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Messages - Lemunde

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376
It should probably be noted that with the grazer tag it appears the lower the number the more they eat. Water buff are at 60, horses and such are between 100 and 200, sheep and goats are around 1200 and rabbits are at 120000.

This is just a guess but I think the number represents the number of frames it takes them to decide to eat. This would mean larger animals need to eat roughly once every second. It's probably balances itself out since it takes them a little while to eat but as soon as they're done they move immediately on to another patch of grass. So for larger animals it really comes down to how fast they can eat which is anyone's guess.

Edit: By my calculations based on the above information and the quoted text by Jurph, it would take a 14x14 pasture to sustain a single water buffalo and a 7x8 pasture to sustain a donkey.

377
DF Dwarf Mode Discussion / Re: Maximizing FPS?
« on: March 04, 2011, 03:48:57 pm »
If you want to know how often a dwarf updates it's path, watch it chase a goblin.

You will often see the dwarf run 3-5 steps in the wrong direction after the goblin moves.  Alternately, lock a door and see how long it takes to get the job cancelation.

Yeah, that was my impression as well - that paths were recalculated, but only occasionally.

In a highly optimized system, each target object would hold a list of anyone currently pathing TO it, and on moving or changing state it would inform those interested parties, telling them they need to reconsider their path or job.

Once you do this you remove the need for the pathing entity to EVER re-calculate their paths unless they are told to do so, or they hit an unexpected obstruction (another moving enemy, recently locked door, etc). They can also this flag to cancel build/pickup/kill orders the moment they are invalidated instead of having to wait until they get there to figure out there is a problem.

That's definitely the way it should be. However it wouldn't work for pathing to other creatures since they tend to change position constantly. There's plenty of room for optimization all around and I think it's something Toady should seriously consider before moving on to newer features.

378
It should be noted that currently raw clay can be used for construction. I think it will be fixed in .20 but it's something to keep in mind.

379
DF Dwarf Mode Discussion / Re: Cult of the Aquifer
« on: March 03, 2011, 03:17:13 pm »
Prior to .19 I could get through a single layer aquifer easily using the cave-in method. Now I have no idea how many layers an aquifer is so any sort of planning is out the window. Currently I'm relying on the multi-biome method. Basically you embark on an area that has one biome with an aquifer and one without, giving you the best of both worlds.

380
DF Dwarf Mode Discussion / Re: What's your music choice?
« on: March 02, 2011, 03:00:50 pm »
Depends on my mood. Really if I have anything playing it's just so I have something other than silence in the background. Lately it's been an online prank radio show.

381
DF Dwarf Mode Discussion / Re: Funny thing about embarks...
« on: March 01, 2011, 07:31:23 pm »
In my experience creatures coming in through fortifications is a pretty rare occurrence. I think I've seen only one FB do this which was dispatched easily. Of course those kinds of cisterns are only necessary if there's no surface water or no aquifer. Smart embarking can solve this problem before it starts, even in scorching desert biomes.

382
DF Dwarf Mode Discussion / Re: Bad Fort Design?
« on: March 01, 2011, 07:13:10 pm »
I rarely actually get around to making bedrooms for my dorfs. They end up sleeping on the floor in a random room I call a dorm. It may have only a single bed. :(

I tend to make a few more beds but basically I do the same thing. For me, bedrooms are something that gets added late in the game. My last fortress actually lasted long enough for me to dig out 3x3 rooms for all 50 of my dwarves.

383
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 28, 2011, 10:43:41 pm »
An ambush! Curse them!
*unpause*
An ambush! Curse them!
*unpause*
An ambush! Curse them!
*unpause*
An ambush! Curse them!
*unpause*
An ambush! Curse them!
*unpause*
An ambush! Curse them!
*unpause*

This is the first time I've ever seen this many ambushes at once. But that's not the weird part. I was all set up to let the goblins wander into my disc traps but that never happened. Instead, the goblins all decided to attack each other and before I could even look at the combat report they retreated. There's a handful of goblin corpses along the map edges and one that's too wounded to move. Damnedest thing I ever saw.

384
DF Gameplay Questions / Merit deserves a reward...?
« on: February 28, 2011, 08:52:42 pm »
Okay, so generally I play with a max population of 30. Sometimes it goes over a little but this time my population got up to 50. So I'm assuming this is why I'm seeing this message from my liaison for the first time. Specifically, the message says:

Quote
Merit deserves a reward, and I come empowered to establish this colony as an official land of our realm. Do you have any dwarves to recommend for elevation?

And then it gives me a couple of options. I guess what I want to know is what exactly am I getting myself into if I accept?

385
DF Dwarf Mode Discussion / Re: My Forgotten Beast HELL
« on: February 28, 2011, 09:51:40 am »
Relying on your military to deal with FBs is very hit and miss (no pun intended). Generally I wall off any caves I find to avoid having to deal with FBs but sometimes I want some of that cool wood they got down there. I developed a fairly reliable method of trapping FBs using retractable bridges and a chained puppy as a lure. If I decide I want to kill it I can carve fortifications in the room beforehand and have marksdwarves spam wooden bolts at it safely until it dies.

386
The best (and only) way I've found to do this is by making separate customized stockpiles near the workshop in question.  To use your furniture example, you should place a furniture stockpile near your jeweler's workshop that only holds objects made of gold, silver and brass. Set that stockpile to take from your primary furniture stockpile. Further you should probably lock the doors to your primary furniture stockpile to ensure your jeweler doesn't grab something along the way.

387
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 26, 2011, 09:57:25 pm »
I just abandoned three forts in a row due to a multi-layer aquifer. Embarking on an aquifer was hard enough before, now we can't even tell how deep they are.

388
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 26, 2011, 06:18:00 pm »
So what are your plans for cobaltite and cinnabar?

389
DF Dwarf Mode Discussion / Re: Flattery will get you better bargains.
« on: February 26, 2011, 05:04:16 pm »
Huh. I noticed that two nearly identical items had radically different values when trading. I didn't realize that that's why, though.

Pretty awesome, actually.

Well when trading with dwarves I always assumed it had to do with items they requested the year prior. Now I guess it's a little of both.

390
DF Dwarf Mode Discussion / Re: How do you pronounce Adamantine?
« on: February 26, 2011, 05:01:56 pm »
Tomayto, tomahto, deedra, daydra, adamanteen, adamantyne. It's all the same. Besides, I'm still trying to figure out the proper way to say "Urist".

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