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Messages - soulmata

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1
DF Dwarf Mode Discussion / Re: Animals breed regularly again?
« on: December 10, 2017, 06:28:25 am »
5% seems pretty good then. Still I think overall the concept is dumb  - you're trying to found a new colony in fortress mode, you aren't going to take animals that aren't known good breeders with you.

But if it's 5%, then 2 of each means less than 1% chance they are not going to breed, as opposed to 6.25%, which is pretty significant, right? I wish DT could tell me if that was the case.

2
DF Dwarf Mode Discussion / Re: Animals breed regularly again?
« on: December 10, 2017, 03:12:51 am »
Domestic animals absolutely do have sexuality in DF. You can have gay pigs. In the previous version, that or the orientation issue frequently resulted in no breeding.

The ORIENTATION bug was fixed, but I am curious if sexuality still affects domestic animals being able to breed, as Toady specifically says he fixed the "commitment" part of animals not breeding, but didn't mention the sexuality component.

3
DF Dwarf Mode Discussion / Animals breed regularly again?
« on: December 10, 2017, 01:52:25 am »
I noticed one of the bug fixes for the most recent version was changing how ORIENTATION works for animals and that should no longer stop them from breeding.

Does this mean that having a male and female pair allowed to come into contact can guarantee breeding? It was kind of annoying to have to embark with 6 pigs at 51 points each to get a decent change of a single breeding pair.

4
DF Modding / Re: Can anything be done about migrations?
« on: November 30, 2017, 03:46:30 pm »
By lowering population cap in my last game I completely disabled all migration waves - even the "hardcoded" ones didn't show up. It was a beautiful 1x1 fort in which all dwarves were descendants of the first 7. You could give that a try.

5
DF Modding / Re: Setting up a low popcap game with full features?
« on: October 28, 2016, 07:04:10 pm »
Perhaps not quite what you're after, but setting POPULATION_CAP to 7 seems to disable migration altogether, making you rely on births for new dwarves.

The wiki suggests the first 2 waves are hardcoded, but in numerous games, setting it to 7 seems to outright prevent the first 2 waves from ever happening.

And I don't believe changing POPULATION_CAP has any affect on the rest of the game world. I was still receiving traders and siegers, for instance.

6
DF Dwarf Mode Discussion / Re: Doctor/patient diagnosis loop?
« on: September 24, 2014, 08:04:41 pm »
Not exactly this, but I have noticed a way (I think) to let any dwarf grind diagnosis. I've been doing this on 40.13 and it seems to work reliably, at least in my fort. The process is:

* Break a dwarf's legs or any other injury that will require a splint.
* Forbid all existing splints

What I see is a job to give the injured dwarf a splint appears, the doctor takes it, goes over to the dude, ?'s a bit, then cancels the job. Job is then recreated, and proceeds again.

After a while, I noticed 2 dwarves who had no doctor skills now had level 3 in diagnosis and bone setting each.

7
DF Dwarf Mode Discussion / Re: [40.13] FPS drop when path to surface is open
« on: September 23, 2014, 11:02:10 pm »
They were all killed by weapon traps.

I've since disposed of all items and bodies from said siege in a trash compactor.

8
DF Dwarf Mode Discussion / Re: [40.13] FPS drop when path to surface is open
« on: September 23, 2014, 03:13:12 pm »
There are no creatures on the surface, no animals of any kind.

There are a few creatures in the caverns. There's currently no path into the caverns, they are walled off.

Tonight I think I will try disassembling all my traps and doors, to see if maybe there's something stuck regarding them. I could probably skip that step by putting another exterior door at the end and seeing if that one being forbidden triggers the same FPS change.

It didn't start until after that siege ended.

9
DF Dwarf Mode Discussion / [40.13] FPS drop when path to surface is open
« on: September 23, 2014, 05:00:55 am »
I'm having an interesting FPS drop whenever I let my dwarves path to the surface.

For reference: I have a single path to the surface, with a 1-wide tile hallway filled with weapon traps, perhaps about 10 weapon traps total with a varying number of traps in each. Near the surface, before the traps, is the wagon-accessible trade depot. I have a number of doors and a bridge sitting somewhere inside the traps.

Most everything was fine - 2x2 embark with a nearly entirely linear fort, so there's not a lot of extra pathfinding going on. Even with 200+ active creatures it was still very snappy. Until I was sieged by a Necromancer. I wittled him down with traps and other tactics until I finally destroyed them all. It took around 3+ game months to clear all the debris from the surface, but now, even with the surface 100% spotless, my frame rate drops to abysmal levels if there is a path to the surface open.

To "fix" the problem, I merely have to toggle one of the (many) doors as Forbidden. Framerate will immediately jump up to normal levels. Unforbid it, and the game slows to a crawl.

I inspected the surface in detail, looking for stray items, stray bodies, refuse, anything of the sort that might explain the dwarves looking for trouble. There's nothing! The traps are all clean, the hallway has no blood splatters, everything looks quite nice and orderly. No stray refuse, not a single item out of place. It's a Glacier embark, so no plants or trees either.

Any ideas what they might be looking for?

10
If you're somewhat lazy like me, and just want a quick glance at your metal numbers, you can quickly bring up the Wall construction (b-C-w) in a tile next to where you keep your metal bars.

With the potential build materials ordered by distance your metal should be at the top.

This is exactly what I do.

11
DF Dwarf Mode Discussion / Re: Vampirum Fortress?
« on: September 10, 2014, 03:03:46 am »
Don't grates prevent wells from working?

12
DF Dwarf Mode Discussion / Re: Vampire dwarves versus Necromancer zombies?
« on: September 10, 2014, 01:09:57 am »
Infinite training fodder. Also, you have THREE?!? I had one, then in designing my training pit, I forgot they climbed. Yeah... He climbed up just behind my new corpse field after a goblin siege. A zombie filled moat for one necromancer, a zombie cavern cleaner for the second, infinite training room for another. Also, Necromancers hate other people.

in a .34 save, yeah. 2 showed up during a single invasion and promptly wandered into my cage traps.

I didn't even know I had them until a few months later when I saw them in my stockpiles.

13
DF Dwarf Mode Discussion / Re: [DF2014] Embark Profiles
« on: September 10, 2014, 12:36:20 am »
I like your loadout, Tacomagic. It seems very similar to mine, both in structure and concept.

That's why I bring 160 alcohol, so that I can ignore farming for as long as possible (And I will just butcher my pack animals for meat, that usually seems to give me about 40 meat plus some tallow for soap. The birds will produce eggs quickly enough that I don't think I've ever once come close to running out of food).


14
DF Dwarf Mode Discussion / Re: Vampire dwarves versus Necromancer zombies?
« on: September 09, 2014, 11:11:19 pm »
Reclusive doesn't necessarily mean anti-social. Why can't a community of Necromancers spring up along the south pole? Far away from society, but near enough to come over for tea and lunch now and then at my up and coming ice palace.

Also, what do I do with my captive necromancers? I've got like 3 in cages just sitting in a stockroom somewhere.

15
DF Dwarf Mode Discussion / Re: [DF2014] Embark Profiles
« on: September 09, 2014, 11:05:23 pm »
Oh I do build roofs, as I'm assembling the tower. You'll see in my first post above that I often will build walls and a roof before I dig just to secure my starting 7.

The problem is I will go to build the next level of the tower, and while I'm assembling the roof, evil rain that murders everybody will come in.

I think the highest I've managed to build before people start dying to fetid goo they can't clean off is about 8 stories.

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