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Messages - AutomataKittay

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256
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 08, 2013, 09:55:48 am »
I experienced a sudden drop in FPS and tried to counteract it by killing all unnecessary animals, deleting superfluous items, and designating smaller areas for mining and woodcutting. About a minute ago a warning popped up to tell me that I had ten minutes left on my battery. I turned the powerstrip off with my foot and my laptop had been using a fraction of it's processing power.
*Proud to use a tower for maximum processing power. Tower of Power!*


Anyway, my whole fort has crossbows. And bolts. And I still have too much damn copper! I compulsively have every metal I can smelting, and I have SO MUCH COPPER. Any ideas on what to do with it? Copper armor sets have been made for the whole fort.
Disclaimer: Whole fort does not include voidshard and kexels clad military.

I experienced a sudden drop in FPS and tried to counteract it by killing all unnecessary animals, deleting superfluous items, and designating smaller areas for mining and woodcutting. About a minute ago a warning popped up to tell me that I had ten minutes left on my battery. I turned the powerstrip off with my foot and my laptop had been using a fraction of it's processing power.
*Proud to use a tower for maximum processing power. Tower of Power!*


Anyway, my whole fort has crossbows. And bolts. And I still have too much damn copper! I compulsively have every metal I can smelting, and I have SO MUCH COPPER. Any ideas on what to do with it? Copper armor sets have been made for the whole fort.
Disclaimer: Whole fort does not include voidshard and kexels clad military.

Holy crap, how did you managed to doublepost more than 12 hours apart  :o

257
DF Gameplay Questions / Re: Please explain the STONE screen to me
« on: August 08, 2013, 09:36:50 am »
Maybe I just missed it but is there any way to allow certain stone types for certain activities? One for stone crafting and one for masonry etc? I wanted to use the higher value chalk I have for making some trade goods without using it all up in case I need it later.

Not through the stone screen, but you can do so using stockpile link, since it's different workshops. Have stockpile give to the workshop and set them up to accept certain stones only.

Do note that the workshop will only take from linked stockpile set to give to it and give to stockpiles set to take from it.

The only problem I see with that is random stones laying around in your mason stockpiles. These will then be used for the crafting also, even the stockpiles doesn't allow them at all.

If I don't have enough alternate stockpile space for those, I builds a road to get dwarves to shuffle stones out of the way ( dumping would be better, but I'm usually suffering from labor shortage if I don't have enough stockpile anyway ) and zone the stockpile after ripping the road up.

258
DF Modding / Re: Toying around with organization
« on: August 08, 2013, 09:06:23 am »
How about a subforum in either DF General Discussion or DF Gameplay Questions? A newbie pack would be pretty noticible in either of those spots since it's where they usually comes to seek help or ideas.

I don't know if there'll be enough activity or content to actually susiant one, but it'd be nice for newcomers or infrequent players.

259
DF Gameplay Questions / Re: Butchery frustration
« on: August 08, 2013, 07:37:27 am »
Mutilated means having body parts missing. I'm pretty sure that shouldn't be a problem, at least the wiki has led me to believe that both parts should be butcherable seperately.

Mutialated means the corpse's smaller, which can go under butchering size.

I don't think it's the case for Halceon, but I can't figure out what's wrong.

260
DF Gameplay Questions / Re: Please explain the STONE screen to me
« on: August 08, 2013, 04:17:35 am »
Maybe I just missed it but is there any way to allow certain stone types for certain activities? One for stone crafting and one for masonry etc? I wanted to use the higher value chalk I have for making some trade goods without using it all up in case I need it later.

Not through the stone screen, but you can do so using stockpile link, since it's different workshops. Have stockpile give to the workshop and set them up to accept certain stones only.

Do note that the workshop will only take from linked stockpile set to give to it and give to stockpiles set to take from it.

261
DF Dwarf Mode Discussion / Re: Caravan spawn locations
« on: August 08, 2013, 12:49:59 am »
So what's the best way to keep those damn ambushers from killin my liason, because I want to get barons etc again.

Too many caravans dying will declare war on you, but what part of the caravans? All of them? Can 50% survive to keep me safe?

And what's with my dwarven society, will they still elevate my fortress if they die before they reach me etc? If no, how can I avoid those darn ambushed sniping off the caravan? (Except of course having 30 military dwarves patrol the whole time)

Be lucky, I've never had much luck with liasions once ambushes pops up often enough. That or have tunnel to every edge full of grinding traps. I believe the war might be declared over total loss of profit in general, but I've yet to get anyone to declare war on me from caravan.

262
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 07, 2013, 07:57:55 pm »
I experienced a sudden drop in FPS and tried to counteract it by killing all unnecessary animals, deleting superfluous items, and designating smaller areas for mining and woodcutting. About a minute ago a warning popped up to tell me that I had ten minutes left on my battery. I turned the powerstrip off with my foot and my laptop had been using a fraction of it's processing power.
*Proud to use a tower for maximum processing power. Tower of Power!*


Anyway, my whole fort has crossbows. And bolts. And I still have too much damn copper! I compulsively have every metal I can smelting, and I have SO MUCH COPPER. Any ideas on what to do with it? Copper armor sets have been made for the whole fort.
Disclaimer: Whole fort does not include voidshard and kexels clad military.

Copper in every dwarf's room and hand, what else? :D

263
Pretty much the only position that I determine via the preferences and attributes is the bookkeeper/manager/broker position because they are most likely to become mayor (or at least the expedition leader is automatically mayor). Though if a particular dwarf likes picks, that would be a natural choice for miner. Not sure if a preference for picks actually helps a miners mood if he/she is holding a pick.

If Kikrost had better attributes, that could work because he likes bins and that would be less annoying for the trade depot than most things. Or at least would be easier to deal with if there is a trade ban.

Liking bin is maddening with trade ban, because I have to turn off hiding the ban mandate. Held or worn things doesn't helps moods, that I've found, but it is a nice thing to do to match things up.

I usually prefer my book-keeper/trader/manager to not be a mayor, mostly because I tend to promote one of the mayor that's been nice to baron. Barony seem to do a bit weirdly with jobs, I've not had any luck getting them to do other noble jobs ( like broking and book-keeping) that way.

264
DF General Discussion / Re: Future of the Fortress
« on: August 07, 2013, 06:50:56 pm »
But with hundreds of thousands of lines of code, I would assume that every little bit (sorry) of optimization would add up to speed the game up considerably.

Bitwise operation's relatively minor optimization move, and is pretty readable if you use the right constant to represent things. However, it doesn't works for everything. And well, really, algothirm matters far more with modern compilers ( which is very good at optimizing code itself but not the structure ).

Heck, with how much stuff's in the game, better optimization here and there aren't likely to do much, redesign and rewriting would probably do far better, but it'd take a few years just to do at this rate.

265
DF Dwarf Mode Discussion / Re: My first fortress
« on: August 07, 2013, 06:35:41 pm »
Im totaly overextended. 20 new migrants, wtf?! And wenn i want to assign beds, there are two dwarfs assigned to the bed.

I started to sort my dwarfs with dwarf therapist.

If there're two, that means they're married. And yeah, migrants comes in too big waves, it's pretty easy to be overwhelmed. You don't need to assign beds invidually, unless it's important bedrooms for nobles or specific dwarves. Setting it to a room and let sleepy dwarf find the nearest free one on their own assigns it to them.

266
Use a dice or coinflip to assign jobs if you can't figure out who gotta do what!

Though Tunmoritar's personality looks most promising as an leader, partially from handling stress and being organized.

Come to think, it looks like all of this batch are prone to addiction and thrill-seeking, too.

267
DF Gameplay Questions / Re: Please explain the STONE screen to me
« on: August 07, 2013, 05:26:40 pm »
Thank you, I'm glad i understood it correctly. But I agree, having FLUX be enabled per default is kinda silly...

Considering there're usually too much layer stone for most fortresses to use up quickly, even with mining doing 25% drops now, it's not too bad, just annoying :D

It might be a leftover from before the embark map was changed to not show what layers are actually there, too.

268
pretty sure toady does not care if we make money off youtube videos. He does not have legal standing there anyways since as the people making the films we own the copyright to the film

I believe it could be argued that he does have legal standing under DMCA, or at least are considered important enough. Though those technicality's really beside the point when he's not interested in such thing. Only thing I've seen him take a stand against is those that's tried to modify or copy the internals of DF and claim such as their own, and that is pretty much a violation of copyright in first place.

Either way, showing it off's all good :D

269
DF Gameplay Questions / Re: Please explain the STONE screen to me
« on: August 07, 2013, 04:08:41 pm »
If marble's a layer stone in your embark, then it'll be set to green. Same for other economical stone. I doesn't like it personally, and thinks it fits under bugs even if it's been around since 40d at least.

Marble's also a relatively common layer stone, I've found.

But yes, you got it right about the color.

270
DF Dwarf Mode Discussion / Re: How to change dwarves' equipment?
« on: August 07, 2013, 02:23:48 pm »
do gauntlets/boots always count as a pair? let's say i make two pairs like this:
*left gauntlet* and -right gauntlet-
left gauntlet and *right gauntlet*

do i have to equip them as pairs or can i forbid the bad ones and just use the good ones from different pairs?
funny game...as soon as one question is answered, another ten pop up :D

Boots and gauntlets as equipment usually counts as a pair, there're occasionally buggy instances, but it seem to be if you tries to set uniform to have like socks and boots at once or gauntlet and gloves/mittens at once. Letting dwarves dress themselves up haven't given me trouble.

They'll automatically upgrade to most valuable allowed equpiment that'll fit. And no, they aren't required to be in pair that was created, I often end up a bit too much of one side or other of gauntlets being superior and it haven't given any issue so far.

The wiki says there's bonr chestplates, but I have not been able to craft them in any workshoo.

Afghani84, yes they count as pairs. It's sufficiento assign one high boot to your military dwarves.

Not in vanilla stuff, it can be modded in, though. http://dwarffortresswiki.org/index.php/DF2012:Armor#Material

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