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Messages - Trebor1503

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1
DF General Discussion / Re: Will bins ever be fixed?
« on: December 13, 2017, 03:41:06 pm »
...but it seems slightly impolite to begin a conversation assuming everyone knows what you are speaking about...

So change "impolite" to "impracticable" or "inconvenient" or "ineffective". My core point was that I felt like I have walked in on the middle of an ongoing conversation that I could not discover reference to. And the worst part was it sounded like a conversation I would be interested in.


I have seen these listed flaws so infrequently that they have not affected me. This is probably due to game style.

My dwarfs hoard their gems, and so my gem stockpiles behind the leaders official chambers only receive but never give their glory.

Traps do most of the heavy lifting and arrows are in such abundance that I have never noticed an issue.

Hauling kills my forts FPS for a multitude of parallel and simultaneous reasons as my dwarfs harvest all the goblin spoils at the bottom of my weapon trap pits. If part of that is heavy bins to light items instead of vice versa then that is good to know and try to plan around.

Thanks for the list... these are things I am now aware of and will watch for in the future.

2
DF General Discussion / Re: Will bins ever be fixed?
« on: December 12, 2017, 09:20:38 am »
It might be nice... for consistency sake, to actually summarize the issue you are referring to with bins. I am sure it is documented elsewhere in the forums but it seems slightly impolite to begin a conversation assuming everyone knows what you are speaking about.

For instance... I am not aware of any current issue with bins. I know there used to be an issue with barrels that seems resolved and I am sure this is referring to something else. 

In my current game bins appear to be working fine. They store lots of bars of metal and fuel for the fires of my smelters. The hammers continually ring in the bowels of my fort even as the goblins stream into the gates to die in my weapon traps and under my murder holes.

3
DF General Discussion / Re: What music do you listen to while playing?
« on: September 27, 2017, 10:47:14 am »
I just stream you tube videos on construction or nerdness on my third monitor while playing. My second has Dwarf Therapist of course.

4
DF General Discussion / Re: Little things you'd like to see
« on: September 27, 2017, 10:45:44 am »
I would like a screen that tells you where the memory leaks are. I want to know if it is in tracking all the worn socks I have or that I have to many decorated walls.

Then, on my mature forts, there might be a chance of increasing the speed of play by focusing a "clean up" on some sections. Right now I juts guess and try my best.

Also, I wish there was a station/workshop to convert something by removing what it is made from along with quality and strip it down to base "bed" or "table". I believe that these items could then be tracked interchangeably, giving me back some performance.   

It just makes me so sad when my forts become so slow they are unplayable.

5
DF General Discussion / Re: How old is the average dwarf fortress player?
« on: September 27, 2017, 10:41:13 am »
I'm 37. And, whilst acknowledging that there are "no girls on the internet", I'm also female. I know a pretty wide spread of genders who play DF, as well, which seems interesting.

Oddly enough, I can only think of 2 genders that play DF... which does not seem so wide spread to me. :)

6
DF General Discussion / Re: What kind of rig does Toady run?
« on: September 27, 2017, 10:30:01 am »
My thought is that since he is a PC guy he bought a nice computer when he bought it... but maybe not one with a powerful graphics card since it seems his interests do not lay there.

Since the team's income is donation based my guess is he has probably keeps that computer for several years, until he feels that he MUST upgrade.

Again, just my thoughts based on things known.

7
DF General Discussion / Re: Radish Wine
« on: November 15, 2016, 08:49:27 am »
Radish wine is not for dwarfs... it is for Fraggles.

8
DF Dwarf Mode Discussion / Re: Penal colony embark
« on: June 05, 2015, 08:17:58 am »
I kind of like the idea that the first seven are the warden and guards. All new migrants would be convicts there to do hard time. Once you get the first migrant, the first seven can do nothing but bookkeeper, trader, and military (and maybe doc). The only time they can be "replaced" are if they die their "replacement" comes as part of the next migrant wave.

9
DF Gameplay Questions / Re: Fortress layout
« on: May 15, 2015, 09:06:49 am »
On my last few forts I have built a "great hall". It is 3 levels high. On the highest and middle levels is it a 1x walkway around a open space 12x12. Off the walkway are small 3x3 rooms setup as offices and private dining spaces. On the lowest level it is a "regular" 14x14 dinning room with 4 4x4 cutouts in the sides with fireplaces (charcoal producing workshops) in the sides.

The I smooth and carve all three levels, maybe dig some 1x1 holes in the walls for statues to sit, and mostly try to make a really tall great hall for my Dwarfs.

10
DF Gameplay Questions / Re: mountains of unusable partial skeletons
« on: May 14, 2015, 01:00:27 pm »
If you don't want to atom smash you could do this:


 XXXXXXXXX
 XXXXXXXXXDYYY
DXXXXXXXX  YZY
 XXXXXXXXXDYYY
 XXXXXXXXX

D=Door
X= Space for a Refuse pile that will fill with bodies
Y = smaller room
Z=Dump in the middle

Then, when you refuse pile fills up you just "Dump" the bodies into the little room. This also helps with game speed issues due to Miasma.

The reason for two doors is so when you dump the dorfs don't have to crawl all over each other.

11
DF Gameplay Questions / Re: Fortress layout
« on: May 14, 2015, 12:54:12 pm »
I build large stockpiles on my mining levels and designate them for specific stone. Then I set up small stockpiles right next to my workshops that take from these. This allows me to get material right where I need it without my Dorfs traveling long distances to fill large stockpiles early on.

Also, I build my floors dedicated to like items (bedrooms, masons, carpenters, etc) around a central stair that has a bend in it before my cavern breach (so I can trap the bottom for the nasties that climb up).

12
DF Gameplay Questions / Re: Ramps and farms and caverns?
« on: May 14, 2015, 12:47:45 pm »
I build a depot exposed outside for the first year caravan. By the second year I have build a second, more secured depot and torn down the first one. This allows me to travel without some items that I can do without until the first caravan shows up, but I don't have to have my "final" fortress layout in place by the fall of year 1.

13
DF Suggestions / Re: About Felling Trees
« on: October 30, 2012, 11:49:53 am »
To clarify, I did not say "stupid", I said "not cautious". Dwarves are the fantasy worlds verison of a tank. Low, somewhat slow, but stout as a blockhouse. I just see them focused on mining and to them (in my mind) woodcutting is a vile thing they must do so they can get back underground again.

14
DF Suggestions / Re: Map overhaul
« on: October 24, 2012, 02:14:57 pm »
GWG... my computer will run a 5x5 map ok (as long as there is not too much water/magma), but if I knew I could eventually get to a 5x5 there would be little reason to start there. I could run the first 5-7 hours optimized on a smaller map until I was ready to use more. It is just a wish is all, I can keep starting with 5x5 or 4x4 for now.

15
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: October 24, 2012, 02:11:58 pm »
GWG... don't even get me started on how un-dwarflike it is to not have golden weapons. My dwarfs are screaming for golden axes to give as Dwarven day presents to their little spawn, after all if it ain't a pick it is just a decoration, right?

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