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Topics - Uzu Bash

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46
DF Dwarf Mode Discussion / Baroness sleeping on the floor
« on: February 23, 2015, 08:49:59 am »
My Baroness was promoted from the hunter/gatherer out of the founders, and she's always had a habit of sleeping anywhere but in beds. I've seen her sleep in the hallway only 6 tiles away from her bed, and then get an annoyed thought about it. Her quarters are already equipped for a Duchess, and she uses her desk and dining room and personal well, but won't sleep in her bed. Or in any of the dormitories scattered all over the place.

She still goes hunting and gathering, so of course this is a security issue. How do I make her sleep in her bed or any bed?

47
DF Dwarf Mode Discussion / puzzling plumbing
« on: February 19, 2015, 02:54:15 pm »
I've got a system that isn't behaving as expected, so it's causing more maintenance problems than I foresaw.

At the top, two pumps merge into a single flow which channels down twice then rises once.

Side view:
Code: [Select]
~~~\ \_/ _
    \~~~/
      v
The u-bend has two vents at the bottom (the v symbol), but those empty into a reservoir that fills completely, so the pressure should become constant enough to push past the rise. But there's only a rare 1/7 trickle that evaporates into mud where it should be flowing. Do vertical diagonals also depressure water flow?

Even if that's the case, another downward vent drops directly down a z-level into a circular canal that should generate flow according to floodgates.

Overhead view, in brief:
Code: [Select]
   |X|
|~~~~~X~~~|
   |~|--|~|
|~~~~|--|~V
   |~|--|~|
|~~~~~X~~~|
   |X|
The V on the right is where the canal fills up, X are floodgates, the left are dead ends awaiting future expansion. To the north and south are actually two more intersections with dead end left and right before continuing to the exit floodgates. With north intake and south drain open, or vice versa, I would expect flow along the center to stabilize after all the dead ends fill in. Yet a row of 4 waterwheels hanging across it aren't doing anything but requiring power. If I disengage the connecting gears from the rest of the system, they only require 53 power, but they aren't contributing any.

48
DF Suggestions / war boars
« on: February 18, 2015, 06:23:00 pm »
Pigs can be trained, so why couldn't wild boars be as trainable as giant lions? They're smarter than dogs, more territorial, and can be much meaner. The reason we don't keep domesticated pigs as housepets is because as loyal as they can be, and even housetrained, they're much worse than dogs about taking out their frustration on the furniture. They grow bigger than a coffee table and will easily demolish it. Wooden doors will not hold them for very long. Because of their territoriality, they do make good guards, and if the snort of an angry pig doesn't completely freak out a would-be intruder, they can floor them with a charge and trample them. No joke, even domestic pigs will break bones.

49
DF Suggestions / bench seating
« on: February 18, 2015, 09:25:29 am »
Compared to a row of chairs, the time and resource cost per tile would diminish the longer a bench is. The transport time would increase, but the installation time would remain the same. Installed, bench seating is more social than the same row of chairs, and dwarves would have the chance to form impressions about their benchmates, from the nearest to the furthest away, depending on their own mood and inclination toward company or solitude.

50
DF Gameplay Questions / minecarts not getting loaded
« on: February 16, 2015, 12:35:05 pm »
The minecart en route is getting pushed between stops on schedule, but they never load from the stockpiles linked right beside them. I've seen one once between routes with 24% load, but the stockpile at the end was still empty when I checked later. Everyone assigned to push vehicles are also assigned to haul every item in the stockpiles. Desired items isn't set as a condition because it doesn't express all the conditions the separate stockpiles do.

What's wrong here? How do I get resources to the end of the line and finished product back up?

51
DF Suggestions / cave adapting adventurers
« on: February 15, 2015, 12:42:17 pm »
If fortress dwarves can do it, why not adventurers? Dwarves and goblins would adapt fastest, elves the most slowly, humans as usual rest in the middle ground. Cave adaptation would give a further range of perception -- you may not read billboards at that distance, but you could tell a shrub from a draltha, if you knew what a draltha looked like.

52
DF Suggestions / build vertical axles through fortifications
« on: February 15, 2015, 11:25:27 am »
Or construct fortifications around them. If they have a hollow interior, why not? This way it doesn't take a 3 to 8 tile enclosure to protect them from rampaging destroyers.

53
DF Suggestions / stockpile links with Trade Depot
« on: February 14, 2015, 07:49:40 pm »
Give and take piles with the Trade Depot. You could have the Depot preloaded with everything you want to go out, so dwarves don't have to interrupt their usual jobs for a last-minute hustle. The take links could remain active while no traders are present, and could be activated as soon as you dismiss your trader after trading.

54
DF Suggestions / produce until take pile full
« on: February 13, 2015, 08:34:29 am »
An option for repeatable orders in a workshop with one or more stockpiles taking from them; pause production when stockpiles taking from the workshop are full. Especially useful for kitchens, so a clutter of meals aren't generated to sit around and rot. It would be useful for any product you have a regular use for, so you could pause production when you have a surplus defined by the stockpile size, and resume when dwarves are using the products again.

55
DF Suggestions / Foremen and Prospecting - mining automation ideas
« on: February 11, 2015, 12:36:46 pm »
With a foreman, you could designate a broad general area for resource extraction, then the miners would attempt to only dig tiles to reach and remove ore and mineral veins. Depending on foreman skill, they may also avoid causing cave-ins, but this would be less certain if more than one z-level were designated.

So how would they know where the veins are? Right now if you designate a vein, the miner follows it flawlessly, without wasted time on neighboring stone. This expertise should come from specialized geological study, or acquired through experience with exposed rock surfaces. Miners would develop a 'feel' for where the goods are likely to be found. The more rock face is exposed in the entire embark area, the better a geologist or prospector will be able to predict where unexposed minerals and ores may be.

Lacking an academic expert for advise, the best foreman would be someone with well-developed prospecting senses. They'd be able to more efficiently direct miners in reaching and cleaning out the veins.

EDIT: Dig profiles. Just like workshop profiles, but for a designated excavation managed by a foreman. You can set the range of miner skill required, or restrict it to particular miners. Like temporary burrows that only include designated tiles, and only exist until the designation is complete.

56
DF Gameplay Questions / civization first contact
« on: February 09, 2015, 04:33:44 pm »
I embarked on the only mountain range no dwarves have ever settled in, and got an originating civ that was destroyed over 900 years ago on the diametrically opposite side of the map. They're the only civ appearing in my list, even though I'm on the immediate border with two human empires. For two years in a row, no trade liason has appeared with the dwarven caravan, and no other races have sent anyone. My civ should at least be familiar with the elves they're technically still at war with, though they're also the in furthest diagonal corner from me.

How long does it take for a neighboring nation to notice and open trade? I'm still under 50 population, but over 250k generated wealth. Not even the kobolds across the prairie have visited me. Will those elves hold a big enough grudge to cross the hypotenuse to carry on a nearly millennial feud?

57
DF Suggestions / save world progression between games
« on: February 05, 2015, 07:45:17 am »
After progressing the world events to prepare for a new game in a used region, commit it to the save file. If you're not ready to settle on your embark/adventurer generation decisions at that time or, phenomenally unlikely an instance as this no doubt is, something fucks up in the configuration stage, you don't have to sit through the hefty delay again.

58
DF Gameplay Questions / running macros in background
« on: February 02, 2015, 12:53:51 pm »
Whenever I task out, or even hover the cursor outside DF's window, macros break. The PLAY indicator still flashes, but the macro doesn't execute. Is this a bug, or something I can fix with proper configuration?

59
DF Suggestions / climbing with handwear
« on: February 02, 2015, 09:16:05 am »
Metal gauntlets should make climbing more difficult because of the loss of flexibility and kinesthetic sense in the fingers. The loss is very slight with leather gloves, which also add friction metal surfaces won't have.

Wood gauntlets don't seem ideal for climbing, but if elves make them, would they craft them to optimize tree climbing or sacrifice it?

60
DF Suggestions / Nobody Poops
« on: January 31, 2015, 10:05:13 am »
They eat, drink, sleep, and I assume they shit in the larger human settlements, because the sewers are enormous. Do elves shit in the woods? The closest thing dwarves have to a sanitation system is any body of water they can get next to. But there's no consequence to neglecting waste management at higher population levels. Do they not shit?

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