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Topics - Jurph

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1
DF Suggestions / Borax should be a flux stone and a soap material
« on: July 18, 2014, 08:30:54 am »
Borax now occurs near rock salt in desert biomes (and possibly other places as well).  The [Wikipedia article on borax](http://en.wikipedia.org/wiki/Borax) suggests that it could be used in pottery glazing and soap-making as well as in metallurgy (as a flux stone).  It would be great to have a reaction at the soap-maker's workshop that allowed you to substitute borax for part of the tallow-soap process (probably in place of the lye). 


2
It looks to me like the Core i3 and Core i5 just crank out a lot more clock cycles; also the A8 is the end of the line for the ill-fated FM1 (aka FML) socket design.  I'm building a new PC and have always used AMD, but I can't see any reason to buy one of their CPUs this time.  I use a Phenom II X3 (2.8 GHz) right now and get 40 FPS on a 3x3 embark with 100 dwarves.  If I don't limit the population to 100, My fort dies from sock poisoning very rapidly above 100 dwarves.

If you own an A8 or a Core i3/i5/i7, can you add to your comments a note with your typical embark size, population limit, and typical framerate at 80 dwarves?  Thanks. 

3
DF Wiki Discussion / Donate your crayon art to illustrate the wiki!
« on: February 18, 2012, 03:39:07 pm »
As a regular supporter of the game, I frequently get Crayon Art from Toady One and Threetoe, and I thought it would be nice to share with the community:

https://imgur.com/a/IlIkM#0

Three of them are fairly vanilla -- a rutherer, a jewelcrafter making a trade item, and a woodcutter encountering a badger -- but the fourth one belongs in the new namespace.  It's a dwarf uncovering a book of forgotten knowledge!  I like to believe the book is "The Future of the Fortress".

Here's hoping that the brilliant people who run the wiki can post these in the appropriate spot with the right formatting.  Cheers!

Also, since I *know* a lot of you will be donating soon to celebrate v0.34, maybe we can de-conflict the requests so that we get a bunch of unique and version-appropriate crayon art for the wiki.

4
DF General Discussion / Diagonal Movement and !!SCIENCE!!
« on: August 01, 2011, 11:25:09 am »
I was just informed in this thread that diagonal travel cost is not well-characterized, or at least not with any definite proof.  I am a little surprised that this result -- or lack of result -- isn't better understood.  I searched the forums for "manhattan" and "Chebyshev" and did not see any rigorous answer to the question.  Unfortunately, I can't figure out how to definitively pose the question using DF.

So far, the test case I envision goes something like this: a dwarf is caged or locked into a 1x1 cell behind a floodgate.  Two single-tile-wide tunnels are dug: one extends 21 tiles orthogonally; one runs 21 tiles diagonally.  A single tile of food storage is placed at the end of each tunnel and a plump helmet is placed on each stockpile.  The Enrichment Center is sealed off from the rest of the fortress.  When the dwarf indicates hunger, the lever is pulled and the dwarf is released, presumably to seek out the nearest food.

The experiment results may be documented and repeated by moving either of the stockpiles closer to the origin; for example, if a true Pythagorean distance is implemented, we'd expect 10 diagonal tiles to be roughly equidistant with 14 orthogonal tiles.

Has anyone already tried this?  Is my core assumption (dwarves always seek the nearest food) correct, or is there a better thing for a dwarf to seek?


5
DF Gameplay Questions / Preparing for Mineral FBs
« on: July 25, 2011, 12:29:00 pm »
I lost my most recent fortress to a Forgotten Beast made of glass.  Steel axes appeared to fracture-but-not-destroy his body parts, and steel hammers bounced off harmlessly.  He made a mockery of my iron-armored dwarves -- punching them through the head, ripping off limbs, and basically decimating the fortress single-handedly.  Given his ability to shrug off steel weapons, I can't imagine my dwarves would have lasted much longer in steel than they did in iron.  I know mineral FBs are fearsome for exactly this reason... but I had always gotten the easy ones (e.g. salt) so I never had to prepare for them before.  What is the preferred approach for dealing with them?  Do knockout dust traps still work or do I need to do actual crushing damage?  Can an atom-smasher bridge do the trick?

6
DF Gameplay Questions / I have discovered a camp?
« on: April 18, 2011, 11:48:08 am »
Apparently on my embark there are a handful of human (?) adventurers.  So far, they're awesome -- they have copper armor and weapons, they kill badgers for me, and despite their superior armament, they seem to be sufficiently cowed by my numbers and architectural prowess that they're not attacking.  Did I luck out and get free guards, or will they eventually grow jealous of the heavily-laden trade wagons and attack? 

Also: other than a pair of chests and some low-rent copper weapons, these guys are pretty amateur hour.  When the goblins show up, they'll probably die valiantly, and I'd like to try to pay the debt of honor I owe them by building them some fortifications.  Will they be able to open doors if I build them a house?  Will my traps treat them as allies?


7
I brought tetrahedrite, an anvil, and a wagon.  I burned the wagon to make charcoal, melted the tetrahedrite to make my only axe, and now... none of my dwarves will chop down trees.  They will move the axe to a weapon stockpile; they will dump it when ordered to; but they will not pick it up and use it to CHOP DOWN AN ARMOK-BLIGHTED TREE!  They apparently want to sit on the surface, one more piece of wood away from having a pick, and admire the EXPOSED VEINS OF HEMATITE.  What's with these guys?

I've enabled and disabled labors manually and with Dwarf Therapist, and nothing seems to change their minds. 

8
DF Dwarf Mode Discussion / Good Visualizers for 31.18?
« on: January 20, 2011, 01:31:37 pm »
I love Stonesense, and wish it were compatible with 31.18, but I understand that free third-party software takes time, and hobbyist devs don't always have time.  But surely some developer has made a visualizer that works with 31.18?  I've built a fairly impressive fort and am dying to show it off to my wife in something other than 2-D MRI mode.  What do you use to visualize your 31.18 forts?

9
DF Gameplay Questions / Does milling leave stacks intact?
« on: January 06, 2011, 02:53:48 pm »
I've been trying to plan out my agriculture industry and I'm having a few problems predicting my outputs and requirements, especially when it comes to milling and bag requirements. 

I know that for each 1x1 plot of pig tail, I can expect a stack of 4-5 plants based on grower skill, and each of those plants turns into 1 thread, which becomes 1 cloth, which becomes 1 bag.  I also know that for each 1x1 plot of quarry bush, I can expect a stack of 4-5 plants based on grower skill, and each stack of plants turns into a stack of leaves containing 5x more leaves; this stack uses up a single bag.  Very efficient!  Huge profit center here.

However, for each 1x1 plot of flour- or dye-producing plant, I can expect a stack of 4-5 plants based on grower skill, which then gets milled into an equivalent number of flour or dye units.  Are the units produced in stacks?  Are the stacks handled like QBLs, where the entire stack of product uses a single bag, or does each unit of flour require its own empty bag?

10
DF Gameplay Questions / Magma Pump Stacks: Not worth the pain?
« on: September 05, 2010, 01:42:34 pm »
I have just completed - for the second time! - a 100+ Z-level pump stack intended to move boiling red magma from the magma sea to the surface, where I had intended to bathe my enemies in its glory.  The first time, I discovered a single non-magma-safe component at Z-40 or so, necessitating a rebuild of nearly half the stack.  The second time, for some unfathomable reason, the very lowest pump broke... and now my entire pump stack has come undone.  I'm seriously considering diverting a river into it just for something to do with that hollowed-out area, because I am damn sure not re-re-building all those pumps!

Is there a safer way to do this?  Perhaps a way to ensure that, say, every tenth pump is on a Stable Foundation? 

11
DF Gameplay Questions / Why did my magma pump stack collapse?
« on: September 04, 2010, 09:25:12 am »
I had a 100 Z-level pump stack ready to feed magma up to the surface.  It was constructed from glass tubes, glass corkscrews, and gabbro blocks, which should all be magma-safe.  The first time I tried to operate it, one of the pumps in a sand layer had grown a tower cap (!) and by the time I chopped it down, almost 30 layers of pump stack had disassembled themselves.  I used the design from the Wiki. 

All I can figure is that I accidentally used a chalk block or wooden pipe section in one of the pumps... but why would 30+ layers disassemble themselves?

12
I have a squad of ten axedwarves wearing high-end iron gear and carrying nice iron axes.  I used Runesmith to make one of them a phenomenally good teacher, but after three years of training, most of the squad is still only one or two skill levels above Novice.  Is it really that difficult to train up?  Is the military training system broken?  I have 8 of the 10 dwarves sparring around the clock, so it's not a problem getting them to train... it just seems like they're not getting much benefit from it.

Do I need to build some Danger Room features into the barracks, like repeating spear-traps?

13
Life Advice / Replacing my HAL.DLL to get multi-core support (solved)
« on: April 23, 2010, 02:54:13 pm »
Hey Dwarfy Friends!  I had a computer crash about 3 months ago, and when the Windows XP repair installation was finished, my CPU showed up as a single processor (it's not).  I've determined that this is because I somehow got the wrong HAL.DLL auto-detected during installation.  Worse yet, all of my Googling seems to indicate two contradictory claims:

  • It is entirely impossible to switch HAL.DLL from a single processor to a sexy multiprocessor version once you've done the install, unless you want to do a re-install.
  • It is possible but dangerous, and if done incorrectly will result in your machine being unbootable.

I'm a DF player, so I'm betting it's probably #2, but I can't find anyone who has explicitly outlined what "correctly" is.  Also, with the release of DF2010, I would like to get a second and third core back up in preparation for the d# merge, and to facilitate browsing the wiki while I play.  So: can you help me out with some excruciatingly simple instructions that don't involve reinstalling Windows?  I believe the key lies in redirecting my boot.ini to the correct files but I'm lost on the command syntax in that file.

14
DF General Discussion / Down is the new Right!
« on: April 23, 2010, 09:30:14 am »
I was boring my main vertical shaft the other day when I had an Ender's Game moment and the whole field of play seemed to rotate in my head.  It hit me like a +rubber wood training hammer+ : The enemy's gate is down!  For everyone who played the old 2D version, does tunneling downward in DF2010 remind you of tunneling off to the right in DF2D?  The new caverns line up pretty nicely with the old cave river (great for farming and early irrigation) and the old chasm (nasty stuff in there).  The magma sea is right where a 2D player would expect the magma river.  And beyond that, well... there's FUN!

Anyone else find themselves building fortresses in 3-D that line up with the old 2-D flow as well?

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DF Gameplay Questions / How can I get turtle bone from turtles?
« on: April 22, 2010, 08:19:54 am »
My noble seems to want to take a magma bath in the worst way.  He has just asked for three turtle bone items, and as luck would have it, I ain't got any turtle bones.  I've got turtle shell out the wazoo, though.  I thought I remembered being able to make turtle bone bolts in the old version... but after killing and cleaning this many turtles, I'm wondering if maybe turtle bone is not in the new version?


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