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Messages - moki

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406
DF General Discussion / Re: Fortress Design: Style over Function?
« on: May 16, 2010, 03:18:48 pm »
Style all the way. I love giant circular dining rooms, multi z-level thronerooms, tall towers, unnecessarily luxurious bedrooms and generally anything impressive. Of course, everything has a function, but it's not the most important thing.

Since planning out a whole epic fortress from the beginning is a little harder now with all the caves and Fun oportunites, I prefer just to make every room as grand as it can be without a proper concept for the whole fort.

407
DF General Discussion / Re: If Dwarf Fortress was a movie...
« on: May 16, 2010, 03:12:06 pm »
If Dwarf Fortress was a movie, it would be banned in all countries I've ever heard of... ;)

408
DF Gameplay Questions / Re: Game Speed ?
« on: May 16, 2010, 02:06:23 pm »
The game will always run as fast as it can on your system (only limited by the FPS_CAP in /data/init/init.txt) and the newer version is a little slower. The 40d## versions were also a lot faster due to openGL support that is not yet implemented in the newest version but will be soon.
You can try the the DF accelerator to make it run faster again. If that's still not enough, try turning off weather and temperature in the init file (unless you really need them)

409
Only one problem... when should the paths be calculated?
Just imagine you have one very long U-shaped path and dwarves have to get from one end to the other. Now you dig a shorter way (directly between both "ends" of the "U") - your dwarves would still take the much longer way, because that's the one they know.
Ok, so the game should calculate a new, shorter path at this time, but how does it know, if something relevant changed? There's no way to know, if there's a more effective path, unless new paths are calculated all the time (or at least everytime something is dug out or build) - it would bring a minor speed gain in forts, where you don't build anything anymore, but how often does that happen? I say, that system wouldn't help at all unless there'd be a very complex method of determining, what is relevant for the current paths and what isn't.
Also, dwarves don't use the same path several times... one of the most common would be the path from the boozepile/dining room to a specific workshop and there are still hundreds of paths for every tile of the starting room. You'd start saving paths from every tile to every other tile. More than 5 Million paths for 48x48 tiles and one z-level, more than a few trillion for a reasonably sized map. I don't want my computer to save a few gigabytes of paths and search through all of them for the right one everytime someone needs to path somewhere.

Always remember, what looks so easy for the human brain like "just go from this room to that room and remember it for the next time" can be hard for a computer. Computers are very, very dumb, if you don't tell them exactly what to do and how to do it.

The only practical possibility, I can think of, is only saving major traffic routes that are frequently used. The dwarves would still need to use regular pathing from their current location to the beginning of the main route (that goes wherever they need to go) and once they'd reach that route, they would just follow the predefined path until the end point from where the regular pathing would kick in again. It's still not easy to let them know, which main route is the best for their current purpose, but maybe it's a tiny bit more practical than saving everything.

Please correct me, if there's something fundamentally wrong with my negative thinking.

410
DF Dwarf Mode Discussion / Re: Animal Armor?
« on: May 15, 2010, 06:39:00 pm »
...when  cats start adopting bronze colossi. I wonder, why this hasn't been a bug so far.

"This is a masterful image of a bronze colossus that's menacing with spikes of cats."

411
DF Gameplay Questions / Re: The Moses Effect and Aquifers
« on: May 15, 2010, 06:34:13 pm »
Well, you can build raising bridges, if you really want to...   ;)

412
DF Gameplay Questions / Re: The Moses Effect and Aquifers
« on: May 15, 2010, 05:30:53 pm »
They do, if you pump out fast enough. May need a few tries until someone decides to build, when the water's gone, but it works. I've done it many times and it's one of the most interesting ways to go through an aquifer. Magma ist always the better solution but in v31 magma pipes are so rare, you'd have to breach the aquifer to reach it anyway.

413
DF General Discussion / Re: Current IRL Masterworks
« on: May 15, 2010, 01:04:42 pm »
Look at my shiny, epic +=Human Brain=+. All natural selection is of the highest quality. It is made of fine protein-based tissue. It menaces with axons, dendrites and synaptic highways. It is encrusted and encircled with electrochemically active fibers. On the item are deep-set folds and ridges to increase its surface area and number of neurons. On the item is a neocortex responsible for spatial reasoning, development of motor commands, language and conscious thought.
That's nice, but one of those useless artifacts. What would a dwarf do with a brain anyway? (except cook it)

414
DF Gameplay Questions / Re: Marksdwarves
« on: May 15, 2010, 12:56:52 pm »
Dwarves who don't have any crossbow skill to begin with, won't ever use a crossbow. It's a but that will hopefully be fixed soon. Migrants with the skill could practice, but even if you get a few of them, training is still bugged and may not work.
Just equip your dwarves with proper weapons, let them patrol through the caves and beat up anything that moves. The result is similar ;)

415
DF Dwarf Mode Discussion / Re: Animal Armor?
« on: May 15, 2010, 04:23:22 am »
ELEPHANTS!

Spoiler (click to show/hide)

They're like medieval tanks, only far less controlable and prone to trampling your own guys by accident or "accident"... who wouldn't want something like that in a fort?


Edit: And I don't mean strapping living elephants to dwarves as armor, though it does sound awesome.

416
DF Gameplay Questions / Re: Wait. Why is that red? (trade screen)
« on: May 13, 2010, 06:02:46 am »
I thought, elves were changed to only complain about wood since 40d  :o

417
DF Gameplay Questions / Re: Major Rivers + Aquifers
« on: May 13, 2010, 06:01:01 am »
Not necessarily, but they are rare. Major rivers almost always flow through flat grasslands/forests and those tend to have aquifers. Your best bet is to look near mountains or oceans (and dig down in the ocean biome)
A river flowing into the ocean is, in my opinion, one of the most interesting maps to play with anyway. Lots of fun engineering possibilities.

418
DF Gameplay Questions / Re: Wait. Why is that red? (trade screen)
« on: May 13, 2010, 04:44:46 am »
As it is stored in a barrel, you could try decorating the barrel. I'm not sure about that, but it's worth a try.

419
DF Gameplay Questions / Re: Deconstructing Trade Depot during Trade
« on: May 13, 2010, 04:34:56 am »
It's an old bug and basically the same as if you seize the goods from the trade screen. The merchants don't react to stealing directly, but see when they leave with less (in value) than what they came with. If you do it too often, sieges are to be expected, but stealing from a caravan or two usually won't make them angry enough. The exact numbers are not known and are probably somewhat random too.

420
DF Gameplay Questions / Re: Wait. Why is that red? (trade screen)
« on: May 13, 2010, 04:30:19 am »
But if you decorate a stolen item (by encrusting with gems or sewing an image onto it), it counts as produced in your fort again. Like Nike shoes "made in the US", because the logo was added there, even if the shoe was made in china ;)

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