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Messages - Saiko Kila

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61
None of my zones allow outside visitors, so other than 3 monster slayers (which didn't participate) there have been no other sources of visitors

I don't use experimental branch, and maybe this has been fixed, but the zone restrictions aren't working correctly (tested most in 50.07). I have temples with citizens only setting which still houses everyone and their mother, from all across the continent, for example.

Also, it is possible to have visits from two factions which are at war.

What I understand from your description, it started with valid targets (goblin snatchers) attacked by your animals, and then your military properly got involved. The collateral victims were only visitors. But maybe the visitors were friendly to goblins, or were attacked accidentally (which happens, and can trigger a loyalty cascade).

And yes, critters can slam themselves into a wall (possibly hitting another creature), probably when tripped, happens mostly in crowded corridors and staircases.

You can check what civ the barons are from - they may be barons from another site of your civ, but they can also be from a completely different civ.

62
Regarding the nakedness thought, they don't need to wear civilian clothing like pants or shirts to have it averted, the armour counterparts are enough. My military dwarves wear only cloaks in addition to metal parts, and are happy with it.

As a side note, in premium version it is possible to have dwarves clothed (from their point of view), but looking partially naked. My civ doesn't know shirts, so new dwarves clothe themselves only in trousers, cloaks, gloves, socks and shoes. So their upper torso is covered by cloaks only. Because cloaks have prominent hoods, but leave the built-in undergarments visible (open to the front), my dwarves look like perverts until they find a dress or something.



63
DF Dwarf Mode Discussion / Re: Tavern rooms not being used by visitors
« on: March 09, 2023, 03:29:20 pm »
I've noticed another room allocation bug; if I assign a room to a noble who is also in the military and send them out on a mission, the room allocations are erased and have to be assigned again once they get back.
I suspect this may happen if they're on staggered duty too, but have yet to confirm.

This is an old bug. The room allocations for squad leaders are not removed (if I remember correctly), and if a spouse is assigned to the room, then his/her military guy is also assigned automatically when returning. But all others are removed and need to be reassigned after the mission. For this reason I always make note with names of the squad members (in pre v.50.) or name the rooms themselves (in v.50.x.), so it is easier to reassign them later.

64
I also get occasional gem crafts. I always set cutting to specific gems though, which prevents use of rock crystal and better gems (diamonds, rubies, sapphires), which I prefer to reserve for strange moods.

65
DF Dwarf Mode Discussion / Re: Interrogating Merchants
« on: February 10, 2023, 02:53:32 am »
I would reconstruct just in case. Or you could wait for one month (or slightly more) and see if the trade button disappears.

Maybe the interrogation procedure involves full body search, which requires disrobing... Very oppressive civ you got there, I think.

66
you get a citizen who feels no pain, fear, or stress, needs no sleep, never tires in combat and can only be killed with great difficulty. With the new patch they are also no longer afflicted by their refusal to fulfill needs

Do they interact with their former spouses, children of friends, and if so, do they have happy thoughts about it? Curious, I haven't got a necro (or a vampire) in Premium edition yet.

67
According to SeerSkye on the DFHack Discord, there's a bug where it's checking the assigned job material instead of the item material to determine if it's valid. You can only get large gems and crafts if you set the job material instead of doing a generic "cut gem" job.

Might be. I always set specific gems (because I don't want to lose rock crystal), and have a tons of large gems.

68
DF Gameplay Questions / Re: Maximum height for fully grown mushroom trees?
« on: February 01, 2023, 12:56:16 pm »
Don't look at mushroom with caps. See this bug:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7313

Pretty sure that was fixed in v50? I'm definitely getting multiple logs per tree.

This one was fixed probabbly (*), though I still get small amount from nether-caps (one or two logs), and the only other caps I tried were tower-caps. What I had tried to point out was though the [TREE_HAS_MUSHROOM_CAP] tag (from whose description took the link to the bug), which causes tree to use different mechanics of growth than designated height, i.e. it won't be as big as the trunk height in RAWs indicates. But it doesn't seem to correlate with yield anyway, now.

*)I'm not sure if it wasn't "overfixed", getting 55 logs from a single tower-cap is a bit excessive, normal tree above or underground of the same volume would yield 8-9 logs. It seems that now every tile of the tower-cap yields a log, which in case of  overworld trees would yield logs from branches and twigs... Still, it doesn't seem to work on nether-caps, and haven't tried on other caps.

69
DF Gameplay Questions / Re: Q : Job removed from unpowered millstone?
« on: February 01, 2023, 10:49:18 am »
I recommend the version of water reactor called Micro Water Reactor on that page (the one involwing dumping minecart). It works at 100%, and is super compact, but also scalable, you can disable or enable it on demand by lever, no water loss etc. It works years in my fortress in Steam version without issue. Two wheels power a mist generator (four pumps) and four millstones with some spare power.

70
DF Gameplay Questions / Re: What's the problem with my defensive setup?
« on: February 01, 2023, 10:41:48 am »
This is a skill issue as said previously. In this setup dwarves who are adjacent to the fortification will shoot through it, but not through the second, third, and fourth one. Dwarves not adjacent won't shoot at all. Training can take a lot, so you need to reconfigure the setup, unfortunately.

Alternatively you could try a direct order (to kill) - I have some setups where dwarves won't fire unless directed, which is different from pre-Steam versions (in the same setup). But a reconstruction is a better bet.

71
DF Dwarf Mode Discussion / Re: Strange mood metal glitch?
« on: January 27, 2023, 11:28:10 am »
Forbidding works for me, though I had no adamantine requirements in current version yet - I usually forbid magma-unsafe metal or stone to use magma safe ones. Also, I forbid when the dwarf is on the way, so he comes with the forbidden item to the workshop, drops it, and then goes for the replacement.

72
Don't look at mushroom with caps. See this bug:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7313

Such trees will always have one tile trunk, as for now. The caps are useless, for decoration only. The highest underground trees are fungiwood and spore tree, both of which reach 8 z-levels according to raws. However, in my cave, I have fungiwood 10 z-levels high, so apparently the height is regulated differently.

73
Is throwing more cores at a highly CPU bound problem really being obtuse or just a logical conclusion? Optimizations are always good but at a certain point your choices really are 'do less' or 'more compute'

You're assuming it's CPU bound rather than memory bound.
It's more of an educated guess seeing as the utilization of one core is always 100% when playing the game.

In the interests of being thorough though I went and underclocked my CPU to 2ghz from 3.7ghz and my FPS went from 38 to 20
And then returning the CPU to normal underclocked my ram from 3200mhz to 1600mhz and found my FPS went back to 38

During my tests in previous years the conclusion always was that the FPS rate is directly proportional to the CPU speed (single core), and in any given CPU doubling this speed doubles FPS. Effectively older CPUs with higher performance of single core were better than new ones. I even make decisions of upgrades of my platforms based solely on expected Dwarf Fortress performance :)

Older CPUs have universally worse single-core performance, I have no idea where the idea that they're better comes from. You can run a 6 GHz Pentium 4 and the game will not run it well, not even remotely. It will crash and burn, literally, on both counts, but even if it didn't, it wouldn't run nearly as well as a modern CPU running at 2 GHz.


I didn't mean as old as Pentium 4, there's too much difference in technology (over two decades), but rather different generations of intel core.

74
If they have them employed, then stealing them is an option (*). You will cause a war, of course, but I think it is justified thanks to the noble intention of freeing the giant elephants (I mean, freeing them to do you bidding).

*)Just for clarification - stealing through raiding, like you steal tame beak dogs from goblins.

75
DF Dwarf Mode Discussion / Re: Temple Traps: Curse-based Defenses?
« on: January 24, 2023, 03:00:54 am »
Currently only believers are cursed... So unless you are invaded by dwarves of your own religion, then this trap won't work. But it used to work in earlier versions.

Besides, I'm not sure if changing a goblin into a weremammoth would do much good to your defences  ;D

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