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Messages - Shades

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3241
DF Adventure Mode Discussion / Re: How to fight arrows.
« on: September 16, 2007, 11:31:00 am »
quote:
Originally posted by Pacho:
<STRONG>The only reason I can see for an adventurer getting worse at throwing is if you lose an eye.</STRONG>

I thought there was meant to be a bug that made throwing get worse at very high levels?


3242
DF Dwarf Mode Discussion / Re: Huge elaborate perpetual motion water wheel
« on: November 10, 2007, 11:46:00 am »
quote:
Originally posted by Earthquake Damage:
<STRONG>I guess I didn't realize the aquifer soaked up excess water.  I'm not really sure how that works, though, since water above it can't fall onto the aquifer level below since that level is full already.</STRONG>

Does this mean if I have an aquifer level under an ocean I could dig into it and drain the whole ocean into one square?  :)


3243
DF Dwarf Mode Discussion / Re: Surviving a desert
« on: November 08, 2007, 11:14:00 am »
quote:
Originally posted by SoloDwarf:
<STRONG>Hmmm, I didn't have any sand below the surface, however if I add a roof above the surface, I wonder if I could start farming plumps on the surface sand.</STRONG>

Not sure if it will work but try digging channels to get sand dropped down onto the next level. Then you can roof over the top.


3244
DF Dwarf Mode Discussion / Re: Swimming Pools
« on: November 08, 2007, 07:03:00 am »
quote:
Originally posted by ChaosSonic:
<STRONG>I'm thinking that one could create a swimmingp ool for their dwarves, albeit it would take a lot of work. I'd start by setting it up so that hte water is shallow enoughto allow the dwarves to enter. I'd put a pressure plate in the pool that activated on their touch, which would raise the wtaer level to at least 4/7. After that, other pressure plates would regulate thelevel of water between 3/7 and 4/7 or so. The dwarves could safely get swimming experience this way. What say you guys?</STRONG>

As water wheels only start working at this level you could do an easy regulator step using a waterwheel connected to a pump to remove any excess, as long as you had a slow and steady inflow then it would rise to 4/7 the water wheel would go and pump some out and it would fluctuate around 3-4.


3245
DF Dwarf Mode Discussion / Re: Shooting through the Z-axis
« on: March 28, 2008, 09:58:00 am »
Well it was either revitalise a dead thread or post a new one and be complained at for not searching  :) I picked that lesser of two weevils I think. Good to know it's changed, I must have totally missed that update :/

Time to start redesigning my forts.


3246
DF Dwarf Mode Discussion / Re: Shooting through the Z-axis
« on: March 28, 2008, 09:36:00 am »
Is it still the case that shooting doesn't work across z-axis levels?

It's just I've been reading a number of posts where people build walls with fortifications on the top for marksdwarves. So I'm now not sure if things have changes  :) can someone enlighten me?


3247
Or slightly more load and slightly more accurate do a distance calculation to the nearest stairs/ramp for each z-level changed.

3248
DF Dwarf Mode Discussion / Re: Anvil: yea or nay?
« on: November 06, 2007, 03:33:00 am »
quote:
Originally posted by RPB:
<STRONG>

No, madness is when I'd take only one starting miner in the old version.   :)


3249
DF Dwarf Mode Discussion / Re: does "ballista-tower" works?
« on: November 25, 2007, 08:51:00 am »
Don't siege weapons (all weapons for that matter) only fire on the same z-level?

3250
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 26, 2007, 04:37:00 am »
You know I've found most maps I can get a start location in 4x4 or 5x5 with magma, sand, flux and a river. Just make sure you have dark stone as one of the layers and you seem to hit a vent eventually, and now you can buy coal it's less important.

Finding a location with both the dark and light layers can be hard but normally It's just a matter of finding the dark layer and running along the edges of it on the embark map.


3251
quote:
<STRONG>The standard human eye can only see about 26 frames a second, (not verified, could be off by a few), and most televisions have that frame rate in mind). 10 seems to be a bit too low for me, so I set it to 20. These seemed to help as well. This is probaly because, the less time it takes to 'render', the more time that it has to devote to pathfinding, and other things.
</STRONG>

Everyone differs slightly but basically 30fps is 'smooth', however DF is tile based movement so the smoothness matters little, I play on 15 or 30 depending if I'm using my laptop of my desktop and only because that is how I initially set it. Don't really notice it either way.


3252
DF Dwarf Mode Discussion / Re: Draining water.
« on: November 12, 2007, 10:03:00 am »
If you have an aquifer you may find that you can offload as much water as you like into it.

3253
DF Dwarf Mode Discussion / Re: Draining water.
« on: November 12, 2007, 06:39:00 am »
or apparently designating it as a stockpile will make the water insta-evaporate.

3254
DF Dwarf Mode Discussion / Re: Fortress Layout's effects on FPS?
« on: April 12, 2008, 05:58:00 am »
Stuff just laying around seems to have a unreasonably large effect on framerates. For example I recently dumped (into magma so removed totally) all the stone laying around in my fortress and gained about 15fps (on average) it didn't even take a month of game time to shift the stone either so it's unlikely the effects where anything else.

Likewise building bins seems to speed things up, I'm assuming because small items are placed in them and so certain calculations in the game are avoided.


3255
DF Dwarf Mode Discussion / Re: Settlement Questions...
« on: April 12, 2008, 06:00:00 am »
quote:
Originally posted by Kidiri:
<STRONG>The main downside will most likely be that your FPS will plummet because of the huge amount of humans.</STRONG>

Unless you harvest them for bones  :)


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