemies
« on: April 18, 2010, 03:30:20 am »
create a collapse multiple z levels up. collapses will destroy floors beneath them, as long as there's no natural walls in the way. this way you can smash it without your miners freaking out (since they wont be able to see it)

153
DF Dwarf Mode Discussion / Re: Urist McBlacksmith has bled to death.
« on: April 17, 2010, 03:57:02 pm »
rejoice

Quote from: Toady from the bug tracker
This should be handled for next time. The temperature of tiles adjacent to magma was suffering from the same problem as the melting rain/fish bug, and I've adjusted it down for the time being.

154
DF Gameplay Questions / Re: idlers
« on: April 17, 2010, 03:41:53 pm »
huh, I don't know of one. if this is happening in the new version, and you can reproduce it (create a fresh installation with no mods), might want to report it on the bug tracker.

155
DF Gameplay Questions / Re: Do my elves just suck?
« on: April 17, 2010, 03:39:15 pm »
yeah, give them big profits and they will bring more stuff the next year.

i'm not sure on this, but i think if you buy alot of a certain type of item, they'll bring more of that type the next year. so if you buy all their cats/dogs/marmots/etc they'll bring more animals next year

156
DF Gameplay Questions / Re: Best way to learn DF2010? Or not?
« on: April 17, 2010, 03:02:20 pm »
doublepost

157
DF Gameplay Questions / Re: Best way to learn DF2010? Or not?
« on: April 17, 2010, 03:01:04 pm »
I'd use 40d. 2010 still has quite a few bugs/weird issues, and it's going to be inconvenient/slow down learning when something doesn't work, and you're not sure if it's a bug, something you did wrong, or something new in 2010 that isn't fully documented on the wiki yet. there are cool new features in 2010, but most of it won't really be all that helpful for your brand new fortresses (you don't need big underground caverns full of monsters when you're still figuring out how to feed your first 7 dwarves, etc). most of the basics in 40d apply to 2010, so i think you'll be fine learning with 40d and then adapting to 2010 once you've got most of it down.

158
DF Gameplay Questions / Re: I forget (aboveground farms underground)
« on: April 17, 2010, 02:54:16 pm »
I normally collapse a section of topsoil down z-levels for this, but in 2010 it appears ALL aboveground farming is broken, even if you muddy an outdoor, aboveground section it will complain that you need a muddy floor (on an already muddy floor).

that's weird, i was able to farm strawberries in .03 on an outdoor plot without bothering to muddy it at all

159
DF Dwarf Mode Discussion / Re: Urist McBlacksmith has bled to death.
« on: April 17, 2010, 06:36:04 am »
keep your dwarves nice and dry, and hope it gets fixed soon. :)

160
DF Dwarf Mode Discussion / Re: Tormus, the lava cat.
« on: April 17, 2010, 06:16:40 am »
I couldn't help myself


161
DF Dwarf Mode Discussion / Re: Forgotten Beast
« on: April 17, 2010, 05:12:57 am »
trap him as best you can (construct some walls) and then drop a cavein on his soggy ass.

162
DF Gameplay Questions / Re: Why no gobbos?!?
« on: April 17, 2010, 05:09:11 am »
Ive generated 10 worlds now with modded "larger then usual" goblins but still they arn't present after world gen... Anybody else experience this?

this occurs more often in the new versions. the way I've heard it is that humans are murderous bastards in world gen now, and more likely to wipe out other races than before. just keep trying new worlds, or reduce time as surray suggested

163
DF Gameplay Questions / Re: Framerate help
« on: April 17, 2010, 05:05:00 am »
Quote
turn temperature and weather off in the init

Doesn't this fuck up your game though?  No freezing, no rain, no melting, no evaporation, etc?

to an extent. if you're not in a place where freezing is a concern, and if you don't rely on rain for water or magma for melting/burning stuff, it's not a huge difference. stuff will still drown in magma, magma forges will still work (they only check for the presence of magma, not it's temperature), and liquids will still evaporate (at least at 1/7). it's not a great solution but generally there's not much you can do to improve DF's framerate short of upgrading your processing power.

[edit: actually, a note, this was all true for 40d. it's possible these are different in 31.0x, and no temperature might break magma forges, etc. I don't think this is likely, but possible]

164
DF Gameplay Questions / Re: Framerate help
« on: April 17, 2010, 04:35:09 am »
[G_FPS:#] and [FPS:#] are only caps, meaning it restricts the game from going faster than this. setting them higher will not make the game go faster, DF always runs at the highest FPS your computer can handle (up to the cap anyway). in fact lowering G_FPS can actually increase the speed of the game, because DF devotes less time to graphically drawing frames.

a couple other ways to increase framerate:
turn temperature and weather off in the init
butcher or cage your animals, to keep them from pathfinding (pathfinding is the major FPS drain in DF)

165
DF Gameplay Questions / Re: Ditch Help
« on: April 17, 2010, 03:41:41 am »
to keep anything that falls in trapped, you could build a floor over the top of the escape ramp after your miner exits. or a floor hatch attached to lever so you can lock/unlock the moat.

you could also remove all the ramps, dig a hallway into the moat from the side (leading to another exit ramp, or into your fort, or whatever) to let your miner escape, then build a wall to close off that hallway from the moat.

Quote
If the goblins, can't get out of the ditch then won't they starve? That's what I'm aiming for anyway.

I don't think goblins / other invaders will ever starve to death.

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