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Messages - Leonidas

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931
DF Gameplay Questions / Re: Detecting Pregnancy
« on: September 18, 2010, 12:25:03 am »
OK, then how do I tell how pregnant they are? 

My goal here is to use danger rooms to train up all my dwarves as super melee fighters.  I'm assuming that a woman could get grumpy on seeing her baby impaled on a danger room spike.  The options I see right now are:

1.  Lower the baby cap to prevent pregnancies.  Would that affect adult immigration?

2.  Make all the women marksdwarves and await the inevitable sex-discrimination lawsuit.

3.  Somehow know when a woman is likely to give birth, and pull her out of the danger room during that time.

Another other ideas?

932
DF Gameplay Questions / Detecting Pregnancy
« on: September 17, 2010, 09:47:27 pm »
Is there any efficient way to determine which dwarves are pregnant?  I really don't want anybody giving birth in the middle of an active danger room.

933
DF Gameplay Questions / Re: Blood spatter = steady FPS loss
« on: September 17, 2010, 09:07:42 pm »
If I had FPS woes (or when I get them), I would go after stockpiles.  I would guess that each tick, each square in a stockpile searches every item on the map to see if it should generate a work order.  Multiply items by stockpiles in a mature fortress, and you have a really big number.  I would turn off all my workshops, erase all my stockpiles, and see what happened to FPS.

934
DF Gameplay Questions / Re: Blood spatter = steady FPS loss
« on: September 17, 2010, 06:04:15 pm »
I just cleaned up some mud by building and un-building a paved road on top of it.  Maybe that'll work on blood, too.

935
DF Gameplay Questions / Soldiers Pursuing
« on: September 17, 2010, 05:23:20 pm »
The previous version had an option to keep your soldiers close to their station, or give chase.  Does the current version have anything like that?  My soldiers are chasing the enemy halfway across the map.

936
DF Gameplay Questions / Re: Blood spatter = steady FPS loss
« on: September 17, 2010, 03:54:38 am »
just note that, while it takes the contaminants off the dwarves, it also allows them to be spread all over them as well, so you have to constantly be cleaning the map over and over, which is very, very tedious(because I was trying it earlier.)
Now I'm looking forward to getting this problem, so that I can play with ways to solve it.

In the past I've made little single-dwarf showers to handle flaming soldiers.  I never had to use them, but they worked really well.  The Dwarf stands on a pressure plate, which releases down onto him a block of water big enough to fill the room.  The water triggers a second pressure plate, which 50 ticks later opens the grate-protected drain.  You could do something similar on a large scale and douse everybody in your meeting area.  They might not like it very much, but maybe it'll clean them.

Might dwarves clean more often, and more successfully, with an ample supply of soap?

937
DF Gameplay Questions / Re: Blood spatter = steady FPS loss
« on: September 16, 2010, 04:17:12 pm »
If the dwarves can clean up the blood, then it's just a labor allocation issue.  If water can wash away the blood, then it's an engineering issue.

I suspect that Toady has big plans for the Cleaning labor.  It was always on the labor list and turned on by default, even back in the 2D auto-clean days when it served no discernable purpose.  Soap-making also goes back to the 2D days, even though it was useless for years.  Now death by infection stalks the hospital, and the medical model is much more detailed.

I think that Toady will eventually hit us with Plague, hopefully treatable by Golden Salve or some such, but mostly preventable by soap and lots of cleaning.  It's historical.  It's realistic.  And it would be a Fun challenge for large forts with high population density.

938
DF Gameplay Questions / Re: Advise on plumbing
« on: September 16, 2010, 02:12:31 pm »
If you want an impressive water feature, consider a waterfall.  It's fairly easy to build, especially now that atom-smashers destroy water, and it has a substantial effect on dwarf happiness.

939
DF Gameplay Questions / Re: Blood spatter = steady FPS loss
« on: September 16, 2010, 01:25:38 pm »
Can't the dwarves clean up the blood?

In the old version, I think that blood disappeared automatically with the season change.  Does that no longer happen?

940
DF Wiki Discussion / Re: Extracts Article
« on: September 16, 2010, 01:21:45 pm »
Here's my first draft of a liquids list:

Liquids that flow (fluids): water and magma

Liquids that you can produce in a workshop:  Alcohol, Milk, Golden Salve, Gnomeblight, Liquid Fire, Venom from Phantom Spiders and Cave Spiders, Mog Juice, Dwarven syrup

Messy liquids: mud, blood, vomit, pus, ichor, goo, slime (Do all those get tracked around?)

Liquids that can only be purchased:  blood in barrels, venom from Giant Desert Scorpions and Giant Cave Spiders

If you can think of anything that's missing, please let me know.

941
DF Suggestions / Re: My fortress has become boring.
« on: September 16, 2010, 01:07:28 pm »
no farm plots? how? you cant sustain an entire fortress with plant gathering.

It's much easier than it sounds, especially if you have two soil layers.  With diligent irrigation and rock-clearing, there's no limit to the quantity of plants that you can grow.  Brew the plants, then cook the seeds.  Add some milk, some fish, and some meat, and your larder is full.

942
DF Suggestions / Re: My fortress has become boring.
« on: September 16, 2010, 09:33:22 am »
Get a mod that makes the game harder, and impose rules on yourself that makes it harder still.

Try playing the game this way, and see if it becomes more interesting:
- Fortress Defense mod
- No traps
- No building farm plots
- No selling food
- Try to kill every invader.  Seal them in before the fight starts.
- Every kill comes from a dwarven weapon.
- No drowning invaders, no dropping them, no cooking them in magma.
- No reloading
- Objective: Colonize Hell.

And if that's not fun enough, try a biome with no trees and no flux.

943
DF Suggestions / Re: More than one "Idle Dwarf" number
« on: September 16, 2010, 09:26:31 am »
That's a great word for this: Workgroups.  They're like squads, but for civilians.  Or they're like burrows, but not automatically tied to geography.  Workgroups could just be an abstract way of bundling dwarves into groups, and then you could manipulate the whole group: assign the whole group to a burrow, change the whole group's work orders, etc.

944
DF Gameplay Questions / Fishing Distance
« on: September 15, 2010, 02:39:08 am »
The wiki says that wells will draw water over any vertical distance.  Is that true for fishing, too?

I have a massive underground lake, and I assume that it's teeming with fish.  I also assume that it'll have some swimming building destroyers, so a mere stone grate at the surface of the water won't offer much protection.  Is there any way to fish without putting the dwarf on the edge of the water?

945
DF Wiki Discussion / Extracts Article
« on: September 15, 2010, 12:58:53 am »
I'm no expert on extracts.  I've never milked a purring maggot or squeezed a moghopper.  But the Extracts article is wrong in so many ways.

1.  Extracts is not an entry in the Stocks menu.  I think it appears on the embark menu.  The article needs some clear idea of what counts as an extract, and why the term is even meaningful in DF.  I suggest: "Extracts are liquids extracted from animals and plants in a workshop.  Some extracts are currently functional, while others have not yet been implemented."

2.  The article is wrong on which extracts can be produced in-game.  I propose to reorganize it in two simple lists or charts: working extracts and non-working extracts.  Each entry shows the extract, the workshop that produces it, the ingredient, the labor, the value, and the use.

3.  Is there really a good reason to even have an extracts article?  Maybe it would be better to have a comprehensive list of liquids.  It could include references to the articles on water, magma, blood, alcohol, and milk.  I don't see any reason for lumping together a subset of the liquids and calling them extracts.  It might be interesting if extracts all came from animals, but apparently Gnomeblight comes from Kobold Bulbs.

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