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Topics - Leonidas

Pages: 1 ... 15 16 [17]
241
DF Gameplay Questions / Squad On Duty vs Standing Down
« on: September 16, 2007, 10:01:00 pm »
What's the difference, exactly, between a squad being on duty versus standing down?  I know that standing down dwarves will spar, while on duty won't.  And I know that patrolling dwarves will complain about long patrols.  But do they get grumpy from just being on duty, without patrolling?  

I know that I can turn them back into civilians, but I want to keep my ultra-mighty-legendary-miner-turned-swordsdwarf from having to unequip and re-equip every time I want him to rest and regain some happiness.


242
DF Gameplay Questions / Foods and Tower Caps
« on: September 15, 2007, 10:10:00 pm »
Does flooding an underground forest interfere with the growth of tower caps?

243
DF Gameplay Questions / Mud Questions
« on: September 15, 2007, 10:56:00 am »
1) When exactly does mud dry up and need to be re-flooded?  I know that there's an event at the beginning of winter, but is there anything at the end of winter?  I ask because one year I built fields before spring, and the farmers wouldn't use them.

2) Is there any benefit to flooding a room longer, either for a field or an underground forest?  It seems like there should be.


244
DF Gameplay Questions / Cage Traps
« on: September 12, 2007, 02:49:00 pm »
1) If the first monster entering the fortress is caught in a cage trap, does the second walk over the cage and scoot on down the hall?

2) If a creature with a ranged attack is caught in a cage trap, can he still shoot?

3) Can creatures ever free their comrades from cage traps?


245
DF Gameplay Questions / Bridge Ideas and Questions
« on: September 10, 2007, 01:57:00 pm »
1) I just had my first case of my main river bridge being destroyed in a tantrum.  What a mess!  And it seems that this isn't uncommon.  So I built a one-width safety bridge downstream.  So now I'm thinking: Why not make the entire bridge out of one-width strips?  That way, a tantruming dwarf can destroy a single strip, and yet barely slow the traffic.  Has anybody tried this and had it work?

2) I just dug the river channels for my first animal-trapping operation, and all the miners survived.  But it seems awfully risky, and of course outdoor channels are so terribly permanent.  So now I'm thinking: Couldn't you do the same thing with bridges?  I mean, a raised drawbridge is basically a wall against anything but fluid, right?  So why not build them on dry land specifically to use them as walls?

And assuming that other people have already figured this out:

3) If you build these bridge-walls, is there any way to look at them without putting the bridge back down?

4) Can monsters knock down bridge walls?  If so, does the time to knock it down depend on the size and composition of the bridge?

5) Do bridge walls block archer fire?


246
DF Gameplay Questions / Abandoned sand bags
« on: September 09, 2007, 08:13:00 pm »
When I get into glassmaking, my dwarves always leave bags of sand sitting by the river, where they're eventually washed away by the seasonal flood.  These bags are generally stuck into corners, and they're full of sand and nothing else.  Subsequent collect sand orders don't seem to move them.  Any ideas on how to get them back?

247
DF Gameplay Questions / Extra Bridges to Combat the Flood?
« on: September 06, 2007, 02:59:00 pm »
I've taken a zero-tolerance policy with the seasonal flood.  So I've got it all walled in, but I still have a couple of bridges.  And I think there's still a little risk with those bridges.  I know that one flood recently cost me a dwarf, a cat, and a foal, and I assume that they were either on the bridge or right at the end of the bridge.

How do you guys minimize the flooding risk?  I've been thinking of building a wide second bridge---a sort of flood apron---just downstream from my real bridge, to catch  anybody who gets caught up with the tide.  Does that sound like it'll work?  With enough patience, I suppose that you could completely cover the river with bridges, and then nobody could drown, right?


248
DF Gameplay Questions / Seed Barrel Nightmare
« on: September 06, 2007, 10:59:00 am »
I had four farmers and three max-size fields, both set to grow crops.  And then four of my dwarves starved to death while I scrambled to build a butcher's shop to eat my mules.

The problem was this one seed barrel that held all my plump helmet spawn.  The barrel was outside while the farms were just past the river, so planting was going very slowly.  And many of the farmers got "Job item lost" errors, which I didn't understand.

I tried all sorts of things to move that @#$%! barrel.  I tried a food stockpile under it and did a "take from" on it.  I erased the stockpile under it and set up a seed-specific stockpile near my fields.  I had furniture stockpiles with empty spaces, in case that would help to move the barrel rather than the seeds.  And all the while I had one to two dozen haulers complaining that they had nothing to do.  And catching vermin.  And starving to death.

Fortunately nobody too important died, and some hasty slaughtering slowed the rate of starvation until the human wagons arrived.  But where did I go wrong?  That barrel is still sitting outside my cave with at least 100 plump helmet spawn in it.  There is a bag in the barrel, but most of the seeds aren't in it.  And I am no longer pushing up against my seed limit; I have about 180 PH spawn globally.  Please type slowly and in short words, because I'm obviously mentally deficient on this.


249
DF Gameplay Questions / Food Rotting at the Depot
« on: August 31, 2007, 07:13:00 pm »
I bought some food from a caravan, and it just sat there on the ground until it rotted.  Now I've bought some plants from the elves, and they're just sitting there, wilting.  I've turned off all other types of hauling, and I have lots of peasants, but I suspect that they're spending all their time picking up plump helmet seeds off the dining room floors.  How do I save my purchases?

250
DF Gameplay Questions / Digging a Deep Pit
« on: November 07, 2007, 01:45:00 am »
I'm digging a deep pit with which to greet unwelcome visitors, and I can't figure out how to do it without 1) risking cave-ins, 2) risking getting a miner stuck down the pit without being able to get back, or 3) spending an incredible amount of time babysitting the pit's construction.  What strategies have you guys found that work well?

251
DF Bug Reports / Graphics-Related Lockup
« on: September 30, 2007, 11:22:00 am »
When I run DF in fortress mode, it loads and runs just fine for anywhere from twenty seconds to two minutes.  Then it crashes in a way that corrupts the GUI.  The screen looks something like a checkerboard, cut into squares and with a colored bar at the bottom of each square.  It's as if the pixel map for each square has some random noise added at the bottom.  A similar set of squares forms around the cursor.  For about thirty seconds after the lockup the cursor continues to move and the sound continues to play.  Then the whole system locks and the screen goes black.  A few times the system has rebooted, but usually it just freezes on black.  The only way out is to push the reboot button.

And here's a weird part: The first reboot doesn't fix it.  After the first reboot the screen stays black, though the computer mostly sounds like it's booting up normally.  I have to push the reboot button a second time before the screen will show something.

My graphics card is an nVidia 6800.  The problem appeared under an older set of drivers, so I installed to the latest set, released just a few days ago.  The problem is still there.  I completely uninstalled all grahpics drivers and reinstalled the latest nVidia drivers, and it didn't help.

I downloaded Kobold Quest and got the same problem after maybe three minutes.  The problem appears whether the game is running or paused, and whether it is fullscreen or windowed.  It also happens with the sound on or off, and the sound card drivers are up to date.

Another weird twist: At one point I couldn't get any signal to the monitor at all, no matter how many times I booted.  So I turned it off from the button on the case and switched the monitor cable to the other output port on my graphics card.  It seems to have helped, in that I can now clear up the problem with only two reboots.

Before this, I had been having a different but similar problem with Laser Squad Nemesis, where the whole screen would just go black off and on every few seconds at random.  That's the only other game where I've had this problem.  The only thing I can think of that changed before this started happening was that I switched from a CRT monitor to a flatscreen, and consequently my desktop is at a much higher resolution than before.

Any ideas?


252
DF Suggestions / Work Profiles
« on: October 22, 2007, 12:56:00 pm »
Right now, each dwarf has his own set of tasks, e.g. mining, plant gathering, farming (fields), etc.  I usually give groups of dwarves the same sets of tasks, so that all my farmers have the the same tasks, all my miners have the same tasks, etc.

But in a large fortress it's a total pain to change those tasks, because we can only change them one dwarf at a time.  It would be great to assign assign a task template to a group of dwarfs, and then change all their tasks at the same time by changing the template.

Farmers benefit from this the most.  They plant for three-quarters of the year, and then they need to do something else during the winter.  It's a real pain to go through farmer by farmer to give each a winter job, and then go back through each farmer at the end of winter to stop that work so that they'll get back to planting.

This would also be good for haulers: You could make different classes of haulers for different items, and then temporarily aim them all toward a specific type of item, such as food after a large caravan purchase, or refuse after a big battle.


253
DF Suggestions / New Command: Prospect
« on: November 03, 2007, 10:47:00 pm »
My miners are doing a lot of exploring, now that there's so much more mountain out there to mine.  And when they hit a vein of ore, it has become a chore to watch them continuously as they follow it to each end.

So I propose a Prospect command: You designate a single square of ore, gems, or economic stone.  The miner then mines that square.  He then checks all the squares adjacent to that mined square.  If any of those adjacent squares contain the target ore/gem/stone.  Then he designates those---on his own---for prospecting.  

That simple algorithm should carry the miner to the end of the seam.  And if you enter the seam in the middle then you prospect both sides, and eventually the miners will follow it to both ends.

This would reduce a lot of tedium for me, and I assume for many other players.  It wouldn't replace the current mine command, because there are lots of situations where you wouldn't want the miner to follow the ore.  But in the current version my miners are spending less than 20% of their time carving grand halls for living, working, and defense.  All the rest of my digging is exploration, and then tediously following out each vein square by square.


254
DF Suggestions / Stone Porosity and Cisterns
« on: November 03, 2007, 08:24:00 am »
DF has lots of different types of rock, but they aren't differentiated on an feature: porosity.

Sandstone and most other sedimentary rocks are porous.  If you dump water on them, they'll soak it up pretty quickly.  Igneous rocks are not porous, but in their natural state they will have fissures that will leak to some extent.  Either kind of rock can also contain fluids and water-soluble minerals that can taint water.

My point is that if you really want to store water underground, then you ought to build a proper cistern.  Dig a deep pit, and then line it with worked non-porous stone.  Otherwise, there should be a fair chance that 1) the earth will soak up all your water, or 2) minerals and other fluids will contaminate your water.

This works really well for DF, because cisterns really were historically part of siege warfare.  Just as water resources determine where people build cities, and available water determined where they could build fortresses.  Cistern water can come from an aquifer, channeled surface water, or rainwater.  Though efficient use of rainwater would require some extra work to keep the soil from soaking it up.

Filling your cistern should take time, just like stockpiling food, and the size of your cistern should partly determine how long you can hold out in a siege, as intelligent enemies should move immediately to cut off or poison outside water supplies.


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