Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mungrul

Pages: 1 ... 9 10 [11] 12 13 14
151
DF Dwarf Mode Discussion / Re: F-ing Military
« on: April 03, 2010, 04:24:16 am »
I had my squad of 4 looking like they were doing "Individual Combat Training", and I had point-and-click killing quite nicely, but it's ridiculously cumbersome compared to the old system.
Then I broke into HFS and it didn't matter any more.

152
DF Dwarf Mode Discussion / Re: Migrants are evil
« on: April 01, 2010, 02:52:00 am »
Thank you Graebeard; you've inspired me. I've adapted my depot magmaduct drainage system to hold a bridge assembly such as you've mentioned above the volcano opening. I'm still waiting for the walls to be built around the bridge, but I'm well on the way. I also need to cull some champions too; I have over 60. Thankfully, those will just stand dutifully where I need them to, and people don't care as much if they die. I'll try and record the event as it happens.

153
DF Dwarf Mode Discussion / Re: Migrants are evil
« on: March 31, 2010, 03:12:53 am »
Migrants aren't evil. They can be given jobs.
Babies and children however are like vermin.
The bastards are the sole reason my framerate is in the low teens to single figures.
I can't believe I'm even thinking it, but I'm trying to devise ways to dispose of babies and children quickly and efficiently. My swim trainer works(ish) for drowning babies, but it's too slow. One baby at a time usually means that another one of the parasites is born as the previous one drowns.
Children are an even bigger problem. They have the gall to talk to people and as a consequence, become friends with them. They also resolutely ignore my requests to pull the lever in the departure lounge.
I was initially enthralled with the idea of breeding generations of dwarves, but it's like wading through treacle now the dorfcount is up to 242, 86 of which are babies or children.
They are a plague and they must be culled.
It's for the good of the fortress.

154
DF Dwarf Mode Discussion / Re: God Save the Useful Queen
« on: March 29, 2010, 05:32:33 am »
And I use the job manager to do most of my job orders, so in my eyes, the manager is right up there with the broker, bookkeeper and dungeon master.

155
DF Dwarf Mode Discussion / Re: Mass migrants.... bastards
« on: March 25, 2010, 05:07:41 am »
*facepalm*

Also, why is it that no matter how many barrels I have, they're ALL used for food, even if I fallow my fields for some tiem and brew away most of it?

I think you'll find that seeds are to blame there. It got so bad for me, I now create completely custom stockpiles, where food stockpiles have 0 barrels assigned, and drink stockpiles are allowed the maximum, but it seems to get a little... screwy.

156
DF Dwarf Mode Discussion / Re: Expansion Ideas
« on: March 24, 2010, 11:44:50 am »
Nah, it's the first level of Serious Sam.

157
DF Dwarf Mode Discussion / Re: Wondering about fps...
« on: March 17, 2010, 02:03:25 am »
Regarding CPUs and DF, I've recently swapped back to my Phenom based system for gaming from my Dell with a Core i7. The reason being that the Phenom-based system is running a better graphics card which just won't fit in my Dell.
I've noticed however that DF has really suffered, with it running noticeably poorer on the AMD system compared to the Intel Dell. After 40 or so dwarves, framerates regularly hitch up every so often, and the graceful lowering of framerate I got on the Intel as fortress complexity increased has a much steeper slope on the AMD.
It's frustrating, as for everything else, my AMD system outperforms my Dell completely and utterly, but DF just isn't enjoyable on it :(
Has anybody else noticed such a sharp difference between AMD and Intel?

158
Yes, you must let them "duke it out" so to speak.
I'll get my coat.

159
DF Dwarf Mode Discussion / Re: Sneakiest Gobbo Ever
« on: March 05, 2010, 06:52:55 am »
The spoilered image below was the only entrance to my fortress.
Spoiler (click to show/hide)

A kobold got past the constant flow of traffic. Deftly tiptoed across the many cage and weapon traps. Crossed the green glass bridge with champions standing guard on it. Snuck past the chained black bears just after the bridge. Avoided all of the dwarves entering and exiting the barracks, went 2 screens deeper into the fortress, and made it out again with a clownite buckler stolen from my central armoury that constantly had dwarves pathing through it. Then he came back a few months later and stole a suit of clownite platemail.
For 2 years after that I had kobold ambush parties.
That kobold was possibly the greatest kobold thief ever.
Is there a way to track him down in Legends mode?

160
DF Dwarf Mode Discussion / Re: Can someone explain the noble hate to me?
« on: February 21, 2010, 04:45:40 pm »
Well excuuuuuuse me Princess, I can't help it if I like giving my legendary champions with kill-counts in the hundreds nice rooms to live in.

It's the breeding that gets me.
I think I'll adopt that "Kill a consort" rule. My current Duchess / Countess / Whatever pops out at least one sprog a year.
It's getting too much.

161
DF Dwarf Mode Discussion / Re: Most horrifying injury?
« on: January 27, 2010, 10:39:20 am »
Not horrifying per se, but I'm still amazed by my champion Waymaligned who received a punctured (red) right lung in a fight 10 years ago. He's still going strong and has killed many gobbos since then, but his attributes don't level anywhere near as quickly as those of his contemporaries.
Probably because he keeps passing out.
Oh, and my favourite miner, Rovod, lost an eye in a fight with a dragon 14 years ago. Hasn't stopped her learning loads and popping out sprogs.

162
DF Dwarf Mode Discussion / Re: Efficient noble disposal.
« on: January 20, 2010, 05:26:59 pm »
That works nicely, but don't assign anyone who's likely to be carrying babies to it.
Saying that, the Duchess is still ecstatic.

163
DF Dwarf Mode Discussion / Re: Efficient noble disposal.
« on: January 20, 2010, 11:43:58 am »
Hmm, if you placed a bauxite hatch above and linked the pressure plate to that, while keeping a non-moving bauxite grate in the tile in front of the statue, you could have it be a magma shower.

164
DF Dwarf Mode Discussion / Re: Mud covering prepared meals
« on: January 20, 2010, 09:49:30 am »
Yeah, I've got some trans-dimensional goblins in my fortress at the moment. They got batted into my moat, but whenever I zoom to them, they're not there.
Frustrating, as it made me think I had more captured goblins to drop in my bear-pit.

165
DF Dwarf Mode Discussion / Re: Efficient noble disposal.
« on: January 20, 2010, 07:16:59 am »
Hrrmph.
So I made a deathbox, but it's not as automatic as I'd like. I'm quite proud of my power supply for what is essentially the perpetual waterfall device, except with magma.

Top layer: Control windmill
Spoiler (click to show/hide)

Second layer: Control gears & other power-supplying windmills
Spoiler (click to show/hide)

Third layer: Perpetual magmafall pump arrangement
Spoiler (click to show/hide)

Final layer: Customer Processing & control levers
Spoiler (click to show/hide)

So Disgruntled Customer is told to pull the bauxite lever in Customer Processing to have his issue addressed, at which point the door locks him in, keeping him on top of the lever.
Then is the annoying micro-management part as Urist McBureaucrat is told to pull the blue lever outside Customer Processing. This activates the inactive control gear on the second layer, connecting the power from the Control windmill on the top layer to the inactive screw pump on the third layer. Sounds complicated, but this hanging gear assembly arrangement allows the whole thing to be turned on and off at will without disassembling the control windmill.
After Disgruntled Customer's complaints have been heard for long enough ("Well, you see, Urist McPleb has a better dining room thaaaaAAAaaaAAAaargH IT BUUUURRRRRNS!!!!"), the blue lever is pulled again, stopping the magmafall safely, at which point the grey lever is pulled, opening the door and allowing for final processing of Disgruntled Customer (who should just be a neat pile of bones by now).

While I like my power switch that doesn't destroy my windmills, I think the operation is far too fiddly. Any suggestions for automation?

Pages: 1 ... 9 10 [11] 12 13 14