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Messages - Interus

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361
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 11, 2010, 06:57:48 pm »
Well, and this is purely guessing, I'd think it's because every hallway square will also have access to the tile directly above and below it.  I'm not entirely sure how pathfinding works but if it looks at which tiles are accessible, than that might add up.
Well, there's that of course. But wouldn't that pretty much mean that every single tile you carve out, anywhere on the map, would contribute to this?

Yeah so I'm not sure how big a deal it would actually be.  Basically, in an open area, an open space will have access to 8 other open spaces, and a staircase will have access to 10, since I don't think they can go to tiles adjacent to the one above them.  If they can... then it's something like 26, and that might be a problem, but I really don't think it's the case.

I should really point out that again that I'm just guessing, and hoping that somebody will know enough to correct me if I'm wrong, and/or get the idea to try and test what actual effect it has on fps.  All I know for sure is that the biggest drain on FPS is probably pathfinding, and that I've heard up/down stairs are worse than ramps for pathfinding.

362
DF Dwarf Mode Discussion / Re: A snow storm has come.
« on: December 11, 2010, 06:52:09 pm »
Since everybody else is doing it:

I live in Kansas.  When I got off work, it was snowing but there's hardly any.  Just enough for the wind to create those wispy little drifts that I think look cool going across sidewalks or the road.  I've been considerably less fond of snow since I started having to drive in it, but it still gives me a happy thought.

363
DF Dwarf Mode Discussion / Re: 2 things about animals
« on: December 11, 2010, 06:45:44 pm »
animal trapping or something is the skill used to capture vermin, and it is different from animal training

364
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 11, 2010, 06:44:08 pm »
I'll admit I'd considered that idea too.  Not sure why I didn't do it.  It sounds fairly reasonable though, especially if all your hallways line up.

Oh, I probably didn't because I like the + symbol more than X or something like that.

365
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 11, 2010, 06:35:50 pm »
Well, and this is purely guessing, I'd think it's because every hallway square will also have access to the tile directly above and below it.  I'm not entirely sure how pathfinding works but if it looks at which tiles are accessible, than that might add up.

366
DF General Discussion / Re: Whats Your Ideal Embark Point?
« on: December 08, 2010, 06:11:37 pm »
Recently I've been preferring sites with a major river running through them which only seem to appear when I fudge the generation settings a little.  I also prefer heavily wooded swamps, and if it doesn't freeze, that'd be nice.  Something that's kind of carried over from before my current fascination with gigantic river canyons is that I usually look for sedimentary and metamorphic layers rather than igneous.  Currently aquifers don't bother me at all because with a huge river, I can just go out and around.   If I was better at visualizing stuff in 3d, any place with huge cliffs would be great.

The one I'm on right now also has a cavern that's exposed to the surface, and part of it caved into the river, but the river is only in one corner, so I'm not too happy.

367
DF General Discussion / Re: Trustmusic: Worst town to live in ever.
« on: December 07, 2010, 05:54:30 pm »
Since any attack would be counted as a "Pillaging" it could be as simple as three or four crazed goblins who, once every coup of months, go running through town and wavings daggers around and then vanish. Like drunken frat boys

Honey, the goblins are "pillaging" again.

Just throw them a barrel of food and they'll leave.

368
DF Community Games & Stories / Re: Playfuloiled - A community penal colony
« on: December 05, 2010, 07:36:28 am »
Hey, this is pretty good.  I really like how you're telling things and... well there's a lot I like here that I can't put my finger on.

I don't really need a dwarf, I just wanted to let you know that you've got another person reading now!

369
DF Dwarf Mode Discussion / Re: Statue descriptions
« on: November 23, 2010, 12:19:39 am »
I think it's because statues are buildings. Use t to list what is 'in' the building and you should see the statue.

Oh yeah, it should be this!  I think you can just look at them when they're in a stockpile, but it's different for buildings.  I forget that even when I'm playing.

370
DF Dwarf Mode Discussion / Re: Noble Guest
« on: November 23, 2010, 12:17:02 am »
Anyone can be a diplomat just now.  I often end up meeting with human cheese makers and pump operators.  It's a funny coincidence that it actually sent a genuine noble in your case.

When you abandon, your fortress automatically generates a name for the reclaim group.  If you go to reclaim, you'll find that your reclaim group has that name as the default.  If you change it, the Legends mode will adjust accordingly, too.

Maybe the humans just respect him more than you.

That'd mean they respect him more than me too though.

371
DF Dwarf Mode Discussion / Re: What now?
« on: November 23, 2010, 12:10:22 am »
Equip and train every dwarf in your fortress as some kind of soldier.  Different uniforms for the reserves, enlisted, and officers.

372
DF Dwarf Mode Discussion / Re: Variation of 7 hermit challenge
« on: November 23, 2010, 12:08:42 am »
I really need to start playing with burrows so I know how to use them.  Anyway, you could choose not to completely isolate the forts.  From what I understand, if you make each mini-fort a burrow, the dwarves should stay in it, and perhaps you could have a "merchant class" that only functions as burrowless haulers.  Then you can use stockpiles to requisition items, and a merchant will go get it from wherever it is.

I really hope burrows can be used like that, because that was how I was planning my next fort, although I like the idea of this challenge.

373
DF Dwarf Mode Discussion / Re: Statue descriptions
« on: November 23, 2010, 12:00:28 am »
Somebody else can probably be more helpful, since I haven't played a fort in a little while, and it's easy to forget stuff like this.  But I believe you use K to look at something.  Once you've selected it, I think it brings up a screen that has like the item name and maybe how much it weighs, and there should be something that says Description.  I think the hotkey for it was V, but I could be wrong, and I don't know why I think that.

Again, I'm not sure if I've got it right, but it seems like the problem is you're only looking at the item and not the description, so I think you're like halfway there.

374
DF Adventure Mode Discussion / Re: Abilty to outfit our Companions?
« on: November 19, 2010, 12:43:08 am »
I actually just got on to ask the same thing.  I hadn't played adventure mode much, and wanted to see how to give the peasant who just joined me a bronze halberd I picked up.  I suppose it's good to know that I can't so I don't waste more time trying to.

375
When I was talking to it, we got sidetracked and then it said it was winning.  Winning me. And that we were in fact playing a game.  I asked if the game had magma.  Its response, "I certainly hope so."

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