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Messages - Gizogin

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1561
DF Modding / Re: Is there a way to make a tissue that can't be hit?
« on: October 12, 2011, 07:42:00 pm »
When you define the material, use [USE_MATERIAL_TEMPLATE:{material name}:FEATHER_TEMPLATE], followed by whatever custom traits you want it to have.  Then, when you define the tissue using that material, give it [TISSUE_SHAPE:FEATHERS].  There might be other ways, but this will at least make it completely immune to slashing attacks (blunt weapons still seem to be able to do damage).

1562
DF Modding / Re: Help me fix my raws, if you can.
« on: October 12, 2011, 07:28:48 pm »
Well, the lack of tissue thickness would explain why no attacks can land on it.  Looking through your raws, you have
   [VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:IRON:STEEL:CARTILAGE]
This should actually be
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:IRON:STEEL:CARTILAGE]

Hopefully this fixes your problem.  Also, you can probably ignore my previous solution.  The ordering for that part shouldn't make a difference.

1563
DF Modding / Re: Help me fix my raws, if you can.
« on: October 12, 2011, 05:06:54 pm »
If I had to guess, I would say that your problem is due to the following:

Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
This is placed after the tissues you have defined, and I believe that DF only looks at the last set of defined items.  It might be that DF is overwriting your custom tissues.  If so, then putting this immediately after [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE], but before the tissues you have defined.

Another issue you may (or may not, if no attacks have been hitting them) have come across is that your superdwarves will die from any cut they receive.  If this happens, it is likely because, though their blood is molten steel, their skin and fat are still normal.

1564
Nah, there are far too many superfluous organs.  After all, who really needs all those ribs?  And the appendix, ugh, who thought that up? 
The framerate is terrible, too, at least on my CPU.  It takes 24 hours just to run one day.

1565
DF Dwarf Mode Discussion / Re: Largest number of Fortresses in one world?
« on: October 12, 2011, 04:23:05 pm »
New York City has an area of around 1,214,400,000 sq. meters, or 134,933,333 unit tiles.  The equivalent embark size would then be 242x242.  The population of New York City is around 8.2 million.  That means that, if NYC were a fortress, each person would have about 16.5 tiles to him/herself (not counting vertical space).  In an ordinary 4x4 embark with 200 dwarves, each dwarf has around 184 tiles (again, not counting vertical space).

1566
DF Dwarf Mode Discussion / Re: Largest number of Fortresses in one world?
« on: October 12, 2011, 03:59:34 pm »
I'm not sure you got your math right there.  A pocket world is 17x17, and each of those world tiles contains 16x16 embark tiles.  A massive world should be 257x257 and then 16x16, you added another 16x16 in there that didn't belong.

Fun fact: An embark tile is 48x48.  A world tile is 16x16 embark tiles.  A maximum size world is 257x257 world tiles.  That's 2,304 unit tiles per embark tiles.  589,824 unit tiles per world tiles.  38,957,285,376 unit tiles in a maximum size world.  The longest straight path would be 197,376 tiles long.  At average speed of 9.5 ticks per tiles, for your average dwarf, it would take 1,875,072 ticks to cross the distance.  In fortress mode, a day is 1,200 ticks, so it would take 4.3-ish years of non-stop walking to cross the world.  I can't find the exact length of a day in adventure mode right now, but I know that it's over 10x longer than a fort mode day.

To take this further, the circumference of the Earth is approximately 40030.2 km.  If we take the average DF unit tile to be a cube 3m on a side, this means that it would take 13343400 unit tiles to stretch around the equator.  At the aforementioned speed of 9.5 ticks/tile, a fortress dwarf could walk the equator (without stopping, ever) in 126,762,300 ticks, or almost 290 years.  A human with a walking speed of 5km/hr could walk the same distance (again, without ever stopping) in about 22 years.

The surface area of all the land on Earth totals around 148,940,000 km2.  Again, assuming that a DF tile is 9 m2, it would take 1,654,900,000,000 DF tiles to cover all of Earth's land.  If 40% of this is hospitable, then that leaves a total of 661,960,000,000 DF unit tiles that can sustain a fortress.  This means that, at maximum, there could be 718,267,747 2x2 fortresses on Earth.  Dividing the current human population of Earth between all these fortresses would leave each fortress with fewer than ten people.

Going the other way yields even more interesting results.

1567
DF Dwarf Mode Discussion / Re: A Fortress Without Metal...
« on: October 12, 2011, 09:10:32 am »
Now for a few questions:   :D

How can I make my dwarves go/stay in the fortress during a siege?

Is there a way to recover from a tantrum spiral?

I looked at my bolts on the Stocks screen and found that some types of bolt were being forbidden seemingly automatically.  Why is this?

Thanks in advance.
1. Create a burrow, and assign all your dwarves to it when danger strikes (I know you can simplify assigning them all to burrows with alerts, but I don't have much experience with them)

2. As other people have said, smooth/engrave all stone walls, make statues, give all your dwarves bedrooms, make some legendary dining rooms/meeting halls (more meeting areas = more parties = happier dwarves), make coffins so that your dead dwarves can be buried (decaying corpses are major bad news for fortress happiness, as are ghosts)

3. Go to the 'o'rders menu, then go to 'F'orbid, and make it so that used ammunition is not automatically forbidden.  I imagine the auto-forbidding of bolts is on by default to prevent dwarves rushing out in the middle of combat every time someone fires a shot (even though they'll do that anyway to collect corpses/dead dwarves' clothes [you can also change this from the same menu]).

Also, ninja'd.

1568
Y'know, Toady never said that reanimated severed parts would be able to do any jobs...
I refuse to believe that chopping up the creator of Dwarf Fortress in the hope that his remains will be reanimated is anything other than the best possible course of action for us to take at the moment.

1569
DF General Discussion / Re: Why won't you burn?
« on: October 11, 2011, 10:43:11 pm »
On the bright side, you won't have to worry about sieges.  Anyway, there's plenty of room underground.

1570
DF General Discussion / Re: Why won't you burn?
« on: October 11, 2011, 10:37:23 pm »
Uh, I doubt it.  Volcanoes refill indefinitely.

1571
DF Dwarf Mode Discussion / Re: Quest for the Fun Stick! [SPOILER]s abound
« on: October 11, 2011, 09:01:35 pm »
I got volcano, brook, and fun on a 4x4.  Current FPS ~ 15.

1572
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 11, 2011, 07:37:31 pm »
Yeah,
Spoiler (click to show/hide)

Now, how do I keep the
Spoiler (click to show/hide)
safe for my eventual adventurer?

 I'd say drawbridge with lever, but I don't know if that keeps the undead from scattering. It also has the convenient side effect of letting you bolt and seal the now opened hole to
Spoiler (click to show/hide)
, if you think you'll get utterly destroyed. (Which you will be, barring unexpected pigeon intervention)
For now, I have the 'U' -shaped entryway with a floor hatch on each upward ramp, as I heard somewhere that building destroyers cannot destroy hatches above them:
Spoiler (click to show/hide)

1573
DF Dwarf Mode Discussion / Re: Quest for the Fun Stick! [SPOILER]s abound
« on: October 11, 2011, 07:29:05 pm »
My current fort, as I just discovered using the "R"ooms menu, has an upright weapon.  My problem now is how to leave the structure available to my eventual adventurer, while still keeping the hordes of undead safe from my fortress.
Low dosages of the Necro910 Method should suffice.

‼Zombies‼ aren't too dangerous when properly contained.  ;)
Ah, no, see, I want to keep the hordes of undead safe, so that my adventurer can have some fun with them.  Besides, magma is far too easy on a volcano embark, and I've already used it as my primary defense far too often.  :P

1574
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 11, 2011, 07:22:39 pm »
Yeah,
Spoiler (click to show/hide)

Now, how do I keep the
Spoiler (click to show/hide)
safe for my eventual adventurer?

1575
DF Dwarf Mode Discussion / Re: Quest for the Fun Stick! [SPOILER]s abound
« on: October 11, 2011, 07:20:19 pm »
My current fort, as I just discovered using the "R"ooms menu, has an upright weapon.  My problem now is how to leave the structure available to my eventual adventurer, while still keeping the hordes of undead safe from my fortress.

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