Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Panando

Pages: 1 ... 15 16 [17] 18 19 ... 40
241
DF Dwarf Mode Discussion / Re: 40.01 framerate issues?
« on: July 12, 2014, 06:50:43 pm »
For me setting the graphical FPS from 50 to 25 has helped a bundle. “Unfortunately” I'm using a blazing fast laptop so it's a bit hard to tell. Also I never tried reducing GFPS in .34 so I don't know if you get proportionally more advantage is this version. But I find that having made that change I get about the same performance as the last version with default GFPS.

242
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 12, 2014, 06:47:35 pm »
Trying to farm trees indoors m'self due to glacier/tundra embark. One z-level doesn't seem to be enough for them to grow anymore. I get young trees but no big ones. I /was/ going to try two on a much smaller scale but it's being rather dangerous to my miners. I looked in the caves and I think I see some trees that are /11/ z-levels tall. Maybe I should just bite the bullet an make a huge indoor arboreum. I think I'll try that after I get fresh water set up again. Darn cave-ins contaminating my cisterns!


Edit: I decided to just make it before getting fresh water. Who needs an army or a hospital, right? Already got young fungiwoods sprouting so I'll let you know how it goes a little ways into the save, for now though, sleep.

I have noticed that caverns which are only 1z deep have no trees of any kind growing. 2z seems to be enough for any kind of underground tree, but of course you don't get mcuh wood out of such a short tree.

I have not succeeded in growing a tree yet, I've tried to protect them but the saplings have always died. I haven't taken the logical step of digging out a big tree farm and just leaving it for 10 years to let nature take it's course.

243
DF Dwarf Mode Discussion / Re: .40.02 playable?
« on: July 12, 2014, 06:44:43 pm »
Fortress mode has worked very well for me. No crashes yet.

There are a few oddities with workshops getting stuck and needing to be 'reset' (often ordering them to be deconstructed then cancelling the order enough), occasionally a dwarf gets stuck trying to harvest a plant or cut down a tree and you need to cancel the designation to un-stick them. And... lots of odd stuff happens, but a lot of it is as much entertaining as frustrating.

244
DF Gameplay Questions / Re: Jungle Leaves
« on: July 11, 2014, 10:48:14 pm »
The leaves change color because nature is DISGUSTING.  Chop them all down! and flood everything with magma. That'll fix it.
Fixed.

245
DF Dwarf Mode Discussion / Re: Suggestions for a challenge game?
« on: July 11, 2014, 10:05:47 pm »
I had that once. I decided to do a 0 pt embark (no training axes), and by sheer chance, all the dwarves were female. I wonder what the first male immigrant thought when he arrived at this 'fortress' were there was a bunch of half-rabid women armed with bone crossbows and only a single barrel of booze between them.

246
Scattering behaviour is probably weaponizable. One of the major problems with poorly trained dwarves is they love to run into melee and die horribly. But with their new preference for bravely running away in sheer panic their longevity is drastically improved.

So the idea might be to get some well trained melee dwarves and some marksdwarves, and also a cowards squad whose only job is to run away. When enemies arrive, you send the cowards in first, when the enemies start running at the cowards, the cowards flee in terror, this causes the enemy to break ranks and scatter trying to catch the cowards, at that point the well trained dwarves arrive and kill the scattered enemies. It avoids the problem of the entire enemy squad/army dogpiling your fastest dwarf.

Since training is more challenging in the latest version (weapon user and shield user train more slowly, meaning parrying and blocking are less effective) it may well be necessary to rethink tactics and it may be necessary to use immigrant squads as distractions so your real military has time to skill up to legendary god-of-war levels.

247
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 11, 2014, 09:45:10 pm »
I speculate this may have something to do with things stuck in trees, falling onto the woodcutter. Like you cut down one tree, and some of the logs get stuck in an adjacent tree. Then you cut down that tree, and the logs from the first tree clobber the woodcutter. I could be totally barking up the wrong tree of course.

Another interesting little thing, was this. I had my armorsmith stuck up a tree, injured from fighting some birdman thing. I figured he could survive the fall, so I cut the the tree down. Somehow when the tree fell along with other injuries from hitting the ground and stuff, he was also hit by an axe (I didn't check if it was the woodcutters axe, but presumably it was, the armorsmith certainly wasn't armed).

248
DF Dwarf Mode Discussion / Re: nonofficial 0.40.01 naming ceremony
« on: July 11, 2014, 08:51:12 pm »
I think it was inevitable,

DF 2014: Domestication of Strawberries.

249
DF Dwarf Mode Discussion / Re: Climbing saves lives
« on: July 11, 2014, 05:36:49 am »
I suppose the thing to try is to channel out a deep 1-z shaft. Once the miner gets sick of mining, he'll find himself at the bottom of a deep hole and have to climb out ;).

250
DF Dwarf Mode Discussion / Re: Has anyone else noticed...
« on: July 11, 2014, 05:33:57 am »
Oh dear it's so true.

If Panando was a dwarf he would "aspire to flood the world with magma". Since most dwarves aspire to make a masterful piece of art or raise a family and think it's frigging awesome to craft an artifact larch earring, I could understand them questioning his judgement....

251
DF Dwarf Mode Discussion / Re: Fisherdwarf acting oddly
« on: July 11, 2014, 04:37:55 am »
I've had this happen with a herbalist and a woodcutter. The plant they are trying to harvest/cut down was flashing, and de-designating it un-stuck them. In both cases they were standing on a lower z-level in a space which had recently been mined out, but whether that has anything to do with it I don't know.

252
The old mainstay of squad-of-2 (or small squad) sparring still works very well in this regard. Discipline is a skill which trains very quickly.

253
DF Dwarf Mode Discussion / Re: nonofficial 0.40.01 naming ceremony
« on: July 10, 2014, 05:24:32 am »
Dwarf Fortress: Reign of Trees.

254
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 10, 2014, 04:49:57 am »
Is anyone not having issues with constant crashes and save corruption? I'd like to figure out if there's anything I can do to actually be able to play for a reasonable amount of time while we wait for the first update.

I've played fortresses for a year or so and not encountered crashes.

255
DF Dwarf Mode Discussion / Re: Trouble brewing in 0.40.01
« on: July 10, 2014, 04:47:29 am »
Here is one piece of data, not sure if it's already been mentioned.

I embarked with strawberries and raspberries (they are cheaper than plump helmets), but couldn't brew them. Picked some plump helmets and could brew them just fine.
Then I noticed the strawberries and raspberries from embark were in bags, I ordered them to be dumped from the bags, and once outside the bags I could then brew them.

So one possible bug definition is:
"Plants in bags cannot be brewed".

I could brew berries purchased from the caravan just fine, they do not come in bags.

Pages: 1 ... 15 16 [17] 18 19 ... 40