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Messages - Quietust

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8326
DF Gameplay Questions / Re: 100 FPS?
« on: July 24, 2009, 04:35:05 pm »
Oh my freaking god, you guys must have so much patience. If my fort doesnt run at at least 80 fps i ALWAYS no matter what, even if i have spent hours and hours on it already, ALWAYS get so so so bored with having to watch my dwarf miners slowly mine away at my latest crazy idea i just end up wishing my computer had a face so i could beat the crap out of it and ragequit. Thus my forts rarly make it past the 50-60 dwarf mark. And u guys CHOOSE to run at a low fps. ur crazy... just crazy.
I hear you, brother.  d13 gave me a new lease on life.  Used to be I'd hover at around 20 when my population hit fifty or more, but with d13 I get about 40, and can spin the mousewheel to shrink the window and give myself 50-60 even with 100 guys running around down there.  Very nice.

I'd say you're lucky - I've tried 40d13 and it's slightly slower than 40d; while 40d gets about 16-17fps with a 6x6 embark, 268 peasants (about 90 of which are children), a few dozen roaming pets (plus another several hundred crammed into a cage), and a small artificial waterfall over an enclosed outdoor statue garden, 40d13 is a few fps slower. I guess in my case, the bottleneck isn't from graphics, but from raw CPU power (a Q6600 CPU in my case).

8327
DF Dwarf Mode Discussion / Re: These Goblins are Nails
« on: July 24, 2009, 03:37:49 pm »
It takes babies a year to grow into kids, and it takes kids 12 years (!) to grow into adults. Until then, they're pretty much useless for everything - they're essentially philosophers, in that regard. In fact, they're exactly like philosophers only they don't migrate and they don't even need a room to live in.

At least the philosopher is willing to Pull the Lever...

8328
DF Dwarf Mode Discussion / Re: Fey mood question.
« on: July 24, 2009, 10:57:20 am »
It's possible he wants a non-magma forge - try building one (if you don't have a spare anvil, use the one from the magma forge) and seeing if he reacts. Note that he won't require any fuel to produce his artifact if he uses a normal metalsmith's forge.

8329
Vermin will "repopulate" an area every season (or was it year?). If for some reason they don't have the appropriate biome (in the case of cave spiders, dark subterranean?), then they won't respawn. It's the same type of process that refills fish populations after you've overfished an area.

From what I'm observing with my own 13-year old fort, vermin population is tracked at 2 levels - one for the amount currently in the area during the season, and another for the total that will ever be available. When I started, my fisherdwarves were catching numerous turtles from the swamps (and would eventually be told that there was nothing to catch), but then they could only find char, steelhead trout, and mussels from the river, then only steelhead trout for a year or so, and now they haven't caught a single fish for nearly 3 seasons.

8330
DF Gameplay Questions / Re: Secretive mood...sitting in dining room?
« on: July 22, 2009, 04:49:18 pm »
On a side note, if he's sitting in your dining room, he probably doesn't have his own quarters, so you should probably take care of that as well (unless his mood fails, in which case it'll be moot).

8331
Strip the prisoners of their weapons and armor (dump their equipment, ideally using d-b-d, preferably with a garbage dump zone nearby), build the cages in a convenient location (for example, a shallow pit from which they cannot escape), connect them to a lever, then station your military nearby and pull the lever. Without their weapons and armor they'll be defenseless, but be aware that your dwarves will insist on burying them in one of your coffins (they are dwarves, after all).

8332
DF Gameplay Questions / Re: In search of good ores
« on: July 22, 2009, 03:23:37 pm »
My current fort is disapointingly short on iron, largely due to not paying enough attention to layers :(  (It's got 2 magmas, a stream, something else watery underground and a bottomless pit, so not all is lost...) 

Remember Iron is found in Andesite, Basalt, Felsite, Obsidian, Rhyolite, Sandstone, siltstone, mudstone, shale, claystone, goblins, rock salt, limestone, conglomerate, dolomite, flint, chert, and chalk.

I see what you did there.

Though they tend to contain it in somewhat smaller quantities.

8333
DF Gameplay Questions / Re: Random cave-ins
« on: July 22, 2009, 12:37:30 pm »
I got you :)

But still, the cave-ins....

The only time you'll get a cave-in while building (as opposed to deconstructing or digging) is if you try to build a wall or floor that's only supported by buildings (as opposed to constructions). Support has to come from above, below, or directly north/south/east/west (diagonals don't count).

Code: [Select]
=====
=####
=#!##
=##==
=##=

=====
=+#+=
=#!#=
=+#+=
=====

In the above diagrams, "=" is a wall, "#" is a grate or floor hatch, "+" is a constructed floor, and "!" is a constructed floor that will collapse the instant construction is completed.

8334
DF Gameplay Questions / Re: Random cave-ins
« on: July 22, 2009, 11:34:44 am »
Nope, the intention of this is to drown things, not destroy them.

Hatches are to drop everything onto the grates, insta draining the trap for reuse and allowing dwarves to safely collect the orcs stuff.

If you're intending to drop stuff, a retracting bridge would probably be more reliable as it can span a much larger area, though they take a lot longer to trigger (compared to hatches which I believe are instantaneous).

8335
DF Gameplay Questions / Re: Fortification drains and magma...
« on: July 22, 2009, 10:22:53 am »
why do magmafalls not generate happy thoughts? They're extra dwarvenlike over those sissy 'water'falls.

It's the mist that generates the happy thoughts, not the waterfall itself, and falling magma doesn't generate mist (you only get that during a cavein).

If you want a magmafall to be useful, put it in front of your fortress and force sieges to path through it. Naturally, provide a way to switch it off so that caravans don't walk through your "magma curtain" and get incinerated.

8336
DF Dwarf Mode Discussion / Re: Things that just feel wrong.
« on: July 22, 2009, 07:46:08 am »
So. I had an elven caravan just now.

Six pack animals. A few berries, some unwearable clothing, wooden trinkets, some ropes, a few bags, some barrels, and wood. Lots and lots and lots of wood.
The elves are actually being USEFUL. What the hell? This ain't right! My elf drowner hasn't seen use since the first spring.

My latest elven caravan also carried useful stuff this year, including a tame turtle and two-legged rhino lizard for my zoo. I was quite surprised that they didn't just bring 30 bins of rope reed cloth like they had been doing for the past 8 years - I guess they got the message I "sent" them last year when I moved their trade depot into my obsidian factory and incinerated them.

8337
DF Gameplay Questions / Re: so full of win...
« on: July 21, 2009, 09:07:59 pm »
A bit of a bump, but I just got an Obsidian bed from my (former) Captain of the Guard (he's now a full-time mason). Not surprisingly, it also menaces with lots of spikes.


Lalrakas, "The South Stranger", a Obsidian bed
Weight: 667Γ
Basic Value: 117600☼

This is a Obsidian bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Obsidian, char bone, and Emerald. This object menaces with spikes of Obsidian, Aluminum, cave lobster shell and donkey leather.
On the item is an image of The Triangle of Gills the Obsidian earring in Obsidian.
On the item is an image of mechanisms in char bone.
On the item is an image of Smunstu Trailtorment the goblin and Zefon Halldangled the Entangled Shrine the dwarf in steelhead trout bone. Smunstu Trailtorment is making a plaintive gesture. Zefon Halldangled the Entangled Shrine is laughing. The artwork relates to the mortal wounding of the goblin Smunstu Trailtorment by the dwarf Zefon Halldangled the Entangled Shrine in Towerclouted in the early spring of 210 during Stotumuz, "The Singed Attack".

8338
DF Suggestions / Re: anvil fall traps
« on: July 21, 2009, 04:44:01 pm »
Having just posted this very suggestion in the wrong place (Dwarf Mode forum) and then realizing this thread existed, I am compelled to voice my approval of this idea (and bump it in the process).

8339
DF Dwarf Mode Discussion / Re: Anvil Trap
« on: July 21, 2009, 04:37:51 pm »
Just realized that this was posted in the wrong forum, and that a similar topic already exists in the proper location, so I'll lock this and let any actual discussion continue here.

8340
DF Dwarf Mode Discussion / Re: Anvil Trap
« on: July 21, 2009, 04:26:29 pm »
See, the difference between my idea and your ideas is that mine is technically feasible, given that anvils already exist in the game.

[edit] Also, it looks like several people have already thought of this.

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