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Messages - gchristopher

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241
I like how Misty is bored senseless, but 95% of the readership here would be happy with comic after comic about the minutia of cheese making in Dwarf Fortress and adventures in making different types of cheese.

242
DF Community Games & Stories / Re: Succession Game Ideas
« on: April 05, 2017, 06:48:00 pm »
Every succession/community/challenge I try dies. I really wish other people had finished the Hermit Challenge. That one told a wonderful story, where the game constantly hinged on the little bastard taking breaks at the worst times, an early-game cat-based defense strategy, capturing a female cyclops and being confused because that was his only female contact for a decade, and eventually capturing a web-spinning titan and knitting titan-silk socks. I never even got to post it because nobody else finished.

I've thought of a challenge where 4-6 players rotate the turns and control physically separate mini-forts across the map, keeping their dwarves in their own section via burrows or blocked paths, and during the current player's turn, the other player's mini-forts are left to run without new orders, so most of the time, each mini-fort is on autopilot. You'd need a carefully set up initial state so everyone can get their forts running, and at least some rules to prevent obvious, boring forms of sabotage. (including some FPS preserving measures.)

I think the loss of ambushers and the unreliability of invaders hurts newer versions of the game in succession forts, too. Getting enough interesting enemies to show up in the vanilla game is a big problem.

243
Apart from target practice, you can also use bred untrainable dangerous critters as dogs of war. Cry havoc and let them out to reduce the size of a goblin invasion slightly. It's neither practical, nor particularly effective, though.
But... but... if launched from cages flying above the velocity for explosion on impact? What about then?

244
DF Dwarf Mode Discussion / Re: Wanted: Leopeard trousers.
« on: March 24, 2017, 07:27:06 pm »
Speaking of cloth, are you making knick knacks and doodads to sell to the merchants in Autumn? Because cloth costs a bundle, and food and alcohol costs even more. You need to produce a lot of whatever you intend to trade before Autumn comes around. I usually find that I can't afford cloth for the first few years.
There are a number of industries (I prefer glass traps) that should make it easy to buy anything you want from caravans, even on year 1.

For the OP, another option is to claim the corpse and designate it for dumping, and set the only valid dump zone right next to the butcher shop. Then re-unforbid the corpse and order the butcher job again.

245
What about just stockpiling a huge quantity of bones and then count on the artifact count limit to keep you from needing more?

Or stay under 20 dwarves to prevent moods, but that might not be an indefinitely viable breeding population.

I can't imagine a military defense being any component of an automated fortress plan. If nothing else, you'd be required to go pick up their corpses for burial, which will eventually end the fort, through accumulated ghosts or by feeding everyone to a steel titan.

You'd have to either turtle completely, or maybe design elaborate airlock systems. (I've considered using minecarts to jump dwarves through fortifications as a one-way method of bringing migrants in.)






246
Mod Releases / Re: Modest Mod v0.42.06-1
« on: March 16, 2017, 02:29:02 am »
Hi Button! Nice to see you!!

For me, Modest Mod fills a need that Dwarf Fortress Revised does not. (Though DF Revised really is close...)

For example, the "microreduce" changes go beyond the "only fixes that any sane person would want and have no possible counterargument" mandate that Modest Mod fills so well. I certainly don't want some of those, especially with the new work orders.

I don't know how that fits into everyone else's view, but I see Modest Mod as the only mod that should absolutely always be installed, because everything in it is good, and there's no reason to not include all of its changes.

247
I didn't offer more because I'm not a FPS expert. I frequently play large embarks on complex worlds with reanimating biomes, which are all anti-FPS, but if you search, there's some pretty extensive discussion out there.

Some things I've seen are: tiny world, mods that reduce the number of item types, embarking with a single (or no) cavern layer, embarking in a very low-z-level area, exterminating anything that could send invasions, diplomats or caravans, avoiding digging, embarking in an area with no trees, preventing liquid flow, and avoiding creating items.

A successful FPS-preservation strategy will also probably include healthy amounts of dfhack to clean contaminants, delete items (though I've seen claims that atom smashing fully deallocates the item), and remove records of dead units. (The deceased unit history page by itself can kill a game.)

Sigh, the game doesn't sound nearly as much fun with all of those...

248
Yes, contaminants can accumulate around a cleaning area.

Mist from falling water will remove contaminants (to the floor), but because the mist has some random area, you might have the same problem. I never managed to make a mist-based shower cleaner that really worked. Falling water similarly has lots of problems.

The best system I've found is a 3/7 deep water trench. Contaminants will accumulate in the trench, killing barefoot dwarves and animals, but can be gradually removed via water flow, or quickly by flushing the trench with magma.

I'd be interested to see a truly automated contaminant-removal system.

249
DF Gameplay Questions / Re: Alternative pump stack design
« on: March 13, 2017, 03:12:53 am »
Yes, as long as your pump stack is designed to be flooded on alternating z-levels, then you're fine. Even if the pumps were running very slowly, they'd still fill the pipe completely until it reached the top level. 

Be sure you understand that although a vertical magma pipe does not normally exhibit pressure behavior, the pump stack will cause it to act as though pressurized while the stack is running. That might affect constructions using the pipe.

250
You should consider FPS management as a central part of your plan. That's going to rapidly get in the way of any truly long-running fortress.

251
Look for dwarves that like axes or other desirable weapon types and make sure weaponsmithing is their highest moodable skill.

252
DF Gameplay Questions / Re: Alternative pump stack design
« on: March 07, 2017, 02:13:15 pm »
It should still work regardless of build order, since powered pumps are faster than liquid falling. (I think I tried it a long time ago. Probably one of the times I thought flooding the lower fortress with magma would be great?)

What PatrikLundell says is correct, too. If you build them bottom-to-top, then the stack won't even fill up with liquid until the top outlet is full. For other build orders, what you might see is the whole stack open column fill with liquid before the top starts pumping.

What I don't know is what would happen if one side is entirely open to the air without walls. I suspect that would impair performance as water spreads horizontally away from the stack and starts falling. Also, that would murder your FPS. But it might still be worth it because, Hey, Magma Geyser!

253
Yay Misty!

254
DF Dwarf Mode Discussion / Re: Best Way to Deal w/ Aquifers
« on: February 28, 2017, 09:09:21 pm »
Go for it! Aquifers add lots of fun options for power sources, mist generators, and some exotic traps. Follow the wiki instructions and you'll be fine.

255
This and other issues with a 100% everyone-should-agree fix to them are usually addressed in the most current version of Modest Mod.

The idea of Modest Mod is to include only changes/fixes that are so obvious that there's really no rational reason to not include them.

It seems to have a rotating pool of volunteer maintainers at this point, the latest version by Taffer is here. I haven't actually checked if the plant products fix is in the 43.05 version.

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