Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JAFANZ

Pages: 1 [2] 3 4 ... 54
16
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 13, 2015, 05:40:05 am »
on a side note: how to assign a weak ass hammer to my hammerer...i have lost 3 hammer lords to my current hammerer because he uses steel hammer
Spoiler (click to show/hide)
According to a recent post in another thread, you want to equip him with a Hammer made of Candy or possibly Steel, or Crossbow made of the lightest wood you have available.

Looking at the wiki page on weapons a Xbow should be smaller/lighter than a War Hammer of the same material, & wood has really bad impact values.

So ideally a Basic-quality Feather Wood Xbow?

And maybe assign your cook or bookkeeper to job?

17
DF Gameplay Questions / Re: Coins
« on: October 02, 2014, 02:10:17 am »
Stockpiling them on a bridge, then retracting or raising it should still work (think "Coinstar Danger Room"), & also be cheaper.

18
If the highest pathing cost is set to a value where walking on every other tile on that level (not "any", "every" as in "all of them, one after the other") is cheaper, I would expect dwarves to avoid those tiles.

19
DF Gameplay Questions / Re: Full Gold Minecart + Entire Circus =?
« on: September 12, 2014, 10:23:32 pm »
Does Obsidianisation no longer work on the Clowns? or would that be too cheaty? (sorry, I'm still back on on DF2012).

20
DF General Discussion / Re: Setting df to use more cpu?
« on: July 11, 2014, 12:59:37 pm »
If you really only have 3 cores, I suspect there's something wrong with your computer as computers are usually designed around multiples of 2 (it's a binary thing).

Not true. AMD Triple cores work perfectly fine, AMD and Intel have hex cores, and Intel's Xeons are actually built around 5 and 10 cores right now.
Well you (ideally) learn something every day, so thank you.

Apologies for the misinformation provided.

21
DF General Discussion / Re: Setting df to use more cpu?
« on: July 11, 2014, 08:02:18 am »
I am a total retad when it comes to computers (and have bad English) so bear with me plese.

I have 3 cores. It seems all 3 are checked as an option for all processes by default.
If I set DF to use only no 3. Will everthing else automatically use the first 2 until those are at full capacity. Ensuring me that DF most likely is uninterfered with?

does this make sense at all?
I suspect you actually have 4 cores, numbering in Winblows (at least) starts at core #0.

If you really only have 3 cores, I suspect there's something wrong with your computer as computers are usually designed around multiples of 2 (it's a binary thing).

22
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 11, 2014, 03:45:31 am »
Ok, so I'm sticking with DF2012 for a while yet, & I want to do new 3x3 embark with a Volcano in the center.

The thing is, I have a thing about the camera centering on the middle of the map (since each region-tile is 48x48 fortress-tiles, this means I want to target any one of the central 4), however I don't know of any way to control the amount the camera moves by when you hit the edge of the currently displayed area, so I was wondering...

TL;DR: Is there any way to manually edit or otherwise explicitly set which exact fortress-tile/co-ordinate a given hotkey centers on when setting a "zoom" location? a specific file I can edit perhaps?

23
@Salithus, JAFANZ - sadly I have no idea.
Oh well, thanks anyway (& it's stopped doing it, but only after a reboot caused by a Steam CTD when I wasn't even running DF), & thanks for maintaining this massively useful game pack.

24
May I enquire what it is that makes hitting [F1] pop-up a message "Following Plump Helmets [5]", & how I disable it?

25
On Windows 7 Ultimate x64 the symlinks script fell into some sort of infinite loop, repeating so fast it was unreadable, so whilst I can add another "It didn't work", I can't say why or even which part.

edit: The r64 "Copy data from my old install" batch-file also didn't work for me just now, I did see at least 2 instances of not recognising "do" as a command, & didn't actually see anything copied (I just did it all manually).

26
Lord knows why a graphics pack changes worldgen though!
Some alter the raws in more than just the graphics.

There was one (Mayday?) that, back in DF2010 at least, added a single ingredient cooking recipe/reaction, that was sufficient to change the way worlds were generated (or at least, that's what I believed to be the problem).

27
Speaking of Obsidian, & Crossbows...

Is it just me or is weird that dwarves don't have Stonebows & Slings? (I mean sure, Obsidian wouldn't be the ideal ammo, but at least it's plentiful).

28
DF Dwarf Mode Discussion / Re: The Perfect Dwarven Fort Entrance
« on: June 30, 2014, 03:15:45 pm »
I think my most common design is a "single lever airlock" using only one bridge per lever/airlock (When the bridge is up, the fort can't access the Depot/Airlock, when the bridge is down [so the dwarves can cross into/out-of the airlock] Building Destroyers still can't do anything about it, 'cos they have to come up from below).

I have been known to build 1 for each cardinal direction, for... traffic flow (let's call it that anyway) reasons.

29
If you have a bookkeeper set to sufficient precision (& with enough office assigned), you can track your seeds, plants drinks & meals.

If you have too much booze, & need food, enable cooking  of plump helmet seeds (if you've been growing & brewing you should have plenty) & Dwarven Wine, but disable all other solid foods. ensure your plump helmet seed bag(/s) is(/are) further away from your kitchen than your booze stockpile (or just create a temporary food stockpile that only accepts from links it does have, put a garbage zone over it, then dump a bunch of plum helmet seeds on it).

Then instruct you cook to make Easy Meals, you want lots of stacks rather than large ones (probably a few more than you have dwarves).

IME seeds are never stacked, so each seed in a meal is a stack of 1 (so if they don't use booze, you'll get 2 biscuits), add booze & you might turn a given stack into 26 (as such I have been known to identify & forbid the barrels/pots with larger booze stacks until I can use them in roasts), just be sure you specify how many biscuits you want.

A stack of Seed/Wine biscuits is unlikely to ever be valuable enough to impress a dwarf who doesn't have a preference for wine (IMO), but you should have plenty of food stacks of sufficient size to be going on with for a couple of seasons, by which time you'll hopefully have set yourself up to make huge roast stacks of valuable materials intended to give happy thoughts, & buy out entire merchant caravans. (as a bonus, biscuits means your chef trains a bit faster).

30
DF Dwarf Mode Discussion / Re: Very limited shiny stuff supply
« on: June 27, 2014, 03:05:47 am »
Due to magma, and **FUN**, I have forged exactly 4 wafers of magic shiny blue stuff. And there is no more coming out until I drain the third caverns into the magma ocean. So, for the moment, that's all I'm getting.

One moody dwarf finally made up for all the artifact rock earrings and braclets, and stole one to make a very very nice battleaxe, but what should I do with the other 3 wafers? Three helms, one sword, something nice for the dining room?

Suggestions, please.
Use one of the "Magic metal replication" exploits?

Pages: 1 [2] 3 4 ... 54