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Messages - CppThis

Pages: [1] 2 3 ... 6
1
DF Dwarf Mode Discussion / Re: Any Way I can survive this
« on: June 27, 2010, 07:20:13 am »
Cave-in trap is defintiely your best bet but it only works if you have enough time to build one--if this titan is already in ur base killin ur doodz it may be too late.  In that case you might just have to sacrifice some dwarfs to keep it occupied in a non-critical part of your tower while some masons wall it off.

2
DF Dwarf Mode Discussion / Re: Stone clutter
« on: June 07, 2010, 06:00:07 am »
I use a combination of quantum dumping, dwarven atomsmasher and paving over a lot of cavern floors.  A nice side effect of the latter is it means a lot of my larger, non-residential rooms have a solid colored floor rather than lots of distracting rainbow veins running through it.

3
Thread management isn't the point, concurrency is.  Honestly outside of a few specialized applications (servers), virtualization is just a marketing gimmick to convince managers to buy equipment they don't need to solve problems that don't exsist.

It's like Hyndis said, if you have a bunch of tasks being issued and the execution of one affects another (as opposed to simply the output), there is no known way to make them run on separate cores.  It might be possible to pull pathfinding out though, which would help a lot.

4
DF Dwarf Mode Discussion / Re: Possessed dwarf turns bone into iron
« on: June 05, 2010, 03:57:56 am »
Ive noticed this too, it seems like if they dont have any other relevant skills they head to a craftsdorf workshop and make an iron figurine regardless of raw materials etc.

5
I try to get something up in the first year, even if its just walling around a murky pool.  Dorfs are always running to the nearest water source even if theres loads of booze available, so obviously they need something thats safe.

6
DF Dwarf Mode Discussion / Re: How Deep Should They Sleep?
« on: June 03, 2010, 12:46:24 am »
Bear in mind, the deeper you go the closer youll be to caverns and caverns = trees.

I havent really noticed many noise thoughts though, if any.  Maybe it was nurfed in .31 or something.

7
DF Dwarf Mode Discussion / Re: Pet Skags
« on: June 02, 2010, 10:24:59 pm »
Maybe it would be possible to majorly buff their stats ala the dwarven pig mod, and make them buyable from dorf civs.  Why, is that a quick and dirty broken-marksdwarf workaround I smell?  8)

8
From what I know of the old military system I think DF2010 would actually be more intuitive for someone with RTS experience.  It's just buggy, but Toady will hopefully take a big bite out of that this month.

9
oops, doublepost

10
My advice for a newbie package, coming from a newbie and in no particular order:

-For what its worth I use the Mayday tileset, havent tried others but it seems to get the job done and has a nice Super Nintendo type feel to it.  The people responsible for getting me hooked swear by it, too.  Be sure to explain that unlike pretty much every other game in existence, DF actually alt-tabs well so no trouble running fullscreen and tabbing out to check the wiki (Mayday won't work on 1024 resolution, which many people use, but it looks fine on 1280 on a small monitor cause the text is big...this took me literally several days to figure out).
-Wait a couple weeks for the next patch before really doing it for serious.  I've recommended DF to a few people, but with the stipulation that they wait until military is un-fubared because it's a massive buzzkill as is.  You dont want to spend all your advising timebasically saying "this is what is supposed to happen, but it doesnt because it's broke so here's a really hacky halfassed workaround".
-Disable invasions regardless of the above.  Include instructions on how to turn them on again.
-Add lots more embark points, and tweak worldgen parameters so there are less very hot and very cold regions.
-Don't have surface megabeasts show up until much later in the game--by default they'll show up pretty much as soon as you hit 80 dorfs.
-Speaking of which, tone down to pop cap to something more manageable.  50 might work well for a first stage, again instructions how to bump it up when they're more comfortable.
-Skills wise, be sure to include a proficient weaponsmith, armorsmith, mechanic, and carpenter.  The first two are comically difficult to raise, the third is just annoying, and a lot of areas dont have a lot of wood to practice on.  I honestly wouldnt put much in mining since theyre going to skill up fast anyway--just make sure you have 2-3 with the skill default-enabled and enough picks.  Ditto for all stone and food labors.
-I honestly wouldnt worry about any of the specialized professions.  Speaking from experience, a newbie isn't going to care or possibly even know about quality differences at first, theyll just want to know if their guys are making stuff.  And by the time they sorta know what's going on they should have one or more immigrant crafters, or otherwise have spammed enough basic jobs to produce one..  Do ensure you have a novice appraiser though, for item values.
-Include lots of steel bars, enough for a couple sets of armor.  This will kick-start military, and have them using much better gear than had you just included the equipment raw since your armorer will be pumping out mostly fine quality or better.  Ditto on a bunch of coal, since not all maps have ready access to fuel and they only cost 3 per.
-Include massive amounts of food and drink, due to the difficulty of the new farming system.  Account for the fact that they'll have 30+ dorfs without knowing why before the first year is up.
-Don't bring the cat unless you mod the raws to heavily reduce their breeding ability.  Which come to think of it, isnt such a bad idea...
-Consider using one of the various appointed-mayor tweaks.  Aside from fixing a current bug, it's one less thing a new player has to worry about--fire and forget leadership.
-Be sure to explain to them how saving and loading works, and how to reload saves and make backups.


edit: Another BIG thing I forgot to mention, Mayday is not compatible with .31.04.  I wouldnt class any of the fixes critical aside from possibly the no fish and shells thing (which you may want to mod so hoof or something works for moods), but its probably another reason to wait a bit until the kinks get ironed out.

11
Inclined to think that wouldn't work as the noble heirarchy is clearly hardcoded in somewhere else.  It might be possible to uncompress the save and find and edit the relevant stuff, but I'm not familiar enough with that to say for sure.  And as such a save apparently eats up half a gig and isn't reversible, it's not high on my list of things to try...

12
I took the militia commander option since he's appointable via mil screen, but it does require a regen.  I think it's due to how the engine processes historical events since some of the higher nobles show up there.

I'm not aware of any workable fixes for an in-progress fort, I tried everything I could on mine with no luck.  Ended up just ditching it and restarting, gave me a chance to fix some glaring design problems as well.

13
DF Dwarf Mode Discussion / Re: WTF IS THIS??
« on: June 01, 2010, 04:28:31 am »
Eh, cut the little dorfies some slack.  They're just doing the same thing as every RPG player character that ever existed.  :P

14
DF Dwarf Mode Discussion / Re: *SPOILERS* A waaaahh?
« on: June 01, 2010, 04:10:28 am »
A huge eyeless magpie.  It has large mandibles and it belches and croaks.  Its sky-blue feathers are fluffed-out  Beware its poisonous bite!

So I'm hella bored tonight and needed something to do, and this thread gave me inspiration.



...yeah, I'd run too.

15
DF Dwarf Mode Discussion / Re: Trading issues.
« on: June 01, 2010, 12:00:14 am »
Make sure the broker can access the depot (does he have any active burrow restrictions?), and that you rememered to request him at the depot once the traders start unloading.  He will only go there when you specifically tell him to.  I think it's default but also be sure the depot is set to 'only broker may trade' to raise his skills--you'll get better deals and broker must be at least novice appraiser to see item values.  Being a dorf he may sit around and drink for a while, but should eventually make his way up.

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