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Messages - Core Xii

Pages: 1 ... 14 15 [16] 17 18 ... 33
226
DF Gameplay Questions / Re: The Slow Crawl of Time (And more!)
« on: November 24, 2007, 02:21:00 pm »
quote:
Originally posted by Lightning4:
<STRONG>The FPS, in this case (that can be displayed) is not actually a true "fps", but I believe instead tells you how many "turns" per second the game is playing at.</STRONG>

Incidentally, one of these "turns" of yours is called a frame.


227
DF Gameplay Questions / Re: isolating DF on one processor
« on: January 05, 2008, 04:26:00 am »
I don't know about Vista, but on XP you can assign affinities to processes from the task manager (Ctrl + Alt + Del).

228
DF Gameplay Questions / Re: heliodors
« on: January 01, 2008, 07:05:00 pm »
According to Wiktionary, "A richly coloured form of golden beryl found in southwest Africa"

Which brings us here. So it's a mineral.
http://en.wikipedia.org/wiki/Heliodor


229
DF Gameplay Questions / Re: No Invasion in .ini .... question
« on: January 01, 2008, 07:00:00 pm »
Seeing as how weather and temperature can be turned back on too, I don't see why invasions couldn't.

230
DF Gameplay Questions / Re: Channels = memory leak/lag?
« on: September 03, 2007, 01:57:00 pm »
Ah, apologies, I misunderstood. Yes indeed if there's a huge maze of (empty) channels, the pathfinding might slow down.

Do you experience this lag constantly, or at specific times? (channels full vs empty, looking at the channels vs not looking, etc.)


231
DF Gameplay Questions / Re: Channels = memory leak/lag?
« on: September 02, 2007, 07:27:00 pm »
Fluids don't use A*, it is a floodfill algorithm. But it should only lag when water is moving, not after it has filled every possible channel.

232
DF Gameplay Questions / Re: Door question not covered in the Wiki
« on: September 02, 2007, 10:12:00 am »
quote:
Originally posted by Haedrian:
<STRONG>So keeping doors tightly closed doesn't ever seem to be a good idea... In fact, usually they get in, can't get out and you end up having a few horses/pets inside a flooding chamber...</STRONG>

For places like that, I always put double-doors. No pets can get through two rows of doors.


233
DF Gameplay Questions / Re: A couple more questions
« on: September 01, 2007, 06:20:00 pm »
is an unplanted farm plot; = is a planted one.

Silver and gems go to their corresponding stockpiles if you have them, and your dwarfs have ore hauling enabled.


234
DF Gameplay Questions / Re: outside or inside?
« on: August 30, 2007, 08:51:00 am »
quote:
Originally posted by Dwarffan:
<STRONG>Hi again. More noob questions for expirienced people. Do you put your workshops outside the fort till you have crossed the river? </STRONG>

Yes.

 

quote:
Originally posted by Dwarffan:
<STRONG>second question about farming. I've made the room for farming, made floodgates and all that stuff. released the lever and flooded the whole room. Now I can't get my dwarfs planting any seeds on the ground. do I have to have the farmers workshop in the field?</STRONG>

You need to uild a farming [P]lot on the muddy ground.

Svinlesha beat me to it  :confused:

[ August 30, 2007: Message edited by: Core Xii ]


235
DF Gameplay Questions / Re: Garbage problem
« on: August 27, 2007, 11:12:00 am »
Hauling all that stone is somewhat wasted work. Just leave it where it is. Make blocks and store 'em in bins, and/or train siege operators with catapults. Use them to build traps.

236
DF Gameplay Questions / Re: Sleeping in the mud
« on: August 24, 2007, 11:47:00 am »

[ August 24, 2007: Message edited by: Core Xii ]


237
DF Gameplay Questions / Re: Stacked wells
« on: November 21, 2007, 07:13:00 am »
quote:
Originally posted by Hesitris:
<STRONG>I don't see any good reason for having wells on different levels in the same general area anyway. When a dwarf goes looking for something, he hardly considers the z-axis when deciding which one is the closest, so if the one closest horizontally happens to be five floors up (and thus possibly a much longer trip due to having to find stairs), he'll go to that one. Having stairs near one well would be best, as then they'd go to that set of stairs and straight up/down to the well.</STRONG>

I knew dwarfs were retarded, but I didn't realize they were that retarded. Thanks. I'll settle for a single well then.


238
DF Gameplay Questions / Stacked wells
« on: November 20, 2007, 02:19:00 pm »
I remember some faint discussion on the future of the fortress thread about it, but can't find much info.

Can you build more than one well on the same tile on different Z levels?


239
DF Gameplay Questions / Re: piercing an aquafer, the easy way.
« on: November 20, 2007, 02:21:00 pm »
I heard talk about cave-ins actually punching through floors. Perhaps that overwrites the aquifer flag.

240
DF Gameplay Questions / Re: piercing an aquafer, the easy way.
« on: November 20, 2007, 02:10:00 pm »
That's clever, I'm gonna try that if I end up starting on one.

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