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Messages - vanatteveldt

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346
Wow, that looks fantastic! Thanks for linking. There goes my excuse to dive into DF programming ;-)

(and it reinforces my view that Toady should split df into a proprietary backend/simulation part and an open source interface part, and have a proper API between them. The community here would make an interface for DF that would make a professional game studio jealous, instead of the dfhack / memory tricks that have several disadvantages...

Has Toady ever commented on the dfhack / plugins endeavours?

347
[I'm not sure whether this should be here or in the modding forum, but since it's not really about a mod I figured I'd post it here...]

One thing that endlessly frustrates me in DF is the lack of useful management statistics. Even in Settlers II, you could get a nice overview of current materials and graphs of recent production. That really helped me to understand which parts are going well and which production chains need tweaking. In DF there is the stocks menu, but I find it horrible to navigate and it doesn't show production/consumption over time. I can build a fortress that supplies all the necessities (food, drink, clothing, furniture, weapons etc), but I don't really feel like I do it in a very informed way. I just set up a bunch of farms, one or two weavers and clothiers, and assign 30 X tasks whenever I think about it.

I thought it would be nice to create a little "therapist" like tool to give some more statistics, e.g. per production chain per item current finished stock, raw stock, # of dwarfs/workshops assigned to production, and recent production.

I've never programmed something around DF before, but in general I'm a decent programmer. Can anyone tell me how difficult it is to get the needed info out of DF? And can I  use the existing libraries used in therapist and/or dfhack to talk to the game?

348
DF Gameplay Questions / Re: cave-in when channeling
« on: May 15, 2013, 01:56:15 am »
Thanks, jump using "carve ramp" works like a charm. I was removing all the ramps before going to the next level since I thought that these might be causing the cave-ins, but I guess not.

(maybe a channel on a tile with a ramp on it will cave-in the ramp, while a carve ramp will not? Still strange, though...)

349
DF Gameplay Questions / cave-in when channeling
« on: May 14, 2013, 04:57:31 am »
I am trying to channel out a 13-z level deep 3-tile wide moat. I thought that if I would give the channel orders level by level there should be no risk of a cave in, as any tile is always supported by the ground below. However, I am getting lots of (harmless) cave ins. I then figured I'd give the orders row by row for each level, ie do it in three channels, each 1 tile wide. However, I still get cave-ins.

Why do I get cave-ins even if there is solid floor below the level I am working on?
Would it help to first mine out the whole moat, and then channel the floors one row/level at a time? [edit: no, doesn't seem to help. I really don't understand what is collapsing here...]

Edit: it seems that digging a ramp and then removing it (e.g. d-r + d-z) allows for safe channeling. I still don't understand what is caving in, though... Or is the problem that I am working with two miners?

Screenshot:


This is at the edge of the map, but I don't think that matters?

350
DF Gameplay Questions / Re: Justice
« on: May 10, 2013, 12:10:28 pm »
I have found that DF is much more fun (if not Fun) if you are forced to deal with the consequences of stupid actions (like digging a stair upwards into an aquifier or having the dwarf with your only pick find a fiery death in the vulcano). Unless you are in very dire straits, your fortress can generally survive a lot of problems and it will make the story much more interesting. But that is just MHO :-)

351
DF Dwarf Mode Discussion / Re: Usefulness of farming animals.
« on: May 09, 2013, 05:15:02 pm »
I like embarking with 1+2-4 pigs and 1+4-6 of some sort of poultry. Pigs are nice for meat and cheese, and they don't require a pasture. Poultry is obviously overpowered, but imho so is all food producing. If you don't want to think about food at all you can just set one farmer on a couple of plots and queue drink(30)+meal(30) every now and then. In a more realistic mediaeval / pioneering situation, you'd expect maybe half the population to be tilling the soil, not 1%....

352
DF Gameplay Questions / Re: Coffins in Dining Hall
« on: May 09, 2013, 02:18:46 am »
I like that idea! Gold coffins for everyone to see!

I guess you can only control who gets buried by making it into a tomb,right? which would then decrease dining room value by making it a shared room?

353
DF Gameplay Questions / Re: What about the bugs?
« on: May 08, 2013, 10:08:25 am »
There are also utilities like DFHack. If you set up the init file you can get a lot of use out of it without ever typing a thing. Hospital overstocking can be fixed, along with patrol duty thoughts.

Quick question: I use the standard dfhack.ini (from the .example), and I think it misses quite a few workarounds I hear people talking about, like the hospital overstocking and military training time bugs. Should I change the ini, or find a new (linux) dfhack version?

Code: [Select]
$ grep tweak ~/df_linux/dfhack.init
# UI and game logic tweaks #
tweak stable-cursor
tweak patrol-duty
tweak readable-build-plate
tweak stable-temp
tweak fast-heat 500
tweak fix-dimensions
tweak advmode-contained
tweak fast-trade
tweak military-stable-assign
tweak military-color-assigned

354
DF Gameplay Questions / Re: Floodgates
« on: May 07, 2013, 02:03:11 pm »
I think that would create issues with using floodgates as a trap, since opening the gate would then remove the "floor" above. This could be used to trap creatures too large for bridges, or floodgates would also need extra protection from them. So, having to create a floor yourself does make sense

355
DF Gameplay Questions / Re: Building underwater (questions)
« on: May 06, 2013, 10:43:24 am »
I guess the easiest way is to find an embark with a decent landmass next to the ocean, channel a chunk of land to the depth of the ocean floor, build everything there, and then channel away the 'dam' between the channeled area and the ocean proper.

See this thread for Sphalerite's ☼aquatic endeavours☼, well worth the read! http://www.bay12forums.com/smf/index.php?topic=75780.0

356
It's not hard to setup a cistern that has level 7 water, no.  But how do you keep it at level 3 or level 4?

Why don't you create a cistern with a number of tiles dividable by 7, say 21. Then have a bridge/gate partition it into one reservoir of 3/7*21=9 tiles and fill them up completely. Then, stop the inlet, open the partitioning bridge/gate, and it should even out to exactly 3/7 in the whole reservoir.

(edit: and for even easier one time use in an open environment, just channel out a 9-tile pool, fill it up by connecting it to the river with a floodgate at the edge, close the floodgate, and expand the pool to 21 tiles....

357
DF Dwarf Mode Discussion / Re: Why is this flooding happening?
« on: May 05, 2013, 04:18:07 pm »
I always place a diagonal at the top level I want to fill, that is a full proof way of avoiding floods. I would also advise always placing a floodgate/block in the inlet before you connect to the water source. This functions both as an emergency stop and can be useful if you need to work on the plumbing later...

358
Well stopping ground movement of enemies is easy anyway, with a single trench with the slopes removed. a good miner should be able to cordon off most of the map in a couple months I think.

What I tend to do is dig straight downwards and then build a defensive structure around the staircase. I place the depot and military outside as well.

In any event, even if you dig straight down initially, you can always seal off that entrance and make a longer horizontal entrance later.

359
You have to manually set them to inactive using the military -> schedule screen, is that what you are referring to?

360
DF Dwarf Mode Discussion / Re: Optomised Armour Layering?
« on: May 03, 2013, 06:57:39 pm »
Well, without the fancy greek and subscript notation, I think I suggested an experiment with exactly that (implicit) hypothesis.

I think lack of science is the problem, not lack of words...

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