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Messages - DTF

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241
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 24, 2012, 04:58:41 pm »
Spot the facepalm!

Spoiler (click to show/hide)

242
DF Gameplay Questions / Re: Marksdwarves and fortifications
« on: May 24, 2012, 11:13:13 am »
Once I start attacking the creatures in the caverns, I'll want patrol routes down there, too - probably many of them. So a simple squad-based solution to this would be very welcome, at least to me.

In my experience, the patrol/burrow thing is the only reliable way to position them right other then leaving them only one tile to move to.
It would be nice to implement formations. So that your squads arrive in a useful fashion (as in you can order the strong ones in front, the marksdwarves in a row etc) and not in the total clusterf.. they often perform.

243
DF Gameplay Questions / Re: Dwarf Children/Clothing workaround
« on: May 24, 2012, 11:08:02 am »
I don't recall whether such baby-children arrive with clothing or not, so maybe those ones get the bad thoughts....  I'll have to try to pay closer attention.

Children born in the fortress also get this 'What's this? I'm naked!' bad thought spike when they fail to pick up new clothes in time after their first set (picked up after becoming a child) starts to wear out all at the same time.
Again, that is just an assumption, but seems plausable.

244
DF Gameplay Questions / Re: migrant overload
« on: May 24, 2012, 11:04:07 am »
With precision unfortunate accidents you can shave your population down to the cap, without falling below it and inviting another migrant wave.

Urist McMagic recommends standing below a raised bridge in full privacy. There will be no screams. Just make sure you ordered that slab. And then *poof*, !!NINJA VANISH!!.

245
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 24, 2012, 08:58:22 am »
Is there a way to move the cursor more than one line at a time, but less than a whole screen at a time, when viewing the new full-screen lists?  For instance, on the "Stocks" screen, it takes forever to scroll down to "bars".  I either have to hold down the arrow key for just over 4 seconds and let it accelerate, or press the key several dozen times.

You mean Page-UP / DOWN on your keyboard? 
On other screens it may be * and / for page jumps. If that hasnt changed since .07


edit: a d'oh... 'but less than a whole screen at a time' . Have they changed the tab order in the stocks menu? That would be horrible, the "3x down key, 2 pg down" to get to bars quickly is already part of my DF soul.

My question:
how the hell do you make a 1x1 tile pit (that is making the tile an 'open space' tile) without creating a ramp, trapping the dwarf in the pit or building access stairs etc? Am I missing something completely obvious? I dont have the space to create a cave in in the area I have in mind.
Doesnt have to be a 1x1 pit, but I am genuinely puzzled as how to remove the "roof" of an area without ever stepping into it.

246
DF Dwarf Mode Discussion / Re: Where is all my armour going?
« on: May 24, 2012, 06:59:03 am »
As a sidenote now that your mistery has been lifted: when in the military screen, press e-> P (thats SHIFT+p) and you can check each dwarfs individual equipment currently assigned to him including metal grade and quality. It'll make it easier for you to determine how many more suits of armor you'll need.

247
DF Dwarf Mode Discussion / Re: BIG Migration Wave
« on: May 24, 2012, 06:55:45 am »
a 1x1 pasture will do

if you pasture more than a couple of animals together they will gradually kill one another with crowding attacks.

I meant one 1x1 for each pig :P.
I had my fair share with turkey brawlers when dozens of eggs hatched in a small room... an explosion of blood.
You can probably even cage the pigs without them starving, but that wouldnt create these nice conga lines you can make with a sow in front and several piglets in the back in your hallways.

248
DF Gameplay Questions / Re: Dwarf Children/Clothing workaround
« on: May 24, 2012, 06:43:49 am »
Okay now I'm confused.  No bad thoughts, no bad thoughts, upgrade from .09 to .1, play a bit, kid goes insane... bad thoughts RE: clothing.  It's not as if my clothing situation has changed much... I don't get it.  it being fixed for '.08 and '.09 and screwed up again for '.1 seems unlikely.

It may just be that as the baby becomes a child it picks up all its clothes. All the clothes wear off at the same time which results in a massive unhappiness spike if it hasnt picked anything new up. I had it happen a couple of times. They usually do not even recover faster enough from the bad thoughts and just stand somewhere, not getting any other good thoughts or food/booze. As soon as a kid goes stark clothing mad, I wall it in somewhere.

249
DF Dwarf Mode Discussion / Re: BIG Migration Wave
« on: May 24, 2012, 06:35:14 am »
I call a 25 dwarf wave lucky. Getting 30 dwarves and their 40 chilrdren in one go... urgh, you just want to close the gate.
For easy food industry (seriously, isnt making big farmplots easy enough? :P) I can recommend pigs. They dont graze (a 1x1 pasture will do), they give milk, they give good meat and leather and they breed fairly well while needing NO work or care whatsoever.
Alpacas give everything (milk, meat, leather, yarn), but need 5x5 pastures and managing a larger herd with all its milking, shearing and butchering can be too much for a newbie.

As for what to do with all of them: clear stone. Get rid of all the stone cluttering your hallways by dumping it on a tile near the mason workshop.
Give all of the useless dwarves masonry (make sure to use the mason's workshop profile 'P' to only let your real mason work there) and stone detailing and go about smoothing every last tile of your fort and building walls etc.
Or draft them, give them cheap crossbows (its material only matters in melee), some bolts and an archery target for each of them. They will still be crap, but at least there is a lot of them.

250
DF Dwarf Mode Discussion / Re: Desert Fortress and Pyramids!
« on: May 24, 2012, 06:14:33 am »
Also. make a scaffold frame around your obelisk by building extra floors/stairs you can deconstruct when done with the project. Helps a ton with any elaborate build.

Use retracting bridges instead of floors for a large scaffold. Needs less stone and creates a fairly large walkable area in only one job.
And for the lever & support quick deconstruction: check your scaffolding where it may be supported by the pyramid or whatever... nothing like awaiting your scaffolding to go down in a huge crash and then nothing happening as you pull the lever. =/

Do you have any idea on how big the base square should be? You have a very large area at your disposal.
Also: super bonus points if you could get your hands on a mummy somehow. Or zombie camels.

251
DF Gameplay Questions / Re: smithing boots
« on: May 24, 2012, 05:58:54 am »
http://dwarffortresswiki.org/index.php/DF2012:Armor#Footwear

It clearly says one. Two boots will be made out of one bar.
Just remember: the only ones needing more than one bar are of course body armor (breastplate and mail) and greaves (for some reason).
Adamantine armor needs as many wafers as the item's material size. In the case of boots that would be 2 and for a breastplate 9 and so on.

252
DF Gameplay Questions / Re: My epic fort is dying of FPS
« on: May 24, 2012, 05:53:07 am »
If framerate is more important than aesthetics, you can optimize your fort's layout to reduce the total distance a dwarf has to go to get somewhere. You might consider making personal dining rooms and quarters next to where they work so they aren't running all over the place every time they need to eat or sleep.

Good point. I am not quite so sure what effect burrows have on pathfinding (do they still always try pathing out of a burrow or just when a job orginated inside a burrow and its destination lies outside?), but that could help limiting the dwarves' eagerness to beardly go places noone has gone before. Everyone knows the phenomenon that dwarves go to the other end of the fortress to eat their plump helmet when there is a gigantic dining room a few steps away.
Making several burrows, say for farming, crafting and military, which overlap on a central food and clothing stockpile (so you do not need to set up several. I havent played .10 yet, but in earlier versions it was a pain to organize goods to be distributed equally over several stockpiles) as well as maybe a dining room and the living area could force dwarves to stay and path close to where they are.  Include a bunch of haulers that may go everywhere to cover inter-burrow hauling.

That is if you really want to go through the trouble of setting this all up properly. Dwarves will always find the one hole in your burrow system and bug you about it with job cancelation spam - and of course activating a civilian alert will cancel all current burrow assignments. All in all a lot of work, if someone is willing to do some science on it be my guest.

There's been some speculation that items on the map cause lag though, and butchery/killing tends to generate a lot of items. So it could actually make framerate worse in extreme circumstances, assuming items do cause lag.

Now that you elaborated this so well, I see why what I said doesnt make any sense. Although DF is... kind of dwarfy in regard what it is tracking, I doubt a mastermind like toady would build in such a FPS breaker as tracking dead things (other than in lists and legends which, I assume, take next to no processing time or memory).
Maybe it is because with time the fort grows, both in population and dug out space, and so does your number of animals (both living and slaughtered ones) and everyone gets lower FPS the longer the game goes. People probably connect the wrong ends together in that they assume butchering animals causes permanent lag because their FPS drain the more they butcher - butchering causes lag due to the number of items created, not because an animal has died. Much like the assumption a few versions back, when some believed items traded away would cause permanent lag, because of the lag when a trader enters the map.


If you have reached and uncovered the magma sea already, turning off temperature could help immensely. Again, I am not so sure about this as I am by no means proficient in the way how DF is programmed. But f.ex. magma pump stacks do not only cause so much lag because they move liquid over good distances, but because in the process the surrounding stone gets heated up and cooled down constantly forcing temperature calculations. Having large areas of magma in contact with stone in the sea could be to a lesser extent be the same. One way or the other, turning off weather and temperature always helps.

253
DF Gameplay Questions / Re: My epic fort is dying of FPS
« on: May 23, 2012, 07:15:54 pm »
- Killed all non-essential pets and animals

I've heard that the game tracks even dead animals. So killing them is of little help - not letting them breed sure is useful.

Also:
- wall off unused mines and hallways, dont let the pathfinding try out a route into a dead end
- you can try to mark traffic areas (high, low, restricted, etc) to help out a little with pathfinding; though the effect may be negligible
- dont just dump: atom smash everything you do not need anymore (stone, clothing, plants, children)
- turn off any moving liquids
- do not dig out vast useless areas
- have fewer dwarves
- replace stairs with ramps

254
Layed eggs arent necessarily fertilized. If nothing hatches about a couple of months, take the eggs away and let them lay new ones.

255
DF Gameplay Questions / Re: Keep running out of plump helmet spawn
« on: May 22, 2012, 06:39:57 pm »
Is fertilizing worth it now?  I haven't tried it in many years but it always seemed to be a waste of time and wood in previous versions.

Doesnt really need that many logs to be effective - and wood is dirt cheap to buy.
Producing the potash isnt trouble either, a random hauler can do it and depending on how heavily you want to fertilize you can get through a year with only a dozen or so of bars.

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