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Messages - Zaik

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406
DF Gameplay Questions / Re: Dwarf Apetite & Thirst
« on: September 21, 2010, 05:31:15 am »
Weapons and Armor in DF 2010 only cost 1 metal bar per item...
AFAIK the same is true for furniture

It's a bug with forge reactions, or so i've heard.

You will get job cancellations stating the *correct* number of bars if you have zero bars, however everything only actually requires and uses one bar currently.

Oddly, forging metal clothing taking multiple cloth functions just fine. a dress is !5! freaking cloth. 5!

407
DF Gameplay Questions / Re: Does size matter in combat?
« on: September 21, 2010, 05:05:29 am »
I think most of your problem was the weapon used. I've had war elephants win easily 1v1 against random armed/armored goblins, but the mechanics behind whips are kind of odd at the moment and they basically work like a hammer flying at supersonic speed and hitting a tiny target. That can either be a broken finger, or skull jammed through brain every single hit.

To put it into perspective, a silver scourge can penetrate steel armor easily and break spines and organs, and whips have 2.5 times the velocity of scourges.

408
DF Gameplay Questions / Making my dwarves ignore warm/damp stone
« on: September 21, 2010, 04:45:49 am »
Please tell me there's a way to do this. Also tell me how, if there is.

The only time i've ever actually dug into magma or water without knowing it WELL beforehand the place i dug through wasn't warm despite the magma being on the other side.

409
DF Gameplay Questions / Re: Clothing
« on: September 21, 2010, 04:40:50 am »
I have had the exact opposite problem.

I have dwarves psionically claiming stuff off invaders and the first 30 dresses my clothesmaker makes every time.

Sometimes they pick them up, sometimes they don't. Every once in a while, they claim stuff they likely can't even use, like small clothes, though i think that guy was a child when he claimed them so it might be okay.

410
DF Gameplay Questions / Re: Fey Mood and can't find stone?
« on: September 21, 2010, 04:32:42 am »
Tanner = Leatherworks, been stated before but oh well.

The only time i've had trouble with a mood wanting something specific and not mentioning it i believe it was gems. I had a guy sit in a workshop until he went crazy surrounded by blocks, leather, wood, and rough gems, all unforbidden, none with pending tasks like moving to a stockpile or anything, and no burrows at all. He ignored them all and just went crazy. It's happened a few times and the only connection i can ever make between them is they all want rough gems.


411
DF Gameplay Questions / Re: Incredibly stupid question
« on: September 21, 2010, 04:20:34 am »
If you don't make sure to always save when you can end up losing track of which one is right, because if you use a save from an autosave, it will start making autosaves that are like region x - season - year - season - year

and so on. i'd imagine it gets worse but i gave up on finding my ral save and deleted them all.

412
DF Gameplay Questions / Re: Would this fix the blood FPS problem?
« on: September 21, 2010, 04:15:59 am »
In init settings, there's an option to turn on the FPS counter. Animals being locked up in one way or another will help a bit, but I still claim it's dwarves that dish out most of the pathfinding FPS damage. You can argue there's no conclusive evidence, but plenty of stories tell of how forts can greatly delay FPS damage by limiting population. There are also stories of mature forts with low FPS which suddenly get really low FPS when invaders appear - some people used the FPS counter as an advanced radar for when ambushers spawned on the map as it turned from 20-ish to 6-ish.

One thing not yet taken into account are cavern critters (especially those in unexplored  parts of the cavern,
that exist [in each of the 3 cavern layers] but donīt appear anywhere on your unit menu)
Another possibility would be pathing of HFS (if they already exist before breaching into their location and arenīt all just c5reated afterwards)

The first one definitely requires pathing, probably in a complex terrain, due to the layout of the cavern, with lots of ramps leading up and down

If you use dfreveal your unit list will show every unit in the entire embark area. Most places i've used it have5-20 demons wandering below, except for good areas, which i think might be messed up in my install because i never get any wildlife at all outside of cave creatures and vermin, and no demons are there either. I've never pierced HFS in one of them, but who knows if that would even work.

413
DF Gameplay Questions / Re: Help with keeping raccoons out!
« on: September 21, 2010, 03:39:16 am »
weird, i've never had a raccoon avoid traps before. I occasionally see  raccoon corpses on my weapon traps and have no idea where they came from, but it's always on the first row

414
DF Dwarf Mode Discussion / Re: Advanced World Generation Settings
« on: September 20, 2010, 11:38:16 pm »
1: You'd just have to set a world to generate a ton of rivers and volcanoes. You could set it to a retardedly high number and when it gives you the "can't generate enough xxx" error at world generation, just tell it to ignore all errors.

2: the poles are hard coded to be frozen and scorching. You can *not* change it without memory hacking, if at all.

3: there's no way to reduce them below 1 level without removing them from the raws, and i have no idea if the game would even run without them or not. Might as well try saving a copy of the raw file with soil in it and if it doesn't work fix it.

4: The only thing i can think of beside designing your own world with PerfectWorldDF is reducing the number of peaks.

415
DF Dwarf Mode Discussion / Re: Outrageous Scimitar Ability?
« on: September 20, 2010, 10:59:51 pm »
Another draconian swordsman tore the tail off of a hoary marmot with a stab.
Short swords do this as well, i've seen a number of various creatures of all shapes and sizes separated from their lower bodies, arms, legs, heads, etc. from stabs. Dunno if it's a bug or just stuff hanging on by a strip of flesh.

416
Most of my water FBs have been killed within three attacks, seems like all you have to do is cut them open and all the water runs out, like a living bubble or something.

417
Currently, in 31., your dwarfs can't get hurt when training with real weapons.

Oh, ok. So... why do training weapons exist?

Once upon a time when people sparred it was actual combat, now when they spar if they hit it specifies that it is a light tap.

There is always that one in a million chance that you'll get a "Urist McAxeyMaster strikes Urist McNewRecruit in the neck with his *Adamantine Battle Axe*, lightly tapping him and sending the severed part sailing off in an arc!" or something like that, because the neck is completely unguarded outside of Robes/Dresses, but it's rare, even pitting a legendary champion against a recruit(generally they won't spar until the champion gives a number of demonstrations to raise the recruit's skill first anyway)

418
DF Gameplay Questions / Re: Slightly different FPS question
« on: September 19, 2010, 08:06:15 pm »
I suppose I will test trying to explode and boil other stuff. Can I boil away all loose rock easily?
...
Should work the same as the blood, though it's more than possible that all walls and floors of said stone will boil and evaporate, just like ice. COnstructed floors should be unaffected, however constructed ones.

Does getting rid of all loose rock influence performance in any significant way?

It would be nice to turn off all vermin and invisible critters and insects that don't significantly influence the gameplay or limit their numbers severely.
Same with most of the useless vermin fish that serve no real purpose than slowing down the system.

I've heard destroying thousands and thousands and thousands of rock will improve fps, however if it's just something like 500-1k it's not worth bothering to set the dump designation.


419
DF Gameplay Questions / Re: Caverns
« on: September 19, 2010, 08:04:09 pm »
#1: You have to actually dig into an open area of the cavern to reveal it. It's entirely possible to miss all the caverns  and go straight down to the Semi-Molten Rock at the bottom, which cannot be mined through. They are totally randomized, and connect to the border of the embark area at different places. I recommend going down 7-12 z-levels and just digging randomly from there, you should hit it sooner or later. Unless you messed with the worldgen file a lot before generating your world, there's at least two caverns, and the first should definitely be no lower than 15 floors down outside of some freak occurrence like a 2200 zlevel adamantine spire or artifact with the entire history of it's world on it or other craziness.

#2: Your cave-in was most likely a small bit of water directly hitting magma and making obsidian, then having nothing but magma or water below it, hit the bottom of whatever it was in(most likely magma, but you never know).

#3: up/down stairs go both up and down at the same time. You can just keep digging out up/down stairs on top of each other and they work just fine for going either way.

420
DF Gameplay Questions / Re: Slightly different FPS question
« on: September 19, 2010, 05:00:09 pm »
Would having a large number(971) deceased units affect my FPS? I remember someone mentioning a tool that could remove those, but i don't remember what it was called. I'm still on 31.12, so stuff should still work.
Probably not so much them being dead as all their items still being around and their blood, vomit and water being around said items and still multiplying through smears and such.

Although, recent Dorf Science suggests, or gives reason to the suspicion, that the FPS loss may also be due to other factors, perhaps some invisible vermin getting way too common as opposed to catsplosion?

[CREATURE:FLY]

How do I make them all magically die by editing creature_insects.txt ? Might be worth to test out vermin theory too by mass-destroying them all somehow. Ideas how to accomplish this easily?

Similar way of getting rid of vomit, though much more dangerous dwarfy.

Go into the raws and edit all your vermins' [HOMEOTHERM] to a retardedly high number. 12000 = magma, as far as I can tell. So....way higher than that.

When you load up your game again, every single one of them *should* explode into a fireball instantaneously. And every one that ever comes on the map after that will also instantly explode. I have no idea how this will affect dwarves though. Judging by how the thermonuclear catsplosion thing went, probably badly. It'd be an easy way to see exactly how much of them are on the map though.

On the other hand, you could also try freezing them out, setting [HOMEOTHERM] below 10000, however i have no idea if this will actually work. All insects except dragonflies have the biome restriction NOT_FREEZING, so i would hope that they'd die.

However, the thing that really makes me wonder if it's actually vermin is they seem to all have a MAXAGE of 1. Er, actually 1:1, which is *probably* 1 year baby 1 year adult, but i don't actually know because i just started messing with this stuff. They could be reproducing on a massive scale to offset their small age, but overdoing it because they are required to have 1 year as a baby and then 1 as an adult rather than a more realistic year or much, much, much less for the whole process, that would easily cause it i suppose.

Well, setting homeotherm to 10x of magma for vermin does nothing to the current game or the vermin, it seems. Blood boils now very nicely when it is bled, but other than that, nothing. Flies still popping all around my food stores. FPS remains the same at steady 2.

I suppose I will test trying to explode and boil other stuff. Can I boil away all loose rock easily?

Should work the same as the blood, though it's more than possible that all walls and floors of said stone will boil and evaporate, just like ice. COnstructed floors should be unaffected, however constructed ones.

Also, I just tested it as well, it didn't work at first, then I remembered I needed to set TEMPERATURE in d_init to YES. Changed it and re-loaded, and now several fires have broken out above ground. Insects seem unaffected, however small vermin caught fire instantly. FPS dropped, but it is supposed to be lower with it on. Gonna turn it back off in a second and see what happened, after i put out these fires with dfliquids.

Edit: I don't think that "a swarm of acorn flies" and the acorn fly mentioned in the raws have any connection. I just removed their brains and hearts as well as setting them to a temperature that set other non-insect vermin on fire and they're unaffected. They're the only thing related to insects showing up on my map though. The only other thing i can think to try is outright removing them.

Double Edit: I definitely saw a 10+ FPS boost by boiling away the blood from 400-600 kills and setting all the vermin on fire or removing their organs or both, however there's no way to say how much of which did what. Also worth noting, apparently every ant colony has 11006 ants in it. 10000 workers, 1000 soldiers, 5 drones, 1 queen. I set those to 4. There's no way to say if that even affected my current fort or not, or if it can/will affect anything at all.

Triple Edit: After setting most of this back to normal vermin started sieging my fort. I see at least 4 dragonflies, 3 lizards, and a bunch of other crap flying around all over the place. I assume they function like wildlife, if you kill everything on the surface or in a cavern something else *will* spawn immediately or very shortly. So you'd have to regularly purge vermin along with boiling off blood.
Or remove all the [VERMIN_NOTRAP] tags, i'm gonna try that and see if my weapon traps eat them.

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