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Messages - Yagrum Bagarn

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91
DF Gameplay Questions / Re: "Dwarf with Beard" icon
« on: December 09, 2009, 07:53:01 am »
I think we've all misunderstood Whitney.

Read his first post carefully.  He clearly sees bears attached to the dwarven faces.  Dwarf beards, Whitney, are made of bears.

I hope that clears up the matter.

92
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 04:14:25 am »
Quote
Can towercaps grow when there is stone on the tile.

That's a negative, they cannot.  You've got to clear it all out.  If you don't want the work, dig out the TC farm area in soil or sand.  If you don't have any of that, you can use any of the techniques on this page:
http://dwarffortresswiki.net/index.php/Stone_management

I tend to build a few drawbridges and use them for atom-smashing.  If I'm near a pit of some sort (magma pipe, chasm, bottomless pit) I might chuck them down there instead, depending on dwarfpower and distance.


My own question
How the heck do I make a hyperlink in my post?  A word that can be clicked instead of a URL.

93
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 03:04:43 am »
Quote
I were to dump a large quantity of water on top of the surface of an already-full lake (as in, one connected to the edge of the map), would the extra water vanish out the map edges, or sit on top?

It will drain off the edge of the map eventually, regardless of where you dump the water.  If it comes into contact with an edge, it will drain off.  If you want to flood your map many z-levels deep, you'll have to wall/drawbridge off the edges.

I've never made soap, but I bet the wiki is right.  The value of an aluminum block (I just checked my game) is 200☼.  So I bet it's the fire imp soap if you did the math right.  I don't know the value of fire imp fat.

94
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 02:50:53 am »
From the wiki:
Quote
A healthy adult dwarf consumes approximately 18 units of drink per year
For more information.
http://dwarffortresswiki.net/index.php/Drink#Consumption

@silhouette
There was zero wood on my map.  It all initially came with me from embark or from traders.  This is the fortress in which I had lost 25 dwarves by the time my population was 50.  Most of those were related to lack of wood.  There was a bit of a tantrum chain (not quite a spiral) that started with a moody dwarf going berserk over not having any wood.  Everyone was already on edge,  of course, because they didn't have beds and several other dwarves had gone insane already for not having wood.

To make life even better, while digging my tower cap farm I
Spoiler (click to show/hide)

Somehow, I survived all that to get to work on the tower that will look oh-so-dramatic against that mountainous background.

95
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 02:31:46 am »
Quote
On another note, if I build a floor over my aboveground barracks, will that negate the cave adaptation canceling effects it has, or will it be just fine?

No, your military will be practicing in a "inside light aboveground" environment.  Cave adaption will be fended off because of the "light aboveground" part.  Once a tile has been revealed to the sun, it can never be subterranean again.  Something about that dratted sun.

You can do the same with your refuse stockpile so dwarves don't have to venture into danger to throw away a XXPig Tail SockXX.

@silhouette - We're building very similar structures.  I didn't have any wood when I started and maybe went overboard on the TC farm.  Oh well, I'll never be short of wood again.

I also plan on building a huge bridge to the edge of the map.  I want to make it the only caravan access point.  You might have noticed the green in my tower - the floors are glass.  If you look closely, there are some glass statues, too.  The tower itself is actually right over the magma pipe, so magma spewing is definitely an option in the future.

And as for the name, I was surprised it wasn't taken.  I just switched from "balath" the other day.  I usually use the name "Balathustrius," from a relatively obscure video game, but there's already a very active one on these boards.  To use the short version seemed a bit cheap, so I switched.

96
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 01:41:57 am »
Thanks, silhouette.

I had thought about doing that as well, but it's a bit late for that batch of females.

Not that I'm too worried about using them for the military.  I'm playing vanilla DF and the goblins aren't a threat to my fortress.  If I didn't want to, I'd never have to go outside again.  I've got a huge underground tower cap farm (100x200) and am working on a megatower.  I'll be posting VF pictures of it eventually.

Edit.
For the help, have a preview.
Spoiler (click to show/hide)

97
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 12:01:31 am »
Has anyone tried assigning all the wardogs to the butcher?  In theory the dogs and puppies will follow him around making butchery much more efficient.  If no one knows, I'll apply science.

I don't need the dogs for anything else.  I'm just using them for meat.  They're only wardogs because, well, wardogs can be assigned.

When assigned to a dwarf, do they pathfind, or just follow the dwarf?  If they're only pathfinding to stay within x tiles of the dwarf, that's not so bad.

I've got 18 female war dogs.  Can that many be assigned to a single dwarf?  If not, I could also put a few on the tanner.  He's usually nearby at butchery time.

98
DF Dwarf Mode Discussion / Re: Anything I can do to reduce lag?
« on: December 08, 2009, 10:23:25 pm »
In addition to everything in the FPS article, try to keep your fortress space compact.  If dwarves have to trek halfway across even a 4x4 world on a regular basis, you're going to take a hit.  Take the extra time that first year to found your fortress where you want to build.

This is the only reason that I use reveal.exe.  The wiki utilities page can tell you how to get and use it.  Very useful when I want to embark on an underground river or magma pipe, but don't want to spend years trying to find it, especially when it could turn out that I need to move my entire fortress to increase FPS.

Don't make huge rooms unless you use d-o to create high traffic lanes.

If you want an underground river, dam it up right away and don't let the cave creatures breed out of control.  Killing them off and damming the river helps immensely.  (To dam an underground river, collapse a ceiling of the exact right size into the water.)

If you want magma, turn off temperature.  Sure, it's cool to toast enemies with it, but if you're having FPS problems you shouldn't be pumping it much anyway.  You can still use it to process goblin gear.  Just save, turn on temperature, reload for a couple minutes, then save and turn temperature back off.

Animals are fine to keep caged as long as you're not breeding them.  1x1 pits let them keep breeding, but whenever you butcher you'll probably let them out inadvertently.  Try putting the pit in a room with your butcher's workshop.  Let the butcher go in to do his work, and lock the door behind him.  That will help him work faster and not have to go chasing animals halfway across the map.

When you do exploratory mining, arrange the shafts so you can wall them off later.  That way you don't have dwarves and pets pathing down there uselessly.

Force caravans to enter the map at a single, nearby place.  That prevents them from pathing from the opposite map edge.

I don't find that high cliffs cause that many problems.  Nor chasms, once you clear out the creature that live there.

HFS related:
Spoiler (click to show/hide)

There's more, certainly, that you can do.  Most of it won't have as big an effect as turning off the temperature, using (at max) a 4x4 embark tile, keeping pathfinding short, or keeping the population low.

Edited to add more from my personal experience.  Amalgam beat me to the wiki article.

Another Edit:
If you don't mind having vermin and keep you dwarves generally happy in other ways, don't bring cats.  If dwarves bring male cats, fine.  If they bring female cats, arrange an accident for the feline friend.  It's worth it for framerate.

99
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: December 08, 2009, 07:59:42 pm »
I just got my first artifact thong.  It's probably my first because I've never bothered with a cloth industry before.  This map has an undergound river right next to my fortress, though, so cave spider silk is easy.  Thus, weavers and clothiers.

It's pretty hardcore.

Samamtalin, "Couragedrums", a giant cave spider silk thong.

It is incrusted with star sapphires and encircled with bands of emerald.  The GCS cloth is midnight blue with dimple dye.  It's adorned with hanging rings of GCS silk.  It menaces with spikes of GCS silk, raw adamantine, emerald, AND admantine.  On the item is an image of a wave in emerald.  On the item is an image of Alders in emerald.

Yes, that's right.  Spikes of GCS silk, Raw Adamantine, emerald, AND adamantine.

Value: 1,000,200☼

What.  The.  Hell.

100
DF Dwarf Mode Discussion / Re: Tantrum Spiral Treatment
« on: December 08, 2009, 06:49:31 am »
50 living + 25 dead = 75 total dwarves.

25/75 = 1/3

It's also accurate to say that I had 1/2 as many dwarves dead as alive.  1/3 is 1/2 of the remaining 2/3s.

Quote
There are three kinds of people: Those who can count, and those who can't.
Seems to me that using a line like that is just setting yourself up to make a mistake.  But don't worry about it Kanddak, the phrasing made me ??? for a moment when I first posted.

101
DF Dwarf Mode Discussion / Re: Sneakiest Gobbo Ever
« on: December 08, 2009, 02:43:22 am »
Every now and then I get a snatcher or thief that makes it past my chained wardogs and into the barracks.  No one has ever made it past the barracks, though.

On one hand, I admire the bastard for getting so far.  On the other hand I lock the doors of the barracks so he has nowhere to go.

102
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: December 08, 2009, 02:35:06 am »
I'm a big fan of the six room clusters from the wiki.  They're so incredibly dense.  If you build a stack of them (42 beds per level) at the center of your fortress, dwarves never have to go very far for everyday tasks.  Best of all, my five year old computer can handle a hundred dwarves at 50 FPS.

Off to one side, alternate workshops and storage as you see fit.  To the other, put your entrance, the barracks, and another room (well, statue garden, central control lever room).  Utilize z-levels in whatever way is convenient.  On the third side, farm, putting food stockpiles and your legendary dining room in a stack above/below the farms.  On the fourth orthogonal side, place anything else that will get a lot of use.  One of my "sides" tends to be used by a magma pipe other underground feature.

Noble rooms can be placed a bit farther away, since most of them don't do anything anyway.

These are pictures from Beercastle, a succession fortress I just started with two friends.  This is after the initial year in which I basically ignored production to make as big of an initial imprint on the fortress's design as possible.

Spoiler (click to show/hide)

For every level of housing, you get 42 3x1 rooms.  Three levels of that are all that my 100 pop cap fortresses will ever need.  Clear out the rock and do some smoothing and they'll be "modest" to "spendid" depending on if there were any ore or jewels left in as natural walls.  Engrave them after your engraver is legendary for better results.

I need to work on my Noble housing.  The large rooms off to the right are what I use these days.  They're efficient enough, but I'm starting to want to use something a bit more imaginative.

103
Urist, that's basically what I meant, but I think it'd be better to take it a step beyond mirrored.  The realm of water strikes me as a place of serenity, calm, and reason.  The realm of magma, conversely, seems chaotic and impulsive.  It menaces with stalagmites and stalactites of obsidian.  The two halves are corrupted reflections of each other instead of 100% faithful ones.  Then in VF you can see the differences other than color.

104
Build half your fortress water themed.  You could make glass blocks and build underwater structures with enough engineering.  Perpetual motion machines powering waterfalls would be necessary.  Capture some live fish to place in indoor aquariums.  The other half should bristle with spikes of cast obsidian.  In fact, build a many z-level deep reservoir next to the ocean and fill it with cast obsidian, then mine half of your fort out of that.  Channel some magma all the way to the schizophrenic fortress to use in magma falls, pits, or just for decoration.

Important parts of the fortress should be right on the split - half inverted aquarium, half obsidian.  Like the entrance.  Put a big waterfall on one side, and an equally big magma fall on the other.  Perpetual motion is your friend.  The king's chamber and arena are good candidates for split rooms as well.

When you capture enemies, flip a coin.  Side x, water; side y, magma.  For something more interesting roll a four sided dice.  One, magma; 2 water; 3, arena; 4, go free.

If you haven't embarked yet, name the fortress something appropriate.  If it were me, I'd name it Sheogorath.

Those are my initial ideas, so you should take any that sound interesting and build upon them with your own.

105
DF Dwarf Mode Discussion / Re: someone needs to...
« on: December 07, 2009, 06:42:18 pm »
I can't do it because I suck at dorf fortress

Karnewarrior, always brutally honest (or maybe just brutal) with himself.

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