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Messages - taptap

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601
DF Dwarf Mode Discussion / Re: Dwarven Marriage Science
« on: November 17, 2014, 05:05:14 am »
I would like to see more of this thread incl. architectural solutions and more about skill (conversationalist)/attribute (empathy) gain. I made a 11-month experiment in my fortress, simulating the fortress being taken over by "Mebzuth's Science of Happy" cult winding down all other activity, focus on the meeting area and finally retreat into a smallish bunker - meeting area size 12 with 24 dwarves (with locked lead doors) and small adjacent stockpiles and dormitory. I creeped out (deconstructing the depot and let the traders linger around outside in the evil rain wasn't the best idea) for now and broke off the experiment. But Mebzuth's Science of Happy has scored a great success (no marriages yet, but more talking than ever, but still <50xp per month, a few new relations, long estranged couples feeling tenderness again) and has taken hold as the official religion.

602
IF you can find a way to make them climb at a specified location.

Troglodytes give birth when caged as well.

603
DF General Discussion / Re: DF Workshop Flow Chart
« on: November 16, 2014, 04:48:17 am »
Too much stuff on the same chart. This leads to omissions or only half documented industries. (Oil, screwpress, potash, pearlash, pottery, glass industry, querns ...)

604
DF Wiki Discussion / Re: Fluid logic, some improved gate designs
« on: November 16, 2014, 04:35:56 am »
Thank you, great work and workable fluid logic at last! Timely as well, with the scarcity of goblins nowadays.

605
DF Dwarf Mode Discussion / Re: Exploit of the day
« on: November 16, 2014, 04:08:38 am »
At the same time you can lose a hilarious amount of metal by just melting stuff you made - in a way the exploit is a fix to that.

@jessep: How long does it take you to dig through an aquifer that you can even trade while doing so?

606
DF General Discussion / Re: Low framerate on the new version
« on: November 16, 2014, 04:01:35 am »
0.40 added life to the rest of the world (besides your fort) after worldgen. It's this additional computations causing the lower framerate. It has improved since the early versions of 0.40.

Is there any evidence for this? There are so many other changes that could affect framerates, e.g. the permanent climbing expeditions that troglodytes etc. do in the caverns probably add a lot of potential pathing, the far more complicated plant growth and seasonal effects, falling fruits and leaves ...

607
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 15, 2014, 07:18:06 pm »
Does the bucket brigade fill a pond only to 6 when filling from the level directly above? Why?

608
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 14, 2014, 06:29:14 pm »
Breaking aquifers is probably the most satisfying thing in the game once you have finally done it. Apart from the excellent wiki entry and wandering kids comment, you are clearly on a different embark (or the aquifer is different where you are now). You had a two-layer aquifer before, but this one looks very much like a single layer aquifer (treat like the final layer of a multi-layer aquifer).

609
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 14, 2014, 12:05:06 pm »
I'm having difficulties with aquifer draining again.  Whoopee.

When I'm pumping the water out, now I can't seem to get both stair tiles drained.  The pump only drains out the orthogonally adjacent tile, not the one above/below that one.  Thus, when I stop to turn the pump around, everything fills right back up with water.  Additionally, before you begin pumping, do you channel out both tiles on the side, or only one?

At this rate I'm going to need to make a "help me not fuck up aquifers" livestream or something...

It is not entirely clear what you refer to. If you remember the principles: you can drain through stairs, you can take water only if the floor is completely open, keep a path for your miner/mason ... You should be able to figure it out or ask a bit more specific.

610
DF Gameplay Questions / Re: Elves and tree chopping
« on: November 14, 2014, 04:36:02 am »
@taptap:

You can try to stretch the arrow resources marginally by having your archery targets wide apart, surrounded by trenches that run behind the targets as well as up to the archers. That way most arrows that miss the target would fall into the trenches and be recoverable. The targets should be fairly far away to increase the miss chance. However, I think these arrows are doomed to forever remain single, never to be stacked again.

I do, I made the drop area another ammo stockpile so they pick up directly from there as soon as I claim the forbidden arrows.  Still, even with a somewhat long shooting range (16 tiles distance) for it being indoor, dwarves tend to hit the target most of the time long before they are halfway into the training. But I have an idea ...

611
DF Gameplay Questions / Re: Force Dwarves to Swim?
« on: November 14, 2014, 03:32:17 am »
my two cents is retractable bridges are way way easier to setup than all this minecarting chicanery.

Yes. And much more deadly. After two dwarves fatally landed on their heads within the first month of operation, I started looking for an alternate way to teach swimming. This post by Ravendarksky was quite informative, particularly that dwarves gain swimming skill while simply riding in a minecart through water. My design has now trained 30+ dwarves to legendary +5 swimmer with only one accident (the outpost liaison decided to rendezvous with my minecart-riding mayor on the tracks).

Both Ravendarksky and you deserve a masterwork statue for science and contributions to dwarven education. This is seriously great!

612
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 14, 2014, 03:07:03 am »
Just finished a minecart aided swimming school. Quite hypnotical to watch as well. And shing--- and shing--- and shing---

Now I have to place masterwork statues to praise the genius of its inventors, true heroes of dwarven education, all over the fort.

613
DF Dwarf Mode Discussion / Re: Bathing question for fort design.
« on: November 13, 2014, 04:04:06 pm »
I have had no problem with dwarves pathing through a 3/7 water-filled decontamination trench. (v34.11) A single tile's width of ramp across a hallway is sufficient. So in your case, for a 5 wide hallway, dig a 1x5 trench of ramps across it, fill to 3/7 of water, and you're done.

The problem with systems of this type is that contaminants tend to accumulate in the water, affecting any barefoot creatures or animals that path through it.

I don't have a good solution to this problem in general. You can set it up to atom-smash the water by putting a raising bridge over the ramps, then fill the trench with magma to clean out the contaminants, then atom-smash the magma, then refill with water, but that's moderately complicated and hard to safely automate.

Cleaning jobs have a higher priority in current versions. In a compact fortress trenches are cleaned rapidly, trenches far away from the main area, however, are still mostly ignored.

614
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 13, 2014, 01:39:40 pm »
Whenever I release prisoners in the first cavern layer (troglodytes / plump helmet men) new ones show up in the second one. Are the cavern layers connected off map and I am just recapturing the prisoners?

615
DF Dwarf Mode Discussion / Re: Bathing question for fort design.
« on: November 13, 2014, 01:13:02 pm »
People are all crazy about 3/7 water, I don't know why. It is even in the wiki. In my current fort (40.14) dwarves did NOT path through 3/7 water when I filled the decontamination trench to exactly 3/7. They even preferred drinking unclean water from the trench to going through the trench to the booze stockpile.

Computing: It could also be 5 doors, when all are opened goblin will move on pressure plate to trigger flushing (or the doors/hatches are simply in the way of the water, when all five are open water flows). Making the counter / reset is the complicated part not the AND.

Edit: Can't reproduce the not pathing through 3/7, but it did indeed happen. Best forget it.

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