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Messages - dragon0421

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196
DF Gameplay Questions / Re: Limiting the population
« on: July 21, 2009, 12:30:51 am »
The major FPS killers are animals and moving liquids. If you keep your pet population down (butchers/tanners are your friends) and don't go crazy with waterfalls, you should be OK with higher dwarf populations.

197
DF Gameplay Questions / Re: Skylight question.
« on: July 20, 2009, 05:37:18 pm »
Excellent, thank you.

198
DF Gameplay Questions / Re: Skylight question.
« on: July 20, 2009, 04:56:50 pm »
Hmm just checked the wiki. I was under the (misguided) impression that glass covered skylights prevent cave adaption. How lame that they don't.

You sure about that?  My miners are my main vomit fountains and they're the only ones who don't use the stairwell regularly. 

Then again, I s'pose I may notice them more 'cos I send 'em outside occasionally, while my other artisans live more or less permanently inside.   

Methinks this needs testing.

Well, no I'm not sure. I'm basing my assumption on the wiki. Currently I've been too preoccupied with other projects to build the glass ceiling on my fort and it just has a big hole over the dining table and chairs. Currently none of my dwarfs have cave adaption and I'm 4 years in.

"Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to outdoor sunlight. Indoor sunlight will not treat, nor will it trigger, cave adaptation."

It does not mention glass explicitly, but a sun exposed glass ceiling does create "indoor light." It won't treat or trigger cave adaption, but will it prevent it?

Now that I've finally finished filling under my magma workshop area with magma I can start my glass industry, so I'll be able to test this myself, but it'll take awhile for the dwarfs to get cave adapted if the wiki is right.

Is there any way to turn off the cave adaption feature? Mods or tweaks?

199
DF Gameplay Questions / Re: How to generate lift?
« on: July 20, 2009, 03:49:10 pm »
I've read that if you support a built structure on top of ice, as soon as it melts, the structure will float in mid air. I haven't actually tested this myself yet though.

200
DF Gameplay Questions / Re: Skylight question.
« on: July 20, 2009, 04:50:03 am »
Hmm just checked the wiki. I was under the (misguided) impression that glass covered skylights prevent cave adaption. How lame that they don't.

Can we just turn off this feature? I had planned to cover my dining hall with a glass ceiling to prevent cave adaption, but now it's pointless, and I'm really getting sick of the 'forbidden outdoor area cancellations' during sieges.

201
DF Gameplay Questions / Re: Skylight question.
« on: July 19, 2009, 03:33:20 pm »
Is making glass a problem (sand present)? You could cover the skylight with glass and they should be fine in a siege.

202
DF Suggestions / Re: Immigration wave size adjustment
« on: July 17, 2009, 01:45:57 am »
or toady could incorporate the fortress invading civs+ buffing up gobbos to make realistic war systems. Or you could get to Orc mod, more people die that way.

I don't understand your point. Did you mean this to be a reply to my idea?

203
DF Gameplay Questions / Re: Possessed Blacksmith
« on: July 17, 2009, 01:36:34 am »
Do you only have the magma versions? Sometimes you need regular stations.

204
DF Suggestions / Re: Immigration wave size adjustment
« on: July 16, 2009, 02:50:49 pm »
We should be able to increase the size of the embarkation party somewhat if you're going to dramatically curb the amount of available immigrants. Fairy tale references aside, having more than 7 guys would help getting started, especially if food ever becomes harder to scrounge up

Agreed. That would be a good compliment to my suggestion.

205
DF Dwarf Mode Discussion / Re: Starting builds!
« on: July 15, 2009, 03:42:25 pm »
Miner/Leader               (negociation, judge of intent, persuasion)
Miner/Siege Engineer    (Raising that skill is a pain, and I don't want my miners doing other important jobs)
Farmer/Brewer             (I really don't get why so many builds have two farmers. One is more than adequate)
Mason/Mechanic x2      (For quicker built defenses, aquaducts, and magmaducts)
Carpenter/Woodcutter  (Perhaps unnecessary, but I like my logging done quickly so they don't die in ambushes)
Leatherworker/Stonecrafter (Good leather armor for the military and lots of trade goods, steal armor tends to be needed after some immigrant becomes a legend)

206
DF Dwarf Mode Discussion / Re: HFS Discussion
« on: July 15, 2009, 03:32:50 pm »
Cause a cave in over the actual demon pit if you want to use the space.

207
DF Suggestions / Immigration wave size adjustment
« on: July 15, 2009, 12:33:01 am »
One of my favorite features of this game is the ability to tweak and modify it. However, there is one thing that currently cannot be modified: Immigrant wave size.

Myself and many others on these forums have commented that we'd like much smaller waves; in the 2-5 per year range. I get overwhelmed when my humble 7 dwarf clan gets quadrupled in size and only continues to grow faster than I can find suitable jobs. Of course there are workarounds. Many people advocate separating and killing new immigrants by various nefarious means. Not only should this be unnecessary, but it can kill game immersion and verisimilitude. You can also modify the init to a lower population cap (I do this), but this also feels artificial. Once a fortress is started, I shouldn't have to keep tweaking game files to have fun with it. As I understand it, wave size is tied to created wealth, so you could slow down production to influence immigration, but this method is unreliable and constraining.

Smaller immigration waves have many advantages:
1. Greater challenge. You have to take care of your dwarfs and take measures to keep them safe from ambushes and other threats. Currently, if several dwarfs die, it's barely even inconvenient (maybe even preferable) as you'll get 20 more in an hour.

2. Babies and children are more meaningful. They become a viable source of population growth instead of useless mouths to feed.

3. The rewards of a high population are enhanced. It's more challenging and takes longer to grow a population, so getting the king, nobles, and a royal guard would be special and not be guaranteed.

I'm sure there are people who prefer the current large (or larger!) immigration waves. This is understandable, which is why I suggest making this an init adjustment. For players like me, we can have our smaller waves.

208
DF Gameplay Questions / Re: OMG immigrant swarm
« on: July 14, 2009, 03:26:18 pm »
I like to modify my init pop cap to tone down immigration. Unfortunately they still come in huge waves, but at least the waves stop once the cap is reached.

209
DF Gameplay Questions / Re: the equipment dance
« on: July 12, 2009, 06:06:10 pm »
I REALLY hope the military upgrades in the next version includes the ability to equip dwarfs like every other video game lets players equip characters. I realize this was a bug with a mod, but vanilla has similar issues...

210
DF Gameplay Questions / Re: Can it float?
« on: July 12, 2009, 01:06:00 am »
Floatation is not modelled normally, however as far as I know there is still a bug that makes buildings that were once supported by lake ice continue to "float" even after the ice has melted or the water itself has drained away.

This is great news for airship engineers :D

What if there is no ice, only water? If I build something on top of a lake and remove the floor that connects it to land, what will happen? If it stays in place, will it stay in place once the water is drained?

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