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Messages - Tacomagic

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781
DF Dwarf Mode Discussion / Re: Some animals don't want to breed
« on: August 31, 2014, 10:38:55 pm »
Does this happen with 100% of roosters? What percent turn out gay?

'Sterility' effects roughly 25% of all creatures.

This is due to being gay, being uninterested in a relationship that produces children, or asexual.

Essentially, there needs to be a 1 bit in the "interested in children" flag area in the orientation field of the creature, which has about a 75% chance of happening.

Of interest, if you embark with 2 males and 2 females, you have an 87.8% chance of ending up with a viable breeding pair.  With 3 males and 3 females your chances of getting a breeding pair is 96.9%.

I find that the animals I usually bring (Cats, Dogs, Peafowl) are cheap enough that I can stand to bring more of them at embark by culling some of the fluff from embark (Replace all the pigtail cloth and yarn with sheep yarn, dump the crutches and splints, dump the axe for a few chunks of wood, dump the buckets, etc).

Pigs, if you bring them, are a bit harder to justify the extra embarkation expense.  However, I see wild boar often enough that I've stopped bringing pigs.

782
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 31, 2014, 08:44:25 pm »
Nearly got one of my first seven killed channeling a stream, the miner got caught in the current and washed up on the other side...

I had to get one of my other dwarves to cut down a tree and build a platform across for him...

Now I just need to make sure I can get booze production ready before the winter freeze hits

Lost my only pick in the last embark by trying to channel out a brook.  Went so well right up until I went to collapse the last section.  Dwarf was standing in the wrong spot and somehow managed to get knocked into the water by some of the splash caused by collapse.  Poor dope.  We really missed that pick he was holding.

783
DF Dwarf Mode Discussion / Re: That moment you know your fort is lost
« on: August 31, 2014, 08:13:50 pm »
When a random citizen transforms into a were beast in the middle of the dining room and brutally butchers over 20 children plus a couple of others.

This happened to me in my last fort; the affected woodcutter turned into a werebadger in the dining hall, and my military refused to attack him. Thankfully, he was holding a sock, so he only murdered one monkey and crippled one citizen.

Werebeasts are fun that way.  The werepanda that I ran into a few weeks ago wrestled a hat off one of my lumberjacks, chased him around for a while whapping him with it, fell into the river, turned back into a human, and drowned.

I could just imagine him as he sank to the bottom going, "Well, that certainly could have gone a lot better."

784
DF Dwarf Mode Discussion / Re: Badly interpret your reports!
« on: August 31, 2014, 08:11:27 pm »


Later he would be a hero. Later they would call him “Law-bringer”, but at the time, they scoffed at him. He saw their lawlessness and he brought law. Scoutbridge forever would sing songs of the glory of the peacock that slew four dwarves.
Awesome job!

*Sniff*

I salute you, Peacock whose name I cannot find in the legend file.  May you have found 30 peahens in whatever fowl afterlife greeted your tortured, heroic soul.

785
Of note, do not be lulled into a false sense of security by DF's initial install size of 50MB.  Depending on if you have auto and backup saves enabled, it can very, very quickly grow to over 1GB.  DF is not a game to throw on that old 128MB thumb-drive you have sitting in the shoe-box under the bed.

For thumb-drive players who want to do backup saves or worlds with long history, I highly recommend at least a 4GB thumb drive.

Not that that's a big problem at all.  These days you can snag an 8g drive for around $5, or a 32G drive for around $15.  Just, don't try re-purposing an old 512meg thumb-drive unless you keep your world small, history short, and/or disable backup saves.

That said, if you snag yourself a 3.0 USB stick of more than 4GB and drop DF on it, you'll not see any discernible difference between playing off that and playing off an SSD*.  You know, in a situation of both tested against each other on the same PC.  Your mileage is going to mostly vary on what PC you're plugged into at the moment.

*Tested just now on my home PC.  My 3.0 USB stick had exactly the same frame-rate as my SATA 3 SDD.  Likely because most of the game is front-loaded into memory, so saving, loading, and page-loading are the only places you'll actually see any difference (I did not time my save-load time, just subjectively noticed that there didn't seem to be much difference in save and load times). It seems that those performance hits get buried behind the active-game FPS killers anyway, so no big deal.

786
DF Dwarf Mode Discussion / Re: Why does my stray war dog always flashes
« on: August 31, 2014, 05:23:05 pm »
Loaded it up.

For whatever reason, the dogs are repeatedly crouching and uncrouching.

Looks like it has something to do with being chained.  Soon as I unchained them, they stopped their crouch cycling.  When I tied up fresh animals, after a few seconds they started crouch cycling too.  Very strange.

I'll try tying up a few dogs in one of my forts and see if they do the same thing.

EDIT:  Tried replicating it in my own fort, but couldn't get it to work.  I'd hazard that it has something to do with them being chained in an area where lots of pathing is being calculated, since you have a bunch of stuff running around that area.  My hypothesis is that the dog attached to the chain is misdetecting a pathing attempt as an actual creature pathing through its tile, causing it to go prone to let the phantom creature path.

787
DF Dwarf Mode Discussion / Re: Why does my stray war dog always flashes
« on: August 31, 2014, 05:08:52 pm »
Is the flashing regular, or intermittent?
Regular.

Maybe upload the save so we can take a peak at the dog and see if anything is up?

What files should I upload?

Just zip up your region folder.  We basically need the whole folder to load the save.

788
What version?  Also you could pave the surface area above them to prevent trees growing.

0.40.10.  Paving the area doesn't help if there are already trees there because it's the Light Above-Ground tags that cause the issue, not the tree itself.  Certainly a useful preventive maintenance if your embark doesn't have a ton of trees swiss-cheesing your embark top layer.  If you've got more than 1-z of soil, it's probably just easier to take the farms down a level.  Whether it's easier to drain a murky pool through a stone room or tactically pave the surface... I'd say that's a tossup.
 
I reproduced it several times; could be worth a bug report, but once trees causing light penetration is fixed, this issue will be largely moot as there's no real reason to channel out random tiles above your farm.

It's an easy enough bug to avoid when you know about it.  I just... didn't know about it until the first dwarf died of starvation.  I was too busy concentrating on a build project.

789
DF Dwarf Mode Discussion / Re: Why does my stray war dog always flashes
« on: August 31, 2014, 04:53:07 pm »
What kind of flashing?
It looks like the following:





It could be injured, or scarred.
No.



Typically brown like that indicates crouching.  No idea why it would be flashing, thoug.  Is the flashing regular, or intermittent?

Maybe upload the save so we can take a peak at the dog and see if anything is up?

790
So, some of you may know this, but for those who don't:

Your dwarves will not plant underground seeds beyond the first above-ground tile on the farm plot.  This is an issue that's compounded by the tree-trunks creating light in spaces below them.

I just discovered this when my current fort, though my obliviousness, entered a starvation-caused tantrum-spiral because we ran out of plump helmets.  Took me a while to figure out why my farmers weren't planting any of the 100 or so plump-helmet seeds they had laying around.

I'd set up 2 farms, one had an above-ground tile on the 6th tile, and the other on the first.  As such, out of 50 possible farming tiles, I had an actual workable farmland of 5 tiles.  The tile numbering is based on the order of planting, which, in a 4x4 farm, goes like this:

1 5 9 13
2 6 10 14
3 7 11 15
4 8 12 16

So yeah, with the current tree-trunk bug, it's way, way better to put your farms with at least 1 z-level of dirt between them an the surface, even if you have to irrigate for mud.

791
DF Dwarf Mode Discussion / Re: That moment you know your fort is lost
« on: August 31, 2014, 12:54:37 pm »
"Your might has broken."

It's not over until it's OVER.  I've gone from 70 dwarves with a blossoming economy of spider silk, caged megabeasts, and steel forges, down to one adamantine-clad soldier sleeping in the dining hall, stepping over the corpses of his compatriots as he risks total insanity... and back up to 130 with a flourishing military.  It's not over until every dwarf is dead, and as long as there's one dwarf with a good arm, then there's a way to grab an axe.  And really, what can't you survive so long as you've got an axe?

Did you build an epic room or something for that one surviving dwarf?

Was probably one of those "doesn't care about anything" dwarves.

792
DF Dwarf Mode Discussion / Re: Dwarf Fortress - now too easy?
« on: August 31, 2014, 12:47:45 pm »
I know we're still being patched here.

That's a bit of an understatement.  The game is still in active alpha phase.  We haven't even gotten to the point of challenge balancing and optimization portion yet, so issues pertaining to such probably won't be touched for a quite a while.  We're still in the "Oh, that's a neat idea, let's see if we can get the framework of a prototype into the game" phase.

793
DF Dwarf Mode Discussion / Re: That moment you know your fort is lost
« on: August 31, 2014, 11:47:46 am »
A vile force of darkness has arrived!

*only 13 dwarves, no soldiers, no weapons*

I hear you.  Had a good one in 40.09:

7 Dwarves vs 35 undead.  Hadn't yet gotten around to building a lockdown bridge.

Ended pretty much as you'd expect.

794
DF Dwarf Mode Discussion / Re: That moment you know your fort is lost
« on: August 31, 2014, 11:44:41 am »
Usually around the time my craft-hall is flooded with magma that I know the fort is doomed.

I'd love to claim that has only happened to me once.

795
So I could remove all climbing tags (optional) and see if it makes a difference. I hope that this can be done on a running save.

Active worldgen... mh, maybe lower population per site, or less sites per civ?

Seems likely.  Haven't tried population capping, but I had toyed with the idea.

However, since you can't cap the world population after you've already genned a world, it's a hard one to definitively call without several trials... and probably a T-test.

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