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Messages - Psieye

Pages: 1 ... 149 150 [151] 152 153 ... 189
2251
DF Gameplay Questions / Re: High FPS Fort
« on: June 22, 2010, 04:27:08 pm »
You can mod your dwarves to move faster.
Which slows down FPS because they get more stuff done. You should only make them faster when FPS is dead low.

2252
DF Gameplay Questions / Re: Rock distribution in mixed biome embarks
« on: June 22, 2010, 04:26:07 pm »
Yeah in one fort the marble was actually under the 1st cavern. Dig deeper.

2253
DF Gameplay Questions / Re: HALP!
« on: June 22, 2010, 04:23:43 pm »
They don't count how many bones they took - they count how many STACKS of bones they took. Either he wants more bone stacks (so kill another dog or two) or he wants shells if all he says is 'body parts'.

2254
DF Dwarf Mode Discussion / Re: Useless Migrants!
« on: June 22, 2010, 02:45:40 pm »
Curiously, engraving is a priviledged job in my drone forts where artisans are selected for their personality profiles. Likewise, Herbalism (and Fishing) is a trained skill for me, so the drones don't get that one.

2255
My idlers are currently learning to swim. I'm so nice, I even walled off the door so none of the water leaks out!
Using Deon's Genesis Mod, I can teach my drones to swim without any actual water - I just build a swimming pool. Don't ask how they 'build' water, they just do. But more practically, I just set my medical dwarves to spend all their time practising in the medic training workshop. I adapted the original from Gensis Mod so my surgeons practice with axes, not daggers.

2256
It's down to what people want from DF. For me, I just switch INVADERS:OFF and I don't have to worry about any military bugs.

Whereabouts do I go to find that one? Haven't really touched the raws before.
That's not even raws. That's in the data/init/ folder - either init.txt or d_init.txt. Look around, customise your game in ways it was meant to be.

2257
DF Gameplay Questions / Re: Stupid Military
« on: June 22, 2010, 02:27:52 pm »
I've never had a problem with equipping armor/weapons, my problem is that half the time the buggers never seem to STOP doing their civilian jobs and train.
Dwarf personality - slackers won't do individual weapon drills.

2258
DF Gameplay Questions / Re: High FPS Fort
« on: June 22, 2010, 02:27:15 pm »
Lots of items in general - doesn't have to be just rock. An item just existing means the game has to make regular checks on it. High population is also a cause for FPS drain for obvious reasons - more dwarves to keep track of. Oh and temperature may as well be switched off too, it eats away slightly.

For pathfinding, ideally you want your fort to be entirely made of stairs everywhere (no rooms, no walls, no nothing, JUST STAIRS!) so the pathfinding algorithm can find the path easily. That's plain unrealistic, but the practical point is to have lots of stairs/ramps all over so there's many locations a dwarf can change z-level from. Pathfinding doesn't like long U-turns.

Finally, turn invaders off. Again, less things for the fort to keep track of.


So then, what exactly do you want to do in a high FPS fort? The best FPS fort is one where nothing exists afterall.

2259
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: June 22, 2010, 02:22:52 pm »
See that's why Toady added a temporary fix back in .03 - undead have an invisible "HP" bar so they die when hit enough times. Just that heat damage from magma or anything else doesn't chip away at their HP and other inorganics don't even have an HP bar to begin with. Just means you shouldn't rely on Boatmurdered tactics to deal with zombie invasions, old fashioned axes and hammers still get the job done against undead.

2260
I never have idlers for longer than 30 seconds of real time at any point in my fortress life. There is always more industry to be done. "Useless migrants" are drafted either into the military or into the "Drone Company" where they each have 30 labours enabled and do every odd job the artisans need done before they can do their craft. Usually this means my forts die in 6 years due to fallen FPS and boredom.

I really ought to set popcap to something low and only pursue a fraction of the industries available. It'd keep FPS higher and I can do themed forts.

2261
DF Dwarf Mode Discussion / Re: No Iron?
« on: June 22, 2010, 12:15:25 pm »
I didn't embark on a volcano, and I got no iron. Bronze is good enough for me. Besides, those spinning bladed discs I use in my weapon traps always get a little rusty, and while tetanus-infected goblins sound cool, they're usually dead too quickly to suffer from it anyway.
Even if there is no volcano, if the site has high volcanism then it'll have igneous rocks instead of sedimentary rocks. Therefore, no iron.

2262
DF Dwarf Mode Discussion / Re: Easy way to get magma?
« on: June 22, 2010, 12:14:15 pm »
Hi there!

I´m having problems figuring out how can I embark to a place with easy to reach magma. I´ve read the wiki and is trying to find volcanoes and lava pipes, but so far I found just one suitable area near a volcano.

Somehow I´m suspicious that you guys know a trick or two to make magma more easily available when starting a new game.. could you share?

Thanks!
Think carefully why you want the magma. If it's for efficient steel production, you do NOT want a volcano as the rock types are all wrong at your embark site. Back in 40d magma was so scarce that it was worth sacrificing ore for magma on the surface, but not anymore. Embark somewhere nice and flat with a sedimentary layer. Usually the magma is within 40~50 z-levels at all my embark sites.

2263
DF Gameplay Questions / Re: Stupid Military
« on: June 22, 2010, 12:09:02 pm »
The current understanding of this bug is that the system assigns equipment to squad positions, not to dwarves and it has no concept of unassigning equipment. The only known way to 'unassign' equipment is to delete the whole squad, make a fresh squad where the uniform is "absolutely nothing, now strip", delete that squad too after your dwarves have unequipped, then make a final squad where you assign the equipment from scratch. For extra caution, add 1 dwarf at a time to the squad and see if he puts all his gear on properly before the next dwarf.

Some day in the near future when all these bugs are fixed, Toady really should make some formal announcement or such on how military equipment is dealt with. To my understanding, forbidding or dumping assigned and equipped pieces of gear really screws up the system.

2264
DF Gameplay Questions / Re: Assigning a workshop to a certain dwarf?
« on: June 22, 2010, 12:04:31 pm »
Do you have a manager dwarf assigned? DF2010 requires a manager to give workshops to specific dwarves.

2265
DF Dwarf Mode Discussion / Re: No Iron?
« on: June 22, 2010, 10:42:20 am »
Try embarking near a volcano next time and wonder at the sheer lack of iron.
If you embark on a volcano, you smelt iron from goblinite. Coal is the problem, but only if you want steel. And I just recently got a volcano with obsidian and tetrahedrite as layers, plus granite under those, but I wonder how that's related. Just wanted to brag.
Oh sure, the ever reliable 40d source of infinite iron in unmodded goblins is certainly an option, provided they didn't wipe on worldgen. Ok fine, I'll rephrase to "wonder at the sheer lack of iron ore to mine out".

Coal should be less of a problem compared to 40d as we have near-guaranteed underground water supplies and a lot more surfaces to grow trees from. Plus wood is much lighter for trade caravans to bring than metal. On that note, consider the alternate supply of iron/steel of asking for steel crafts and melting them all down. This assumes you're running an ultra-industrial fortress with way too many ultimate trade goods.

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