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Messages - Xenos

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256
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 12, 2010, 03:35:34 pm »
If you want to work out the processor drain from pathing you will need to actually look at the layout of your fort and do a lot of counting. If the tiles checked to get from a dwarf to where he wants to go are less one way then that means better FPS. This is the basis for ALL claims about pathfinding FPS from stairs or ramps but "count several thousand tiles" is not as catchy an idea as "ramps are better" or "stairs are better" so you hear those instead, usually with very altered reasons because so few people check out the pages people link for A* pathfinding, or possibly because a few couldn't understand it (it's easy.)
This also explains why ramps are better in some forts and why stairs are better in others and and still others can be very efficient on one level.  (although the last one more works with burrows.

257
DF Dwarf Mode Discussion / Re: My first monument.
« on: December 12, 2010, 03:21:21 pm »
its not easy by any means but ive done a few in rocky wastelands and the like.  Scorching one was a bit hardcore so i took a river:p  If theres any kind of surface vegetation you can bootstrap the entire thing up off surface seeds all the way to distilling (if you got the wood).  I use the starting 7 to mug and wrestle game to death to take the weight off plants as food, and you can have em drinking booze real fast with 6 herbalists and a brewer :)

With no wood and a scorching/freezing surface its pretty much screwed.  they wont live to the first migrants wave, never mind the caravan unless you actively brew with your limited wood
the best way that I know is to make a bone crossbow from your draft animal, hunt animals that wander in for food, actively brew using 1-2 of your precious wood for barrels, and wait until the spring caravan.  when the unlucky elves arrive, outfit all your dwarves with bone crossbows and bolts, maybe some leather armor if you tanned and used hides.  Slaughter the elves.  Make sure to target their animals first so that you are able to get the goods.  Profit as you now can build a depot to get picks from the humans.

258
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 12, 2010, 03:18:33 pm »
Basically my theory is that the dreaded "Infection" that arises in hospitals is partly due to the fact that most wells output "stagnant water."  I noticed that whenever wounded dwarves were given water in one of my forts that they left buckets full of stagnant water and had much unhappy thoughts from this.  One day, I remembered that pumps desalinate water when pumped into an entirely artificial cistern.  I also knew that this now desalinated water was always just "water" and never "stagnant water."  So, I proceeded to do a little test using a murky pool (which a previous well had drawn stagnant water from as a check.)  I pumped from that pool into my artificial cistern, built a well, and saw that it did indeed draw clean "water."  Now to perform tests with injured dwarves which is the more difficult portion of testing. 

To effectively test this, I will need to construct two sets of wells, one which will draw stagnant water and one which will draw water in the same fort.  Then wound a number of dwarves (I am thinking 10 wounded to 50+ healthy with at least 2 dwarves on each medical labor to allow for breaks.)  Immediately save after wounding the dwarves, then copy the save.  Allow one fort access to the stagnant water by walling off the clean well and allow the other access to the clean water by walling off the stagnant well.  Save and copy each fort again, and distribute the copied saves (so the other samples do not need to go through the process themselves.)  Now run each save for about 1-2 years.  Note how many dwarves receive infection in each fort, repeat.  Have others do the same, then try it with soap in each hospital and note the results.  My plan is to eventually get a definitive result wiht how to effectively treat wounded dwarves.  I just need to figure out how to wound dwarves reliably without fatalities...so far it seems like a fall would work nicely...

If anyone wants to help me with this it would be much appreciated! :D  (also, the hospital would be fully stocked with supplies and I intend to have enough buckets produced that the doctor wont have issues with no buckets working.  maybe the stagnant water causes issues with the reaction.  I dont know...)

259
DF Dwarf Mode Discussion / Re: cheese vs milk
« on: December 12, 2010, 03:07:02 pm »
The amount of milk that would be produced would be relative to the size of the baby animal.  horses are similarly sized to cows so similar amounts of milk will be produced.  (the amount of milk that is gained from modern dairy cows is a bit ridiculous though)

Cows have been bred for milk production though. I doubt this is a modern development, considering they've been around since the stone ages. We could really use some estimates for what 14th century animals could be expected to crank out in a year and rebalance the milking times around that. Whether you get more than one unit of milk at once is critical information though.

Also, purring maggots should be larger. Not vermin, the size of a cat. Also solves the issue with civ accessibility.
yes historical cows were bred for milk production but not nearly to the extent of todays cows.  horse and donkey cheese seems more bizarre than goats cheese to me...but whatever.

260
DF Dwarf Mode Discussion / Re: Culling The Herd
« on: December 12, 2010, 03:05:39 pm »
So lets say I wanted to do it with something that tends to eat my dwarves when they try and chain it, like say, Jabberers...  And lets say the path to my butcher's shop was filled with weapon traps...  I would consider that the definition of not micromanaged at all, newborn jabberers would walk to their deaths directly on top of my food piles...  And if you've ever tried to chain up a jabberer, well... you were probably eaten by a Jabberer...

... So, tame the jabberers before chaining them up?
then the automation doesnt work.  tame animals would not be killed by traps that wont also kill dwarves (unless wooden training spears) and even then they would not be butcherable.

261
DF Dwarf Mode Discussion / Re: Weapon research
« on: December 12, 2010, 03:04:50 pm »
@Xenos
Actually, seeing as Adamantine has a yield strength in any direction of 5,000,000,000Pa, and has zero strain at its yield point, it in fact never deforms, it would simply shatter or crack as soon as more than 5GPa of pressure is applied. So it is entirely inflexible, but not indestructible.
So basically, covering a lead war hammer with adamantine would retain the properties of adamantine on the outside, with the weight of lead. What would be the deciding factor is the thickness of the adamantine. 8)

I don't often get a chance to apply my degree to DF, thanks! (I study Materials Science at university)

The carbon nanotubes that are theoretically possible to make a space elevator out of arent as strong as adamantine... so I think I know what the first thing I am making is as soon as moving machinery comes out.
Oh i missed the zero strain bit.  ;)  hahaha (I am an engineer at college atm, but not as far along as you :P)
But then how does that explain adamantine thread and the weaving of it into cloth?   ???  It was the fact that it can be woven that implies it can be bent, and if it can be bent then it will always flex slightly when used...(make the shaft an I-beam and then laugh as it is now as effective as solid adamantine.  ;))

Also, did you convert from the raw file correctly?  because it seems like the values found there are much larger than real values (either 100 or 100 times larger.  they just use really small units.)

262
DF Dwarf Mode Discussion / Re: My first monument.
« on: December 12, 2010, 03:01:48 pm »
Oh. Well you can just demolish a buiilding and reclaim the wood, right?
The problem is that without a water source or trees it is impossible without butchering one of the caravans that comes through.  I tried it on a tundra once, no trees, and no plants.  the latter doomed the fort.  if you possess any trees at all, it becomes significantly easier to survive.

263
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 12, 2010, 12:45:38 pm »
try if for !!science!!
all of my recent science !!SCIENCE!! is to test some theories i have about wells.  (if you want more details, i can explain in depth more)

264
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 12, 2010, 12:40:11 pm »
while it would create more new paths, it would also be more efficient with each path. so instead of "go down this hallway, up these stairs down that hallway, around that corner down those stairs, through that door, crap its locked"  it would be go over and up, crap its locked where now?

265
DF Dwarf Mode Discussion / Re: Food and booze shipment fort
« on: December 12, 2010, 12:31:10 pm »
8 units of food and 16 units of drink per dwarf per year. Assuming you do some brewing with the plants you buy, it should be easy to eke out an existence. Especially if you buy cows, butchery is ludicrously broken.
only butcher the males.  the females produce much food via cheese.

266
DF Dwarf Mode Discussion / Re: My first monument.
« on: December 12, 2010, 12:29:10 pm »
I was lucky enough to have a river, although it is saltwater. I'm managing to sustain myself on saguaro rib cacti for barrel needs. I'll survive yet! 0 point embarks are fun!
I was mainly talking about on zero tree embarks.  ;)  for those you need to embark with one extra wood if you are trading with dwarves.  if not, go hunting to prep for the springtime slaughter.

267
DF Dwarf Mode Discussion / Re: Weapon research
« on: December 12, 2010, 12:25:37 pm »
@Xenos

Well, ordinarily yes. But due to the rather special properties of adamantine, namely indestructability, complete inflexibility, negligible weight, and extreme rarity I consider the standard way of construction things out of adamantine to be wrapping it around a frame and then applying "dwarven magic" to harden it. Which would give these properties if instead of a ordinary frame you used a solid lead weight.
Adamantine is not indestructable, or entirely inflexible.  It is just VERY resistant to being changed.

268
DF Dwarf Mode Discussion / Re: My first monument.
« on: December 12, 2010, 12:16:46 pm »
I was just about to embark in a forest. Now I'm going to do it in a desert.
for it to be possible you need an infinite surface water source.  because if the murky pools evaporate/run out, you cannot trade in the fall due to needing to use one of your precious 3 logs to make a barrel for survival.  But I guess you could slaughter your pack animal, make a bone crossbow and bone bolts then hunt animals that wander in to get a few marksdwarves to slaughter the elves come spring.

269
DF Dwarf Mode Discussion / Re: cheese vs milk
« on: December 12, 2010, 12:11:44 pm »
How many units of milk can you fit in a barrel? Just the one bucketful? Does milker's skill increase yield or anything for that matter?

Speaking of milk, how much should animals other than cows produce? It seems unnatural for a horse to produce as much as cattle bred for it. Also, can you milk non-domestics like goats?
The amount of milk that would be produced would be relative to the size of the baby animal.  horses are similarly sized to cows so similar amounts of milk will be produced.  (the amount of milk that is gained from modern dairy cows is a bit ridiculous though)

Currently, only cows, horses, maggots, donkeys, and camels can be milked in vanilla dwarf fortress.  Goats should be milkable, and I want elephants to be milkable solely because I want to export crazy valuable cheese.  :D  And I can never find maggots.

270
DF Dwarf Mode Discussion / Re: A magma Question
« on: December 12, 2010, 02:37:33 am »
and sometimes the caverns are so tiny that they compose 60 tiles of space.  On one z-level.  But basically, go down to the very very bottom level of your map, go up about 10 levels, and thats about where you should hit magma (use a staircase when magma hunting so you dont channel a dorf into it.  lol.)

They should throw up a "warm stone located" warning before they open the barrel of fun.
True but there is the chance of digging down into a cavern with a magma pool/pipe under your dwarf. 

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