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Messages - enizer

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181
i had one of those ghosts that hang around the place of death, he got crushed by a bridge, the enterance to my fortress, even since then he was about 75% of the time around that bridge, scaring everyone entering or leaving my fort

i wonder if he could have been useful in any way... are goblin sieges scared of ghosts? :P

edit: i also had a vampire ghost in 34.02, the ghost had the persons orginal name, while the corpse retained the vampire name, making that ghost nearly impossible to find and slab

182
DF Dwarf Mode Discussion / Re: A dwarf and his goose
« on: February 04, 2013, 10:41:44 am »
i once(34.05 or 34.07 i think) made a outdoor gazebo type thing as a meeting hall.
saving and loading while it was busy regularly resulted in someone being on TOP of the structure, despite no access ramp or stairs existing.

because of this any structure i build now HAS to have a staircase to the top, i was wondering why, this post just reminded me :)

183
DF Dwarf Mode Discussion / Re: Rather important (for my own !!SCIENCE!!)
« on: February 04, 2013, 07:56:36 am »
regular maps have something like 3 volcanoes, i love volcanoes, so i use the advanced map gen, make a manual profile where i up volcanoes to 200

184
DFhack "cleanowned scattered" can give a huge boost in fps, confiscate all the x(pig tail sock)x scattered about and such, sell all the crap to a caravan, not nearly as much in the most recent versions though, where x(clothing)x gets dumped and rots away, but it's still something

DFhack "clean all" can also help i feel, especially in areas with rain and outdoors pastures, a wet goat isnt JUST wet, every body part individually is wet, and for just ten goats that's well over a hundred *wet* attributes(obviously this is totally pointless DURING rain)
edit: also this feels more importnant for dwarves then animals since they actually CARE, causing *i'm wet* related thoughts,

generally rivers are not an issue, it's mostly waterfalls, i had to abandon a embark where i found a 40 tile wide river with a waterfall, at no point even in the start there did fps go above 20(i normally have 80+ in busy forts)

RL friend just mentioned: with all those tiny calculations and heavy ram use, can i run dwarf fortress entirely on a video card, those seem better suited to that kind of calculations?

185
DF Dwarf Mode Discussion / Re: A newb's first seige
« on: February 04, 2013, 07:05:06 am »
i usually have 8x 4x4 farm plots, half of that for the clothing industry, and i rarely allow fishing, and never hunting(want those animals alive)
if an 8x8 farm is enough for 100 dwarves, then dont those huge farm plots just clutter up stockpiles?

i hate it when food spoils on the farm because the stockpile has 5000+ units of food and cant store more
when this happens, clearly there is wasted effort somewhere

edit:
grats on surviving the siege

i just got my first effortless ambush, somehow the goblins decided to stop in the 15 tile area between the unassigned wardog pasture, and the military training area... that was a very short fight.. :P

186
ah, that explains some things, my map had a natural cave, so i used that instead of digging, thus the clowns reach the surface with my fortress nowhere in sight

i think the unknown material is because of the deep pit thing(like a magma shaft with no magma, making a hole between cave 2 and 3) colliding with the temple, and the unknown material is mostly where there is parts of temple, where the pit usually has regular cavern air

also it looked like the clowns went mostly north and south off the map(my fortress being to the east, and in a different biome)

and yes, i do have dfhack installed(using LNP+)

187
DF Dwarf Mode Discussion / Re: Stupid moods
« on: January 30, 2013, 07:16:15 am »
lead swords ahoy! heh, that dwarf specifically had to have lead for some reason, probably favored material, but yes, i recommend looking in the workshop and forbidding stupid stuff

although those non-weapon metals are not always bad for weapons, when a moody weaponsmith grabs a gold bar, consider that a gold hammer could potentially be better then steel, then again there's always the chance he might make a gold sword, which would be a bit of a joke, even as an artifact

188
ok, again, i'm surprised, i released the clowns, they ran up through the natural cave system, cleared up the caves of animals, ran to the surface forest, caused some fires, killed everything in the forest, and then LEFT.
never even looking in the direction of the lifeless desert NEXT TO the forest with the natural caves

mabey i need to be patient, but.. dozens have already ran up, and left the area, never finding my base...

total: over an hour after clown release, one death, the guy sent to fetch the candy blade, nothing else, not even a stray cat

189
ah, that explains some things, thanks

another thing i just noticed... a part of the "tent", is "unknown material", not slade

sadly this "unknown material" wall just vanishes upon being mined..

190
i just dug to cave level two, then found a cave path to level three, and a deep pit, at the bottom of which, the curious structure, with some 250-ish zombies, which immediately started moving

of course i rally my soldiers, and head down to meet the zombies, only to find the path ending in a lake, and no zombies in the lake
after waiting a bit, i used DFhack reveal, to check, WTF are the zombies doing?
..
leaving the area, even taking a shortcut through other lakes, so i know they now have a clean path to my fort, but no
the zombies are packing their bags, and taking the shortest road off the map

never found the temple before, and been even close to ready to face it.. not quite sure what chance 10x *steel* clad speardwarf's  have against 250 zombies..

however i dont get to find out, party's over, everyone's going home


is this supposed to happen?

for some reason i was expecting a fight..

191
DF Dwarf Mode Discussion / Re: Stupid moods
« on: January 29, 2013, 06:43:57 am »
personally, i watch the caravan for metal ORE blocks, like "native gold block" and buy them all.
they dont get used for normal jobs(as far as i have observed) but they DO get used for moods, where the high item value of the metal ore block helps you end up with higher value artifacts
I can't think of any job that uses Blocks where you don't get to select the block you use.  As far as I know, Mason's and Craftsdwarf's workshops don't make anything out of blocks, so they're for constructions or buildings (either Wells and workshops that require them, or any other building if you like)

So it's not just ore blocks that are completley safe.  I regularly buy out the block supply of human and dwarven caravans to get interesting colored constructions in fortresses choked by diorite.

that's a good point, i prefer when i can color code levers and what they link to, (microline lever - microline bridge) and so forth
i remember a point long ago where crafting took rocks or blocks at random, so someone reccomended i turn all stone into blocks to save space.
it seemed like pointless work to me so i didnt bother, i guess it got changed somewhere down the line

also i buy up supplies of things i dont intend to use, and just stash them out of the way somewhere.
a few zinc bars here, some silk/wool cloth there, dosnt cost too much, and saves lots of panic when moods arrive
(thread can sometimes be VERY cheap, and eventually gets made into cloth)

using DFhack to watch when moods happen, a few of those moods didnt make lead things because it was closest, occasionally the dwarf will specifically demand LEAD(Urist: stop making(possession) lead swords damnit)
stone demand are usually for boulders, but occationally blocks, just as gem demands sometimes want cut, and sometimes they insist on raw
in many cases they want some of both

edit: when i think of it yes, these days it's mostly safe from me, as i'm REALLY unlikely to decide to use those odd ore blocks for bridges and things like that

192
353: when engraving en masse, consider potential future corridors ahead of time, and DONT engrave those tiles
a lot of people get inconvenienced when the whole engravers guild throws a tantrum at the same time due to new corridor/masterwork art collisions

193
DF Dwarf Mode Discussion / Re: Stupid moods
« on: January 28, 2013, 03:52:18 pm »
personally, i watch the caravan for metal ORE blocks, like "native gold block" and buy them all.
they dont get used for normal jobs(as far as i have observed) but they DO get used for moods, where the high item value of the metal ore block helps you end up with higher value artifacts

194
DF Dwarf Mode Discussion / Re: What luxuries do commoners deserve?
« on: January 28, 2013, 09:23:27 am »
for me, ever regular dwarf gets a smoothed 3x3 bedroom, with a bed, a green glass cabinet and a green glass chest(magma + sand makes green glass free :))
copper doors if i have an overflow of copper, otherwise stone

the nobles get three 5x7 rooms, smoothed and engraved
unlike regular dwarves, nobles need to prove themselves worthy of my attention, their big rooms serve mostly as floor space to fill with crap to shut them up

i dont like to micromanage food, i try to make many small farms, to grow something of every plant i find
even when i'm in a hurry, or annoyed , i try to make some kind of variety
the dwarves like their regular wine magically much more if they have a choice of wine or sewer brew

the hospital doubles as a common dorm, as i have long since given up on trying to prevent naps in hospital beds, and instead just gave hospitals a extra helping of empty beds

i try to make a really fancy common dining room,
i find the nobles dont complain about overkill fancy common dining rooms, and it gives all the regulars extra happy thoughts, which helps against tantrums

195
349: digging straight to cavern #3 for pretty red and blue trees in year one, may result in a easily accessible candy cane
mining and processing the candy at this point can cause the nearby GOBLINS to say "ooh candy" and send 10x goblin master lasher's, on cave dragons... in year 3 of your fort

350: the area 2x tiles from the magma forges, and 2x z-levels down, is a no dig zone
any violation of this rule may result in unexpected !!FUN!!

edit:
351: any animals, especially cats and dogs, are a nightmare in a reanimation biome
8x zombie cats are deadly to your dwarves, especially before they even start digging
351a: war dogs dont help with zombie cats, that will soon be a group of zombie cats, with zombie dogs
351b: in a reanimation biome, any fisherdwarf will soon become a zombie fisherdwarf

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