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Messages - AutomataKittay

Pages: 1 ... 154 155 [156] 157 158 ... 163
2326
DF Modding / Re: Liasons for non-dwarves?
« on: June 17, 2011, 06:47:38 am »
Ohhh thanks, will remember to use those next regen  :D

2327
Bins and well-managed stockpiles make Trade Depot a lot easier.

Or are you wanting to buy and/or sell everything all at once?  That's never made sense to me.  I'm afraid you'll be doing that the hard way.  At least buying - if you select a bin to sell, you'll sell everything in that bin.  So use bins! :D

Sometimes you'd rather keep the bins, as in when woods are hard to get. Or while selling to elves for their exotics. Or just don't want some precious metal bins out. Or even that lead bin that takes a year to be hauled off.

2328
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 17, 2011, 02:51:27 am »

I saw I had only adamantine... I wanted to play with lower quality materials before, so I think I'll restart. I then used reveal and saw how the minerals veins are disposed, this is very instructive...

You can import low quality materials from caravans if you're just playing around, that's what I does all the time! Well, as long as your civ or other trade partners ( human in vanilla, elves don't carries metals, but they does carries exotic animals ) have the materials.

2329
DF Gameplay Questions / Re: Retreiving drowned bodies
« on: June 16, 2011, 11:55:51 pm »
Lots of pumps, some waterwheel and over-river construction. Might as well make a bridge while you're at it.

Might wanna build a fishing 'block' with walled up section and a grate to fish through, using zone to designate it for fishing!

2330
DF Dwarf Mode Discussion / Re: Time Delay Logic
« on: June 16, 2011, 11:34:59 pm »
The problem is that most creatures have variables, namely in speed.  A dwarf's speed of 975 means they wait 9 turns, and then have a 75% chance of moving the next turn.  If they fail that roll, they have like a 150% chance of moving on turn 11, so they're going to move every 10th or 11th turn, and this is the main variable.  A day being 1,200 ticks, that's 109-120 moves, a 19 tile difference between min and max squares per day.  However, if my creature has a flat speed, no agility variance, and no skill gain, it will always move at a constant speed, becoming a stopwatch that moves exactly once per day, every day.

It's not the variable speed that makes it irregular, it's they sometimes stops and wait around for a while before moving on again. Probably waiting to re-path to whatever they want to get to ( meeting zone, that sock, the barrel over there, that kitten, what have you). Mechanical systems have more reliable accuracy, but they would take up a LOT more space than your modded creatures  :D

That's why I said that if you don't mind small variation and irregularity, creature repeaters are perfectly usable. It's definitely far more compact than any mechanical systems I can think of for those kind of timespan.

2331
I've never reduced the squad training schedule, but I always turn off food allocation. Let them dine in my legendary dining room, however if I notices them getting too distressed despite that ( or because I haven't set one up ), I deallocates the barrack and let them mingle with the civvies without taking them off-duty. That usually cheers them up pretty well, however might wanna keep the front gate sealed for a while with that.

2332
Now that's got me thinking...

Someone with an epic computer should make a fortress on the embark area the size of a whole local region. Makes for loads of fun, I bet. Also, you have space to actually strategize, i.e. lookout and outpost towers, main fortress, roads, etc.

Would be pretty cool, since you'll have to put multiple trade depots and craft caches to maximize efficiency. Too bad my only computer has only 4GB RAM, otherwise I'd do this right now.

32 bits programs are restricted to between 2 to 3 and half gigabyte block of RAM, no matter how much you have. That said, I'd worry more about your computer grinding to halt from sheer calculation  :D

2333
DF Dwarf Mode Discussion / Re: Time Delay Logic
« on: June 16, 2011, 10:49:45 pm »
You can use tight-fitting floodgates to prevent trappage, they automatically closes when blockages are removed, last I checked. You might want to check it out and see if it works for you.

In my experience, creature repeaters are a bit irregular, but would works just fine if you're alright with timespan varying a bit. You'd just want a 'toggle' for the floodgate access, I prefer to use mechanical system for that, having not worked out how to build a reliable toggle using creatures  (of course, it's probably the doors getting jammed open, ha).

Otherwise it sounds like it'd work perfectly well. Best of luck with terrorizing your little ones  :D

2334
Just sheer number of dwarves and animals can lag forts badly. I'm more curious about how much stuff you've got lying around, since those can cause just as much lag through sheer amount. How was your FPS at embarking?

2335
DF Dwarf Mode Discussion / Re: An idea to combat dwarven obesity.
« on: June 16, 2011, 02:49:37 pm »
I thought physical characterism like size, fat amount and muscle was genetic and passed down? At least it seem to be far more likely on average with selective breeding of creatures. There're a lot less fatty dogs in my stock since I selectively culls the one with notable amount of fat, and a generation or two down the line without culling, there're far less notably fatty dogs on average. Tis possible that it's a random occurances but it seem to be conclusive enough.

2336
DF Dwarf Mode Discussion / Re: Qualitry or value happiness?
« on: June 16, 2011, 02:41:33 pm »
Gold bars used as construct of kitchen doesn't seem to generate happy thoughts of the workshop itself, after a month of having a couple of cooks constantly working. They does seem to be pretty happy to work a lot, though! May be that the effect takes longer, or as I suspect, only works when the workshop have to be designed.

2337
DF Modding / Liasons for non-dwarves?
« on: June 16, 2011, 01:52:58 pm »
I've always found it odd that humans didn't sent any trade liasons to allow me to request materials. Is there a way to enable it, and if so, would it require a regen of world?

2338
DF Dwarf Mode Discussion / Re: Fetchez la vache!
« on: June 16, 2011, 01:43:57 pm »
It scatters everywhere with a retracting drawbridge, with raising bridge, it's everywhere BUT the direction it walls up at. At least that's what I've seen

2339
DF Dwarf Mode Discussion / Re: Qualitry or value happiness?
« on: June 16, 2011, 01:42:36 pm »
Build an adamantine butcher, and see if anyone noticed.  It'll be worth at least 1,500 (300 addy * 5 bar) so it'll be well above the noticing threshold.  "Urist has admired a completely sublime butcher lately" will be key.  I don't believe it will happen.

Will gold do?  :D
It's certainly more than masterpiece wood door at value 150, I'm setting a kitchen up with it as I speaks. A cook should notice since I still have a few large stacks of fat to auto-render.

2340
DF Dwarf Mode Discussion / Re: Qualitry or value happiness?
« on: June 16, 2011, 01:16:19 pm »
Depot and furnace are both mega hauling destinations.  I always build gold depots and smelters.  Butchers shop/farmers workshop/still are good candidates too.

Fair enough, I've been running a lot of smelting of ores lately so that'd explain why everyone and their dog noticed it, haha. I don't think shops that don't involve architecture labor really contributes to happiness or value, so no butcher, farmer's workshop or stills, at least as far as I've seen, none had admired them. Well, unless there're some base minimum of pure value for everything before it possibly gets noticed for even those?

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