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Messages - pushy

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721
DF Dwarf Mode Discussion / Re: Food Barrels
« on: February 01, 2008, 07:50:00 am »
They should do it automatically.

Possible problems:
You've got the economy on and the poor souls can't afford any of the food you have in those barrels.
For some reason your food barrels are forbidden (reclaim them and then they'll eat)
The food isn't edible (raw fish etc)
The barrels are involved in some other task (e.g. moving from one stockpile to another), in which case the dwarves wouldn't eat from the barrels until after the other task is completed.


722
DF Dwarf Mode Discussion / Re: HLYBLEEP ADAMANDITE!
« on: February 02, 2008, 05:42:00 am »
Quote
Originally posted by Draco18s:
<STRONG>What the hell is "Adamandite"?  I've heard of Adamantine, but not Adamandite.
http://www.dwarffortresswiki.net/index.php/Talk:Adamantine#Standardized_spelling</STRONG>[/Q UOTE]
Different culture, different spelling. It's probably a much easier mistake for Brits to make since we so often have to change the crap American spellings in our heads (for instance, it doesn't matter how often I see "aluminum" on the screen, I will ALWAYS say "aluminium", and I do it entirely subconsciously).
But then again, how many people are aware that adamantine is a real mineral? Many could well think of it as being a fictional substance like mithril (which also has an abundance of alternate spellings, such as mythril)

723
DF Dwarf Mode Discussion / Re: HLYBLEEP ADAMANDITE!
« on: February 01, 2008, 10:36:00 am »
quote:
Originally posted by Puzzlemaker:
<STRONG>(can creatures break down doors?  I read that trolls can)</STRONG>
Some can, yes.

724
DF Dwarf Mode Discussion / Re: military without metal?
« on: February 02, 2008, 03:35:00 pm »
quote:
Originally posted by Scorpios:
<STRONG>

Unfortunately they, for some reason, do piercing damage. Why a giant, heavy, swinging ball does piercing damage, I'm not sure.</STRONG>


Probably set to do piercing damage because of the spikes on the ball, to emphasise the size of the spikes or something? I dunno...should just be the same as a mace (which 99% of games class as a 'blunt' weapon even if it's blatantly covered in spikes) or a wooden club with a nail in it  :p

725
DF Dwarf Mode Discussion / Re: military without metal?
« on: February 02, 2008, 05:50:00 am »
quote:
Originally posted by Forumsdwarf:
<STRONG>Real metal comes from your enemies.  Kill them and you get to keep their metal.</STRONG>
You keep what you kill? Right, I'm renaming the dwarves the necromongers  :D

quote:
Originally posted by Forumsdwarf:
<STRONG>I'm also making a substantial investment in spiked wooden balls.  Those are one of the few "heavy trap weapons" you can make out of wood.  I don't know yet how well they perform.</STRONG>
It'd be the same as if they were made out of glass, which is what all of my traps are made out of (although as goblin sieges come and go I'll be replacing them with iron/steel over time). They're deadly enough  ;)

726
DF Dwarf Mode Discussion / Re: My dwarves are eating spiders!?
« on: October 22, 2007, 08:39:00 am »
quote:
Originally posted by Matias:
<STRONG>Ps. As an afterthought, I have seen S.-American indians eating tarantulas, so it isn't so horrid after all, just weird...</STRONG>
Not for those of a nervous disposition:
:p

As for the issue with dwarves eating your cave spiders, I'd guess that the caged vermin are essentially considered as "food", and the dwarves were nearer to the animal stockpile than the food stockpile.


727
DF Dwarf Mode Discussion / Re: Female dwarves
« on: October 18, 2007, 05:10:00 am »
quote:
Originally posted by acci_dent:
<STRONG>Also, on the note of animals, why is it whenever I create a new fortress, there's always 2 mules and 2 horses + whatever animals I actually choose to bring? They aren't in the list when I prepare carefully.</STRONG>
Every wagon you bring has a horse and mule come with it, so if you have 1 wagon you essentially get 1 free mule and horse, and if you have 4 wagons you get 4 free mules and horses. Taking advantage of any potential 'spare' points in order to get more wagons can be rather beneficial at the start of a game (wagons give you free wood while mules (and optionally horses) can be slaughtered for free food  ;))

728
DF Dwarf Mode Discussion / Re: Female dwarves
« on: October 17, 2007, 08:23:00 pm »
quote:
Originally posted by JT:
<STRONG>IIRC, only the starting animals are balanced in gender, and I don't think it applies to dwarves (not that it matters, because the starting pioneers are all sexless freaks).  After that, since everything's replaceable through trade or just natural immigration, I don't think it tries to go for a round-robin gender rule any more.

However, I haven't honestly looked closely enough to verify this one way or another, although I did immediately think that particular statement was suspect when I read it a couple weeks ago.</STRONG>


Yup, you're right. Any pets you bring with you will have genders interchanged for each pet of a single type you bring (so bringing, for instance, 3 dogs or 3 cats guarantees 1 of one gender and 2 of the other). When they give birth, the gender of each offspring is decided at random (I'm evil and butcher any kittens and the vast majority of male puppies/foals/whatever, and have sometimes ended up killing all 3/4 of a dog's puppies from one litter. In one game I think there were about 4 litters of puppies before I finally got a new female to keep). Pets brought through immigration are also randomly assigned a gender.....and dwarves' genders are randomly assigned as well.

[ October 17, 2007: Message edited by: pushy ]


729
DF Dwarf Mode Discussion / Re: Female dwarves
« on: October 17, 2007, 03:52:00 pm »
It's true you don't see many dwarf women. And in fact, they are so alike in voice and appearance, they are often mistaken for dwarf men.
It's the beards.

:D


730
DF Dwarf Mode Discussion / Re: Peasant is taken by a fey mood!
« on: January 30, 2008, 02:38:00 pm »
Door encircled with bands of silk...

It's not going to be a sword, and it'll probably only be worth a couple thousand (one of my miners made something similar with 3 items and it was only worth 6k), so you may as well keep your new legendary engraver :P They're not too useful, but at least they're fast at smoothing stone.


731
DF Dwarf Mode Discussion / Re: No seeds available for this location
« on: April 07, 2008, 05:49:00 am »
quote:
Originally posted by Derakon:
<STRONG>Incidentally, stone farmplots only need to be irrigated once; once they're muddy, they stay muddy for the rest of time.</STRONG>
Yup. The thing about them having to be irrigated annually was from the old 2D version, and to my knowledge it has never been put into the 3D version.

732
DF Dwarf Mode Discussion / Re: Advances in Dwarven Science.
« on: April 05, 2008, 11:56:00 am »
quote:
Originally posted by Wooty:
<STRONG>Increasing the temperature outside a cage, say, 40,000 dwarf degrees with weatherdwarf will melt the cage and kill everything inside nearly instantly. We can assume cages are not magma proof.</STRONG>
Uh...huh...try putting the temperature up to magma-esque figures instead of some arbitrary number (which, for the record, is 300% higher than the melting point of any item in the game  :roll: ). Steel is well-known to be magma-proof, and it melts at 12,718. Setting temperature to something higher than that and saying that it's not magma-proof is, quite frankly, sheer idiocy.

[ April 05, 2008: Message edited by: pushy ]


733
DF Dwarf Mode Discussion / Re: Low FPS, good fort
« on: March 31, 2008, 06:08:00 pm »
quote:
Originally posted by ColonelTEE3:
<STRONG>Is it only the overall population of entities on the map that affects fps? Or can thousands of stones, bones and seeds cause significant lag as well? I enjoy having a large community and i dont much like the thought of having to lower my population just to cut down lag...</STRONG>
I can't say for sure (Toady would be able to, though), but from a general programming perspective, yes, the thousands of rocks and so on could cause significant lag. CPU cycles would be eaten up remembering the placement, colour etc. of each individual item in the game world, which is amplified by having large maps (more surface area to cover checking if there are items in/on the tiles)

734
DF Dwarf Mode Discussion / Re: Low FPS, good fort
« on: March 31, 2008, 03:54:00 pm »
How many animals have you got running around loose? Try caging or butchering them. That'd help your FPS by cutting CPU cycles used up by the pets' AI  :)

735
DF Dwarf Mode Discussion / Re: A Vile Force of Darkness Has Arrived!
« on: January 30, 2008, 05:57:00 pm »
Heh, I've just had my first ever goblin siege now. They all got caught in cages, so I stuck them in a makeshift arena with a titan I caught a few months earlier and let them loose together to fight to the death. So far 14 of the 16 have died, many of them being thrown against the walls of the arena, and the titan isn't injured at all  :D

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