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Messages - Anathema

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166
Mod Releases / Re: Civilization Forge 2.42 - Alchemy Bug Fix
« on: September 14, 2011, 08:49:47 am »
Would you want to eat a beetle egg?

I know, I know, given some of the other things dwarves can eat, I guess that should be allowable too. Still..

167
I applaud the effort to test claims scientifically, but there are a few problems:

1. Why use an artifact adamantine spike at all? If you have adamantine, and a weaponsmith that just made an artifact, it's trivially easy to get an ordinary old masterwork spike. The whole idea of testing some variable (such as weapon material) is to eliminate all the other variables so you can be sure the variable you're testing is what's actually making the difference. You wouldn't compare an adamantine spike against a cat vs. a wooden spike against a horse, would you? Then why compare an artifact adamantine spike to a masterwork wooden one? Make them the same quality, so if the adamantine spike does consistently perform better, we'll know it's due to material and not quality.

2. I think Girlinhat has the right of it, a lot of those critters are so tiny a well-placed sneeze could off them, they aren't good tests of weapon effectiveness. If you look at only the larger critters - namely the horses and horse foals - the adamantine one comes out well ahead (12 hits vs. 23 hits to kill in tests 1, 6, 9, almost twice the effectiveness). On the other hand, if you look only at the largest creature, i.e. the one horse test, it's 8 hits vs. 4 with the wooden spike looking twice as effective. With only 1-3 tests against large critters, luck is more of a factor than anything else.

So all we can really conclude is that the sample size is too low, and you need more tests on large critters with equal quality.

168
DF Dwarf Mode Discussion / Re: 1 to organize 1 to lead and 1 to follow
« on: September 08, 2011, 12:45:22 pm »
Bah. Full desktop screenshots add authenticity.

169
DF Dwarf Mode Discussion / Re: I call upon finest dwarven engineers!
« on: September 06, 2011, 12:18:08 pm »
Dig out a drainage sink going straight to the caverns (or aquifer level if you have one) and then open it to the river at the point closest to the corpse. Be sure to build grates to catch the items as they're sucked into the sink by the flowing water, and set up a floodgate to shut it off for collection (and to preserve FPS, and also because items getting dragged by water flow can be a bit iffy, and you might need to shut it off and turn it back on again once or twice to get them into the sink)

If you have an aquifer level this is almost certainly the easiest way of doing it. If you don't, you'll have to compare the effort of digging a drain to the caverns against the effort of building a manual pump-battery.

Diagram for clarity with U being the up stairs, C being the corpse, R the river, F the lever-activated floodgate, - are regular passages and ### a drop-shaft floored with grates extending to aquifer/caverns.

   U     RRR
###    RRR
###-F-CRR
###    RRR
          RRR

I'd recommend this as the easiest solution; although you don't actually need to drain to the caverns, you just need enough space for the corpse to get pushed into your reservoir before it fills up. I actually recovered a corpse with something like this:

Code: [Select]
           RRR
 ........  RRR
U........X^CRR
 ........   RRR
            RRR

R for river which flows top-to-bottom, C is corpse, U up-ramp, . is mined out space, X is a lever-controlled floodgate, ^ is the last spot you channel from above after the rest is complete. Open floodgate, corpse should quickly get pushed into your reservoir, close floodgate. If the reservoir fills completely by the time you close the gate, just channel out more space on the sides to let the water spread out to a safe depth.

It worked for me on the first try (however my river did curve slightly as you can see in the diagram, that might have been lucky), even if it doesn't for whatever reason, you're no worse off than before - can always retry or move to a more complicated recovery method.

170
Just imagine what the goblins must think of this. While out raiding and murdering and just generally being goblins, they are captured in traps, dumped unharmed into the bowls of a mysterious machine, and then must race through in circles while being tested by unseen observers. Finally, sooner or later, every goblin fails - tired, dizzy, confused, he blinks into the sunlight as he is unceremoniously released to the wild, returning to his brethren with another mystifying tale of the testing machine. Every goblin but one, that is - blessed Dostngosp, who was chosen by the Machine and ascended to run the Divine Clock in the Sky. Religions have been founded on far less.

171
Oddly enough, there is no "special sword" on my stocks screen. I have a Proficient Record Keeper, set to highest precision, with my inventory records fully up-to-date... and all I see on my stocks screen are my four Picks (for my Miners), two Axes (for my Woodcutters) and one Crossbow (for my Hunter). No mysterious weapons.

I think my embark might have just nicked the edge of a "curious underground structure", with the really interesting part of it left off-map.

I'm pretty sure that's not possible, the structure should be centered on a given tile, you get all of it or none (unless it's bugged, always possible I guess). Also Toady finally fixed the old bug where the sword would show up in your stocks at embark, now you actually have to go find it at the bottom of the structure.

172
This structure is a triviality, a mere annoyance, wall it off and think no more of it.

Of all things, it certainly does not contain a weapon not of this world, imbued with unholy power dwarves were never meant to wield, the acquisition of which will grant you the might of Armok himself while damning you to suffer his wrath.

Nothing like that at all, just move along.

173
DF General Discussion / Re: Job vacancy
« on: August 18, 2011, 10:00:30 am »
The pay scale on that is kinda depressing considering the requirements.

Note those are pounds, not dollars - that's $49-59k in the US. Good for a postdoc (typically pays less than industry) with no experience requirement.

And as a side bonus, it's very dwarven research - I wonder if those kinds of folks ever play DF? Or would this game seem too horrifically inaccurate to a guy who works with real magma, I wonder - I've met real musicians who don't care for Guitar Hero, for example.

174
Mod Releases / Re: Civilization Forge 2.42 - Alchemy Bug Fix
« on: August 16, 2011, 05:40:26 pm »
Probably some of you will like Civilization Forge with Phoebus graphics pack and creature tilesets from several other sources.
I prepared the package very quickly so errors are possible
The file is already uploaded on Dwarf Fortress File Depot
http://dffd.wimbli.com/file.php?id=4845

This is pretty hilarious. You credit me as the source of some of the creature graphics; I, in turn, credit Drayath who I got them from, and Drayath credits someone named Undeadstag who he got them from. Those critters get around..

By the way, I'm sure people can figure out what you mean, but you may want to revisit this line just to be sure:

Quote
4. Copy the files from <this package>\raw\objects\ to <your Dwarf Fortress folder>\raw\graphics\

175
Mod Releases / Re: Civilization Forge 2.42 - Alchemy Bug Fix
« on: August 15, 2011, 10:00:06 pm »
Graphics pack (see signature) updated to CivForge 2.42.

[Edit: Hold on, missed something. Now the graphics pack is fully updated to 2.42 and uploaded.]

176
DF Dwarf Mode Discussion / Re: Woodless fort: possible?
« on: August 15, 2011, 03:05:10 pm »
As mentioned, the major use for wood is beds.  You might be able to survive on purchased logs from caravans, but you'll have a lot of dorfs who are unhappy about sleeping on the rocks. 

Troubleshooting:
1) Do you have an axe?
2) Do you have a dwarf with the "woodcutting" labor enabled?
  2b) Does your woodcutter have other labors enabled that are consuming his time, i.e. refuse hauling, hunting, fishing?
3) Have you designated the trees to be downed with d->t?
4) Can your woodcutter REACH the tree? Is there something blocking his path, or are wild animals interrupting him?

Also 2c) - make sure your woodcutter does not have mining or hunting in particular enabled. These are the three labors that require equipment (axe for woodcutting, pick for mining, crossbow for hunting) and no two should ever be enabled on the same dwarf at the same time, they interfere with each other in strange/buggy ways. If your woodcutter is also a hunter, he may pick up his crossbow first, decide he should cut wood since there's nothing to hunt, then realize he can't also carry an axe - so he ends up running around hauling while carrying a crossbow, no woodcutting gets done.

Your woodcutter can still be a part-time hunter, just make sure you only enable one of those labors at a time - turn off hunting when you want him to go woodcutting, and he'll drop his crossbow if he has one.

177
You do realize that your graphical edition is about 75MB larger than it needs to be after unzipping, thanks to some unnecessary files: mainly a few bitmaps depicting DF worlds, and a gamelog.txt with more words than the entire Song of Ice and Fire series? :P I hate to sound overly picky (although it does slow downloading/unzipping a bit), but I notice these things in particular because I run DF off a USB drive with limited space. Which is, incidentally, very convenient if one plays on more than one pc - unlike most games DF will run directly off a USB, no installation or even copying needed.

178
DF Modding / Re: Request: A job prioritization system
« on: August 11, 2011, 05:27:25 pm »
Or alternatively, a way to quickly switch on/off all hauling labors in dwarf therapist?

Yes. Right click any of the hauling boxes for a particular dwarf and it'll bring up "Toggle hauling for [whoever]", this turns all hauling on/off.

Also if you have your dwarves sorted somehow, say by profession, you can similarly turn on/off all hauling for all members of that profession at once. I do this a lot when, for example, I have nothing I need immediately mined and a hauling backlog, with two clicks you can have all your miners have all hauling turned back on.

179
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: August 11, 2011, 04:10:51 pm »
Based on your description, 2 seems like the way to go, easy to use and it makes sense. If it was a big general library, I'd need woodcrafting and farming books when all I want to do is train doctors, and then it could only train one dwarf at a time - I'd need several sets of odd books to create enough general libraries to train an entire medical staff at once.

On the other hand having book stockpiles separate from the "library" is a bit.. unintuitive, and one thing the game doesn't need more of is extra items and stockpiles to keep track of. Having the item simply be a component in creating the workshop seems like a much 'cleaner' approach.

180
DF Dwarf Mode Discussion / Re: well this is odd
« on: August 11, 2011, 03:09:49 am »
I'm partial to Shorasts, ever since I embarked on my first evil biome and had an Ogre immediately come welcome my dwarves, before I could make a weapon or any kind of defense. A Shorast killed the Ogre alone with his bare hands - it took months - despite losing his right lung in the process (it was grey, completely gone, no idea how). He wouldn't even let the doctor take a look at it, it didn't seem to bother him.. psh, lungs, you have a spare one.

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