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Messages - jseah

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76
General notice to all citizens,

There are no dwarven corpses in the entrance corridor.  Repeat, there are no casualties in the glorious victory over the vile goblins.  Repeat, there are no goblins just outside the raised drawbridge. 
Our doctors have identified a new disease that causes such delusions.  Anyone who experiences these symptoms should report to the Ministry of Love Legendary Dining Room for a talk over dinner with our brainwasher Hammerer who has been forced to volunteered his assistance. 

Any objections will be heard by the very same Hammerer. 

All people exiting the room are fully cured.  Any who believe otherwise or have delusions of missing people is having a relapse or is a carrier and must report to said room. 

Effective Immediately,
Central Administration

77
DF Dwarf Mode Discussion / Re: I, Dwarfbot - Dwarven Autonomy discussion
« on: August 06, 2010, 05:38:04 am »
I would love this.  If it was implemented, I'd probably end up moving my "main" portion of the game away from initial start and infrastructure (read: megaprojects) to management of economics. 

In fact, if dwarves started their own competing industry for food, I'd just phase out the government farm.  Maybe even order 100 stacks of food from them to get them going (and build an emergency store) and just sell all my farms to them.  Would be extremely awesome if I could do things like negotiate a contract for them to make me my 100 stack emergency store in exchange for the 6 4x3 plots of farmland. 
Then the dwarves would adjust the various crops based on demand and keep the rest of the fort happier (due to better meeting of liked foods and possibly higher quality from auto-fertilization), taking that load off me and adding a large amount of flavour to the fort's culture. 

Doing things like sinking a new magma pumpstack would become as easy as ordering 100 iron screw pumps from a fort entity and watch as the dwarves automatically shuffle labours around to temporarily increase the employment in the metal industry. 


EDIT: Even better idea, instead of giving a gift of X roasts or rock crafts, I could easily just gift the merchants with 1000 fort currency, and they'ld just buy 1000 worth of goods they want from the economy and take that as a gift. 

78
Other Games / Re: Its called "AI War: Fleet Command"
« on: July 05, 2010, 12:51:13 am »
Does a cloaked cap. ship only fleet work against AI 10?  as a spec. ops force for taking out all the data centers. 

I know it does against AI 6.  Won by attrition with only 8 planets after destroying all the Data centers and having AI progress at the floor. 

79
Awesome.  The descriptions of the engravings really jump out as "THIS is what a masterpiece engraving is like". 
Stereoscopic engravings.  XD

Very nice description of HFS as well, and nice theory about HFS random demons being corrupted dwarves!

80
DF Gameplay Questions / Re: Fastest repeater design?
« on: May 18, 2010, 05:41:14 pm »
Why not use staggered repeaters? 

The problem with your design is that pressure plates take time to reset (100 steps IIRC).  So it has a repeat step of ~100. 

The problem goes away if you have a stairway of pumps with pressure plates in front of them set to engage the pump in front.  The last pressure plate (dis)engages the first pump at the bottom.  The input and output squares are continually fed/drained by always-on pumps. 

If you have >100 pumps in a row, you have a 1-2 step repeater. 

81
Are you using a 32 bit operating system?
Yes, I am.  Wish I had 64bit but well...
Irrelevant until DF itself has a 64-bit executable.
Or you want more than about 3.5 gigs of usable memory.
I have 4gb of ram now.  Which means I'm wasting some memory. 

Not like anything else uses memory and/or processing power quite like DF.  They don't make games like that anymore... =(

82
Died again, this time only at 823,XXX kb used.  Not sure what was happening but it just stopped responding instead of actually crashing. 
Memory usage wasn't going up either, so the worldgen appeared to have halted. 

EDIT: I might be facing an overheat since I've confined DF to 1 of my two cores and my exhaust fan port on the laptop's side is too hot to touch. 
=/

Still, impressive that a game can generate 2gb of useful content and be less than 10% done.  XD

83
Are you using a 32 bit operating system?
Yes, I am.  Wish I had 64bit but well...

So, I'm trying to cut down on tracked info to keep it working. 

84
DF crashed at year 1325, consuming 1,923,XXX kb of memory.  Which points to the thing about 2gb limit being a problem. 

Damn, guess I will have to settle for a less epic world.  =/

EDIT: setting cull historial figures to yes and trying again. 

85
Awesome idea, genning now! 
Spoiler (click to show/hide)

FYI, I have 4GB of ram, and can allocate however much paging file necessary on my external HD (well up to a few hundred gb but I doubt it will take that much)

Let's hope it doesn't die on me.  XD

EDIT: Looking at it gen, task manager reports its memory usage as increasing. 
So I think the above hypothesis that DF doesn't export memory is right. 

EDIT2: Strange, it stopped at year 1050. 
I must be missing something that stops it then. 

EDIT3: Silly me, forgot to change end year. 

86
DF Dwarf Mode Discussion / Re: Crop/Stockpile Optimization
« on: May 12, 2010, 02:48:39 am »
What would be more practical, and perhaps garner more interest, would be crunching some numbers for optimal layout of production industry chains.

e.g. For a full cloth industry it would need to take into account at least:
  • Crops - rope reed for thread, blade weed for dye
  • Workshops - mill, farmer's workshop, loom, dyers, clothier
  • Stockpiles - plants, seeds, empty bags, dye bags, thread, cloth, finished goods

...with the goal of minimising walking distances at the individual steps of the production chain (ideally utilising vertical travel as well). I think it would be insufficient to minimise the sum of the walk distances for the entire chain as that might lead to one step taking much longer than the others (and thus stalling production). If you wanted to get really fancy you could also take into account the position of blocking tiles in each workshop and the impact that would have on pathing to the stockpiles...
How about the layout I use for this?
Farm -> adjacent 3x9 stockpile with hole in the 3,5 position for a millstone -> 1x3 farmer's workshop -> 1x3 loom -> 1x3 clothier
With stockpile only set to accept unprocessed crops and no stockpiles in the fort for thread or cloth. 

The idea is that any clogs in the system would slow down the production of that step and you can monitor which is the problem area (say due to skill level differences) by looking at the average workshop clutter. 
Of course, it does mean that you can't turn off the chain since there's no storage, so I find I usually have to shut down farming after year 3 because it churns out too much clothing to use/trade/tribute. 

87
DF General Discussion / Re: Dwarf Fortress in DnD
« on: April 15, 2010, 12:54:24 pm »
Watching with interest.  Could you link to it once it's up?  I would like to watch. 

I would certainly love to play, but I'm unsure of my schedule since term starts in a week.  I'm free now, but goodness knows how much work I'll get once it starts for real.  I can probably manage 3 posts a week minimum, so if you'll take me, I'll play. 

Your questions:
- What do you understand by the term roleplaying?  I tend to plan alot in character, but I don't make characters that are complex
- I'll like it high "combat" (meaning some kind of character ability test) but avoidable with the correct actions.  If DF taught us anything, it's that combat is always risky and one lucky arrow will ruin your day
- If by story you mean a storyline that develops, then I would go for low storyline.  Sandbox is more my kind of thing. 


That said, you will be using DF to generate dungeon/ruin layouts I hope, and thus I would suspect that anyone going to one of those will find a lot of useless crap.  Certainly not the usual D&D dungeon with clear hallways free of stone and kitten jaws holding vermin. 

After contemplating the link between DF and D&D, I now can't understand how dungeons in D&D managed to get so clean.  I mean, something like Tomb of Horrors is at least a good three years of hauling stone into the nearby volcano... (no atom smashers or quantum dumps in D&D)  who the heck did THAT?

88
DF General Discussion / Re: Ledi's Self Challenge - Overcoming OCD
« on: April 14, 2010, 04:13:56 am »
I tried starting a random fort not four hours ago. 

The fort goes like this:
Dig down 4 stories with ramps, make 5x5 room for Trade Depot
Dig out adjacent farm room

Then repeat the following whenever you need more space:
Pick any one room.  Randomly pick a side.  (roll for it)
Make a 2-wide corridor from that room going 10 squares perpendicular to that side, the corridor has a ramp up or down or stays level randomly (1d3)
A new room is placed at the other end with 2d4 sides.  (reroll 2s)  Rooms must have 3 or 4 squares on each side and must be completely dug out before the next is started. 
The walls of the rooms must remain intact. 
When doing this leads you to put a room on top another one, make a 1/2 length corridor instead, taking advantage of the fact that rooms are spaced pretty widely apart. 

Makes for insane fortresses.  I got to 10 rooms and I couldn't remember which rooms were connected anymore. 

89
DF Modding / Re: Stonesense - Official thread -
« on: April 13, 2010, 09:41:14 pm »
Got a question for stonesense here:

I like how the thing looks but is there a way to zoom out?  (or will there be a way?)

I would dearly love to be able to zoom out and see the entire mountain at one go. 
Would also make stitching screenshots for a large view not quite a pain as it is. 

90
DF Gameplay Questions / Re: Get an item out of a bin? (31.03)
« on: April 13, 2010, 07:57:32 am »
Try forbidding the bin but not the contents?  Make sure it's not on a stockpile while this is happening and you have a stockpile that will accept the artifact. 

Not sure if this will work, just that I somehow managed that when I attempted quantum dumping bins in the last version. 

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