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Messages - Zaik

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421
If you have no immigrants and no caravans, and your civilization is described as having 'no important leaders', then most likely you are in a world where the dwarves were wiped out during worldgen.  Your dwarves are the last dwarves in the world.

it's time for to turn the babies back on, set up a 1 tile meeting square, and lots of booze imo

422
If you're having trouble with idiot haulers building themselves into rooms, you can build a wall in front of the place you want the real wall, then build another wall where the only way it can be built from is the side you want, they cannot(or will not?) build walls diagonally so they will go to the only free side.

423
DF Gameplay Questions / Re: power 2010
« on: September 19, 2010, 03:47:15 pm »
What, like a reactor?

I think if you pump water into a channel that loops back around behind the pump you can power something like 4 water wheels? I've never done it because i honestly can't find a use for power outside over-elaborate drowning traps and i've given up on bothering with magma pump stacks after spending a whole day on one and then having the bottom pump be built backwards and not be accessible anymore.

424
DF Gameplay Questions / Re: Stone cleanup?
« on: September 19, 2010, 03:43:56 pm »
Could stone cleanup be done by setting stone boiling point low enough for one game run?

Yeah, but you're going to lose *ALL* of it, and there's no telling what will happen to the walls.

Just set it to 10015 and it should instantly evaporate when you re-load your save. No clue what else will happen though. You may destroy every single stone floor and wall of that type that isn't constructed.

425
DF Gameplay Questions / Re: Slightly different FPS question
« on: September 19, 2010, 03:15:05 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.

426
DF Gameplay Questions / Re: Slightly different FPS question
« on: September 19, 2010, 02:33:45 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.

Although, recent Dorf Science suggests or gives suspicion to the fact that the FPS loss may also be due to invisible vermin getting too common.

I dunno really, something just happens within 5 years to usually really take down the FPS, usually within 1-2 years of first proper bloodshed.
Would need Toady to really figure out the reason what parts of his code eats most of the CPU.

Someone much smarter than me came up with a way to get rid of the blood/vomit/ichor/etc. not too long ago, been using it every few fort years or so. Set all your blood vomit, ichor, goo, etc. to boil at 10015 in material_template_default. It makes any blood exposed to air on dwarves or items they are currently wearing evaporate instantly. It doesn't affect blood on items dwarves are not wearing or on floors and walls, but dfcleanmap takes care of the floors and walls and drawbridges and melting take care of most of the items.

I would recommend only leaving it on a few seconds though, it seems to hit fps while it's on if your dwarves are doing anything that gets blood on them, like dumping corpses, as you have blood explosion looking things going off every time it happens(they're harmless, but still fps eaters). Also i was fiddling around and for some reason my dwarves wouldn't eat any of the food i had despite the fact they were so hungry they were hunting for small animals. Switching it back to the default file fixed it all though.

427
DF Gameplay Questions / Re: Engraving & Smoothing Floors & Walls
« on: September 19, 2010, 02:09:45 pm »
Yes, it's directly related to the value of the stone that was there.

Also the quality of the engraving matters a lot, however a native platinum floor is worth a lot more than a magnetite floor is worth a lot more than random trash stone floors.

The good thing about constructed floors and walls though is you can build them out of almost anything that would make sense to have a wall out of. No cloth or leather, but for example, if you have a *lot* of iron and flux, building a steel room for some jerk noble will probably shut him up. I've not actually tried that to test the value though, i think i might do that right now out of curiousity.

Edit: dug out a 5x7 block of space in black sand and built a wall around it and floors with plain steel bars. Gave it an exceptional junk stone door and masterwork bed. Room came out as a "Grand Bedroom", coming out ahead of a lot of masterwork engraved rooms that were sandstone and other junk stone. Used 34 steel bars and the aforementioned furniture. I'm not sure, but i don't think steel blocks would make the room have any more value, as both are 150 dwarf$. It might give it a "Smooth" effect like it does for stones though, which i know increases the value, but random junk stones have a value of 3 and the blocks have a value of 5, so there's no way to be sure without wasting 34 steel bars and i'm not feeling up to it right now

428
I had an axedwarf lose a hand, then win a fight, then i can only assume he found a way to cauterize the wound or apply a tourniquet, as he immediately stopped bleeding. He promptly picked up his shield with the same hand he was using his axe with and never took another injury. He was able to block and attack just fine, despite having both items in one hand. I figure he just had someone strap it to his forearm.

429
Happens to me all the time when i'm building ceilings over weapon traps that get a lot of use.

430
DF Dwarf Mode Discussion / Re: Deadly Migrants
« on: September 19, 2010, 09:06:40 am »
I'd definitely get the lasher a scourge or whip the next time the goblins happen to lose one. Blowguns are much harder to get, and more importantly, get ammo for.

If you're not above modding the raws, you can go into the entity_default.txt file for the world you're playing in and add this:
[WEAPON:ITEM_WEAPON_BLOWGUN]
      [AMMO:ITEM_AMMO_BLOWDARTS]

under [ENTITY:MOUNTAIN], and your dwarves will able to create blowguns and blowdarts.

431
DF Dwarf Mode Discussion / Re: Overkill trap numbers
« on: September 19, 2010, 08:35:32 am »
Well that's no fun.

Now your military wont have anything to kill.

He'll have fun if he forgets to restrict his burrows before a goblin ambush sets off all the traps.  :P

On a constructive note, how many people here use stonefall traps? I imagine most people are sticking to the tried-and-true 10x steel serrated disc weapon traps, but stone is ever so plentiful.

I've used them a few times, they are very effective for the price(two worthless stones and a minute or two for mechanism creation, building the trap, and loading it per trap tops), however Later on once you are hauling constantly just to keep your place cleaned up it really slows everything down having to load them over and over. Most of the stones in the traps survive to be used again, but it's still just too much additional work unless you've found a way to work in 80+ hauler/mason/mechanics at once. Once I upgrade my PDC i may give it a shot, but that's a while away still, my population cap is set at 110 for now. Gives me about 60 haulers overall.

Anyway, as far as effectiveness goes, anything not wearing armor(war animals, trolls, etc.) might survive 4 traps tops, generally less before being knocked unconscious or killed. The rocks are like extremely heavy hammers with terrible accuracy basically, each one could in theory jam skull through brain but most often breaks several bones and scare away or bleeds to death stuff. More or less you're taking quantity over quality. One weapon trap with various serrated discs or former invader weapons will dismember or kill multiple invaders before being jammed with corpses or running out of ammo, however it will take several stonefall traps to kill just one invader, generally.

432
DF Gameplay Questions / Re: How to get dwarves swimming?
« on: September 19, 2010, 05:59:18 am »
Just curious, does swimming actually do anything? I mean, maybe keep your dwarves alive longer while drowning or something? I've always been curious.

433
DF Gameplay Questions / Re: oh .13 you so crazy
« on: September 19, 2010, 05:12:31 am »
You'll still get migrants, it'll just be a bit more difficult. Just export a ton of wealth and they should come anyway.

434
DF Gameplay Questions / Re: fishing zones 2010
« on: September 19, 2010, 05:07:23 am »
Do they show up as Water Source? If you make the zone the actual aquifer and not the floor around it, it won't work. Took me forever to figure that out.

435
DF Gameplay Questions / Re: oh .13 you so crazy
« on: September 19, 2010, 04:58:29 am »
A lot of people are getting that with no/little deaths, probably a bug. I think i read someone that was guessing that it was assuming all the dwarf deaths in your historical area(Area things like engravings and whatnot are pulled from) died in your fortress, but i wouldn't know one way or the other myself.

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