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Messages - Blackcat

Pages: [1] 2 3 ... 6
1
DF Gameplay Questions / Re: One Dwarf Won't Train at Archery Range
« on: September 04, 2008, 01:33:06 pm »
Not sure if it'll cause this, but does the marksdwarf in question have a quiver, and if not, has he already grabbed some metal bolts?

2
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 04, 2008, 01:30:43 pm »
* Dwarf Foreman integrated into Dwarf Fortress

* Site finder improvements (find sand, specific types of trees, utilize ORs, etc)

* Pathfinding for Z levels (including flying and swimming)

3
Just in case there is a problem with finding the location (Blackcat seems to imply such a possibility), you can easily get it when you choose to reclaim the fortress - embark will automatically zoom in on the fortress location.

You learn something new about DF everyday! Nice tidbit, Deathworks.

4
Load up your current fortress, press escape and select "Export Local Area Image" (or whatever it's called). Select one layer, tell it to export, and as an added bonus, it will also dump a text file containing all the seeds and worldgen parameters.

The only thing left to do is to find the actual fort location.

5
I've noticed some strange behaviour in the Choose Fortress Location screen, and I'm wondering if this is linked.

I found a forest biome in some random map wanderings that had two soil layers and then the normal three rock layers. However, if I moved the embark rectangle to include the river that passed through the forest, the whole biome showed an additional soil layer (so now three) which displayed as an aquifer. Moving the embark rectangle to exclude the river reverted back to the two soil layer no-aquifer display. This behaviour was pretty consistent.

Edit: strangely enough, the next world I generate hit this exact 'bug'. I asked for 'No Aquifer', and the grasslands next to the mountain displayed as having an aquifer. Moved the embark rectangle off of the brook, and the grasslands then showed as not having an aquifer.

6
DF Dwarf Mode Discussion / Re: Looking for a starting location...
« on: August 29, 2008, 05:17:58 pm »
One thing as previously mentioned that helps is increasing the variances (both x- and y-) for volcanism to 1600. If you also do the same to elevation, you increase the mix of mountains, and stand a better chance of finding a mountainous site with flux and magma. To reduce rejects, I found increasing the maximum number of subregions to 5000 helps somewhat.

Volcanism X-Variance 1600
Volcanism Y-Variance 1600
Elevation X-Variance 1600
Elevation Y-Variance 1600
Max subregions 5000

7
DF Gameplay Questions / Re: Blah...Forging
« on: August 28, 2008, 11:46:00 am »
plus one fuel for the non-magma smelter. thats two coke or charcoal than.

The coke or charcoal used as a reagent will also be used as the fuel when using a normal smelter as stated on the Steel page on the wiki:

Quote
The following steps are performed to produce two steel bars from the above materials:

   1. Make pig iron bars (creates one pig iron bar)
          * One iron bar
          * One unit of flux
          * One unit of refined coal
   2. Make steel bars (creates two steel bars)
          * One iron bar
          * One pig iron bar
          * One unit of flux
          * One unit of refined coal

The tasks Make Pig Iron Bars and Make Steel Bars use the same materials at either smelter. At a normal smelter, the refined coal is needed as a reagent but will also act as the fuel needed for the smelting operation. At a magma smelter, the refined coal is needed only as a reagent.

8
Dwarf Foreman is definitely a step in the right direction. Having that built into DF itself would be wonderful, especially if it was expanded so that you could list by individual dwarf, by individual skills, by actual profession, by custom profession, by Labour Profile, etc. Add in options to create/manage/delete Labour Profiles and custom profession titles from that screen would make it complete.

9
DF Gameplay Questions / Re: Lazy Bookeeper
« on: August 28, 2008, 06:48:09 am »
did you assign him a chair ant table?

I got caught by this. A chair is assigned to a specific dwarf, and as far as I know cannot be assigned to the bookkeeper position itself.

10
DF Gameplay Questions / Re: Blah...Forging
« on: August 28, 2008, 06:43:10 am »
Quote
smelting some steel (needs 2 fuel 1 iron bar, 1 pig iron bar)

I'm pretty sure that this operation only needs one fuel. From ore to steel is going to be four bars of fuel for two steel bars.

You also need flux for steel smelting, not just pig iron.

This page has excellent information on the steel making process.

Indeed, 'Make Pig Iron Bars' and 'Make Steel Bars' only require one coke or charcoal at a non-magma smelter. I had to watch those two tasks at a normal smelter to verify, and I've updated the wiki.

11
DF Suggestions / Re: Profession: Geologist/prospector
« on: August 26, 2008, 03:36:47 am »
I envisioned prospecting as part of the mining skill. It would reveal tiles beyond what is normally visible. These tiles would only display in Designation mode (keeping the fort display clean, but providing the information when assigning digging orders). And prospecting would be done as a separate action by someone with mining skill from designated tiles. More mining skill would allow a greater range on revealed tiles.

So, to prospect, you would dig out a tunnel. You would then designate a mined-out area with the Prospect designation. A miner would visit each designated tile and prospect, and then based on the mining skill, a certain amount of hidden tiles would be revealed.

For example, at skill levels 5, 10, and 15, the miner gains prospect range for the same z-level (so showing 5x5, 7x7 and 9x9 respectively, centered on the miner). At skill levels 8 and 13, the miner gains prospect range for the adjacent z-levels (above and below, first 1x1 then 3x3, again centered on the miner).

12
DF Suggestions / Re: Small suggestion about the world map
« on: August 26, 2008, 03:07:19 am »
If Toady is using the algorithm I think he's using for the map generation, then it's trivial to make it wrap at the edges.

Instead of using dimensions of the form (2^n)+1, you use (2^n). Then, when generating the midpoints between the edge points, you modulus your x-coord by (2^n).

So, instead of having edge points at (0,0), (128,0), (0,128), (128,128), you have only (0,0) and (0,128). Then when generating midpoints based on the surrounding edge points, you would do (x mod 128) to ensure your x-coord wrapped around.

13
DF Bug Reports / Re: [40c] Stockpile not stockpiling
« on: August 25, 2008, 09:53:30 am »
Ensure you have the quality settings enabled appropriately. If you create a stockpile for (say) doors, but don't have any of the quality categories enabled, then no doors will be moved there, as all doors have a quality rating. The same applies to barrels.

14
DF Suggestions / Re: New Top Suggestion gathering
« on: August 25, 2008, 05:35:45 am »
Dwarf Foreman, or an equivalent labour management screen, as an integral part of DF.

Much improved Site Finder; Browse search results, many more criteria including what soil/rock layers to find (eg: sand, marble, obsidian etc).

"Prospecting" for miners: higher skill levels means a miner can "see" further into rock. Make "prospected" tiles semi-revealed, in that they only display in designation mode. Include "prospecting" one z-level up and down as part of the skill progression.

15
DF Gameplay Questions / Re: Bins not being used...
« on: August 19, 2008, 02:42:02 pm »
Bins cannot contain logs (or raw stone/ore, and a number of other things).

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