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Messages - John Johnston

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211
DF Gameplay Questions / Re: Strip Mining
« on: September 11, 2008, 06:54:14 am »
Digging out large areas slows you down in a combination of ways, I believe, but it can be managed.
As far as I know the major causes of slowdown are a) the extra pathfinding routes available and b) the endless piles of stones, but I imagine c) the extra LOS checks possible (though probably small) and d) the extra temperature (etc.) checks possible (though I don't think these are done "brute force"; maybe it depends whether the tile is exposed to the sky, too) may slow things down too.

Pathfinding problems can be avoided to some extent by ensuring that you have large corridors - or by doing a true stripmine - or perhaps best, by walling off your entire mining area and locking any doors to it (which will stop pathfinding dead at the edges in much the same way that the previously existing rock wall would have done).

Stone problems can be avoided by dumping the damn stuff down the chasm, chucking it in magma or smashing it to atoms with a drawbridge, but the cost in dwarf-hours is... huge.

I'd also recommend finding which is your most common stone type, going to it in the stocks menu and (h)iding it.  Your dwarves will still move the horrible things around but at least you don't have to look at them cluttering the place up.   ;D

(edit)

Actually as to the pathfinding, channelling out a whole level should remove that whole area from pathfinding possibilities, so you could in principle exchange large inaccessible areas (inside rock) for large inaccessible areas (in the air), which would be a largely neutral action.

212
DF Dwarf Mode Discussion / Re: Megaprojects
« on: September 10, 2008, 06:26:35 pm »
I have some long term plans, I'm not sure whether any of them will work but it'll be fun to try:

1)  Refuse mass spectrometer.  Goblins (or other refuse) goes in at the top and disintegrates on landing.  Water is released which pushes the various items on their corpses around; the lighter objects get moved further.  Ideally it should end with the various objects from the dead goblins deposited right next to appropriate stockpiles.

(I'm building a device at the moment which uses the first part of the design, but is planned just to flush away the lighter stuff into the chasm.  Depending on how well it works, I may try the more complicated full spectrometer.)

2)  Automatic bone generator.  Somehow pen off animals in such a manner that offspring are produced, automatically die, rot and leave their bones somewhere dwarf-accessible.  Ideally it should require no dwarf input whatsoever once running.

3)  (Topical!)  Goblin linac.  Goblins enter at one end and are flung down a tunnel on a series of raising drawbridges before smashing into a target at the far end.  Getting the timing right and making the goblins fly straight will be the challenge.

The project I've spent the most time on was a large curtain wall around one of my old fortresses, but that was before we could mass-designate constructions.

213
DF Dwarf Mode Discussion / Re: Notes - question for the note users.
« on: September 10, 2008, 05:44:40 pm »
(Levers here too.  My recent fortresses have been festooned with levers and my brain can't cope.)

214
DF Gameplay Questions / Re: So I killed a dragon...
« on: September 10, 2008, 05:03:10 pm »
You could check to see if the dragon corpse is forbidden (if it has curly brackets around it) - if it is forbidden, select it and press "f" to unforbid it and your butcher should do hir thing.
Only other reason I could think of is if the corpse has been left so long it has rotted, although as Proteus says it should be done automatically.  That might have happened if all your dwarves were extremely busy (running around burning and screaming, for instance) for a while after the dragon died.

215
DF Gameplay Questions / Re: DF is running slowly
« on: September 10, 2008, 04:58:42 pm »
To check your graphics card, right click on "My Computer" and choose "Manage".  One of the options will be "Device Manager".  Click on that and device manager should open in the right hand panel of the window.  Where it says "Display Adapters" there will be a plus symbol to open the list of graphics hardware - open that and see what card is listed.

'fraid I can't help as to the cause of the slowdown, though.  Has it been running faster previously, and only just slowed down recently?

(Edit - that's assuming you're running Windows!  Bad me but I guess you are.  :)  )

216
DF Gameplay Questions / Re: Newbie questions
« on: September 10, 2008, 03:46:16 am »
I believe the default map size is medium, which cuts down dramatically your chances of finding a spot with many features together - try generating a large world and you should get much better results with the site finder tool.

217
DF Gameplay Questions / Re: Gah - Peasant with a mood.
« on: September 09, 2008, 04:57:00 pm »
I agree, although my personal favourites for that are mechanics (as mechanics can be trained without making anything, hence no low quality objects to dispose of) and gem cutting / gem setting (cutting green glass / setting green glass.)

My trouble is that you don't get that option with dwarf children, and as a fortress gets older, the only people getting moods are the children ('cause everyone adult has had a mood already.)  So you end up with many of your children attaining adulthood as legendary whatevercrafters...

Actually bonecrafting ain't so bad as you at least have the chance at some artifact armour from the mood, bone bolts are useful and a supply of bones is easy to maintain, but stonecrafting is fairly pointless despite the ubiquity of the materials (unless you really like stone crafts) and woodcrafting... woodcrafting?  even if you have tons of wood (which is by no means trivial on many maps), there's better uses for it than woodcrafting, which (let's face it) is more of a poncy elven occupation at the best of times.   :)

218
DF Gameplay Questions / Re: Fire
« on: September 09, 2008, 01:28:12 pm »
Not really.  Some body parts will rot to leave bones (when a creature has been violently disintegrated by a giant clear glass axe blade, say, and had a leg lopped off), but the bits that are left over from butchering are totally useless as far as I know.

219
DF General Discussion / Re: Origin tracking of blood? Really?
« on: September 09, 2008, 11:44:13 am »
Lol, sometimes I think DF should have LESS origin tracking. Sometimes I just want some frigging leather armor, not having to inventorize between cougar leather armor, wolf leather armor, and baby dwarf leather armor.

It should be an option to turn on and off :P

Sometimes I feel that way... though mostly it is because quality and price don't differ enough for Leather and bones for the most part with a few mild exceptions.

It would be nice if the game tracked the different types of leather, cloth, stone and so on, but had an option which would present items to the user without adjectives unless specifically queried.  In other words, it's "an exceptional silk cloth left glove well dyed blue with dimple dye", but the game just says "glove" unless you ask it for more details.

Just as an option.  The stocks screen already does something like this - tells you you have 300 units of silk cloth without giving you all the gory details of exactly what each one is, unless you tab into more detail.

220
DF General Discussion / Re: You know you've been playing too much DF when...
« on: September 09, 2008, 11:36:02 am »
You think "avileforceofdarkness" is the plural of goblin.

221
DF Dwarf Mode Discussion / Re: Name That Currency!
« on: September 09, 2008, 10:52:05 am »
How about "Turtlebucks"?   8)  That would kill two cave-swallows with one felsite pebble.   ;D

222
DF Gameplay Questions / Re: Gah - Peasant with a mood.
« on: September 09, 2008, 08:49:28 am »
I agree - it would be very nice if dwarf children in particular didn't just go for crafting - I'd consider an unskilled peasant with no stat bonuses more potentially useful than a legendary woodcrafter.

223
DF General Discussion / Re: Tarn Adams on Evil Avatar Radio TONIGHT!
« on: September 09, 2008, 07:07:41 am »
I wonder if any non-brits will get that.

Wiki reckons 385 million people ought to get it, so there's a fair enough chance.   :)

224
DF Dwarf Mode Discussion / Re: Cats
« on: September 09, 2008, 05:00:29 am »
Hi Cbfog!

As far as I know, cages are kind of a pocket dimension right now, as far as game physics are concerned. I remember reading that drowning simply will not work on any caged creature.

Deathworks

They're very peculiar.  IME, injuries and health states like drowning are not processed at all while a creature is in a cage, except for dwarfs, who do definitely suffer the effects of hunger and dehydration.  I'm not sure whether a dwarf in a cage which was thrown into a river would drown, or whether one immersed in magma would burn.  It's a possibility but difficult to test.

(edit)  Do we know if cats burn if dropped in a magma-proof cage into magma?

225
DF Dwarf Mode Discussion / Re: Elves bringing animals
« on: September 09, 2008, 04:27:08 am »
In my experience the caravans (in the absence of a liaison of any kind) do tend to get fixated on the things you buy (although there seems to be an overbearing tendency to bring entire forests of logs with them, regardless of whether you buy any or not - this is intensely annoying!).

However, the caravans sometimes seem to "reset" if they get slaughtered by the gobboes.  After a jolly good murderising, the next caravan to turn up will often bring a random selection of goods again.  It may also be the case that not allowing them to get to your trade depot triggers a reset too.

I would recommend locking the caravan out of your fortress (where they may possible meet death-by-goblin), or if you're feeling especially cruel, murdering them all.  The next bunch to show may bring better goods!

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