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Messages - rtg593

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Spoiler (click to show/hide)


Damn, I usually don't make that mistake.

Psh, he could at least say your welcome ;)

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They way you titled it, I assumed it was a werebeast :p

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DF Dwarf Mode Discussion / Re: Conquering the raging river
« on: May 05, 2012, 10:01:40 pm »
Build a wall over the river, above the tunnel. Drop It in.

It'll deconstruct upon impact. Nothing'll happen.

(shrug) never tried it. One of you long timers told me on a thread of mine, girlinhat or KodKod or someone, don't remember. Apparently a cave in over an unsupported floor will collapse it before the wall deconstructs.

Would work just as well if you use the dig ramps up from under a bridge under the river method.

229
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 05, 2012, 09:59:06 pm »
"Exotic goods from the fabled fortress of Coppercages.  Going fast, get yours while they last.  Special pricing on bin quantities."  Think of your fortress as the China of their world.   :D

I'm a bit curious now if the caravan arc will include artifacts being trade able. imagine buying an artifact you made in dwarf mode at some human settlement across the map, and being able to see in legends:

statue-mc-urist was a elf bone sword created by urist mcstrange-mood in the dwarf of toad in 489

statue-mc-urist was traded to the cuddly wood in 490

the cuddly wood traded statue-mc-urist to the easyto entertain in 500

the easyto entertain began worshiping statue-mc-urist in 505

statue-mc-urist was lost in a siege at shinyshiny a temple in the easyto entertain in 905

statue-mc-urist was recovered by johnsmith mchuman in an expedition in 987

statue-mc-urist was sold to the greedy-elfs  in 987

urist mcadventurer bought statue-mc-urist in bags-o-money in 1030

Urist mcStrang-mood tantrums at the thought of elves owning his work of art

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DF Dwarf Mode Discussion / Re: Conquering the raging river
« on: May 04, 2012, 11:35:23 pm »
Depends on how far away it is - if you have a volcano, you should be fine as long as you take care where you dig. If you have to bring it up from the magma sea, though, you will kill your framerate.
yeah, i was wondering about that. I haven't struck magma yet, though i've found a cavern. How deep would you usually go to get to magma?

Underneath the third cavern.
Ho damn, there's that much more?
This is the first time i've really dug that far. Nubbly me.
do caverns always have forgotten beasts? i'm sorta afraid to venture in just yet.

Since civs never hunt FBs, yes. Beware, some may be cuddly, like a fluffy wambler made of sugar. Or a Lion humanoid beast made of pure-steel that shoots brain-rotting blood.

Oh, and when the miners are praised for discovering the holy metal, be sure to dig up as much as you can before it's too late... ;)

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DF Dwarf Mode Discussion / Re: Conquering the raging river
« on: May 04, 2012, 11:27:45 pm »
Or dig out a tunnel beneath it to the map edge, place a line of floodgates in it.

Carve fortifications in said map edge.

Build a wall over the river, above the tunnel. Drop It in.

It'll break the riverbed, rerouting the river out the map edge. Once its sufficiently drained, place floodgates aboveground.

Close belowground gates.

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Proficient diognostician - closest to what I do, I hold the 2 highest unrelated (to each other) credentials in my field of medicine, halved because diagnostician is a "doctor" skill, and I'm just the lowly guy that tells the doctor what the diagnosis is for him to sign off on as his own.

Adequate mechanic - I am in charge of all things computer, network, IT in general, at my job, in addition to afore-mentioned duties. As the guy above, halved because mechanic is the closest to computing in DF.

Competent swimmer (rusty) - can hold my breath several minutes, strong swimmer. Or at least I was, when I last entered water 3 years ago.

Dabbling miner (rusty) - I once dug a hole ;)

Talented hauler (rusty) - worked several jobs that involved heavy or repetitive lifting with high volume and low allotted time, earning employee of the month, one job in the first month I worked there.

Cave adapted - I rarely see the sun. We had an argument a few years back... We feel it's best this way. 

Aaaaand... That's it. No hobby skills, no social skills... Ya, I'm pretty boring :p

233
DF Dwarf Mode Discussion / Re: "Curious Underground Structure"
« on: May 04, 2012, 11:02:23 pm »
Drat. He knows what happens when the sword is pulled... Lol. 

234
DF Dwarf Mode Discussion / Re: Another fortress lost FPS
« on: May 04, 2012, 04:26:04 pm »
If your forts get to under your desired FPS level at 65 dwarves then why don't use use the currently slightly bugged population cap?
If you set it to 20, it should stop sending immigrants around the 50 dwarves level.

I love that in this game "slightly bugged" means "the cap doesn't trigger until two and a half times where it's supposed to".

My understanding is its not bugged, it just works really weird. When the liaison comes and sees you're at/over the cap, he returns home and tells them to stop sending migrants. But any migrants already on their way still arrive.

If you keep your wealth low, you get small waves, and you'll be very close to the cap.

As opposed to generating massive wealth and getting 60+ migrant waves.

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DF Dwarf Mode Discussion / Re: Another fortress lost FPS
« on: May 04, 2012, 03:59:38 pm »
Ya, smash stuff, make sure paths are simple, cage all the animals,..

Just keep in mind, the game tracks every object currently in existence, as well as checking every route for everything that can move from its current location to its desired location to find the quickest route.

Fewer items to track = faster game
Fewer moving creatures = faster game
Fewer possible paths in your fortress = faster game.

Also tracks wear on items, so don't outfit your dwarves with every possible clothing item. Do the 3 minimum. Don't have a ton of extra food, it slowly rots I'm told. Just try and think, do I need this, and how much work does it put on the game for it to exist?

My understanding from the science threads, anyone feel free to correct any errors.

Edit: if you really like the fort but things are too slow, you can always superspeed the dorfs. Easiest way, dfhack, fastdwarf. Just turn it off for ambush/seige, otherwise a single angry child can smash an entire zombie seige :p they move and attack too fast for the enemy to dodge or even try to attack before dying :p c

236
DF Dwarf Mode Discussion / Re: What "special" rooms do you have?
« on: May 04, 2012, 01:29:13 pm »
Not really special, but I build an actual cemetery, underground, of course. Rows in individual plots with coffins in them, once all death items are placed inside, I floor over the opening and place a memorialized slab to the dead on top.

It was kind of a last ditch effort, at first, dwarves were still upset over the buried friend, so I put a slab on top and they all got ecstatic. Standard now :p

Edit: oh hey, Slink, you could also make a temple to the deity of balance, just make it symmetrical and build it on top of a single up/down staircase tower :p

237
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 04, 2012, 01:00:23 pm »
Hmmm... Possible fps improvement, tho? At least, the stock screen lags when I hit 2k stone, I'm sure there's probably a connection.

238
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 04, 2012, 03:07:00 am »
Not really my own stupidity, but it elicited a mental facepalm...

Legendary+5 stonecrafter gets a fey mood. Crafts a 61,500 urist marble crown.

Waste of a mood...

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DF Dwarf Mode Discussion / Re: Why do my humans like the evil ones?
« on: May 04, 2012, 01:41:57 am »
Heh. Apparently my agreement with my mountainhome is "Something."

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DF Dwarf Mode Discussion / Re: Why do my humans like the evil ones?
« on: May 04, 2012, 01:06:22 am »
Goblins are naturally hostile towards every other race due to their BABYSNATCHER token, which among other things renders the possessing entity hostile to all entities without that token. War goes above and beyond that. Goblins and humans are hostile to each other, in other words, they just haven't formally declared war on each other since the last time they formally made peace (which wouldn't stop the hostilities, just the formal war).

Kobolds are similar, hostile due to their possession and everyone else's lack of the ITEM_THIEF token.

Ok, cool. Kind of what I assumed. So they're at declared war with everyone but the humans... Guess that hate elves as much as we do :p

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