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 - Reelyanoob

Pages: 1 ... 83 84 [85] 86 87 ... 101
1261
DF Dwarf Mode Discussion / Re: Dwarf Fortress in 3D !!SCIENCE!!
« on: April 20, 2011, 07:36:21 am »
a simple 3D ascii would also be nice if you ask me(floating characters for mobs, everything else flat/stuck to ground).
No need for cheesy animations!
I'd go stick-figures based on body plan (i.e. tube arms, ovoid head/body, with some new body part tags for size shape, orientation), and overlay textures.

Go look at Spore creature rendering. Something like that would obviously work for DF. EDIT: Just came across the Spore reference a few pages back.

Really the main draw for 3d for me would not be for animations or any such thing, but rather so I can view my fortress in all its glory in realtime!

Not having to scroll up and down through z-levels would be glorious.
Yeah gloriously uncontrollable! How are you going to select anything? Or see what is in a room? Maybe there could be a true roaming 3D camera, but that would make gameplay almost impossible in my view, and be worse than z-levels

My vote is for Isometric cut-away at the "current" z-level, with lower levels shown but greyed out (with the grey becoming black deep below ground). If you want to see the whole thing, you just go up in z-levels, and have a switch for the greying out.

1262
Does this work even if I seal the cave?
Yup. Just access the caverns at all and all underground soil or muddied rock will "spore" plants and trees. Btw, this is use for a herbalist as shrubs block new trees, so clearing shrubs in the underground tree area  (or overland area too i guess) encourages new saplings.

Rock pot is basically a stone barrel. It works for me for everything except workshops which ask for a "barrel" to create (dyer etc)

1263
Also, I was considering of making vases to store booze rather than barrels, so that I can save wood. But to make a vase at the kiln, other than clay I need fuel. How much fuel do I need? One log worth of fuel to make 1 pot, or is the equation more in my favour? Because if I still need a log, I'd rather make a barrel straight away - it saves time.
Not just time, but resources. There's no point in glass or clay pots until you build magma forges, since as you point out just build a barrel with the one wood. Go for rock pots.

There's no point with metal bins (or cages) until Magma for the exact same reason.

1264
What I meant by calling flooding mechanisms "hypertheoretical" is, I am talking about the first ambush or siege. At that point you merely have established food production or Craftsdwarfes, you are trying to set up some sort of metal Industrie, dig out all neccessary rooms etc.
Building the few first few flooding tubes (i built at bank of 8 but it was a bit overkill) uses no more time or labour than it would have taken to get farm irrigation up and running in previous versions. The only time-consuming thing for me is to link each tube's P-Plate to the 3 hatches and 1x1 raising bridge per tube, but I didn't bring a trained mechanic. There's no reason flooding defence can't be created within a season or two, if there's a river embark, since we were basically doing the same labours up until a few versions ago for something else which is no longer required, so I'm pretty sure you can't just say there's "no time" in the first year for these preparations.

Metal industry if anything is a luxury in the first year.

Bringing 7 miners isn't going to help (well i bring 2, and 3 might speed things up a little). There's only 8 mined squares per tube in my design ,on z=0 and z-1, plus the water intake tube on z+1. A skilled mechanic would help link the whole thing quicker.

During the same time I experimentet with the world generation module to learn wich attributes result in wich worlds. The problem here is the crashing of DF.exe once you already got one world and are trying to create another. No big deal, as long as you delete the old regions.
I gen large batches of worlds to find good sites, tweaking worldgen settings between gen's as I go and only delete them when I get annoyed with so many folders. And my laptop only has 40GB HD total. The DF folder is sitting on my desktop, and the C: drive is only 5 GB !

I've never had a crash for that reason. You REALLY can't have two worlds at once??

Maybe it's the creating 10x10 sites which save to 2.5 GB and the like which is crashing DF, I bet you make max size worlds / history too?

1265
DF Gameplay Questions / Re: O God! Flood!
« on: April 20, 2011, 12:11:02 am »
Lots of pumps on and just before the area you want to wall or floodgate off. Pump the water off the map or something

1266
DF Dwarf Mode Discussion / Re: Regarding Ghosts
« on: April 19, 2011, 06:22:33 am »
I think if you let wild animals breed up in a pen, then release them, you can restock the local wild-life. The only thing is the pen of wild animals stops anymore entering the map (surface or cavern life included) due to the wilflife limit on the map. If caged, there's no limit, but they don't breed (other than females who are already pregnant before entering the cage)

1267
Encrusted gold crafts. Thousands of credits per mug/ring/necklace/whatever. With 3 gold bars, you can buy out a caravan without wasting dwarves moving stuff nor having your fingers rot after so many clicks.
I make a macro and just hit Ctrl-P once per page

1268
DF Dwarf Mode Discussion / Re: Hell embark
« on: April 19, 2011, 05:59:34 am »
I discovered that if you use Just Embark on an all-ocean square you actually start IN hell ! This would make a great succession game "Escape from Hell"

1269
DF Dwarf Mode Discussion / Re: Blizzard man...EVIL!!!
« on: April 19, 2011, 05:57:02 am »
Seconded the cage trap idea. Make him into a Zoo exhibit!

You only need to wall off your stairs entrance, put a few (just in case something else comes along) traps in a gap, and have your guys go about their underground stuff (maybe burrow and alert them so they don't go back to the surface, until he finishes with the expedition leader, and tries to get in)

1270
For the random generated guys : Sure, they are, but for those of us that thrive on immersion, they are also fellow dwarves... It can be a little heart-wrenching to see them slaughtered  ;)
I agree, it does upset me too, but I'm not losing half a dozen trained soldiers to save half a dozen of them.

What you said about the traders is a good point, usually if humans turn up during a siege they've been able to hold their own near my forts, but I take measures to "thin" the ranks. The flooding traps i mentioned are great for this, a number of the invaders get killed and the rest turn tail and run. I really want to get them all, so on my next fort I'm building a trap room with many Hatch/Pressure Plate entrances, so they can path in but not out. The idea is to siphon a whole siege into one of these rooms, to be dealt with later (because they won't run away too early if I keep them alive/uncaged), maybe have 2-3 of these chambers, with controls levers for flooding the chamber, opening a cage-trap corridor for capture, and drawbridges to reveal marksdwarves for a firing squad

1271
Basicly all your "Lock your door" "raise your bridge" etc tips fail once a wave of migrants or some trader arrive. Both get slaughtered in no time and either your dwarfes get mad or the race of the traders.
Yeah, but that's never happened to me at all. No tantrums, no angry traders. I've locked plenty of traders out to save the fortress and they got killed, never had them siege me (but I do give a 100% markup on trades) So really there's got to be something else going on with your fort.

EDIT: I even once accidentally lowered a drawbridge onto a trader, turned out to be the head one i guess, and all the rest of the caravan turned around and went home that year without getting to the depot. They didn't even siege me then. And I think the biggest tatrum spiral I ever had was like 3 guys or so. I don't even build personalized bedrooms (just a bunch of undesignated single rooms with beds), or smooth the floors or anything, just a big dining-room, good food and drink.

And really, if 1 or two migrant waves get nuked, that's no great loss.

Why would I send out guys I spent hours training to die fighting a horde of goblin crossbowmen, just to save some guys generated by the Random Number Generator? And they are literally randomly generated the very instant that you get the announcement that migrants have arrived. Even the exact number of migrants and their pets is only determined at this moment.

some sort of hypertheoretical flooding mechanism.
What do you mean "hypertheoretical" flooding mechanisms? They work, they work 100% of the time and you don't have to have guys loading and unloading traps because they reset themselves. I can show you the design if you like (my version at least).

Also with the auto-flooding tunnels, you don't even have to know there's anything coming, you don't need to set an alert or have a burrow or pull a lever to be safe. Even the goblin's equipment ends up in an underwater compartment, so no dwarf tries to path to it during the siege.

If anything, manually locking a door or ordering troops around is "hypertheoretical" because if you are AFK or fall asleep that's not going to work, but the flooding machine carries on regardless.

1272
Great idea, but I run out of ideas to provide my dwarfes with work once they become more than 50 >.<"
Idea! - 50 training pumps.

Already tried that. Once Migrants arrive and get killed I get a crazy tantrum spiral.

Funny, I've never had anyone care about migrants whatsoever.

Also, because my dwarves are busy I was able to atom-smasher 3 of their actual working brethren (they were all "cat lovers", their  14 pet cats were in the chamber too), the forts glass maker, dyer and  i forget what the third one is. Because I keep them busy, nobody even noticed.

1273
DF Gameplay Questions / Re: Optimal Squad Size
« on: April 19, 2011, 03:30:08 am »
I think there's still a bug where every metal item costs 1 metal bar to produce, rather than what it's supposed to cost (can anyone verify this is still correct?). When you melt down a breastplate, you get 0.9 bars back, eg 90% return (it's a glitch basically). So making a lot of copper breastplates is a good way to train your armourer up without using up too much metal. Or you could churn out some steel breastplates with a low-level armourer, then when he's gotten to a high level (on copper stuff), melt them down to make high-grade armour.

Don't forget all the cloth/leather layers you can have, as part of the uniform, and I hear some people have 3 mail shirts under the breastplate, so churn these out.

Also, buy out all the armour/weapon/metals the caravans/invaders bring, to use or melt down. btw, I even buy the wooden stuff from the elves, wooden gauntlets/helm/leggings are better than nothing at all, and they have wooden shields for sale too, saving on materials.

1274
Boingo, with a few Craftsdwarf stations set up and Make Rock Crafts/R, bins will soon be worth at least 2-3k or more apiece
2-3k per bin is the miserly crap i used to churn out. decorated cloth crafts = 20-25k per bin and is renewable.

I'd consider the syrup roasts, but I enjoy running my cloth industry, and it sounds too easy.

1275
DF Dwarf Mode Discussion / Re: Movies that remind you of DF
« on: April 19, 2011, 02:46:58 am »
A cross between Poseidon Adventure (flooding/burning/collapsing, crawling through tunnels) and "Volcano", coz of all the tunnels and lava. Now there was a bad movie, but very DF

Pages: 1 ... 83 84 [85] 86 87 ... 101