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Messages - BoredVirulence

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166
DF Dwarf Mode Discussion / Re: WELP! NOOB IN TRUBLE!! Forgotten beast
« on: March 04, 2015, 10:32:28 am »
they're cheesemakers, what other use did they have?
making...
...cheese?
don't hate me
That's not useful!

167
From my recollection, vermin don't die of old age at all in DF - if you capture one, it should last forever.
Well, now I have to give all of my dwarves a pet cave spider...

168
DF Dwarf Mode Discussion / Re: WELP! NOOB IN TRUBLE!! Forgotten beast
« on: March 03, 2015, 09:09:50 am »
For the record, concerning fire attacks of both breath and ball form, shields stop them period. Shields might not block the wild fire, but they block the fire attack. Nothing else will. Custom fireproof suit modded to cover everything? Nope, random body parts catch on fire.

Just recruit some cheesemakers, give them some crappy weapons and a shield, and station them near it, it will die. They might die too, either by not blocking or the resulting explosion, but they're cheesemakers, what other use did they have? Besides, think of how heroic the individual cheesemakers would feel? Perhaps the legend inspires whole legions of cheesemakers as the first line of defense for the entire civ. How can you deny them that? Do it, for the cheesemakers...

169
General Discussion / Meteor or meteorite when landing on a man?
« on: March 02, 2015, 10:22:39 pm »
Lets suppose a meteor falls from the sky of considerable size, suppose its landing is equivalent to several tons of TNT. Lets also suppose the meteor also makes contact with a man before making contact with the ground.

When does it become a meteorite? When the man explodes into gore? When the gore covered meteor slams into the ground? Or does the act of touching the ground rewrite history, and it always was a meteorite?

I don't know why, but this question is haunting me.

170
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 02, 2015, 08:41:33 pm »
So um, my dwarves killed a FB made of "filth". I got to wondering, what is "filth"? Is it something like rotten meat, bones and mud? Or is it poo? Or is there poo in there too? Is there any official definition of filth? Did my dwarves kill a poo man? This is important.
Here is where its "defined"
You will note there are 2 filth materials, and you can infer what they are supposed to be.

I do think I remember seeing a quote from Toady mentioning that FB's labeled as "filth" were actually grime, and were, in his mind, swamp creature things. If thats true, it should use grime, and apparently you killed the swamp man. If that's false, well, it must use the filth definitions, and you can guess what that is...

171
DF Suggestions / Re: Nobody Poops
« on: March 02, 2015, 05:27:42 pm »
Then the average amounts of metals should be reduced until big mineral rushes are actually significant, prompting big immigration, wealth, and so on.
I wouldn't hope too much for that. Realism in mineral scarcity could easily make DF a tedious exercise in finding a decent embark.
Of course, we can always reduce mineral scarcity, making things decent once more, but I wouldn't care to see if changed until prospecting sites was better developed.

I personally think its better to just assume that by choosing a site for a fortress inherently means its above average in mineral's. Like destiny or something.

172
DF Dwarf Mode Discussion / Re: I was confined. This is so boring!
« on: March 02, 2015, 10:35:08 am »
The question is: where is the duck now? and are we sure it wasn't a witch? They weight the same as a duck.
But was it dressed as a witch?...

173
DF General Discussion / Re: The best computer to run Dwarf Fortress?
« on: February 19, 2015, 08:24:29 pm »

Honestly, the ideal machine to run DF something like a custom built FPGA or ASIC, just to optimize its memory requirements. Or at least a CPU with an insanely expensive and large cache.

174
DF Dwarf Mode Discussion / Re: Automatic magma failsafe
« on: January 30, 2015, 06:04:09 pm »
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Combine the two. A door at the top of the "plug" and adjacent to the ramp will be indestructible, because building destroyers can't path to the door. Its a cheap exploit I use occasionally for alternate paths from the outside. Its the same exploit about damaging hatch covers from below.
As long as no one tries to go through it, which is easy to accomplish, magma, even pressurized magma, can't pass. It seals on its own, and if you forbid it is immune to building destroyers. Frankly, you can accomplish this by requiring diagonal access to a door too.

The plug isn't really necessary, dwarves will outrun the magma, so there is no chance of the magma getting to the door at the same time as a dwarf. If the magma is pressurized it will beat the dwarf to the door, and kill him preventing the door from opening. It does however provide a convenient opportunity to abuse the invulnerable door glitch.

You should even be able to add a pressure plate that detects magma to close the door, which remains invulnerable and doesn't require being locked manually.

Code: [Select]
************************************
Side View
************************************
#######################
########## ┼ ##########
__________/#\___________
#######################
************************************
Top View
************************************
Z2
#######################
########## ┼ ##########
#######################
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Z1
#######################
++++++++++^#^++++++++++
#######################
************************************
Legend
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Floor:    +  _
Wall:     #
Ramp:     /  \  ^
Door:     ┼
************************************

175
DF Dwarf Mode Discussion / Re: Dwarf Fortress in Less Than 20 Words
« on: January 12, 2015, 03:07:58 pm »
Tragedy simulation

That should cover most use cases, or at least the worthwhile ones...
I thought about genocide simulator, but we also use controlled tragedy, such as the child care.

176
DF Dwarf Mode Discussion / Re: Dwarf don't want to drink
« on: January 09, 2015, 08:47:00 pm »
Unless things have changed in the 2014 release, dwarves will, if forced to drink the same type of alcohol for a long period of time, start to prefer drinking water which they will only do when very thirsty.

Are you sure? I don't see any info about it in wiki.

I saw that message in game, several times.
But that only happened when my fort ran out of booze.
At first I thought it was a bug that dorfs who were forced to drink water complained about drinking the same old booze.

Has anyone confirmed this yet?

Back in DF 2010 I had this happen to one of my first forts. My interpretation of the events was that I had only one type of booze, and a dwarf got sick of it and stopped drinking it, started drinking water, got sick of it, and died of dehydration. I'm told that they won't refuse it and die if thats all there is, so maybe my supply was insufficient. They will undoubtedly start drinking water if there is only one type of booze, dying because of it may not actually happen though.

177
DF Suggestions / Re: New designation to muddy stone
« on: January 09, 2015, 02:30:06 pm »
Yes, this is a good suggestion for a hopelessly broken system.

Whoever thought that dwarves being unable to pour water onto a tile, but being able to build a scaffolding so they could dump it down another Z-level, all the while micromanaging the designations manually, was a good work-around? This, and other versions of this, are a good interim solution.

Feel free to continue arguing about the energy source of the caverns. I have yet to see a good solution to the problem.

Personally, I would like to see an ability to place various cavern moss onto bare stone, and after a few seasons produce some soil. Hopefully it would be a part of a much greater farming arc, which includes various levels of soil exhaustion as well as an explanation of the energy source of cavern plants. I'm not against transporting soil, but it seems quite likely that above ground soil would be substandard for cavern plants, and cavern moss could help reinvigorate exhausted soil.

178
DF Suggestions / Re: Crude products
« on: January 09, 2015, 02:07:30 pm »
Only if dwarves count as small animals. Don't say that to their faces.
I think he was talking about serial killers and psychopaths tendencies to kill small animals. Its considered a warning sign.
In which case I wouldn't want to bring dwarves with small animal dissector experience. Was it professional, or amateur?...

179
DF Suggestions / Re: Can wield, Cant wield and multigrasp requirements
« on: January 09, 2015, 02:02:09 pm »
This post is primarily related to the ability to grasp large weapons with a single hand, but it also has implications for multi-grasping large weapons by small creatures...

All melee weapons are a lever, and most attacks utilize this, swings in particular. To move a lever you need 2 points of contact, a point where you apply pressure, and a fulcrum. There are actually multiple levers at work when swinging a sword, your hand makes two points of contact to hold the sword steady, and your point of rotation, such as your shoulder, makes a fulcrum for a larger leaver encompassed by the sword and your arms. For both levers there are 2 points of contact.

This is why some weapons are simply two handed in real life, you need to space those points of contact out to maintain control. When you are holding a sword, part of your hand is a fulcrum, and another applies a force to counteract the torque made by the fulcrum and gravity. Larger weapons have a greater torque, and because its a lever you can counter that force by spacing out the fulcrum and where your hand applies pressure.

This creates a real upper bound on how large a weapon you can wield and strength only helps so much. Its true that, if there is no limit to the force you can apply, then the distance between your fulcrum and that force can be as small as you like, but there are very real limits to that force you can apply, and it only varies slightly with increases in strength. Therefore some weapons must be wielded with 2 hands in real life (even if it can be held in certain positions with a single hand, control will be minimal and movement will be limited).

The same will scale down to dwarves, smaller hands mean smaller weapons for single-grasp. Smaller arms mean smaller weapons for multi-grasp. Though the issue is easy to scale for what weapons must be multi-grasped, its more difficult to see how it should scale for weapons that can't be grasped at all.

I agree strength should be a part of the role, but not the determining factor. In fact, I agree here size is certainly the determining factor, strength's role would be quite minimal and maybe even negligible in my opinion. I think the weight of the material has much more to do than the strength of the wielder, as such:
Seems like an adamantine anything would be light enough to swing around no matter what. With the incredible sharpness, the wielder wouldn't even need any force behind the weapon.
I agree.



TL;DR: Melee weapons are a set of levers, and the space between the fulcrum and your point of force makes a much greater difference than the amount of force a stronger person can apply. Size really is more important.

180
DF General Discussion / Re: DFFD Hosting Dilemma
« on: January 07, 2015, 03:12:07 pm »
I agree that moving towards torrents, particularly for the large mods, would be very helpful as far as bandwidth is concerned, but we can hardly rely on it now, its an optimization for later, not a solution.

Getting payments involved is counter productive. It would only harm the community.

I think the best solution, for now, would be to downsize. As unfortunate as it may be, the larger mods could find separate mirrors. It wouldn't be ideal, but it could bring the price down to a more reasonable level. Perhaps then torrents could be introduced, and we could move the large mods back. With subtle design cue's, you should be able to find a way to make torrents more appealing, without removing the direct download option.

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