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Messages - AutomataKittay

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616
DF Gameplay Questions / Re: Hunting unarmed?
« on: November 23, 2012, 11:02:02 am »
Yeah, back in 40d, you could do it just fine, or even have sword/spear hunters. Nowadays it seems to be hard-coded to need a crossbow, you'll have to have military squads doing the hunting.

Then again, maybe someone's figured it out in modding forum, but I doubt it with how it's hard-coded :D

617
DF Gameplay Questions / Re: Reclaim crashes the game on embark
« on: November 23, 2012, 06:31:56 am »
Might be worth seeing how to post bug reports for crash on reclaim on mantis. I don't know if there're current reports about that.

618
DF General Discussion / Re: armok: god of blood?
« on: November 23, 2012, 06:15:12 am »
Wow, I'm having a bit of trouble reading them posts and I'm a native english speaker.

Some practice with spelling and structures would help keep things clear!

619
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 23, 2012, 05:40:31 am »
I'd guess that every time you do anything it does indeed write a bunch of stuff to HD, because the game is really just a complex database with a UI on it (literally). I'm not aware of any optimizing having been done recently, but Steve doesn't write about every code change he does (he doesn't even keep a changelog outside of his posts on the forums when he's done something) so it might have been done anyway, but it's fairly unlikely for there to have been anything terribly noticable even if he has since Aurora is a game he has made for himself that he's just chosen to distribute, so there's not a lot of motivation for him to do that instead of playing or coding more interesting things.
Was kind of hoping at some point it could run entirely in RAM, rather than re-saving the entire database every tick. If it's not running faster for anyone else compared to about a year ago, I think I'll pass on it until the Aurora II.

There're a way to mount a folder into RAM and run things there. However I'm not too familiar with it beyond it's called RAM drive/disk and that there're some programs to do it on windows.

620
I'm pretty sure invaders and ambushers are more related to wealth, only with the pops triggering them showing up not the amount :D

With a low population cap I barely manage to clean up before the next ambush... and even doing nothing but replacing clothes and improve equipment a little over time the enemies keep getting more (not harder to beat, but harder to clean up). And while the gate would work fine when the caravan is in, usually the ambush targets them outside (= more hauling later). Hmm.

Yeah, the clean-up is the worst part for me too, even with high pop fortresses with only small military and mostly haulers, I can barely clean up after sieges before next one or ambushers pops up. And that's using dump to move things in ASAP rather than stockpile. I've taken to abandoning non-metal junks from invaders to the snatchers and thieving animals.

621
DF Dwarf Mode Discussion / Re: Necromancer Dwarf in my civ
« on: November 23, 2012, 04:44:17 am »
Necromancers aren't quite like vampires, they are always hostile invaders (except in my current fort, but that involved some adventure mode shenannigans).Even if a king goes necro, he seems to instantly leave for a tower or bandit camp

If you can't find them, that means they are sneaking around raising dead through fortifications and such. Send a militia squad all around the perimeter of your fort. You should run into them.

Not always. There exist some (very rare) exceptions, like this one.

Yeah, I've seen some necromancer civilians that went back to their home in old worlds, they tend to move around ( not unlike vampires ) when people notices them. Not all of them goes to tower, though the ones that 'returns' seems to be the one that learns from other necromancers, rather than someone that got a slab.

I've never gotten one myself, but legends mode will tell you about it if you take the time to do it ( and can be difficult because the game 'backdates' statues and types so you can see necromancer kings that's actually long left their civ to seek the secrets ). Most of them also seems to be hunters for some reason, but it could be concidence :D

622
General Discussion / Re: Bitcoins, e-currency or just fancy crap?
« on: November 23, 2012, 04:39:50 am »
Temporary re-rail away from the inflation discussion, but I wanted to throw in
drugs
This. I'm away from my Tor computer at the moment and haven't been down into the Deep Dark for a while, but I assume the Silk Road is still going strong. Bitcoin is (for the moment, anyway) the most secure means of trading they have down there, and drugs tend to be a rather powerful economic engine. It might be a joke currency everywhere else, but as long as it's being backed by (some small part of) the drug trade, I doubt it'll vanish anytime soon.

At least, until governments start banning it for being part of the drug trade =P

Some banks and credit organization already bans bitcoin exchanges' non-bitcoin currency transactions because of those legal issues :D

Drugs and online gambling's pretty much illegal everywhere in first world countries, and seems to be the bigger user of bitcoin along with paying for computer crime activity. It does makes it much harder for legal users to adopt it, too.

623
DF Gameplay Questions / Re: A question about clearing
« on: November 23, 2012, 04:35:31 am »
I believe DFHack have a function for it, but I'm not sure what the command is, not using it myself. There're a thread you could ask in mod forum for it!

624
or if Urist McNumbNuts keeps going straight for the artifact Adamantine Mace you made, and you -really- want him to use your masterwork steel warhammer that he's trained in, encrust the SHIT out of it.

That'd be pretty difficult, masterwork quality multiplier is 12x and artifact is 120x with decoration being 10x value on top of those ( I forget what multiplier the weapons have, but not really important for this example :D )

625
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 23, 2012, 03:01:11 am »
Apparently my Large Genned world has no Flux. At all.

Weirder still is this is the 2nd in a row.

... Screw it I'm going no-steel it seems.

DF's built-in finder is pretty bad at finding flux in high mineral density, I think all the other stuffs crowds the flux off the list, rather than there being real absence of flux. I suspect it don't 'see' flux layers either very well.

I'm pretty sure there're utilities that can find flux on the map, or even just flux layers.
The built-in finder does find flux, even if the screen doesn't show it.

I've had it fail more often than not if I have a lot of mineral in the world when using it. I've found it seems to miss layer fluxes more often than not, so YMMV, lower mineral density makes it fail less often.

626
DF Gameplay Questions / Re: How to make restarts less tedious?
« on: November 23, 2012, 02:54:54 am »
If little mistakes or even just sealed off rooms bugs you, then pretty much you'll have to restart all the time. There're no real way to make it NOT tedious to deal with.

Those are why I went with block construct instead of mined out rooms, as well as being easier to standardize things for me. I tend to stripmine levels after levels and occasionally if I have stream/brook/river, I'll punch through them to flood the excessive leftover space for tree farm or use them as megastorage.

627
DF Suggestions / Re: local multiplayer
« on: November 23, 2012, 02:36:32 am »
Or that no one else wants multiplayer...

I think multiplayer would be cool for others, it just happens that DF don't works in such way that multiplayer can work properly with irregular time steps depending on CPU/memory. And there're issues of how controls would work properly.

Technically you could call succession games multiplayer, in sense that there're more than one players involved, but in a serial fashion :D

Some community games could be called that also, but on rather higher level instead of directly involved.

It's direct and same-time multiplayer that's not mechanically possible in DF without a lot of issues.

628
Just because you're inspired by something doesn't means that you'll set out to copy what you're inspired by. There're lots of games inspired by earlier generations of games, but they're none alike, unless they're supposed to be part of a series.

A lot of people will say that they're inspired by Tolkien's writing into doing fantasy, but would any of it be anything like what he wrote? :D

Minecraft's most basic structure does looks inspired by DF, or really by any other blocky building games, and it's 'depth' underground could as well be a callback to how deeply and greedily you can dig, but that's just my guess of the translated over inspiration.

629
DF Dwarf Mode Discussion / Re: Profession Art
« on: November 22, 2012, 04:28:30 pm »
Engraver
Mason
Strand extractor
Armorsmith
Smelter
Blacksmith
Metalcrafter
Weaponsmith
Mechanic
Pumper
Siege engineer
Siege operator

I think that's all of them?

630
General Discussion / Re: Bitcoins, e-currency or just fancy crap?
« on: November 22, 2012, 04:25:24 pm »
Yeah, a lot of the inflation and deflation have to do with flow of currency, either with resource extraction and debasement of hard currency or issuing more soft currency or just not printing more. There're also reserves rate ( I forget the term for how much banks are required to back their cash/hard reserves with, which's used for loaning ) set by government to try to 'balance' economy. Or even just trust and desires for those types of currency leading to higher or lower rate of flow.

Really, the vision of 'eternal growth' doesn't works and inflation gives an illusion of one. Not to mention a lot of those methods of growth hits a really hard ceiling of usability/value at a point and ends up with faked reports or Enron :D

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