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Messages - Shades

Pages: 1 ... 189 190 [191] 192 193 ... 230
2851
Dwarves work slower without drink don't they? so it could be related to that (first thing they do on waking is normally drink). Or was it just that they take more breaks without drink.

2852
DF Dwarf Mode Discussion / Re: Major river?!
« on: May 27, 2009, 03:30:55 am »
My last fort was on a waterfall map but the river was slowly rising and turning my map into and almost island :(

2853
DF Gameplay Questions / Re: They only train Wrestling :/
« on: May 26, 2009, 11:50:14 am »
Nope, I've retrained champion wrestlers by switching their weapon through the military screen. 'm', then 'w', and select the weapon.

Weird, When I do that even if they bother to collect the weapon they still only use wrestlers for sparing / combat. I've always had to make sure I don't go over that limit. I'll try again with a new fort it case it was just a stupid bug in my current fort.

2854
DF Gameplay Questions / Re: armor sorting
« on: May 26, 2009, 11:48:32 am »
If they are in bins it won't work that way. In that case make the steel one accept both and make the bone armour 'take from stockpile' and that should sort it.

If they aren't in bins I have no idea what is going on.

2855
DF Gameplay Questions / Re: Strange mood item cost
« on: May 26, 2009, 11:44:04 am »
I always assumed it was each artefact needed more than the last one, but it could be population or wealth or anything really.

2856
DF Gameplay Questions / Re: They only train Wrestling :/
« on: May 26, 2009, 11:41:56 am »
It's a good idea to train them to legendary wrestlers before training other weapon skills. Training wrestling is insanely fast (at least in comparison) and gives dorfs nice attribute boosts + wrestling itself helps alot against enemy wrestlers.

I always find as soon as they get 'hero' level in wrestling they refuse to switch to a different type of weapon for training.

2857
I'm running a core 2 duo 2.4ghz (one of which stays at 800mhz due to cpufreqd) with 8gb of ram and a nvida 8400M GS under Ubuntu 9.04 64bit with the propriety gfx drivers (the open ones where slow)

I average around 120fps with 72 dwarves and a waterfall, capping at 150 which I rarely reach. Every so often I get a horrible slow spike for a few frames (the spike seems to be 20-30fps but it feels slow compared to normal running).

I don't have magma or much in the way of animal life left on the map though so that might be something to do with it. I have everything on in the init file and am using framebuffer as the print mode (instead of partial print 0 which I used to use).

Not sure if that will help narrow down why Journier is getting slow results though. I'll tell you know what I have when I breach 100 dwarves too if it's any different.

2858
Other Games / Re: Evil Genius- A classic from 2004
« on: May 26, 2009, 04:08:28 am »
The trouble I found was that it is too tempting to have an endless circle of wind traps that can capture all the agents and give you endless amounts of cash. Also once you have 50 (I think) agents in the trap no more come. Super agents still mess you up mind you.

2859
DF Gameplay Questions / Re: A few questions
« on: May 26, 2009, 04:01:18 am »
Ooh, I wondered about that.  Gonna have to put a channel outside my fortifications (unless that's gonna eat the bolts).

I did that and then figured to fill it was water and have a nice moat around my fort. Didn't occur to me that in winter the goblins could walk right up to the windows and massacre my marksmen then charge through the open gateway to slaughter half the civilians too. Thank Armok for deadly high level miners....

Long story short keep the channel empty if you do this. also the bolts will happily fall to the bottom of the channel so a method to get into it works well.

2860
DF Gameplay Questions / Re: How big should my dining room be?
« on: May 26, 2009, 03:48:03 am »
I tend towards 6 chair/table pairs per 30 dwarves or part there of.

However I (almost) never designate a table to be a dinning room so I'm not sure it counts.

2861
DF Gameplay Questions / Re: Tree Growing
« on: May 26, 2009, 03:36:32 am »
Unless you have an underground river / pool somewhere then I think your out of luck. Just import wood you need though you should be able to get lots of it from humans.

2862
DF Dwarf Mode Discussion / Re: I can't find flat ground...
« on: May 20, 2009, 10:45:34 am »
Actually, I think you'll want to look for an area with the lowest numbers, not just the same numbers.  These numbers represent elevation variance; high numbers mean high variance.

Yes and no, but mostly "no".

Those numbers show the average(-ish) z-level elevations of that area block. They're the "variance" off of 0, not off of each other. So all 10's is as flat as all 1's.

I thought the coloured height map showed height and the numbers were variance from lowest to highest in that section.

Been a while since I played though, half waiting for the next version.

2863
Play With Your Buddies / Re: Discussion of future Let's Play Games
« on: May 20, 2009, 10:15:38 am »
Alien Logic; Skyrealms of Jorune
I haven't played it in ages, but I really loved the setting.  Hard as heck for me, back when I was a squirt, though.

Would love to see an LP of this, had it back in the day when I owned an Atari (STFM) but never really got anywhere.

2864
DF General Discussion / Re: Has this changed?
« on: May 16, 2009, 05:57:04 am »
1) How could this be so hard to fix? Solution: don't use z-levels when calculationg the path unless stairs exist between two tiles. End of problem?

The problem isn't in calculating the path, that will correctly take into consideration distances to stairs. However when trying to locate the nearest item pathfinding to it is slower than a 'as the crow flies' distance check. You get the same problem with long walls and items on the other side of it but people tend to be better at designing for that in 2d than in 3d.

Personally I'd just do the pathfinding on each object (closest first) to find the true distance until one is less than the next as the crow flies distance. But that might kill those with slower computers.

2) This problem seems harder to solve. There must be a prioritizing system built into the items, so that better equipment has a better ranking. This, together with a better command ("go get an iron axe" instead of "go get an axe") should solve most of the problems.

Actually this is easier to solve than the above (and still keep performance), your solution is the one I'd use too, just allow material specification or weight things towards better materials by default. Ideally allow a best material / worst material layers so trainees can be given 'anything in wood' orders.

3) Mark tiles between archers and their targets as forbidden.

Archers don't shoot each other anyway, so why bother?

4) Come again? Hide them from sight? They are still there, but invisible? They still takes up memory? Solution: Add an option to not create boulders when mining!! I mean if bad miners can pulverize solid rock into small gravel, so should good miners, if they need to. It should off course be selective, so that only useless boulders are destroyed.

I never understood the hide from sight thing either, but the mass dump designation is handy. I dump rock to stop my masons using colours I don't want them too (yes I have issues), although I guess I could mass hide and mass forbid. Memory however isn't an issue, they don't use much for a rock or even 1000 rocks, and hopefully the DF logic is smart enough to ignore forbidden items in search functions.

2865
DF Gameplay Questions / Re: building windmills
« on: May 14, 2009, 08:49:42 am »
If I recall correctly when you build a windmill on supports with an open centre before you build the gear then it's not marked as hanging. You can build the gear later and it can be disabled or removed at will.

A safer option is to have your on/off switch attached to a different gear though (just in case I'm wrong)

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