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Messages - Nil Eyeglazed

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211
DF Dwarf Mode Discussion / Re: Peacefull Necromancer Towers
« on: March 23, 2012, 02:34:58 pm »
If a friendly tower could send caravans, what would they send?

212
DF Gameplay Questions / Re: startup/embark skills?
« on: March 23, 2012, 02:03:36 pm »
It's easy enough to get away with everybody being unskilled.  I used to think a proficient weaponsmith and a proficient armorsmith were necessary, but these days, I'm getting better migrants before those start skilling up anyways.

A proficient miner makes things easier for me, so I take one.

Other than that, it's novice weapon/armorsmith (for the mood potential), some military skill, and proficient teacher.  Teacher's one of the harder things to skill up, and I believe it makes a big difference in military training.  (Student's equally hard and equally important, but I figure teacher is better for my starting dwarves.)

213
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 23, 2012, 01:50:36 pm »
Advice required...

Here's my problem.  I can never get very far with my forts because I eventually end up with a ton of dwarves and seemingly nothing for them to do.  I usually designate and area for dumping or smoothing just to keep them busy.  Am I doing it wrong?  :(

Not really-- it's a common problem, caused by high levels of efficiency, so in a way, you're doing it right.  (From another perspective, idle dwarves are dwarves that are making friends with each other, so idlers increase the risk of a tantrum spiral-- maybe that's a reason somebody might say you're doing it wrong.)  If you want to keep your idlers busy somehow, dumping stuff is perfectly reasonable (sieges always leave behind tons of crap, and a clean fortress is one with a decent framerate), but you could very easily put all those idlers into military squads, or begin a massive tower or computer.  Once you begin a megaproject, there never seem to be enough idlers.

214
DF Dwarf Mode Discussion / Re: Vampire-safe bedrooms
« on: March 22, 2012, 07:22:27 pm »
Well, you will need a longer bridge.  Long-term vamps can only make it 6 tiles before the bridge will open, but newer vamps will make it further.  These kind of plate/bridge combos need a bit of jiggling sometimes, as they can get stuck closed when an open signal follows a close signal too closely.  Other than that, looks pretty square.

215
DF Dwarf Mode Discussion / Re: Utilizing My Pet Werebull
« on: March 22, 2012, 05:14:01 pm »
Making the entire fortress werebulls sounds pretty awesome, though. The question is how I manage to do this... If I can get one or two dwarves infected, they will turn and fight other dwarves, and either kill them or leave them alive, potentially making those dwarves werebulls... How should I go about doing this, though? I honestly don't care if 90% of the dwarves die in making my fortress a werebull city as long as enough live to make it happen eventually.

I'm not an expert on dwarf fortress though, so I'll need some advice on how to make this work, and if anybody can tell me how, I'll gladly make the save file openly available so the rest of you can experiment.

As far as I know, nobody's yet managed to make a successful weredwarf fortress.

One of the real risks is civil war.  When a werebull fights a dwarf, one or the other is likely to grapple-- these grapples will persist after the bull transforms back into a bull.  At that point, both dwarves will continue fighting, and one will eventually kill the other.  The killer is now both a member and an enemy of your civilization: everybody will try to kill him, and whoever manages to kill him will become the next enemy of your civ.  Forever and ever, until all your dwarves are dead.  Which is probably not acceptable to you.

So a werefortress has to manage this very carefully.  Any enemies of your civ have to be isolated or killed (by water or something, not by dwarves).  However, it should be possible to every once in a while get a weredwarf that's not a civ-enemy.  These would be your resources to cherish.

It is probably much easier to create a werefortress in a reanimating biome.

216
DF Dwarf Mode Discussion / Re: Vampire-safe bedrooms
« on: March 22, 2012, 04:36:36 pm »
Needs an inverter too-- floodgates and doors allow passage on an open signal, disallow on a close.  In fact, really, you want to use all doors, no floodgates, to eliminate floodgate latency.
My bad, I got confused for which direction that the doors work when in a mechanism. In that case, we need to replace the doors with something that is open when deactivated and closed when activated. The only possibilities that I can think of off the top of my head are to either use a retracting bridge (which has latency issues) or to use a NOT gate and a door (which requires more of an investment). Though latency should only be an issue when the inner room is small and the path is therefore short.

Easiest inversion of a door is a hatch over open space.  If latency's acceptable, easiest inversion of a floodgate is a raising bridge.

217
DF Dwarf Mode Discussion / Re: How to food chute?
« on: March 22, 2012, 04:26:53 pm »
Would the quantum Undump from the relativity thread work for this?


A variation would work, but would lead to waste of about a third of your food (that would sit on a pressure plate and rot).

EDIT: I've got my water-based path blockade going on.  It was ridiculously difficult to set up, and I probably did it every possible wrong way before I did it the right way.  After all that, it's not working any differently than blocking path with a hatch over open space.

218
DF Dwarf Mode Discussion / Re: !!SCIENCE!! Thread: Operation FPS Bomb
« on: March 22, 2012, 03:20:40 pm »
I haven't tested dfhack's tools yet, so I don't know there.  It should probably be safe, though, given what I've heard from the developer of that tool. 

I've had DF crashes with autodump-- suggests that there are things DF is doing with dumping/destroying items that aren't happening with autodump.  Think I'd stay away from it for framerate testing purposes.

219
Boiling noxious excretions are special.  I had a caged FB with boiling secretions in v31-- the gaseous secretions actually escaped the cage, killing anybody who tried to haul the cage.  In fact, I've considered techniques to heat up and cool down cages just to take advantage of this sort of nasty, nasty trap.

Not sure if it's still possible, but since I never saw anything that would affect it in the devlog or bugtracker, I imagine it would work the same in v34.

220
DF Dwarf Mode Discussion / Re: How to food chute?
« on: March 22, 2012, 03:12:11 pm »
1.  No path -- this is what the undump uses, and what some of my earlier science worked off of, its major downsides are reduced stockpile size if the whole thing gets blocked off, or major lag if its a repeating trap.  Eyeglazed's work on creature timings has pretty much convinced me its impossible to make a pressure plate hallway that will make all dwarves drop their stuff while still allowing dwarves outside to continue pathing towards the stockpile without a repeater, and to me that means heavy lag.

I'm setting up a water blockage system right now.  It's possible that dwarves treat water differently, perhaps ignoring water until they reach the actual tile where their path is blocked, because otherwise you'd have path recalculation every time flow turned a 3/7 into a 4/7.  Will let you know.

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2.  Scaring -- So I think the scare dump is a definite move in the right direction.  It seems quite conceivable that every dwarf heading towards a stockpile with a chained creature sitting on it will drop his stuff, assuming proper window placement.  Then its just a matter of setting things up so that the tiles dwarves drop food on are all hatches or bridges, preferably controlled by the exit of all dwarves from the hallway.  Unless youre dropping into magma, you can always have my patented Duck Duck Goose failsafe system, where stupid dwarves who fall in the chute land on fluffy ducks and gooses instead of exploding, and yes, pastures and stockpiles can be placed in the same place.

It's not that scaring doesn't work.  It does.  It's just that the lure tile ends up getting clogged more often than with a plate-hatch undump.  It's unreliable.

I'm using a scare-based autodump to drop clothing into the magma.  A guy with a pet ram bit it.  Otherwise, safe.  Can't say exactly how much has gotten dropped.

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3.  Dangerous Terrain: a dwarf who finds himself in an unpathable tile will cancel his job and try to path out of it if he can.  Unfortunately, they dont always remember to drop their stuff immediately.  Dwarves can be put on unpathable tiles by making them fall onto wall grates, vertical bars, or (iirc) fortifications.  You can also flood the tile theyre in/about to walk into.  Since making them fall has many of the same problems as method 1, maybe we should look into repeating mist machines to cancel their jobs?  I dont know if water forces pathing to be recalculated, or if its more of a OH NO IM DROWNING moment, so im not sure of fps woes from this...

I'll have more info soon, hopefully.  A system that drowned dwarves approaching from one direction, but not dwarves approaching from the other, might be a good way to transfer food.

I would also like to do a little bit of building-based dangerous terrain research.  In particular, I want to see what happens when you build a retracting bridge over a raising bridge and trigger them at the same time, or a tick apart.  This is more pure research for me, because I believe any system used for something practical would either need to use a complicated delay system (for hatches) or else it would need to be a 20-tile long bridge, and I am just not interested in solutions involving 20 tile long bridges.

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4.  Does combat make them drop things...?  I know Ive had a marksdwarf drop her baby to the carp while reloading, ( the carp was 3 zlevels to low to attack, and carp cant fly, she had only herself to blame that time). If so, we could just put a bunch of repeating training spears in the hallway, then dwarves will dodge fall down a level, creating a one way path and making their original job inaccessible, more so they drop their junk and head towards an accessible meeting hall, except whoops, they trigger more spikes, to drop them back to fortress proper, and then a plate that dumps their junk.  All the falling, hopefully none of the recalculation of pathing that kills fps.

Personally, I find casualties unacceptable, dodges are really random, and you can't control path with spikes.  If dwarves drop items when spiked (I believe they do), then the dropped items are going to be on the spike square, and any dwarves coming to retrieve the goodies are going to get spiked too.  It all sounds rather dangerous to me.

221
DF Dwarf Mode Discussion / Re: Vampire detection systems and methods
« on: March 22, 2012, 02:19:43 pm »
2:  The stun drop dwarf.
In case you didn’t know this, dropping a regular dwarf 1z level will not hurt him, but it will stun him.  However, vampires never get stunned so this can be used for the next detection method.
Your last migrant wave was just tested and cleared, and now here comes more leaches on society migrants.  Well, get them all into a test squad and guide them over to your dwarf drop tester.

LGGGGGL
LLLLLLLL

G = Bridge (retracting)
L = land
( I recommend surrounding this with walls with only one way out so it is easier to get everyone on the bridge.)
Once everyone is on your bridge, pull the lever to retract the bridge and quickly pause and start until all your dwarves hit the ground.  Once they hit the ground, pause and check to see if they are stunned (v-w.)  If they are stunned rename them (optional) and let them inside the fort.  If they did not get stunned you can check them again if you think you might’ve just missed the small window or opportunity where they are stunned.  But after 2 times of testing you can be pretty sure that those that did not get stunned are vamps.  As an added bonus for this trap, make the bottom land another bridge, once only vamps are left, retract this bridge to make them fall to their doom.

I've done a lot of vampire dropping tests, and have seen a lot of stunned vampires.  It may be that there are multiple syndrome types, and yours don't stun, while mine do.  Another possibility is that you're dropping them into water.  Vamps won't stun when you drop them directly into water, because the water z-levels don't count for falling-- it's as if they're falling 0 z-levels, so don't even get stunned.  (Dropping non-vamps into water stuns them, because of the whole drowning thing.)

222
DF Dwarf Mode Discussion / Re: Vampire-safe bedrooms
« on: March 22, 2012, 02:13:49 pm »
It looks like that should work. It would still have some trouble with children following their parents closely though.

Needs an inverter too-- floodgates and doors allow passage on an open signal, disallow on a close.  In fact, really, you want to use all doors, no floodgates, to eliminate floodgate latency.

Adolescent dwarves are significantly smaller than adult dwarves-- you can build in a minimum weight to get rid of the child problem.  Assuming you're confident that none of your children are vampires.  On preview, what ed boy said.

If dwarves bump into each other in the hallway, they might take corner squares, so that can screw it up when children are involved, but the risk is low.

The real risk is that of your bed being used for something other than sleeping.  A dwarf might start the suffering the effects of a syndrome only after making it to bed-- such a dwarf would be a goner.  Any dwarf dying in bed (perhaps just old age) would tie up burial dwarves in infinite loops until you dismantled the room.

A vampire trap could form a similar design, allowing you to do as you pleased with any vampires you caught-- after a while, vampires surrounded by sleeping, superficially reachable dwarves are going to be useless anyways.  EDIT: Catching children in addition might even be seen as a perk for such a system.

223
I have doubts that a kitten or goblin waterfall actually works.  This is because my marksdwarf squads almost never become desensitized, despite overseeing the slaughter of goblins (that's mostly completed by axedwarf squads, who do become desensitized rather frequently).  I suspect that the only way dwarves actually become desensitized is by direct, hand-to-hand slaughter.

This would be really easy for anyone to disprove-- just show me a screenshot of a dwarf that doesn't really care about anything anymore, that doesn't have any kills.

Glass windows don't have a lot of uses.  You'd use them when you somehow want dwarfs to become interrupted by an enemy, but not be vulnerable to arrow fire.  So they should be useful in sentry positions (vampire closets, etc).  For most purposes, you can use floor grates or bars instead (which actually do block arrow fire as well, don't ask me why).  (I was considering a design for automatic lock-down and/or differentiation between trap-avoids and diplomats/merchants using a vampire at a window, but if the vamps think they have a path to your fortress, they'll abandon post every once in a while, and you have a false alarm, and if they don't have path, then either they won't abandon post to try to engage an enemy, or else your diplomats don't have path either.)

Glass windows can be used to fight cave adaptation-- but so can any other material.  Once a tile is exposed to the sun, you can roof it with anything at all, and the area will still nauseate dwarves/increase sun tolerance.

224
Are those flags... made of stone?

225
A goblin in the intermediate levels and a wooden axle I've put there didn't last long. Interesting part is that only diagonal wall tiles were marked as warm.

Yeah, now that you mention it, that's true of mine as well.

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When trying to build an aboveground magma teleportation system I've had minor fun, because of absence of walls. My guess would be that flowing is calculated when liquid is placed.

Yeah, my design doesn't work, suggesting either water is deciding to flow inside of 1 tick, or else that my upper pump isn't teleporting water into the bottom of the reservoir and thus getting blocked.  Further research needed, I suppose.

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