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Messages - CaptainArchmage

Pages: 1 ... 87 88 [89] 90 91 ... 130
1321
I think i died around the end of year 1... soo...

You were dead as of my turn, and I redwarfed you as Aseaheru II, a weaponsmith (found by looking at previous posts). I don't know about your second incarnation.

1322
Journal Entry, 12th Felsite, 1089

It looks like we have an issue with the refuse stockpile serving the minecart which dumps into the volcano. I've noticed that animal bones are turning up in it, when they should instead be sent to the craftdwarf shops underground. This stockpile is only supposed to take non-processable remains and junk intended for incineration.

This oversight is to be corrected at once. The contents will be sent back to the stockpile and turned into bolts as intended.

My suggestion is to define stockpile to only take from links, and there will be no links. A dumping zone will be designated over the area and activated when items are to be sent to the volcano (such as worn clothing).

Reactor Alpha has a direct connection with the water pumpstack at the moment, and I want to be able to disengage it. Normally I would have linked the pumpstack to the centrally-distributed power network, but this layout is still suitable.

One of the control rooms in the soil layer is a mess of strangely labeled levers, without any corresponding notes written on the map describing which object they operate. I notice two yellow levers, one marked "PT Magma Power" and the other "PT Drain". There are actually many of these levers with strange acronyms, but the ones most understandable are "Flood Outer Door" and "Flood Inner Door", which clearly open a door to a lever named "PT Water Drains", which is not connected up to anything but probably was intended to be connected to the two green glass floodgates underground. I am going to use "PT Drain" for powering the water pump. The lever behind the two locking doors would be better used to fire the magma flooding devices, but one single lever is insufficient for all the intended uses (i.e. firing patterns).

I now understand the staircase I designated as a maintenance staircase was originally intended as a drain. However, this particular design was quite leaky and I will instead designate another drainage point.

We're having an annoying invasion of naked mole dogs, and the conscripts are running around the fortress to get rid of them.

1323
I AM dead, right?

Given that turns since mine have had a negligible loss rate, I don't know. I think I redwarfed everyone who wasn't dwarf'd or whose dwarf died off.

1324
In a technical sense, there are no starters.  The dwarves at the site are the first migrant wave.  There's no sign of the starters.

(Okay, ideally there would be no sign, so just ignore what little I couldn't erase.)

And yes, Captain's turn.  Keep Werty dwarfed, though, okay?

As I'm still occupied with Moltenchannels, its best to skip me for now. I can take my turn after the next person.

1325
We also have Isa, a towering skinless eight-legged kangaroo with a bloated body and a poisonous bite, in the first cavern layer lake not far from the where dwarves are cutting down trees. Peaking into the third cavern layer reveals a pool of ichor from a forgotten beast named En, and some reptile men. The fortress guard is now being moved to rain crossbow bolts upon the undead. I am able to continue overground plumbing construction without undead interruptions, however.

The device is intended to empty into the castle grounds, right? Because that's where its going right now.

22nd Slate, 1089: Some of the soldiers stationed in the northeastern tower were starving, so I relieved the squad of duty. I have also ordered the construction of a new lever room for the water pumpstack further underground. We should really have all our levers in an accessible place.

2nd Felsite, 1089: The new lever room for the reactors is finished and the levers will be installed. A power distribution network column has been dug, and the gears and levers are being installed.

I have designated a new entrance on the western side of the fortress, which will be trapped. That way we can be rid of the undead sieging us.

We have a surplus of gold bars and a deficit of stone blocks, so more masons are clearly needed.

6th Felsite, 1089: The Forgotten Beast Oströt Strabo Ebrå has come! An enormous blob composed of vomit. It has a broad shell and it undulates rhytmically. Beware its poisonous vapors!

(Scribbled down in the margin) For this cycle to be complete, we only need an ass-monster.

12th Felsite, 1089: An ambush! Curse them!

The goblins have sent an ambush, but ran into the zombies. As these goblins are armed with ranged weapons, I believe we should withdraw our forces within the fortress walls in case there are more of them out there.

~Alright, it looks like the low FPS is going to slow things down here for a while, at least until the new entrance is complete.

1326
As an aside... page 19 and 20? Of what? W-where? There's only 7 pages in this topic...

Depends on your config for posts per page. The forum's default is 15.

If we go by reply count, that's better. No errors as with counting pages.

I'm having the floodgate in the reactor drain linked up to a lever in the control chamber. In the meantime, the reactor chamber has been smoothed up and some walls are being put up in the first cavern layer.

Book of the Archwiseard, entry of 16th Slate 1089:

I've noticed that a lot of our residents are sleeping in beds crammed into towers or in open areas of the fortress. That's going to change now, all those dwarves without a room (including the children) are firstly going to be assigned rooms in the prepared areas, which will have proper doors to keep out the nasties. We will then go about housing the rest of the dwarves.

Question: Is it acceptable to name one of the other unclaimed dwarves?

Edit: We have a forgotten beast, Zolak Omubnguksmunxaz "Zolak the Silty Servant-Weevil", a gigantic humanoid composed of flame. It has a knobby trunk and it has a bloated body. Its in the second cavern layer, but not moving. A region of the cavern has been burned out.

1327
Slow is the fun of actual progress.

This. I really like how we have a properly armed group of conscripts who can handle the naked mole dog invasion.

Too many industries were set to repeat without much rationale. I've changed that. Carpentry is going to take a break. Masonry needs to make more doors.

It finally occurs to me why the simulations showed an error with the pumpstack, and why the water level was dropping. The cavern area to the south is not a lake, rather it is a stretch of normal cavern that is used as a drain for the water flowing through the dining hall waterfall. That may need to be corrected now.

We have a book on the site. I believe it is in the cage with one of the necromancers, not one of those sieging us at the moment though.

Update: A green glass floodgate has been installed on the reactor drain. Other than that, some jobs have been optimised so we now have woodcutting and fortification in the caverns.

Update2: Noticed bedrooms not zoned properly. WTF. A proper scrutinization of this clusterfuck has to be carried out.

1328
I sense that fun times are being had.

You mean "slow times".

1329
The green glass floodgates were not linked up to levers.

1330
The lift stack is designed to flood. The only place it all drains is, into the two offshoots at the bottom. The inflow is plugged by the two engines down there, so it'll only flow out if the two flood gates down there are opened.

I only actually planned for two windmills, to power the magma flooding mechanism, located under the constructed floor over the lower right hand corner of the volcano.

There should be enough wood if we strip the southern area for wood, but that requires defeating the zombies.

By flood, I meant some water would end up flooding the access stairwell and end up flowing the wrong way. It would also end up flooding the depot access, which is OK but I'd much prefer some control over the process. Doors are being installed.

The trouble with the underground cavern lakes is they are not refilling properly, or at all. I will need to see how this will impact the design. Are there no aquifers on the map?

1331
Edit: There seems to be a design thing with this. The surface designs for these infiniflow reactors worked fine, maybe they need fewer wheels. I have done this before (in 0.31.18) but it was on the surface. No aquifer, the entire structure of the reactor including the water reservoir was aboveground. The reason I am using this design is to prevent the kind of flow calculation slowdowns that happen with normal water reactors*.

*I notice we have a dining hall waterfall. Technically the drain from this could be routed through the reactor module and then things may go better.



I've done some experimentation, and it looks like what's needed is a drain point. I can just have the reactor drain back out to the lake, and I get 700 units of power. That's about to run all the machinery and weapons at max settings, I think. This was just physics experimentation mind you. I think I may have a way to create the infiniflow reactor now.

We don't have enough wood to build the windmills, and we would need a lot. The 700 unit reactor fits into an 11x5x2 area and uses 21 units of wood. The only trouble is that the water level in the underground lakes is not particularly high. Also, the watr pumpstack needs proper sealing before use else the water will go everywhere.

I can designate a power distribution system so we can get power to where it is needed.

1332
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2013, 11:46:58 am »
I couldn't help be bothered by the fact that finished player fortresses contribute absurdly massive amounts of data to the filesize of a world region folder. What is up with that? Is it a coding oversight or an unavoidable side-effect of being able to store player-created (non-seed generated) fortresses?

I ask because this issue single-handedly ruined the fun and exciting prospect of a Succession World. For example, here's a large region before and after only 12 or so player fortresses had been added to the world. The folder had swollen to an utterly ridiculous 800mb, almost 3 times the size of the world when it started.

I think you mean almost 30 times. Unless history has been run a VERY long time I get large regions at 30-50MB.

I know there is a lot of information to be stored, but there may be ways to reduce the inflation of file size. Along with the need for optimization or even simplification of the way some of the checks done during the game work, this affects the long-erm playability of saves and can mess with the the intentions of the current upcoming release, which is to allow long-term playability on the same world.

1333
Which reactor is it? I know that the big one under the northern section can be disconnected from the water raising mechanism by pulling one of the levers in the control room just to the left of the trade depot. Everything there is labeled with (N)otes. It's the lower pump power control. This disconnects the reactor from the small starter reactor to the south, and if the power is connected correctly it will also bring the pump stack system to a halt, because the gear being disconnected is located above the point the the stack will connect into the reactor power chain.

Its a completely new reactor in the second cavern layer. I looked at the old reactor, but I realised it would require a large quantity of water to fill.

1334
Reactor finished. Activation delayed due to dwarves engraving an image of dwarves on a wall instead of engraving a fortification to let water through.

I'm going to do a test but I will savescum if something really bad happens to framerate. It will not be possible to shut down the connection between the reactor and the rest of the power-using equipment.

An incident with cavern wildlife getting into the bedrooms was sorted out by the conscripts. I put a gold hatch cover over the entrance in the first cavern layer. There are a LOT of staircases to nowhere at all around here. Not just staircases going into walled of sections of the fortress, but random flights of stairs going up into open space in the caverns and even on the surface, outside of the fortress.

It is now 5th Slate, mid-spring. It felt like an eternity but the reactor took a comparatively short time to build.

Edit: There seems to be a design thing with this. The surface designs for these infiniflow reactors worked fine, maybe they need fewer wheels. I have done this before (in 0.31.18) but it was on the surface. No aquifer, the entire structure of the reactor including the water reservoir was aboveground. The reason I am using this design is to prevent the kind of flow calculation slowdowns that happen with normal water reactors*.

*I notice we have a dining hall waterfall. Technically the drain from this could be routed through the reactor module and then things may go better.

1335
I get 25-30 FPS with the siege active.

The main courtyard contains farming and a minecart track to nowhere. No, really, the minecart track goes to nowhere except the volcano and a sand pit blocked off by a stone wall. There's an emergency brake pad so the minecart isn't going into the volcano, though it might dump into the volcano.

The minecart track to nowhere is Triaxx's ingenious way of dealing with the problem of reanimated corpses -- it dumps corpses into the volcano. The sand pit is a corpse stockpile, and I put a wall around it so that we can lock the corpses in if need be.

That's OK. I'm getting around the same although I'm on a laptop. This is really where some optimizations or "just skip this shit" in the program would be really helptul

I don't really have much to report besides that the new reactor construction is proceeding as planned. It will generate 700 units of power which will power the dihydrogen monoxide pumpstack. Safety features may not be present on the initial construction.

I'm on 21st Granite. I think it may be about 7 hours per year realtime now or more.

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