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Messages - decius

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136
DF Gameplay Questions / Re: Manual power for a Pump stack
« on: November 04, 2010, 08:00:04 pm »
I'm building a massive windfarm above my pump stack. I didn't bother to do the math on power required, either. I figure it will be more fun that way.

What are you using for pump material? I'm using magma-safe rock blocks, nickel pipes, and iron screws, but smelting that much nickel and iron means I had to dig out magma smelters and forges at the bottom of the map, somewhat defeating the purpose of bringing magma up to the magma workshops. I'm doing it anyway, just to be dwarfy. And to have a ready supply of magma for other projects.

137
DF Dwarf Mode Discussion / Re: Help with artificial waterfalls
« on: October 20, 2010, 11:24:06 pm »
Are you sure your hole covered by a grate is directly below the inlet hole? How far down is your cistern (directly below, or more than 1 z level)? Do you have a diagonal corner between your pump and your dining room?

If you pump only from the cistern into which you drain, any flooding is limited by the capacity of that cistern. While you might run dry, you can't fill the fort. Something to consider.


138
DF Dwarf Mode Discussion / Re: Plumbing Systems Discussion
« on: October 20, 2010, 11:17:25 pm »
I've always used bar or grate floors under any kind of mist generation. Although that requires not only water supply plumbing and pumps, but water return pumping as well. I'm not positive how I'd make sure that flooding was impossible. One added measure to consider would be to have the return pumps unable to be destroyed without also cutting power to the supply pumps.

As far as needing seperate levels, it is topologically possible to have a lattice such that magma and water never touch. I can't figure out how to make such a lattice scalable; Since I never plan out more than the next two or so waves of expansion, I always think "What can I do to make it easier to expand later." In any case, the path length for the miners and mechanics would probably become prohibitively long once you got big enough.

Other than the few additional steps needed to climb stairs, I see no drawback to using more z-levels. It's not like you're likely to run out soon.

All this said, I like to see what other people are thinking and doing. My mist generators, if I have them, cover the meeting area and the dining areas. Everyone goes to those places pretty often, and I put my well and hospital near the dining area as well, so I've already brought the river or lake to that point.

139
DF Dwarf Mode Discussion / Re: Plumbing Systems Discussion
« on: October 20, 2010, 06:19:05 pm »
For powering my magma pump stack from the sea to cavern one, I'm using a giant wind farm on the surface. So far, I'm having trouble producing enough magna-safe pipe sections and corkscrews without access to magma. It's a chicken and egg thing.

Since you'll already be going through half the trouble anyway, I recommend using waterwheels. Pierce the aquifer as normal, then carve a ramp from below once you are ready for the water.

Will cavern lakes that go off-embark absorb water? I noticed that my lake was an infinite but not fast supply, but haven't tested the reverse.

Also, 2 out of 3 levels must be relegated for piping to have magma and water available at every floor. I'd put the magma directly below the floor to be serviced, putting a tap into the water level if you need service from above for traps, nobles, or Fun. Put the water supply 2 levels below, pressurized via pump to 1 level below, and cut upwards for wells, bathing, cleaning, and whatever you want.

Be sure to include ways of draining part or all of the system for maintenance and expansion. It can be frustrating having to use extraordinary measures to cut into an existing line. I highly recommend designating all of your water supply and return and storage ways as a "nothing" stockpile.

140
DF Dwarf Mode Discussion / Re: Help request: Deciding on a bridge to use
« on: October 19, 2010, 06:26:38 pm »
Top one, floor made out of glass, and metal bars built along the side to keep anyone from falling off.


Yes, I have built OSHA-compliant fortresses. I've also tapped into magma the hard (easy?) way.

141
DF Dwarf Mode Discussion / Re: Collapsing ocean volcano
« on: October 19, 2010, 06:17:36 pm »
I think "evaporated" was the wrong term here. Did water touch magma and form obsidian, not attached to any wall, and over the "bottomless pit" part of the volcano? If that happened a lot, it would explain how so much magma was consumed.

Hrm... put the ocean into the magma sea, using bridges to force cave-ins. Drain the magma sea that way, then perform whatever !!enginering!! you want to. Stop the ocean by dropping the bridge, and now you have perfectly heated noble's quarters, magma forges, and the like.

142
DF General Discussion / Re: Print Mode
« on: October 13, 2010, 07:22:15 pm »
I can confirm that it will run with
[PRINT_MODE:SHADER]
I don't notice any performance change offhand from
[PRINT_MODE:VBO]

ATI Radeon 5800 series video card, since hardware was mentioned.

143
DF General Discussion / Re: Huh, do people just not discuss "news" posts?
« on: October 11, 2010, 11:56:09 pm »
From the "features" tab:

Quote from: Toady
# Support the nobility as they make demands of your populace.

What???
Aren't you able to appoint one of your own dwarves to the position of baron in this or a fairly imminent release?

No, I mean, "support the nobles" is shown as a feature, while people usually just dump them into magma.

That feature isn't properly implemented in the players yet.

144
DF General Discussion / Re: Performance
« on: October 06, 2010, 08:01:33 pm »
To the original question: I'm running a 3220 kHz (14.0x320) core speed 6-core, 2x4GB 1333 DDR3 RAM 8-8-8-16-27.

I hope you mean MHz, otherwise you DO need a cpu upgrade :P

Ooops... Off by 10^3 error.

I wonder whether there would be significant performance increases from designing a specific FPGA to play DF and porting it over to that custom architecture :P (not lit it's really feasible, but it would be an awesome project.)

I suspect the point of deminishing returns would fall somewhere around coding DF to run on existing architecture. The dwarven route would be to to build a custom computere, not a PC, that could only run a given build of DF. Big gains from having a seperate Cat Pathfinding Unit to offload the heavy stuff from the Dwarfs, Rain, And Magma unit.

145
I seem to recall at one point editing a text file that contained the custom-saved embark profile. Once it was edited (To give an absurd amout of something or other) it was usable. I even renamed it 'cheat'.

That might let you get 7 dwarves with lots of skills and a big chunk of equipment. Bring along enough cloth and gems to stud/sew it all, and then your first immigration wave should come early and heavy.
Yeah, that's data/init/world_gen.txt, you can edit params to any values there, game does not limit them internally (besides of int size itself).
But honestly, whats the point in playing with MORE than 10k embark points? You will already have enough food, wood and tools to last for many years.
Embark with Morul and his six identical twins?

146
DF Dwarf Mode Discussion / Re: My milita keep abandoning thier weapons...
« on: October 06, 2010, 12:30:51 pm »
So... if I pause, disable mining/woodcutting, run a few frames to let them drop their tools, assign them their former tools as weapons, then activate them, then unpause, they should grab their weapons before doing anything else?

147
DF Dwarf Mode Discussion / Re: "Airlock" style drawbridge controls
« on: October 06, 2010, 12:28:20 pm »
I was thinking along the lines of a kobold theif. Does [lockpick] still exist?

148
Technicly the water is recycled automaticly, as it turns into steam, clean hot water in gas form.

Yes, but if you don't pump it back underground it just floats away as steam, which then turns into rain elsewhere. Nuclear reactors churn out massive amounts of steam, but this is why nuclear reactors are built next to rivers or lakes to provide the huge amounts of water. If water isn't as plentiful then the water would need to be recycled and pumped back underground.

Geothermal can be depleted through for each site, but its just an issue of you have X amount of thermal energy at the site. If you are trying to produce more than X amount of power its going to start to go cold. To increase X you need to dig deeper. The deeper you go the more heat there is, and so the higher the maximum production of the borehole.

More properly, nuclear reactors use rivers to condense the steam and recycle the same water for the turbines. River water has lots of dissolved minerals that steam turbines don't like, and reactor water has Fun products of fast neutron bombadment that organic molecules, like DNA, don't like. Some systems have 3 loops, 2 closed, one open, for reactor water:turbine water:river/ocean water. Closed lakes are a poor choice for cooling water, since the end result is heating up the entire lake.

149
DF Dwarf Mode Discussion / Re: "Airlock" style drawbridge controls
« on: October 06, 2010, 12:11:44 am »
Shoku: That seems needlessly complicated and prone to fail for so many reasons. I like it.

150
DF General Discussion / Re: Performance
« on: October 05, 2010, 11:26:04 pm »
To the original question: I'm running a 3220 kHz (14.0x320) core speed 6-core, 2x4GB 1333 DDR3 RAM 8-8-8-16-27.

5X5 embark, 31 dwarves, no excessive clutter. I see no drop in framerate from bumping the RAM latency, but an immediate hit from dropping the CPU frequency.

Translation: -I- would benefit more from a CPU speed up than a RAM speed up. If you want to test your machine, create a baseline save, and test it out by bumping your RAM and CPU. If your machine is already at maximum stable speed, bump it down and see how much of an effect you get.

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