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Topics - aepurniet

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DF Suggestions / object picking distance
« on: July 02, 2012, 06:17:18 pm »
when dwarves select objects they dont use full pathfinding, they have an ordered list of objects sorted by distance. something like dx + dy + dz. (maybe squared). i would like to modify this so they can be a*dx + b*dy + c*dz, that way people who have very vertical fortresses can set c high, and force dwarves to work on the same level. you could also do that with y, and force dwarves to favor moving horizontally (if that suits your fort).

it would be a nice entry into d_init.txt

2
DF Suggestions / research through moods
« on: March 24, 2012, 05:54:05 am »
toady says he wont include a research mechanic in the final game. however he has a mechanic to create one-of objects through moods. i think these could be combined and provide a research mechanic, where everything is not available to build at the start. this would add some more rogue'iness to the game by having procedural items being generated. couple this with some procedural elements (ie, metals, stone, plants), and you have a mechanic that can add a lot more personalization to every game. the story of your fortress becomes much richer, as does the prestige of your fortress.

i would also make more moods available. kitchen (once we get a food rewrite), still, and smelter are some new ones that i think would work well. we could have some standard knowledge that dwarves do not know yet (sunberry booze, cakes), and then some procedural knowledge that only is specific to your fortress. the way animal taming is happening now, i think a lack of omniscient knowledge about every reaction and product would work well.

3
DF Dwarf Mode Discussion / leather industry
« on: October 10, 2011, 09:33:46 pm »
what is the best animal for the leather industry?

i thought about using geese (since we get eggs also, and they breed in batches) but unfortunately they do no return leather after they become geese (from goslings).  you have to wait until they get a little older which is god knows how long (impossible to track).

are there any animals that breed frequently and in big batches, that can be either butchered immediately for their skin, or a maximum of one year when their name changes?

4
DF Dwarf Mode Discussion / when do animals reach maturity?
« on: August 30, 2011, 11:15:27 pm »
im running a goose farm (for meat / fat / leather / eggs, it seems like a nice combo).  however, whenever my animals claim to reach maturity ("An animal has grown to become a Stray Goose / Gander), they do not actually return what dfwiki claims they should. (meat is sometimes 0-2, and skin isnt always there).  im assuming that the animals are still being butchered as if they were still goslings, how do i know that they are fully matured and should be *ahem* processed?

5
DF Dwarf Mode Discussion / volcanos and elevation shift
« on: August 25, 2011, 12:31:57 pm »
i've tried to gen a flat embark site with a volcano that resembles 40d's old magma pipes. anybody have any hints from me? it seems that in the new version all the volcanoes are always big square mountains with a magma pipe shoved in 'em.  i remember somewhere that DF map gen does an elevation shift. is this before or after the volcanoes are placed?  if its after, maybe i can use the elevation shift to flatten the land.

6
DF Gameplay Questions / is fat or tallow flammable?
« on: May 22, 2011, 07:35:33 pm »
like it says on the tin, i was wondering about lining some walkways with this and then trying to set them on fire by pumping magma underneath them. (or on them).

7
DF Dwarf Mode Discussion / bedrooms
« on: May 07, 2011, 06:29:12 pm »
do dwarf families share bedrooms, or do i have to give each dwarf their own?  maybe i can set up two beds for couples in the same bedroom if they dont share.

8
DF Dwarf Mode Discussion / 40d plant farming on top of obsidian
« on: December 13, 2010, 03:22:50 pm »
quick question (for anyone that has done this before). i was planning on making a large above ground fort, but to do it the dwarfy way i would like to make a huge square obsidian casing and then mine out the fort.  this will make the floor of my fort obsidian.  can i farm above ground plants on obsidian?  i think it will definately have to be irrigated, but im not sure even if i do, it will work.

its a bit of a complicated setup, as i want the obsidian mold to go through the 2 level aquifer also. i would like to know whether to reserve some space for above ground crops that will not be part of the casing before i start this (born to fail) fortress.

9
DF Dwarf Mode Discussion / losing rocks?
« on: October 10, 2010, 06:09:37 pm »
i think my rocks are disappearing.  here is my setup (side view)

< - down stair case
X - up/down
> - up

there are three rocks, one on each level. the one on the top level is marked for dumping. now when i channel the top level, the rock that was there (and marked for dumping) just disappears.  it doesnt fall down, it just disappears.  now normally i would be psyched for this, but it has cost me a good part of my hematite vein.  anyone else experiencing something like this?

10
DF Dwarf Mode Discussion / preventing murky pools on embark
« on: October 05, 2010, 04:46:41 pm »
is there any way to prevent murky pools from getting generated on embark?  i like having a 2z level castle keep above ground (guarding the entrance to the fort), and murky pools just force me to make lots of sacrifices.  my moats need a lot more work because of these.

11
DF Dwarf Mode Discussion / gator moat
« on: September 20, 2010, 08:11:31 pm »
i tried looking up the answer for this but couldnt really find anything.  i have a moat and im gonna throw in some gators i got from the elves in there to breed. question is, since my most is only a 1 zlevel channel (ramps removed) can the gator just swim out of there?

12
DF Dwarf Mode Discussion / soldiering to keep pops seperate.
« on: September 17, 2010, 10:59:42 pm »
im trying to keep my OG 7 and my immigrant scrub pops separate.  my first attempt involved putting all the waves in separate burrows.  this failed because of crazy pathfinding spam about not being able to do jobs, and me not being able to deal with all that. (if you cant complete the job dont take it! instead those rocks sit there forever!)  anyways, this time in trying to do it with the military.  ive never used it since i just like to build.  whats the best way to sequester these fools in a burrow?  right now im using the defend burrow feature, but they all started flashing blue saying they are thirtsy.  will they die, or will they, in a flash of logic, walk over to the booze and drink?

13
DF Gameplay Questions / carp
« on: September 16, 2010, 01:18:53 pm »
im about to build a pump stack from a carp infested river (in 0.31.13).  are carp still as dangerous as they once were?  im playing an original 7 embark, so i cant really afford to lose one to those bozos.

14
DF Dwarf Mode Discussion / burrows and stockpiles (pathfinding)
« on: July 18, 2010, 10:07:34 pm »
i started a fortress where each immigrant wave gets its own mini fortress, while the original 7 have a grand one.  ive been using burrows to do this.  however all the stockpiles in the mini fortress never get filled with stuff from the main fort.  it seems like a job gets generated for the stockpile, it gets assigned to a dwarf, who usually is in the mini burrow, then that dwarf cant path to the item in question since its outside the burrow.  i was hoping that the orig 7, who have no burrow designations would bring stuff to the burrow.  but alas it hardly ever happens (once in a while the job assigner finds the proper dwarf for the job).

has anyone else had to deal with a situation like this?  any thoughts about possible solutions / workarounds to the problem?

15
DF Dwarf Mode Discussion / haves and have-nots
« on: July 14, 2010, 11:35:24 pm »
i posted in the suggestion thread to allow deactivating burrows.

now what im actually trying to accomplish is to maintain two separate populations (originals + elites, and scrubs).  any body have any tips on how to do this with the current system?  i would occasionally like to activate the scrubs and help the main fortress with their hauling work.  then separate them again (to try to minimize friendships between the two).  the scrubs eat tallow biscuits and sewer brew, while the originals and elites dine on roasts, and a plethora of booze.

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