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Messages - Xen0n

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241
DF Dwarf Mode Discussion / Re: Graphics
« on: September 26, 2011, 05:44:04 pm »
(but then I go and ruin it all by engraving everything).
Turn engravings obscured, it looks SO much better.

Definitely.  I used to waste time doing it manually with the 'toggle engravings' designation, but I changed that init.txt setting and have never looked back.

242
... my smithy forged a statue of a dwarf making a door.

Amusing.

Okay, cleared out a 10x15x2 area for my oxidane/dihydrogen monoxide reactor for Pump Stack A.  This is excessive, but seeing as I'm collecting lots of marble, tetrahedrite, galena, sphalerite, yellow beryls, etc I'm fine with excessive.

What exactly can I do with this artifact ring-- can I sell it... or is it just somethign I'll have to give to a dwarf to make them happy... or just sit there looking pretty in my stockpile?

In vanilla DF... nothing, really, since you can't sell artifacts, and currently dwarves will only own clothing/military food rations.  They won't even get happy thoughts from it being around.  Since artifacts are indestructible, you can possiblyhave fun by making a permanent ‼ring‼ (depending on material flammability?).  For the next world, you can mod in Display Cases in which to put otherwise useless Artifact trade goods, so at least then you can use them to boost room value/induce happy thoughts.

243
DF Dwarf Mode Discussion / Re: I've had it with pumps
« on: September 26, 2011, 05:38:17 pm »
As far as intertubes go, I know in the devlog Toady mentions:

"•Large pipe sections -- walk on them or crawl inside them, allow passage for fluids"

Although it's not clear if it's horizontal/vertical/both.

244
DF Dwarf Mode Discussion / Re: Graphics
« on: September 26, 2011, 05:34:54 pm »
For the OP, the wiki has a great selection of both full graphics sets and just modified tilesets, most with either screenshots or at least pictures of the tileset used. 

Personally I have tried using graphics but get the "leaning in and squinting" problem as it's just so much easier to distinguish a 'g' from a ':' than two similarly shaped and shaded detailed multicoloured tiles.  It's funny; before I started, I was all worried about the graphics and wondered if I'd be able to keep up with all the info on screen and catch what was happening so I looked into graphics sets and everything.  I think after about 10 minutes I got tired of not being able to look up a particular tile on the wiki based on sight and switched back to vanilla.  At the moment I'm using an ASCII set with a few tweaks I edited in (put an 'x' inside 'off' levers to make it clearer, etc.)

245
DF Dwarf Mode Discussion / Re: How do you dispose of your trash?
« on: September 26, 2011, 04:56:47 pm »
I'll definitely swap out the bottom bridge for a 1x1 and then just keep a door in front of it.  But, like I said, I like the middle bridge as a pet disposal option.  I kill most of the migrants' grazer pets and butcher the rest usually.  Pet birds, I leave around.  I like birds running all over the place after their masters.

Could you designate the garbage zone on top of the pressure plate to also be a pit zone, and get pets thrown in that way?  Then you could get by with just the 2 levels (assuming that works).

246
DF Dwarf Mode Discussion / Re: I've had it with pumps
« on: September 26, 2011, 04:54:15 pm »
I heard a rumour about creating a tower of gear assemblies parallel to the pumpstack to act as a temporary 'scaffold' and support it during construction, but can't speak to it's effectiveness. 

Honestly, all the horror stories I've heard about pump stacks have led to me never even bothering with them.  If you're working with magma, there's always the Magma Piston.  Although I suppose if you found a large undergound lake it could work with water as well.  I ended up genning a world with only 2 caverns and a few less layers so I only have 50~z-levels to magma, to try and mitigate the headache of all of that (Plus save a little FPS).

247
DF Dwarf Mode Discussion / Re: How do you deal with the Boredom between
« on: September 26, 2011, 04:43:17 pm »
So much interesting advice...

Though i'm feeling slightly inadequate realizing that everyone else on the forum seems to have perfected the art of turning their fortresses into elaborate, siege obliterating, doom machines, while i still struggle with the complex mechanics of building a well.

Many thanks nonetheless.

Don't worry, the span from

"How do I shot well?"
to
"How can I make the clowns harder?"

may be shorter than you think.  Just keep on experimenting.


248
DF General Discussion / Re: Which grafics do you prefer?
« on: September 26, 2011, 04:10:57 pm »
I've been using Ironhand, I might try Mayday or Phoebus for a change.  Reading an ASCII map sober just results in headaches, and the last time I played Dwarf Fortress drunk my mail lady got caught in a cage trap.  Took some fast talking to get out of that one.

Seriously, though, I don't get all this that using the ASCII promotes imagination.  Reading ASCII is like reading a foreign language: All that time I spend translating the symbols is time I'm not spending imagining the Saga of The Ashen Bulwark.

It's the same as with any language; once you have a good grasp of it, you don't spend anytime translating anymore.  You just think fluently with the symbols.  On the other hand, the main reason I don't use graphics packs is because of all the extra time I have to use distinguishing different tiles, so your point works both ways. 
Some people just think and learn visually vs. textually vs. verbally etc.

249
DF Dwarf Mode Discussion / Re: How do you dispose of your trash?
« on: September 26, 2011, 04:07:20 pm »
Well, I just read a very detailed response to your question by someone from a Middle Eastern waste management marketing company, but for some reason I can't find that thread,
Spoiler (click to show/hide)
so here's some other ideas:

For some reason the hoarder in me opts to keep all the trash by channeling big 20x20 pits from the surface all the way to my fort (one layer at a time), then construct floors to fill it back in.  Now every floor of the garbagetower is considered sunlit, and won't produce miasma.  I designate refuse stockpiles on each floor and gather it all.  I also tend to try to spearate out 'useful' from 'useless' refuse, i.e., some levels are designated only for whole, (formerly) sapient corpses, which will never be usable in a vanilla game.  Others are for animal corpses, and one of the levels is only for goblin body parts (which I understand should eventually rot to produce bones, unlike whole corpses).  Adding a bone stockpile with a 'take from' command to this stockpile should result in the bones being carried off once they rot down. 

That said, what I really ought to be doing is just dig that pit 1 z-level under the surface, and link 4 10x10 bridges together to make a huge Dwarven Atomsmasher.  Then designate it as a garbage dump zone, and set trash to dump.  Whenever it gets full, pull the lever.  This has the advantage of completely removing all materials from the map, and thus eliminating any potential negative effects they have on your FPS.  Usually I'm using garbage dumping for other things too often to devote it to refuse.  I suppose I could just wait until a floor of my garbagetower gets full, then dump it into the DAS.

250
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 26, 2011, 03:15:13 pm »
I'm brand new to this, so I'm sure this is a really dumb question, but I can't figure it out.  When I catch a goblin in a cage trap, he ends up in my stockpile forever.  How do I kill him so I can reuse that cage?

If you want to do this with more than one goblin at a time, Mass Pitting can end up being more efficient in the long rong.

251
DF Dwarf Mode Discussion / Re: Military guide
« on: September 26, 2011, 02:01:38 pm »
General:

   To avoid marksdwarves 'jumping the gun crossbow' and melee-rushing the enemy once out of ammo, create an area they can shoot from that has no short path to the enemy (e.g. put them on the second floor, behind fortifications, and make a tunnel that connect the second floor to a spot inside your fort, so they'd have to walk 20 or more tiles just to get down to where they're shooting at).  Then set a patrol order for them to go back and forth from that spot (or line of spots) and a nearby ammo stockpile which is out of view of enemies.  This way they will patrol, stop when they see an enemy, fire until out of ammo, then walk to the ammo, reload, and return.  (Source.)

   As was mentioned earlier, putting all civilians into inactive squads with basic, light (lots of leather armour and cloaks) uniforms is very helpful.  Especially nice is adding low boots or other footwear, since normally dwarves always eventually become naked once their default clothes and shoes rot, this way you can help protect them from infectious Syndromes

Training your military:

   Making squads of 2 dwarves each with the same weapon type and equal military skills is the fastest way to train your militia using the 'default' training methods, unless you happen to find an extremely skilled soldier who is also has a huge Teacher skill, and a rookie with a huge Student skill (i.e., never).  (Source.)

   Mass pitting disarmed goblins into a secure arena, with a wall of fortifications for marksdwarves, is a great way to train your militia even faster.  (Give them training weapons and/or leave the armor on the enemies for more experience per gobbo.)

   It is very easy to forget that you need to specify a valid direction for Archery Targets  :-[
   

Spoiler: Question (click to show/hide)

252
A few thoughts that may add to the already good advice here:

I hear that the size of migrant waves is increased by wealth production, and decreased by deaths (with noble deaths counting for a whole lot of deaths).  So if the waves are too big, consider replacing your good bookkeeper with a random hauler, then killing the hauler-bookkeeper, and reassigning the good bookkeeper.  Try doing it annually and see how much of an impact it has.

I'll echo that using the macros is essential.  In particular, remember that macros apply to any kind of function in DF, not just mining.  For some very common actions, like digging a 3x3 up/down stairway downwards a few levels, or making a diagonal 3-tile wide hallway in the 4 diagonal directions, or DEFINITELY the 'Enter+down'x15 macro for getting items to the Trade Depot and then trading things, I save macros.  For lots of other things I just create and use macros on the spot without saving.

For example, with my latest population explosion, I made a macro that digs a 3x3 room out, then rests the cursor below it, so I could just spam ctrl+p and get a whole bunch of rooms in place, then make a few hallways connecting them.  Once they were dug out, I made a macro that places a bed, a coffer, two cabinets, and a door, and rests the cursor in the bedroom below it.  Again, spam ctrl-p.  Finally once everythings in place, I make a similar macro that designates a room from each bed and spam again. 

For finding gainful employment for them all, again, as said before, Dwarf Therapist is great.  I'm really liking a custom job I made in DT that has all hauling labours + masonry on.  The masonry isn't for making furniture (I have skilled masons for that, to do it faster and makes higher quality goods), but for all the outdoor construction/rewalling after digging a giant sunlight shaft/ etc. jobs I do, often with hundreds and hundreds of floor tiles to build at a time.  I set all my mason workshops to only accept "Adequate" or higher skill levels, so the haulers don't waste time trying to craft things, and only my skilled mason's craft things there.  Since constructing walls, floors, etc. doesn't yield experience, the haulers always stay at 0 mason experience (This is also useful as I set all the haulers to Armourer or Weaponsmith labours, and have my forges set up like the mason's workshops, except for one forge set only to accept Dabbling-Dabbling skill level, which makes bolts and caps.  This way when a hauler moods, they make an Artifact weapon or armour if they have no other moodable skill levels).  Masonry is something I never seem to have enough of, on account of all the stone furniture and big towers/floors I make, but with my construction haulers, it goes much, much faster. 

253
DF Modding / Re: RAW travesties: [TRAPCOMP_ENOURMOUSTACHE]
« on: September 26, 2011, 11:41:36 am »
Eldrick Tobin's unicorpion raws (S.L.A.D.E.)


Amazing.  Now we just need to see if we can reposition the head to be at the end of the tail...

254
DF Modding / Re: RAW travesties: [TRAPCOMP_ENOURMOUSTACHE]
« on: September 26, 2011, 10:43:14 am »
[PREFSTRING:unicorpion]
  Someone needs to draw this!

Spoiler (click to show/hide)
Quick doodle on the same topic:
Spoiler (click to show/hide)

I vote an entirely new thread made dedicated to making this wonderful creature a reality( Possibly merged with the pony mod).  (As real as a virtual ASCII game can get. )

255
DF Dwarf Mode Discussion / Re: How do you deal with the Boredom between
« on: September 26, 2011, 10:41:27 am »
I haven't had too many problems with reloading cage traps, then again usually all my civvies are down below in the civilian alert burrow until topside is safe again.  Still get the odd soldier passing out on top of a serrated disc trap.  Then things get messy.

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