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Messages - gunpowdertea

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106
Yes, there was a discussion about three months ago, and the conclusion was more or less that the main bottleneck is the memory access. Ideally you'd want as much memory as "close" to the CPU as possible.

Edit: Oh, and yes, the tree litter does cause FPS issues it seems. Use dfhack to clean up the mess... Also: Pathing...

107
DF Dwarf Mode Discussion / Re: New Jobs Picking Procedures?
« on: December 08, 2014, 05:27:12 am »
I really want an EMERGENCY status job that forces the nearest dwarf to drop whatever they're doing to pull that lever or grab that bin for the depot.

   He he he. Yeah this is the kind of VPL change we were talking about. It should be exciting to see the status of your dwarves realized. And certain ones you'll be able to control more than others. Now there will be a circumstance under which you can control any dwarf to a large degree, and that's going to be the new 'Do This Now' prioritization for jobs, which will just snatch up the nearest dwarf that can do the job (like pulling a lever), and force them to do it. They'll drop what they're doing and save your fortress. Might stress them out a little bit, depending on the kind of dwarf, but you'll be able to do that finally. And furthermore we are mindful of things like the trading jobs, the harvest, and so on, and hopefully that'll be handled with the new job selection model overall.

I guess we all have been waiting for exactly this. Usually the dorf that is furthest away and missing a leg and is unbelievably slow anyway gets assigned the "Pull the lever and save fortress from the undead siege" job... *sigh*

108
DF Dwarf Mode Discussion / Re: !!Feng Dwarfy!!
« on: December 08, 2014, 05:21:25 am »
This was from Death Gate:

http://www.bay12forums.com/smf/index.php?topic=84451.0

All hail Darkwing, the Netherfowl! We had a duck that killed clowns from the deep, grew plump helmets in the circus, had a legendary, crutchwalking child (that was eaten by a clown during my reign... oops, I killed Timmy)...

109
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 04, 2014, 06:05:15 am »
Hm. I thought when riding the minecart tehy would avoid collisions with other Dorfs? Now I need to try this, make a rollercoaster to mow down trogs or so, which should make the dorfs used to witnessing death. Too bad the caverns are sort of off-limits at the moment, there's like four FBs in them (and they slaughtered the trogs, so I have to wait until new ones come in). My military is really low level, I had a few migrants after almost succumbing to an invasion (one dorf left), and I'm tring to clean up the mess and at least bury the dead that lie inside. Outside we have a necromancer siege again. *sigh*

FP: Digging a ramp up and not checking that there was a workshop on top. Removed workshop now and did not check that when ramping up under a workshop there seems to be no hole at that z level. Minecart went up, bounced, went back, smashed my engineers hand and arm. *sigh*

110
There are some horrible requirements to become mountainhome, right? Like hundreds of dwarves and such?

... and in your case it might be "sacrifice the infidels on the altar of Rakust" ;)

111
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 27, 2014, 08:12:48 am »
I obviously need to work on my scheduling: I'm currently building an "isolation camp" for my werecreature dorfs so that they don't attack the others every 28 (24? 25.5? whatever.) days. It involves minecart tracks that trigger plates to open and close floor hatches for the minecarts to leave the camp, deliver the goods, and return with more raw materials (one of the werefoxes is a Master Carpenter already, though they are at the moment locked into one of the dining rooms to avoid... accidents). As I am a bit (read: a lot) inexperienced with minecart designs I need to test stuff like how far away from the hatch do I need to place the pressure plate so that the cart can pass (barely). There are also some impuls ramps in the design...

The mechanic who had to link the plate and the hatch was maimed by a cart that I already assigned to the track. He is now in hospital - at least some training for my doctors. I know I should have stayed with garbage dump zones and shafts (but then the falling masterwork training axes will inevitably strike somebody in the head).

112
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 21, 2014, 03:27:02 pm »
Ah, yes, the joys of the new trees: open space where you thought you'd never have it. I still have to get used to it and leave an extra layer between my tunnels (that lead to some towers outside the main castle) and the surface. I think all of them have a hole in some place or the other...

113
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 14, 2014, 02:30:05 am »
... when I realised you can assign tombs to dead dwarves to avoid building a ton of coffins that will be kept reserved for the dorfs idiots heroes that lie dead outside while the siege is still around, and meanwhile the dead in the hospital rot and spread miasma.

114
DF Dwarf Mode Discussion / Re: Trading - what is the point?
« on: November 14, 2014, 02:27:38 am »
Yup, the prices of some things are ridiculously broken (and I don't trade that stuff). I like the variety of food and booze the merchants bring, especially the non-dwarven, above-ground plants. The animals I mostly trade for are alpacas or llamas, they are efficient if you want to keep the pastures small. In my current fort I lost all animals to a zombie siege. The zombies left (with only one dwarf walled in somewhere) and some immigrants arrived, the whole fort is slowly starting to regenerate, except for the werefox curse that lies upon half of my population. I guess the other half will be dead soon...

115
DF Dwarf Mode Discussion / Re: Bathing question for fort design.
« on: November 14, 2014, 02:16:25 am »
The tile set is... difficult to understand, but the idea is very nice (and I really like the description on top). I might borrow the design and adapt it to my needs.

116
DF Dwarf Mode Discussion / Re: "Jack in a box" fort - would this work?
« on: November 14, 2014, 01:45:03 am »
So you are covering the "roof" with 1 tile wide, raised drawbridges? Ok, I misunderstood... I thought of building as many as neccessary 10x10 bridges.
? No, your original concept. As many as necessary 10x10 or whatever. But leaving them LOWERED, not raised. As appropriate for an actual roof.

I'm merely suggesting they take the role of floor panels, because they use far fewer resources and go up more quickly by far, thus limiting your vulnerability during construction.

Yes, but lowered bridges can be destroyed by building destroyers.

Where are you getting this information from? I have seen fire beasts melt them but never seen deconstruction. Wiki says immune to building destroyers as well

The wiki says:
Quote
When activated, the bridge "raises" very quickly, [ ... ] The resulting wall is always one z-level tall, watertight, and invulnerable to building destroyers.
I had trolls, rampaging dwarves, titans and whatnot destroy lowered bridges... the only way lowered bridges are safe is when they are only accessible from below (like hatch covers).

117
DF Dwarf Mode Discussion / Re: "Jack in a box" fort - would this work?
« on: November 13, 2014, 08:45:11 am »
So you are covering the "roof" with 1 tile wide, raised drawbridges? Ok, I misunderstood... I thought of building as many as neccessary 10x10 bridges.
? No, your original concept. As many as necessary 10x10 or whatever. But leaving them LOWERED, not raised. As appropriate for an actual roof.

I'm merely suggesting they take the role of floor panels, because they use far fewer resources and go up more quickly by far, thus limiting your vulnerability during construction.

Yes, but lowered bridges can be destroyed by building destroyers.

118
DF Dwarf Mode Discussion / Re: "Jack in a box" fort - would this work?
« on: November 12, 2014, 08:57:34 am »
So you are covering the "roof" with 1 tile wide, raised drawbridges? Ok, I misunderstood... I thought of building as many as neccessary 10x10 bridges.

119
DF Dwarf Mode Discussion / Re: "Jack in a box" fort - would this work?
« on: November 12, 2014, 02:37:07 am »
Bridges are not a good idea. Open bridges can be destroyed by creatures with the "building destroyer" tag. It is better (but much more labour intensive!) to build a roof out of floors. I like green glass, even though the game does not consider it to be transparent (I do) and as it remains viable for above ground plants I roll with that interpretation (water will also continue to freeze under the roof...). The correct Dwarven thing would of course be to cast a roof out of obsidian...

120
Yup, let's move on.
@Earwig: you pick. You were the only one who submitted anything, so it's up to you to get the ball moving again ;) also per the rules you pick the next winner.

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