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Messages - John Johnston

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16
DF General Discussion / Re: Elven equipment
« on: November 21, 2008, 10:32:58 am »
On the subject of wooden weapons, I believe fire-hardening the tips makes them a good deal more effective.  Good for a spear, not so good for a sword, hopeless for an axe.  Probably.

17
DF Dwarf Mode Discussion / Re: Worn Cloth
« on: November 21, 2008, 09:55:08 am »
On a vaguely related note, I decided to upgrade my dwarfs from wearing copper armour to wearing steel armour.  One legendary metalsmith had made all the copper armour, and as the various pieces were being melted down in the furnaces she went seriously unhappy and stabbed the mayor in the brain with a steel pick.

Aaaaanyway, I've got the nasty feeling now that even if I do atomise / burn / chasm whatever all this cloth then all my weavers are gonna do the same thing.  :(

18
DF General Discussion / Re: The Big Book Of Dwarfy Things
« on: November 20, 2008, 05:51:11 pm »
  • Large Gems.
  • Plump Helmets and Sweet Pods.
  • Tantrums.

19
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?)

20
DF Dwarf Mode Discussion / Re: Naps on Traps: A Children's Story.
« on: November 20, 2008, 03:35:40 am »
When Bomrek's eyes were closed,
A flail tore off her nose!
But Cog (who stayed awake)
Escaped a sim'lar fate.

When Mosus had to yawn,
He swiftly met a saw!
But Udib slept in bed,
And got to keep her head.

21
DF Dwarf Mode Discussion / Re: "Get your greedy mits off that cloak!"
« on: November 19, 2008, 02:58:38 pm »
I'll give those a go... not sure what's going to be more dangerous, cave-ins or a few days military service.  :)

22
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)

23
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: November 19, 2008, 07:55:08 am »
Oh, I like the idea of an elf bone trumpet.  Those lanky femurs for the main pipe, and finger-bones for the valves... sweet.

24
DF Dwarf Mode Discussion / Re: Farming Help
« on: November 19, 2008, 07:28:26 am »
My farming and cooking is set up to hopefully increase dwarven happiness:

I'm using three 5*5 fields at the moment.  Two are underground, set to grow sweet pods for two seasons of the year, and the third grows whip vines constantly.

The whip vines are turned into whip vine, which is good quality stuff (sadly, I don't have a source of sun berries to make sunshine, which is the best booze.)  Anyway, it's better than all the other drinks.  My booze stockpile is full to bursting with whip vine.

The sweet pods I process into dwarven syrup.

I also have three farms running (I'm working on expanding this, in the search for the perfect farm animals - I have wolves, grizzly and black bears, a cougar etc. in a pen, but not matched pairs - I wanna farm grizzlies!).  One of them holds cows, another holds foxes (that will be changed), and the third holds giant eagles (they have to be tied down to chains all the time, and the hatchlings need to be caught once they're born :) ).

When the caravans arrive, I buy all their decent food, and sometimes their booze too.

The kitchens are constantly processing fat and producing roasts.

The end result of this is that the food stockpiles are full of high quality roasts and high quality booze, plus a mix of lower quality foods and drinks.  My reason for doing this is that as the economy is running, I believe a dwarf who cannot afford food will feed themself with the lowest price food available.  If I was farming for plump helmets, there'd be a whole stack of plump helmets in the stores at any given time, so a poor dwarf would eat them constantly and maybe become unhappy.  As things stand however the stockpiles are full of better food but no (edible) raw plants or cheap food, so even a peasant ought to eat well.  Same goes for booze.  Buying in extra good foods means there's a degree of choice, so not everything is a +dwarven syrup roast (75)+.

This setup is sufficient to keep 150 dwarfs going pretty well.  I'm holding ~8000 drinks and ~2000 meals in stockpiles.

(edit)

Incidentally, the "above ground" plots are actually underground.  They have a clear glass roof (bridge) over the top of them (although I don't think the material makes a difference) and function perfectly well.  This makes them safe from wandering skeletal giant eagles, which used to fly down into the farms constantly and peck the farmers to death.

25
DF Gameplay Questions / Re: On performance
« on: November 18, 2008, 06:28:18 pm »
Running a 150 dwarf + ~50-100 animals 5x5 (or it might have been 6x6) fortress with lots of mostly static water, magma and most levels substantially excavated in Vista 64bit on a (quad-core) Q9450 at 2.66GHz gives me around 20fps, which is playable enough.  IME it is definitely worth running DF on at least a dual-core chip.

26
DF General Discussion / Re: rocks
« on: November 15, 2008, 07:46:45 pm »
At present, I'm collecting them all regardless of type into stockpiles next to the masons shops, and turning them into blocks.  Lots of blocks.  Lots of blocks.
If I have too many blocks left over after the current construction project is finished, I'll drop 'em in the chasm, or more likely atom-smash them with a drawbridge.

27
DF Gameplay Questions / Re: Once again, all my questions in one thread.
« on: November 15, 2008, 10:19:27 am »
I seem to remember that you can appoint a Royal Guard safely, but I'm sorry I can't say for definite.

28
DF Gameplay Questions / Re: Thats not good...
« on: November 14, 2008, 09:27:31 am »
I don't know about repairing it, but I'd advise you to turn on auto seasonal backups in the init file.  Then the worst you can lose is the last three months.

29
DF Gameplay Questions / Re: Flow question.
« on: November 14, 2008, 09:24:28 am »
IME flow of water along diagonals is a strange thing.  When pressured water is flowing in a straight horizontal  (that is, east-west) or vertical (north-south) line, pressure is easily transmitted and the pipe will fill very fast (essentially, each tile hits 7/7 in sequence, with a small "wavefront" area in front of the main flow filled to less than 7/7, whereas when pressured water is flowing along diagonals, the tiles fill very slowly, and the "wavefront" area is much, much larger.

The effect is much more than you would expect if it was simply due to the extra distance a diagonal flow is travelling (what, root two, 1.4 tilewidths something or other compared to 1 tilewidth), so I'm guessing that the flow calculations are handled in such a way that horizontal and vertical are done quickly, but diagonal ones rely on the "sloshing" effect of water moving around (like what you see when a pond is almost but not quite full - little areas of 6/7 zooming around).

30
DF Gameplay Questions / Re: Demand for "Item"
« on: November 14, 2008, 07:54:45 am »
It would be just about possible to get a clear zircon item of furniture, if you had some clear zircons.  You'd have to wait for someone to go into a mood and forbid every other gem except the clear zircons, then hope very hard that the moody dwarf wood a) build furniture and b) decide to use the zircons as the first material to make it with.  Unlikely, but possible, I suppose, if you had an important dwarf that you really liked.

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