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Messages - ORCACommander

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211
DF Dwarf Mode Discussion / Re: Understanding Worldgen Conditions
« on: June 27, 2013, 12:21:47 pm »
titans are not generated per region, they have their own variable number. To get more megabeasts simply up the megabeast cave count. however if you set this to high your not likely to advance in ages

while its true you do not need to use volcanism meshes to to achieve max volcanoes it will reduce headaches in getting there and also it will better allow volcanism next to sedimentary which is the real tricky part.

212
DF Dwarf Mode Discussion / Re: What's your favourite animal?
« on: June 27, 2013, 12:14:37 pm »
so far i have to say giant armadillo man is my favorite. he just curls into a ball :P

213
hmmm i have armadillo men on my map...

214
As far as i can tell game speed is meant to 100 fps.lower the fps value will NOT increase performance

maybe this will clarify a bit

Z0 where you forges will be
Spoiler (click to show/hide)
Z-1 bridge and breach
Spoiler (click to show/hide)
z-2 support layer
Spoiler (click to show/hide)


i forgot that you must also have a ramp un the tile underneath the bridge

215
Game FPS will not affect miner death. its just the "max number of calculations" that can be done in a second. graphical fps there is no point in setting it higher than your monitor's refresh rate.

its a bit exploity but what i do is use the bridge breach method to get inside a magma tube from below the top level.

o.......
^bbb
o.....
o

o is the obsidian, b is the bridge and ^ is a channel ... are floor tiles

if i have drawn this right then you have your main floor underneath it a tunnel with a bridge and below it another tunnel.
you block off access to the bridge layer and order your miners to channel the obsidian directly next to the bridge. the miner will then do this from beneath the bridge. the magma will then ruish over the bridge but not through it allowing your miner ample time to escape even if the bridge is not magma safe.


EDIT: and yup magma mist can be nasty

216
yup pufferfish is up and i opened another slot for the end of the rotation

217
Mainstream: You're the guy that was foretold in the prophecies that will save the world!
DF: You're a common person that suddenly pulled off a global genocide. Or at least a local elven one.

fixed

218
DF General Discussion / Re: The big picture
« on: June 25, 2013, 02:48:25 pm »
toady's pattern is major release a few months of a bunch of small patches to fix bugs and add in an odd feature then a long wait then major release and a few months of bug fixes repeat.

219
DF Dwarf Mode Discussion / Re: Help me find the hole
« on: June 25, 2013, 02:45:32 pm »
do you have a well that breaches the caverns?

220
DF Dwarf Mode Discussion / Re: My first seige (with a sad ending :( )
« on: June 25, 2013, 02:42:01 pm »
silver is a horrible weapon material btw. and you did not mention what armor your dwarves were wearing

221
No problem dude. NEXT VICTIM!

222
DF Dwarf Mode Discussion / Re: Quickfort plans for the Mines of Moria
« on: June 24, 2013, 11:56:39 am »
ah i was mistaken on the scale you wanted to go for then.

223
DF Dwarf Mode Discussion / Re: island embarks?
« on: June 24, 2013, 11:50:21 am »
your a bit nuts trying to make an embark over 1: such a stupidly large place and 2: such a stupidly large space including ocean tiles. ocean tiles love to kill processors with the wave simulation. any ways the reason why it is crashing is likely do to the fact that as a 32 bit application that embark would require more than 2 GB of RAM. you might want to look up the Large Address Aware patch which will allow it to use up to 3.5 GB of RAM. Although i think BLurghh's solution is more elegant.

224
DF Dwarf Mode Discussion / Re: Quickfort plans for the Mines of Moria
« on: June 23, 2013, 10:23:08 pm »
adjacency still can not work because of region borders. player made sites currently can not cross region borders so there is no way to connect the tunnels between the regions. as for connecting in region via lair i am not sure.

225
DF Gameplay Questions / Re: Local Wildlife Populations
« on: June 23, 2013, 10:13:28 pm »
pretty sure what animal populations are present in a region is determined ipso facto in world gen.  for when your actually playing though i think it just pulls from the table of possibilities and will decide which to spawn.

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