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Messages - Zaik

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436
DF Gameplay Questions / Slightly different FPS question
« on: September 19, 2010, 04:56:20 am »
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.

437
DF Dwarf Mode Discussion / Re: Proposed solution to red menace
« on: September 18, 2010, 03:05:06 pm »
I'm personally not entirely overwhelmingly in hate with the way blood works right now.  My dwarves inside the fort clean the place up rather nicely before too long.  I have a couple dwarves who I don't bother giving any tasks except clean and they keep the place pretty sparkly.  It also helps that I've smoothed every exposed surface, which encourages them to keep things clean.  Gunk outside eventually gets washed away by rain.  I haven't embarked in no-rain areas, so I expect that could get really annoying and it would probably be a good idea if blood and gunk would decay after a while in those cases. 

But there are two things that really, really need to be fixed:

1) Blood in water never goes away.  Getting anything in water is only a guarantee that it will multiply indefinitely.  If you embark on a frozen location, snow/ice counts as water.   Anywhere you have snow/ice is going to be permanently and forever coated in a thick sludge of anything you've ever killed.  That's just wrong.

2) Pets can never get blood or other contaminants washed off.  I've been using the "dipping pool" method where I have a short trough between my meeting hall & food storage area and the rest of my fort.  Every dwarf has to go through it to get food or booze.  My dwarves are all shiny clean.  They track the crap out of the pool, but like I said, my dwarves generally keep it pretty clean because it's built very near the meeting area.  However I've examined pets on one side, covered in 11 pages of gunk.  They step into the pool and I pause.  While they are in the pool they only have "Water covering" over all their body parts.  When they step out of the pool they are coated in water plus a coating of every single contaminant that is currently sludging around in the pool.  Even if you can somehow clean your washing station of every contaminant currently floating around in it and replacing it with clean water, as soon as a pet steps in, it's full of crap again, ruining all your hard work.

Also worth noting that unless you use dfcleanmap every single time a dwarf walks through the dipping pool with blood on their shoes eventually all your dwarves will end up with that blood on their shoes. I was wondering how they were getting so much blood everywhere while being completely clean, then i realized it's all over their shoes. You can get it off by sitting there and cleaning every time someone with blood on their boots walks through, but it's kinda tedious, and very difficult to keep from introducing new nastiness to it.if there was a way to have it have flow without being 7/7 and connect it to a brook or river it might work, but i have no clue how that would work. I do know that a river or brook sucks all the blood out and away, i've had several underwater stabby deaths recently.

438
DF Dwarf Mode Discussion / Re: Proposed solution to red menace
« on: September 17, 2010, 09:14:38 pm »
Still need a way to clean blood off of dwarves and items and corpses though. That's probably the worst thing going on atm. Dwarves and their weapons and probably everything else they wear keeps the blood of everything they've ever killed on it unless you hit them with a bunch of water, then immediately use dfcleanmap to get rid of it before everyone else gets it on them. Thinking about coming up with a way to pump some water into my barracks and drain it out without interrupting training and/or accidentally drowning someone. Wouldn't need to be going on all the time, of course, just every few years. Would probably need an infinite source of water though, unless you used dfliquids or something to do it, which doesn't seem unreasonable really.

There's also the matter of corpses and blood(often if killed by your military dwarves, they'll have several different creatures' blood on/in them that was on the weapon), however you can always just atom smash those.

439
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 17, 2010, 05:07:19 pm »
I'm just going to sit here and watch it fall all the way apart.
I attempted this a few days ago. I got lucky and ended up only losing about 90% of my dwarves, leaving 7 or so children and one adult to fend for themselves for a year. Then I got a migrant boost, and from there, all is well.

That would have worked in Vanilla, I'd have had to quarantine most of my fort and such, but I would have never been able to keep animals again, nor use half of my fort. Animals were getting the rot still from just existing somehow, i can only guess it was tracked all over my fort and anything without shoes got it. Adult Dwarves with shoes on would occasionally get it while there were animals alive that had it as well, so that's pretty much that.

However with the fortress defense mod i just got crushed by three trapavoid sieges at once.

440
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 17, 2010, 11:40:46 am »
I'm currently watching my greatest fort ever kill itsself.

We'd survived countless sieges of hundreds of various modded and unmodded races without incident, had been progressing well, had finally set up a way to pass through my fortifications quickly without allowing invaders to bypass my traps, and just all in all kicked a ton of ass everywhere. Didn't even have any unfrozen water above ground, we'd been doing just fine without it.

A single deadly dust flying FB i'd forgotten about from early in my fort found a diagonal gap in the bottom of the execution drop i'd dug out to get rid of prisoners quickly and got in my fort. He set off his dust thing one time and didn't manage to kill anyone with it but himself. However, his dust had a rotting syndrome in it, and about 1/5th of the fort caught it before i realized what it was.I made a hospital at my front entrance so that my next siege would kill them and they'd stop getting miasma everywhere. This worked very well, my population dropped from 104 to 80 in about 20 seconds. Then i remembered that instead of my usual humongous meeting space that keeps people from getting to know others well, i'd gone for a 1 tile one to get a mood boost early. So, instead of nobody really caring who dies outside of having to be bothered to haul the corpse to a coffin, everyone is really great friends with pretty much everyone and the mood of the fort goes from awesome to batshit crazy in seconds. I realize that now all the animals have caught the rot and quickly throw them down the execution pit thingy, but it doesn't even matter anymore because people are going berserk, destroying stuff while tantruming, and running around naked babbling like a crazy person.

We're down to 40 now, despite a migrant wave full of fresh faced new workers that were immediately attacked by the mayor who was then seconds later killed by the only remaining sane military. They're all miserable now too for some odd reason.

I'm just going to sit here and watch it fall all the way apart.

441
DF Dwarf Mode Discussion / Re: Find that ore!
« on: September 17, 2010, 02:27:29 am »
Er, that thing actually works?

It always crashes when I use it.

442
DF Dwarf Mode Discussion / Re: Embarking on a mountainside Volcano
« on: September 17, 2010, 02:26:13 am »
All I had at the moment was Obsidian (and a LOT of it) so built my depot out of that. Unfortunately, my dwarves didn't last long enough for the caravan to arrive.

reclaiming time?
[/quote]

No mud in the caverns on reclaim :(

443
DF Dwarf Mode Discussion / Re: Bed fix
« on: September 17, 2010, 02:24:53 am »
The fact that it's even/odd was probably originally emergent behavior, since right after you break something, you want to fix it.  The pattern would stop though I suppose if one "fix" didn't fix enough stuff well enough.

Nonsense, that's where you get things like version b, c, d, etc.

444
I generally build a 4 tile wide hallway from my central stairway towards the edge of the map, then turn left or right and make about 8-12 bedrooms, then turn that direction again, make a few more, and make a big spiral that goes into itsself until the center, and i put the noble rooms in the center with the space that is too much for one space but not enough for two, hoping they'll starve to death in the time it takes to walk all the way around and out to somewhere.

445
DF Gameplay Questions / Re: What's the function of Traction Bench?
« on: September 16, 2010, 09:32:13 pm »
I've never gotten a "Urist McBoneguy cancels Traction: Patient not resting" error, but i'd build them next to beds just out of principle.

Like a row of beds with a space inbetween, traction benches between and tables out at the ends of each bed

Most of my Traction requests come from broken hands and fingers

446
DF Gameplay Questions / Re: This,Good sir is madness
« on: September 16, 2010, 08:38:46 pm »
10 is the most efficient, any less is just a waste of a spot to build a trap.

447
DF Gameplay Questions / Re: No marks dwarves?
« on: September 16, 2010, 08:32:16 pm »
I've had marksdwarves get bolts out of bins no problem.

The only problem i've really had with them is they're useless outide of being in large groups, and in large groups they're too busy giving Demonstration Demonstrations to do any archery practice.

448
DF Gameplay Questions / Re: FBs and settling in caverns
« on: September 16, 2010, 08:24:02 pm »
From what I understand, if you wall off only one Z-level of a cavern, the incoming FBs can show up *on top* of your walls.

I prefer to build fortifications with a ceiling, a few tiles away. FBs never leave, so once one shows up, it's marksdwarf bait.

Of course one can appear *while* you're building your defenses...

Yeah, stuff has shown up on top of my first wall before, not always though.

I just wall off all of it if I decide to do so. Building walls on top of walls is easy enough.

449
DF Gameplay Questions / Re: Military Tactics?
« on: September 16, 2010, 07:59:25 pm »
Paving the way for sending armies to other places perhaps? Or a skill the worthless militia commander noble can hone sitting in his study while the real military dorfs do all the dirty work?

Tactics though... makes you dream a little. Proper battles with formations and lines? We can only wish.

You must either have a glitch, not doing something right, or haven't actually played the game enough.  My militia commander not only trains and fights with his soldiers he ends up getting most of the kills.

Same here, mine is almost always the first guy there, sometimes the Captain of the guard is too if he isn't out killing dwarves for not making tin beds and clear glass warhammers.

450
UNless i have a dumb noble that wants platinum i just use it to make bins.

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