Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - John Johnston

Pages: [1] 2 3
2
DF General Discussion / Oh my, that's dwarfy...
« on: December 27, 2008, 05:29:13 pm »
850 pounds?  Eat your heart out, Thorin Oakenshield.  Although to be sure, it could do with a bit of polish.

3
DF Dwarf Mode Discussion / Worn Cloth
« on: November 20, 2008, 06:49:41 am »
That's worn as in "falling apart", not worn as in "the dwarfs are wearing it."

I'm trying to understand how best to manage cloth.  The situation is this:  I have lots of cloth (both plant fibre and silk) in my stockpiles.   Much of this cloth is fine, but some of it is worn (say, xRope Reed Clothx, XRope Reed ClothX).  This worn cloth can still be used to make items out of and it can still be dyed.  However, it is not worth as much (in and of itself) as if it was in good condition.
I would like to get rid of all the worn cloth, so I set up a refuse stockpile to accept cloth.  However only items which are XXRope Reed ClothXX are taken into the refuse stockpile.
Also, noone seems to use the slightly worn cloth for anything, so my clothing workshops are full of piles of worn cloth.  Nobody moves these to any cloth stockpile.  :(
This is also the case at my Dyers workshop, which is full of piles of worn cloth that nobody will move anywhere.

Does anyone have any good ways to manage cloth stockpiles?

(on a related note, I don't know whether worn cloth used to make an artifact makes any difference to the final value of the artifact, and I don't know what triggers cloth to become worn in the first place, and whether suitably worn bundles of cloth will eventually disappear completely when they get too worn - anyone know the answers?)

4
DF Dwarf Mode Discussion / "Get your greedy mits off that cloak!"
« on: November 19, 2008, 12:21:07 pm »
I'm making a whole load of cloaks because I want every dwarf to have one (I want them to have something they can wear over armour).  This went ok for the first few cloaks made, but then I noticed a dwarf collecting cloaks (because she likes the material they're made from) and not wearing them.

I want to stop her taking all the cloaks before anyone else gets a chance.  She's a hardworking dwarf and has a tragic family history (involving, er, her children being torn apart by an undead eagle and then the surviving one going nuts) and I like her, so stopping her violently is not an option.

Can anyone think of a way to ensure that other dwarfs get a fair chance to wear the cloaks?  I have a large but not infinite supply of raw material and as the completed cloaks are very expensive it'll be very annoying if she ends up with fifty of them in her bedroom.   8)

5
DF Dwarf Mode Discussion / The Much-Maligned Party Statue
« on: November 11, 2008, 07:02:01 am »
I have lots of dwarfs in my fort and several statue gardens.  There is usually a very large amount of work to be done, including masonry (making rock blocks), masonry (building walls), mining (for stone) and hauling (move stone to the masons).  Nearly all the dwarfs have the masonry and stone hauling labours turned on.

In practice, they do not waste any time partying.  At all.  While the building is in progress, all the dwarfs (except nobles, FG, RG and military) go to work, constantly.  They do not waste any time.  When the building stops, they go back to partying.

When they do party, it helps them gain skills (and hence indirectly stats) and (I believe) helps them form friendships and romantic liaisons.  Noble dwarfs with high social skills are (I believe) more effective at preventing unhappiness.  Also, if a statue garden includes any particularly spiffing furniture the dwarfs will get happy thoughts, and if you have different types of good furniture (eg. if you dump all those artifact millstones, floodgates, hatches etc. into your statue gardens) they will get several happy thoughts.

Also, you can be fairly sure that your statue gardens will have at least one member of the Guard hanging around, so you can use them to position your defences.  (assuming you value the presence of the Guard; I do, you may prefer not to have a Guard)

Aaanyway, reason I'm saying this is that I keep seeing people saying how awful parties are, and I just don't think that's the case.  It may once have been true, but parties don't currently harm your dwarfs productivity.

I also don't believe that dwarfs having friends from partying has a serious effect on tantrum spirals.  If anything it may (properly managed) have a positive effect, because your dwarfs will have social skills that can help reduce tantrums, they can get *lots* of happy thoughts from partying, and they will all be more resilient to injury (as they will have higher stats).

Thoughts?

6
Anyone know how many practice bolts must be fired for a dwarf to reach legendary marksdwarf status?

7
DF Dwarf Mode Discussion / Argh! Where Eagles Dare
« on: November 06, 2008, 12:55:45 pm »
So there I was, congratulating myself on the smooth running of the fort, when I noticed a yellow flash on the ticker: someone throwing a tantrum.  I look at the "a" log:

Unib Betanfath, Child, has been struck down.
Lolor Toralinod, Child, has been struck down.
"Catty" Razzon, Siege Engineer cancels Recover Wounded: Interrupted by Skeletal Giant Eagle
Amost Atiskib, Child has been struck down.
"Furny" Rakustken, Clothier is throwing a tantrum!

Argh!  They were attending a party in a small room in the very centre of the fortress.  The damn eagle must have used ninja skills to sneak in, past all the fortress guards and royal guards, past a hundred and fifty dwarfs without being noticed in the slightest - there were no other messages about interruption until Catty tried to rescue one of them - and then tore apart the three children in seconds.  Their bodies are scattered around in small bits.

Catty dispatched the eagle with an axe to the skull, but the real bad news is that the three were siblings... the only children of poor Furny the Clothier.  Who is understandably going mental.  :(

Ninja skills, though.  That was the l33735t eagle in the land.   :o  And to add insult to injury it was called "Simpletone".   :D

(edit)

Oh, grim!  She went to the scene of the slaughter and picked up Lolor's right lower arm, and was hauling it to the tomb when suddenly she went into a tantrum and hurled it across the fort, leaving a trail of blood.   :o

8
DF Bug Reports / [40d] Vegetation and invisible bones
« on: October 18, 2008, 07:03:39 am »
I've got an area in my fort where there was a big fight.  Lots of creatures (HFS:TDs,@s,Es,Us) died and their bodies and bits of bodies were lying around.  While the bodies were rotting I flooded the area they were on, which moved some of the bits around.  The bodies were set to "forbid on death" so started off as forbidden.

Later I unflooded the area.  Vegetation started to grow there.  I noticed all the bones lying around later so I went into the stocks screen and unforbid all the HFS:TD bones.  Immediately every dwarf in the fortress headed for that area.  Some of them picked up bones that were visible, but lots of them picked up bones that weren't visible.  They would go to an "empty" square and emerge with a bone.

The bones were definitely not hidden.  I checked the tiles they were getting the bones from with t,v,k, everything I could think of; nothing visible, just an empty tile.

Any ideas?  Do growing saplings move items around and turn them invisible or something?

9
DF Gameplay Questions / Very large constructions vs game speed.
« on: October 16, 2008, 05:13:34 pm »
When browsing through the stocks screen, the effect of having large numbers (many thousands) of stones or blocks is obvious - the game grinds to a halt for a few seconds before showing the page.

My question is, does having a construction built of thousands of stones or stone blocks impact on normal game speed?  I guess it is whether, when a construction is built, it is then treated any differently to a revealed but untouched rock wall - it is an "object" instead of a terrain feature, so may use up a few extra cycles here and there - insignificant for one block wall, significant for ten thousand block walls...

Anyone know for sure?

10
DF Suggestions / Mandates and justice as suitable subject for engraving.
« on: October 14, 2008, 04:13:36 pm »
I reckon that the various things surrounding a noble mandate could make good engravings:

1)  A noble mandates such and such.

2)  When a dwarf creates the required item, and the item made is a masterwork, a record is kept.  If an engraving is made of this item - which already happens at present - an additional line is added saying that the item was "made at the behest of Lordy Lordster".

Or

3)  The mandate is not met.  The dwarf's confinement or beating then becomes a fit subject for an engraving.  "The dwarf is confined.  This relates to the imprisonment of Hapless Dwarf in 234 for failure to meet the mandate for Thingummies as requested by Lordy Lordster."

I couldn't find any mention of this in the bloats so hopefully I'm not committing a dreadful faux pas.  :)

11
DF Dwarf Mode Discussion / Bookkeeper Precision
« on: September 13, 2008, 11:20:48 am »
I'm curious as to what bookkeeper settings people use.  Is there any advantage to using settings lower than the maximum? (aside from having more time on the hands of one dwarf!)

12
DF Gameplay Questions / Do dwarfs mate for life?
« on: September 05, 2008, 07:49:58 pm »
I've never seen a dwarf whose partner has been killed become romantically involved with someone new.  Has anyone seen it happen?

13
DF Gameplay Questions / The Mysterious Case of the Invisible Glass
« on: September 04, 2008, 10:37:03 am »
My dwarfs had built and installed a wall made out of clear glass windows.  There were ten windows in the wall.  It was next to a ten tile long bridge (the bridge running parallel to the windows).
Suddenly when I next looked at the glass, six out of the ten windows had gone... just disappeared.  They hadn't been dismantled accidentally and moved, and there were no unhappy dwarfs breaking things.  I was confused.

Anyone know what could have destroyed them?  They were accessible to the local wildlife, but the only things around were a few skeletal mountain goats.

(edit)
And just to expand, the remaining windows are now x*clear glass window*x and X*clear glass window*Xs, so they've obviously all been pounded by something.

14
DF Dwarf Mode Discussion / Limbo Goblins
« on: September 02, 2008, 03:35:20 pm »
I've just seen a strange siege by the goblins.  I got the "vile force of darkness" message alright, and closed the outside gates, so the goblins weren't going anywhere.  The dwarves then ignored the outside world (who needs sunlight anyway?) and waited for the siege to go away...

...it didn't.  For a long, long time, a whole year cycle at least.  When I finally paid attention, I saw that only one goblin was listed, a Wrestler, and it was sitting still on top of a tiny one-tile mound at the very edge of the map.  Then a Dragon turned up, and I opened the doors so I could capture it, but the goblins did nothing.

So I eventually sent some champions over to give the goblin a good talking to, which they did - except that after they'd killed it, another one appeared.  So they killed that.  Goblins then kept appearing, one by one, in the same spot, at intervals of about one second, each one surviving just long enough to be whacked about the head with a mallet.  That little one-tile mound is now surrounded by arms, legs, heads and fifteen goblin corpses.  Once the fifteenth goblin had died (one squad's worth, I guess) the "siege" message finally lifted.

It didn't seem to be that they were ambushing, or I'd've expected them to show up all at once, and I've never seen a siege last that long before.  The only thing I did that was in any way unusual is that at one point I'd manually designated a lot of narrow iron gear to be melted, including some of the stuff which it turned out those goblins were wearing.  I wonder if that made them stick around?  Anyone seen anything similar?

All whacky-goblin-behaviour stories welcome.  :)

15
DF Gameplay Questions / Artifact Pick
« on: September 02, 2008, 11:16:28 am »
My weaponsmith went into a fey mood, so I was delighted.  She toiled away and eventually created an artifact copper pick (very nice one too, with an engraving of a burning goblin :) ).

Unfortunately, my miners don't want anything to do with it.  I've tried the usual tricks to get them to take it (forbidding/removing all other picks, disabling and renabling the mining labour) but they won't.

I'd settle for one of my champions using it as a weapon, but they won't touch it either.

Anyone know a way to get the dwarfs to use it?  I've heard that dwarfs won't use an artifact unless they have an appropriate high skill level, but the skill listed in the raw is "mining" and all the miners are legendary already.

Pages: [1] 2 3