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Messages - Lemunde

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421
DF Dwarf Mode Discussion / Re: Lava and volcano hunting
« on: November 05, 2010, 09:44:23 am »
In the mayday tile sets. There also seems to be a non red trap at the top of mountains (I'm color blind so idk what color it actually is, but I know it's not red), what is that?

This is a little off topic but if you're color blind you might want to adjust the values in the colors.txt file to show only colors that you can see. For instance you could make red a bright shade of green or something. It will look weird for everyone else but you'll be able to distinguish stuff much more easily.

422
I fly into a rage and start attacking all the guards.

423
Well...I definitely wouldn't sleep there. Personally I believe if a dwarf isn't worth making at least a 3x3 room for then they might as well just sleep in the barracks. Most of my dwarves are fine with this arrangement.

424
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 04, 2010, 05:04:44 pm »
Bridge traps are now my new favorite trap. I got one 2x10 bridge going down a 2 wide corridor with pressure plates at one end. The bridge covers a simple 2 z-level pit with water from an aquifer taking up the bottom z-level. Gobbies cross the bridge, the bridge automatically retracts, gobbies take a swim.

I would say there's no weapon traps to clean but periodically the gobbies trip the two pressure plates in such a way that they get a small window of opportunity to get across the bridge. So a 2x2 array of weapon traps at the end takes care of any riff-raff that happens to make it through.

At the very least I think the bridge trap is a suitable replacement for stone-fall traps which are pretty much useless. All it requires is six mechanisms, some stone for the bridge, and a bit of digging. I think for my next fortress I'll just have a 1 z deep pit so the gobbies survive. There's just something entertaining about them all running around in a small room with no way out.

425
Speaking of which, how effective is disabling weather, and how big of an impact will this have on gameplay?

I disabled weather and temperature in one fort for a grand total of 2 extra fps average.

When I was losing FPS due to dwarves tracking blood all over the place I managed to get a good 20 FPS increase by disabling temperature. While the extra speed is nice there's a few issues with disabling it. For one if there's snow on the ground it will never melt. And the stone around magma gets buggy with temp disabled. You'll be coming across warm stone that's nowhere near magma and cool stone that's surrounded by it. I've even had dwarves swimming around in magma for a good while before dieing of thirst.

426
Now that the blood situation is under control I'm holding steady at 100 fps. My population cap is at 30 and I have fewer cavern layers so that might have something to do with it.

I can't tell my FPS :( Though in 40d I had it constant 20FPS, from Embark, even when i had 55 Goblins sieging, water, 150 Dorfs, 50 Animals, and about 100 Cats.

Now I'm guessing about the same? How can you abandon at 50? Our eyes only go at about 30 FPS, you do know that right? That's about what they use in films iirc ;) Infact they're only recently experimenting with 70FPS...

The thing about our eyes being limited to distinguishing 30 FPS is a myth but that is beside the point. In Dwarf Fortress there's a difference between graphical FPS and the gameplay FPS that everyone is talking about here. Having a low gameplay FPS causes all your dwarves to move very slowly, taking forever to finish tasks. A good enough reason to abandon if you have a mega-project that could literally take weeks IRL to complete.

427
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 03, 2010, 07:25:53 pm »
My fortress has crumbled to it's end. Two goblin ambushes blew by my defenses and swiftly slew almost all 30 of my dwarves. The remaining three died from infection, thirst and loss of sanity.

On the plus side I got a chance to test out a bridge trap. It worked quite well on a goblin kidnapper but the ambushers moved too fast for the pressure plates to trigger while they were on the bridge. I'll need to either extend the length or move the pressure plates further away for my next one.

428
DF Dwarf Mode Discussion / Re: Volcanos Vs. Using the Magma sea
« on: November 03, 2010, 02:25:31 pm »
Having my dwarves trek a few z-levels further to work metal is a small price to pay to have the freedom to choose any embark site I wish.
Yeah, but you're giving up the freedom to take cavern levels at your own pace for the impetus to secure the geothermal resources. However, I haven't yet found a volcano embark with the grand prize at the bottom, and that seems the better trade-off in the long term. I would prefer to have both volcano and all three rings of the circus, but that freedom isn't necessarily handed to you.

I always wall off caverns as soon as I hit them and dig around them. This is easier with some caverns than others but I've never had to go through an open cavern to get to magma.

I feel that relying on volcanoes means you're allowing the game to dictate where you can embark.

Relying on any layer of stone would also mean you're allowing the game to dictate where you can embark by that logic.  There's always going to be some preference involved in where you embark, and I don't see how volcanoes are any different.

I agree somewhat. I only look at certain stone layers as a convenience when browsing around for a site. Still, any stone layer would be several times more common than volcanoes. I guess I may have a different perspective since I never use the site finder. I just believe that if you always use volcanoes you're missing out on a lot of interesting features.

429
DF Dwarf Mode Discussion / Re: Volcanos Vs. Using the Magma sea
« on: November 03, 2010, 02:12:40 pm »
...
The only downside I can think of is having to deal with the frequent warm-stone cancellations when trying to dig a smelting area near the sea (especially when there is also an underground lake one level above).

The way I work around this is to dig out an area one z-level above where I want my magma shops and then channel out where I want them to go. You won't get cancellation messages for channeling into a warm wall. Just make sure you know where the magma is first.

I get some interesting looking rooms that way too. Kinda reminds me of the goblin smelting pits from LotR.

430
DF Dwarf Mode Discussion / Re: Volcanos Vs. Using the Magma sea
« on: November 03, 2010, 02:07:53 pm »
On a normal generated map volcanoes are rather rare so I don't even bother trying to find one. I feel that relying on volcanoes means you're allowing the game to dictate where you can embark. It's much easier just to pick an embark site that has the types of stone and features you like and plop some magma forges and smelters on a layer just above the magma sea. Having my dwarves trek a few z-levels further to work metal is a small price to pay to have the freedom to choose any embark site I wish.

431
Roll To Dodge / Re: Roll to Dodge a Song Yet Again: Turn 4: Donkey Riding
« on: November 03, 2010, 10:46:56 am »
I point behind the guard and yell "It's a trap!" and then try to bash him in the head with my bone mace.

432
I walk up to one of the guards, ask what it is they're searching for and ask if I can help. (Could be an easy way into the zoo)

433
Roll To Dodge / Re: Roll to Dodge a Song Yet Again: Turn 2: Death Arrives
« on: October 28, 2010, 09:01:41 pm »
I trek off in the direction of the zoo. (Not much else I can do at this point)

434
I sniff the wind to try and determine the direction of any large groups of animals within the city.

435
Roll To Dodge / Re: SS13, The RTD
« on: October 23, 2010, 09:36:19 pm »
This sounds interesting but I just started playing my first RTD in another thread and I want to get more experience playing this type of game before I try to tackle more than one at a time. I'll probably sign up further down the line. Edit: Although it seems to be going very slowly right now. Is it normal to play more than one RTD at a time?

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