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 - Stromko

Pages: 1 [2] 3 4 ... 25
16
DF Dwarf Mode Discussion / Re: He's armless
« on: September 24, 2012, 09:17:46 am »
Make him your hammerer. He might never stop trying and failing to clean himself at the water's edge, but who knows. Of course you might still get some tantrums when he rips the throat out of a bunch of haulers for dissing a mandate.

17
DF Dwarf Mode Discussion / Re: Max size embark that works?
« on: September 24, 2012, 07:05:57 am »
(Note:  Even at 350,000 fps, high evil high savage areas are still near impossible to survive in.  Kinda neat.

~400000 frames in a year, right?  That can't be playable if you were really getting that rate.  Or you're a cyborg :)

Yeah I'm imagining someone tapping space, waiting a second, hitting it again. "Your fortress has crumbled to its end."

18
The insistence of my dwarves in picking up bins full of multiple sets of steel armor, dragging them all the way to the surface, and onto the battlefield so they can put a helm that one of my military dwarves randomly dropped back in the bin. It isn't just after battles of course, dwarves going off training like to leave armor and weapons scattered about, so of course what must be done is to drag up the bins from my guarded armory to put it all back.

Once they do this, they seem to realize the futility of the whole operation and just leave the bin there, so that days later some other dwarf can remember that there's about 50,000 dwarfbucks of valuable armor sitting on the surface and maybe they ought to put it back in the stockpile.

They monkey around with weapon bins in the same way. Every time I want to make a weapon trap, I have to wait and pray that they stop dragging around the bins long enough for me to designate some deadly implements for my traps. Half the time all I have available is a few large daggers, when I know I've got large serrated blades and giant axe blades floating around somewhere.

I suppose I could remedy this somewhat by splitting up my weapon and armor stockpiles more. If I had one for steel battle axes, one for iron, etc, then they'd logically be dragging around less full bins, at least. On the other hand every time they do that, we'd lose access to all our spare steel battle axes all at once, and I'd have dwarves going on-duty being unarmed and possibly not finding a weapon to use before going into combat. I've set all my axe dwarves to chop wood, but they still like to drop their axes when they go on/off duty, and all my other military dwarves are out of luck.

I'm tempted to go without bins altogether, but I don't think I have the space. I've already tried adding wheelbarrows in the hopes that this way only a single dwarf per stack would be running around swiftly with the wheelbarrow, but this only works for bin retrieval. My other haulers are still dragging the bins by hand up six flights of stairs and then dropping them out in the barracks or out in the field, only the trip back is quickened and now I only have as many dwarves taking them back into the stockpile as I assign wheelbarrows to that stockpile.

19
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 04, 2012, 11:20:01 am »
There are still troubles with the Eternal Fashion submod. As you already know Dwarves arrive wearing only a cloak and two shoes, and they won't wear anything else unless they're assigned a uniform.

The starting seven dwarves don't seem to mind, the trouble is that all my migrants are quite unhappy about being 'exposed'. One has already gone babbling insane, with seemingly little else bothering him. Granted the fortress was still new so he didn't have an excellent bedroom or dining room to cheer him up.

I hope there is some workaround to making this work, as having loads of rotted clothing laying about is both messy and won't do the frame rate any favors, but having your dwarves naked and mad isn't any kind of good.

Sticking them all in the military and assigning them a uniform does seem to work to get them to put on some clothes now that I've given that a shot. It is unfortunate they don't arrive with any clothes so you have to expend a lot of effort to getting them all dressed when they get there, plus sticking them all in squads is going to get unwieldy down the line.

20
DF Dwarf Mode Discussion / Re: Necromancy? Endless wave of undead bones x-x
« on: September 04, 2012, 04:50:34 am »
Maybe at some point Toady can implement the destruction of body parts if they're raised up and broken down enough. Or just a random chance that they get destroyed any time they're 'killed' again, so that the items don't have to track any additional info such as how many times they've been raised. Or perhaps they can simply become ineligible for necromancy after a few times.

Though it might be fine if there was just more of a delay between raisings, so that you have a chance of dumping them down a pit or something.

21
DF Dwarf Mode Discussion / Re: Can someone explain "bolt-holes" to me?
« on: September 04, 2012, 04:39:49 am »
Forbid death items option is a must for that, and I like to just mass-forbid any random items that are outside as well. I find it easier to just go through the stocks screen and manually reclaim the rare items that're worth bringing into the fort, once it's safe to take them.

22
I can't believe no one suggested this. The solution is magma. It doesn't leave teeth, hair, skin, arms, heads, or anything else for that matter that can be resurrected.

It does take time to get the magma up to your depot, I know, but it sounds like you've got the undead locked out so you could just hold them off until you're ready.

Or it could be much faster to just build a magma-flooding room just above the magma sea or some other convenient location, so you'd only need one pump to flood it (or a retractable bridge over the magma sea, if you don't need to recover magma-safe items on the invaders), and dig a passage up to the outside from there that has to go through the trapped room.

I'm of the opinion that fighting the undead while there are still necromancers about is indeed foolish, especially if the necros are scripted to avoid melee dwarves (so the chances of sending a suicide-dwarf out there to spot them isn't even very good). If this were the old DF versions where training champions was simple, I'm sure a military solution would be the best option, but it takes damn near forever to get skilled military dwarves now.

23
DF Dwarf Mode Discussion / Re: Miners Not Digging, hunting
« on: August 30, 2012, 02:37:50 pm »
You can usually buy bars from the Dwarven caravans. Maybe dump and reclaim some food and booze down into the passage where the miners are trapped so they have a better chance of longterm survival. Unfortunately they will probably have to catch some vermin before they even look for real food, and if they succeed in that they might just dig their way out.

24
DF Dwarf Mode Discussion / Re: What to do with too many meals
« on: May 27, 2012, 05:39:48 pm »
Stop making meals, stop farming, use your Dwarves for other labors.

Maybe keep a locked storeroom full of meals so that if you forget to ever re-enable food production, you can quickly fix it when your Dwarves get hungry again. Of course it could take the better part of a century to run out.

25
This presents the issue of easily making quantum stockpiles, which toady wants to address very soon anyway along with the hauling changes.

I wonder if some kind of fluid dynamic might be a good fix for that. Say a tile can hold 10 items, so once it's full additional items will spill out to adjacent open tiles. This would be a good way to properly simulate big mounds of treasure in a hoard, or a mounting stack of coal being brought to your smithies via mine carts.

If items have a size or volume attribute, then each tile could have a total capacity which will vary in quantity based on what the items are. A few bins might stack, whereas a few dozen loose crafts will probably spill all over the place. Clever players could use this as a sort of warehousing system, with increased economy of space in exchange for the extra work of manually stacking items.

Full-capacity tiles shouldn't completely block movement-- that would be hell on pathfinding, not to mention introduce intimidating complexity for newbies-- but force dwarves to crawl through the space, which will introduce inefficiency and slow down work if not accounted for. This would encourage players to set up proper storage spaces instead of any old place.

Once items have a liquid-type flow mechanic, it makes sense to incorporate item volume and liquid volume together. Items will displace liquid, or be displaced (float) if they have low weight-to-volume ratio. There might already be something like this in the new splash code.

It all seems rather complex, but I think it would fit with dwarf fortress pretty well. It would open up activities like filling a lake or a well (or a caldera) with rocks in order to raise the fluid level. Clever folks could probably set up custom pumps and liquid cannons this way, and item stacking rules have been a long time coming.

26
First of all, I'd like to say that there's no ironclad reason to not let you settle in mountains by default, though it could cause issues, but I did want to point out some things.

For one, traders should be using wagons in the newest version, I've seen this myself in some of my recent forts, though I haven't had a chance to really play since about 34_02. You could eventually smooth out a path no matter where you are, but only to the edge of your local map.

Eventually, immigrant and trader off-map pathing will probably be an issue. There's already historical figures implemented in many capacities, and at some point there will be patrols, settlements, armies, etc that move around on the world map and could reach your fort.

Personally I find mountains to be hard to embark on right now, as there tends to be a dizzying number of Z level changes.

All in all I'd like to see Embark Anywhere as an option you can enable in the init files, turned off by default of course.


27
The devlog mentioned that Toady's considering ways to handle carts that carry liquids, so I felt this would be a good time for the community to brainstorm on that. I couldn't find any other threads about this exact subject, aside from an Eternal Suggestion Voting entry that was extremely far-ranging in topic.

First thing that occurred to me: what if there was a type of rail / depot that caused carts to 'tip' over in a given direction, causing liquids to be dumped? Players could use these as an alternative to pumps to allows for both vertical and horizontal transport of liquids over long distances.

There could also be different varieties of carts, some of which do not carry liquids. Maybe a metal mesh cart, or a slatted cart, or whatever, that just allows fluids to flow right back out. This could be a useful way to coat items with liquid materials, in case there's ever a use for that. Perhaps there could be types of cart that can be switched from watertight to non-watertight when they pass over certain rails or depots.

I'd suggest that carts that fly off the tracks and crash into things should also spill their contents, but that's probably already planned. This should satisfy people that want more varieties of magma cannon.

28
For some reason dumping from the stocks screen never works right for me. I have to mass-claim, dump the whole stockpile, then use the stocks screen to un-dump all the clothing, armor and cages.

I'm pretty sure you can go into the cage from the map and tag-dump the individual items directly.

I tried this and it didn't work.  The goblin ripped out their eyes :(  Now they're blind

Blind Justice for Armok!

Seriously now that they're blind, it should take a lot less goblins to get them up to legendary.

29
The troubling thing is that the only vampire in my world that is "out of the coffin", as the parlance should go, has just taken joy in slaughter without ever having engaged in combat. Did she somehow sneak away from her mountain post and kill the milkman?!

So long as they are physically capable of pathing, vampires will still feed. Burrows seem to prevent your stationed vampires from leaving for anything except feeding in my experience.

30
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 15, 2012, 01:44:03 pm »
What's you guys' normal checklist before breaching the caverns?

I usually try to dig out a big area of soil underground, in a convenient location. It trains up my miners so they waste a lot less ore as they excavate the rest of my fort, and once I breach the caverns my subterranean forest / pasture can get started right away.

Pages: 1 [2] 3 4 ... 25