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Messages - BoogieMan

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151
DF Dwarf Mode Discussion / Re: Possible defense against vermin?
« on: July 18, 2015, 12:48:49 pm »
This method doesn't stop vermin from spawning, but isn't it good just to use a room to limit exposure and negative thoughts when seeing vermin?

Exactly

152
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r14
« on: July 18, 2015, 12:08:59 am »
I'm getting semi-common crashes with this version. Usually on save(although it still seems to save successfully) but also on occasion during play. It will just freeze and I have to alt-tab out to see "Dwarf Fortress has stopped working"

In the past I've very rarely experienced crashes during play.

I'm using this pack with the default settings and the Ironhand graphic set, and only Soundsense running in the background. The fort itself is only on year 2. Is there some kind of crash log to look at for hints as to the cause? I do see an error log, but none of the information looks important and the file wasn't modified recently, so doesn't contain info from the most recent crash.

I'm not using the Mouse Control option available under Hacks, which I've read has caused issues for some people. Going to disable Workflow and see if that resolves the issues, as it has for someone else. Will update after testing.

EDIT: A few hours of time in game with no crashes, however I still crashed on saving once.

Seems perhaps disabling the Mouse and Workflow hacks can help with in-game crashes. Will update again once I get more time to test it out.

Tried different embarks, still get random crashes during play. Different than my other post, a new system entirely. Why isn't there some crash log to assist in troubleshooting. :(

I'm not sure of anything they share in common, it's happened to a fort in the 2nd year and it's happened a number of times on a new embark in the first season.

153
DF Gameplay Questions / Re: Helping me understand my sudden FPS death
« on: July 17, 2015, 10:09:11 pm »
I didn't know about the tree issue, thank you. Now is this just trees in the tile immediately adjacent to the edge of the map, or any tree close enough for it's branches some day to reach the edge?

154
DF Dwarf Mode Discussion / Re: Possible defense against vermin?
« on: July 17, 2015, 10:04:15 pm »
I too started making the food stores separate, behind a door with cats within and it seemed to help quite a bit.

155
You can schedule the carts to be pushed every X days. You can limit who uses them with burrows. You can't make dwarves use them intelligently (e.g., to get to a job.)

I was assuming that was a the case, that's too bad. Thanks for the info however.

156
In my current embark, to deal with several aquifers and ocean, my farms and secured fishing areas are going to be quite a hike from the fortress proper so I was curious if is possible to make Dwarves ride minecarts as opposed to walking the distance on their own? I've barely used Minecarts so I'm not really sure of their limitations especially for safe automation.

Secondly, to also reduce the amount of legwork required, does anyone know of a way to have items produce by farms, fisheries and such get dropped down a chute automatically? Will falls destroy goods? And is there a way to set it up so no one gets stuff dropped on their head? I first thought to try floor grates and bridges, but stockpiles can't be placed on them. I imagine something could be arrange by periodically flagging the stockpiles for dumping over a hole, but that would require frequent attention and wouldn't adequately serve to improve efficiency. Then I thought of a sort of shallow wavepool (maybe even using the waves from the ocean funneled down a drain)that would push items in a stockpile down a hole, but that seems dangerous and automated draining of the water would probably wash away goods as well... Maybe some kind of automatic water pump at the bottom?

Difficult embark, but I'm kind of enjoying the change to my routine to get stuff set up. Makes you learn.

157
About less action..

I've not tested it yet, but I think there is a command in DFHack:

force siege EVIL

So if you have the population/weath requirements, and an evil goblin civilization exists in that world, that will force an attack. Not as good as being surprised.. But I suppose you can decide what chance a siege will happen yourself and roll a die or flip a coin each season. :)

I've had good luck with Undead Sieges (maybe because they don't wander the map and conquest?) but Undead are brokenly overpowered at the moment so it's not a substitute.


A smaller world does seem to help, but it doesn't matter what kind of PC you have, at times the game can get slow. I recently upgraded to a 4Ghz Core i7 that turbos up to like 4.5Ghz, 16GB of the fastest RAM with the lowest latency I could find and while it did make a nice improvement it didn't make as much difference as it does for other games. I had a savegame that was 22FPS on my older PC (huge undead siege) while my new system doubled to 44fps. Much better but still a bit slow, and that was a fairly young fort. World Generation, however, is WAY faster. Many times faster.

 Best thing I can suggest is read about how to design your fortress to maximize performance, that seems to help more than anything really.

158
DF Gameplay Questions / Re: Marksdwarves and Burrows
« on: July 16, 2015, 05:05:25 pm »
Looks like I need to move my fortifications farther back from the action in the future. I kept it close because I assumed it would make it easier for newbies to hit stuff.

Thanks for the info on the burrows. Going to make an new fort and try again.

159
DF Gameplay Questions / Marksdwarves and Burrows
« on: July 14, 2015, 03:08:22 pm »
I am having an issue where my stupid marksdwarves will have a nice fortification to shoot from behind, and I'll give them a station order - but without fail, most of the squad insists on going to the outside area nearby the station order even if:

It's much MUCH farther a walk
Has more pathfinding cost (restricted vs. high traffic)
Is farther away from the actual ordered station location

I set up a Burrow to keep the civilians inside the safe part of the fortress, but is there a way while a civilian alert is active, to have certain squads go to a certain burrow? I tried using the burrow options, but adding one squad to a burrow (the green A by the burrow name) adds ALL squads.

Locking doors between them and the outside isn't a viable option, because if the doors are locked, then the undead siege just stops advancing and very slowly moves off towards the edge of the map. If there isn't a direct path, they give up.

Also, at times I have Marksdwarves that won't always shoot enemies on the other side of the fortification. The hallway I assign them to is one tile wide so they have to be right up against it which should allow shooters of all skill a clear shot. I have quivers available, plenty of crossbows, crossbows specifically assigned to the squads as well as letting them use whatever ammo they want for both combat and training. I even have stocked ammo stockpiles lining the floor of the hallway they are standing in.

 Help!

160
That doesn't apply to Adventure mode. And some of those for Fortress mode aren't always possible, but that hardly the point anyway.


 The thing is, getting better in the game (better stats, gear) doesn't make much difference against the undead, while it does against everything else. Individually undead can be extremely powerful, and they often come in bigger swarms that anything else.

You can cheat and make yourself a ridiculously powerful adventurer in masterwork steel or adamantine and still get one shotted by average undead. Or getting killed by hair or a flap of skin when you make Conan the Barbarian look like a little pixie.

OP, and obviously incomplete implementation. End of story.

161
DF General Discussion / Re: Random screenshot thread!
« on: July 09, 2015, 01:00:34 am »
I forgot to screen grab it.. But it would have been the time a mummy BIT several of my teeth out.

Now picture that in your head. Suddenly the dentist doesn't seem so bad.

162
DF General Discussion / Re: Who the hell is this "Armok" guy anyway?
« on: July 09, 2015, 12:58:29 am »
With your ability to change the world at will (modding) and your omnipresence in the game world I imagine that Armok is to prime God of the Dwarves, is the player, and Armok's Blood is Magma. Or your tendency to slaughter your way across the world as an adventurer, or the scores of creatures that are killed in Fortress mode and world creation.

 Think of it another way.. What happens when you tire or are bored of a world? You delete it from existence and make a new one to find other ways to entertain yourself..

163
What reason "should" the omnipotent Toad vandalize his game's setting with a bunch of smelly fantasy tropes? Keep it unique and challenging, please. Undead can be fast and strong, its cooler and makes for better stories.

How it cool or a good story where no matter how good you are, no matter what armor you have, they can one-shot punch your head out of existence? How they can wreck squads of Steel-clad experienced warriors with ease?

Broken is broken. They are too strong and too fast, it's just a fact. Broken stats isn't a challenge, it's a bug.

164
DF Gameplay Questions / Re: Hunting dog never using bite attack?
« on: July 08, 2015, 05:27:54 pm »
That sucks. Is there a way to edit the dog raws to fix the problem?

165
DF Gameplay Questions / Hunting dog never using bite attack?
« on: July 08, 2015, 11:24:59 am »
I have a hunting dog, and it is never using it's bite attack. It scratches, and nothing else. It has no injuries, scars, or missing parts.

It is working to immobilize prey, but it takes forever to kill it. Just pages and pages of scratching.
 
 ???

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