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Messages - Shoku

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601
Creative Projects / Re: An Otherworldly Ark
« on: September 21, 2010, 08:07:52 am »
That depends on size mechanics but it would at some point become inefficient. I won't be too stringent so you can decide if that's now or not.

The sucking in water thing sounds a lot like how submarines control diving and rising but at this point I think it would have a hard time digesting any of those bacteria when there was so much water to dilute the enzymes and things.

My balloon one is pretty reliant on just always having stuff in front of it's mouth though so if bacteria levels drop it's going to need some sort of movement to make it.

602
DF Dwarf Mode Discussion / Re: Underworld
« on: September 20, 2010, 03:53:32 pm »
At max temp 0 you still don't get tundra and glaciers everywhere. The summer makes places hotter the further you get from the cold edge of the map. Like -50 or something makes half a medium map into permafrost biomes.

If you made the temperature low enough to kill everything you could start with temp off in init and then once everyone was inside with burrows keeping them there you could exit the game and turn it back on to cause massive damage to probably all fleshy creatures.

603
DF Dwarf Mode Discussion / Re: I want to explore a magma pipe
« on: September 20, 2010, 03:48:59 pm »
If you make the pit a pond and they dump a water in to make obsidian the block will reveal stuff everywhere it falls.

604
DF Dwarf Mode Discussion / Re: Outrageous Scimitar Ability?
« on: September 20, 2010, 03:47:15 pm »
Do blowdarts ever send parts flying?

605
DF Dwarf Mode Discussion / Re: Duplicate Fish???
« on: September 20, 2010, 03:41:31 pm »
This makes more sense when you realize that with things like antmen there would be warrior bodyparts, worker bodyparts, queen bodyparts, ect.
...if you could embark with sentient creatures chopped up into steaks.

If you modded some kind of species where there were three castes- the little males, the little females, and the giant barnacle encrusted whale sized ones that had no gender then you'd get it on the list three times. If the name was the same.
In the case of bovine foodstuff you can choose bull meat or cow meat right? Same species but not exactly the same animal and definitely different enough for the game to not know it should combine them into one entry.

606
DF Dwarf Mode Discussion / Re: Overkill trap numbers
« on: September 20, 2010, 03:40:15 pm »
Well that's no fun.

Now your military wont have anything to kill.
It would be really nice to have a little indicator of when their next break was coming. Doesn't need to be a number or anything but maybe just a little "not soon" to "immediately" with two or three steps in between kind of counter.

He'll have fun if he forgets to restrict his burrows before a goblin ambush sets off all the traps.  :P

On a constructive note, how many people here use stonefall traps? I imagine most people are sticking to the tried-and-true 10x steel serrated disc weapon traps, but stone is ever so plentiful.
when you have to disable everything but smithing do get your dorf to do anything, and he decides to go ON BREAK, you give up metal traps and wait for the next migrant wave to replace the disappeared dorf.

607
Creative Projects / Re: An Otherworldly Ark
« on: September 20, 2010, 11:53:49 am »
Biology in rap format almost always just feels awkward and at it's best it doesn't but also doesn't have any real draw for me either. I'm more the dry humor type and I don't think anyone would know how to do that in that format.

608
DF Dwarf Mode Discussion / Re: Amazing Bug
« on: September 20, 2010, 09:57:25 am »
DF doesn't care what the name of a file is- it just straight up reads everything in the directory. The names are just there to tell us what's in a file.

609
Why use autohotkey scripts anymore? The game's got macros and a nice text file we should be able to paste them into nestled right near the init one we're always prodding anyway.

a) I have them left over from 40d, and haven't gotten around to translating them to the DF2010 macro system yet. My file of DF-related AHK scripts is 700 lines or so long, so it's not a trivial task.

b) I don't actually know how to do loops in the DF macro system. The hundred lines of script that I posted are easily capable of generating thousands of actual commands, not to mention the lack of flexibility without code branches.
So it's convenient for you instead of the people you're sharing it with?

Well hey, I'm not going to call that unreasonable because it isn't. I'd like to amend the tone I used earlier and thank you for all the time you volunteer to help folks.

610
DF Dwarf Mode Discussion / Re: Repeater designs
« on: September 19, 2010, 03:06:50 pm »
I thought the pump repeaters were pretty straitforward; moreso then the floodgate one.

That said, they aren't going to be easier to build.

Also I was under the impression that it only recalculated paths when a dwarf bumped into an obstruction, so unless you're routing your dwarves through the repeater, it shouldn't cause pathfinding lag--and even then it'd be minimal.

There may be other sorts of lag, though.
Yeah, we're talking about two different things. The game first builds this sort of map to say what tiles are somehow connected, like how the third cavern does not originally include a path to above ground. This stops creatures from trying to go to nonsensical destinations and also keeps all of the solid rock out of the equation. This obviously needs some computing when there is suddenly a new wall somewhere or suddenly is not one.

Within those spaces individuals will set destinations and then check for the shortest path they can take. When they bump something they then retry with simple pathing (ignores 4/7 water, traffic designations, maybe other stuff) which is what you were thinking of. This is kind of a resource hog but it is much smaller than it could be thanks to the pathing maps built by that other thing.  Unfortunately simple pathfinding doesn't immediately check if the destination is still in a connected zone which is why you get such nasty lag when you build a wall to keep impending doom away from the fort. After like 100 failures to path a unit gives up though so we don't see them swarm as soon as a wall is taken back down.

One day Toady will change some aspects of this but right now it makes sense in most circumstances and he will probably never do full AI for swimming, flying, and building destroyers cooperating or anything like that. (Can you just imagine how complicated it would be trying to decide the shortest path when you had to consider when some unit was going to bust open a door or when something was going to swim into some place and pull a lever to open a path? Sure it's POSSIBLE to make the computer work that out but not in a way that would run at a bearable speed.)

611
DF Dwarf Mode Discussion / Re: Awesome fights
« on: September 19, 2010, 02:48:47 pm »
Some FBs can take weapons from their enemies.

I wonder if it would be possible to equip several FBs with addy axes and pit them against the HFS...
It would be pretty easy with a little help from runesmith.

...not very easy otherwise. If you can plan out a good set of chambers for making it happen definitely share the plan and any attempts.

612
DF Dwarf Mode Discussion / Re: sort-of-newbie: pump stacks
« on: September 19, 2010, 02:38:17 pm »
The caverns don't usually produce trees at quite the density you'd need to make this a practical option of the speedy kind but it seems like it would work.

613
DF Dwarf Mode Discussion / Re: sort-of-newbie: pump stacks
« on: September 19, 2010, 01:44:07 pm »
It'll be a happy day when a new machine component that raises liquids more than 1 z-level (I'm thinking giant bucket-on-chain loop system!) exist.
Actually you don't need anything like that you get a boatload of magma up high. All you need is one pump and one support. The support holds a column of stone up and the pump pumps magma into a reservoir below the column. Set up some bridges along the edges of the column to catch spill over and then drop it. The lovely red 7s shoot right to the top of your column for you to play with.

If you want to get more magma than you can get in one or even a couple of drops just mine out the bottom layer after attaching another support, cast some obsidian above it (just use 1/7 or 2/7 of the red stuff) and drop the thing into a freshly refilled reservoir.

*you pump out of the molten sea in the first place because semi-molten rock would just swallow your column. The fluids have got to be "crushed" to shoot up to the top of stones.

-

My experiments in 40d showed that wood constructions had a highly variable duration in active magma pumps. I wasn't thorough enough to say if this was map specific for certain but it definitely seemed to be that way. Green glass technically had a low enough melting point that it shouldn't have been magma safe but for some reason things built with it suffered no temperature damage. I don't think anyone bothered to mod in stones with the same properties as glass and check how they behaved.

Anyway that should help to explain a lot of the myth and legend about what's magma safe. Evidently this stuff is somewhat different in contemporary versions but enough people have already described that and I haven't bothered re-testing myself so you'll have to take their word.

Or don't take their word and test every risky thing in small scale before you go running a massive version of it.

*For pump stacks I just dig c shapes and flip them over each floor. People only include access in the design for water pumps and that is in case you have a tree grow on the tile. The access to the front is all that is needed to actually build the pump and then the two tile hallway can be an up and down stair set. Well, one or two up/down stairs too but I heavily avoid using those because I am crazy enough to still not use them despite the old issues being long gone.

If you're going to build many levels definitely learn to love the macro hotkeys~

614
I started doing that windmill design to make myself start trying to be effective with macros. I just sever a few halls after the whole four lobbies worth are designated and reconnect as the rooms start calling out to be dug.

615
Why use autohotkey scripts anymore? The game's got macros and a nice text file we should be able to paste them into nestled right near the init one we're always prodding anyway.

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