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Messages - Zomg

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46
DF Gameplay Questions / Re: Game speed adjustment
« on: July 25, 2007, 01:20:00 pm »
You can change the [FPS_CAP] setting in the init.txt file to 300 or something. The high FPS will only be available very early on before the game starts slowing down to process scores of dwarves and items, but it does make the "starting 7" phase fly by.

47
DF Gameplay Questions / Re: weapon/archery practice and barracks
« on: October 21, 2006, 02:12:00 am »
Barracks and archery ranges are autonomous room types. Define the barracks from one of the beds or racks (although defining from a rack seems to break storage functionality), and have it fill the entire roomspace, encompassing the other beds. Melee dwarves will sometimes spar in there - I find that Fortress Guards tend to spar more easily than off-duty soldiers.

Make another roomspace for the archery target(s), and define from them to fill the roomspace (and set the appropriate direction, left-to-right, up-to-down, et cetera). You can stick several archery targets in the same space and have their defined rooms overlap and the dwarves will use all of them.

If you want to have a barracks and an archery target in use in the same roomspace, just overlap the defined barracks room with the archery room. I usually put my archery range near my refuse-butchery-tanning-bone carving area for the bolt supply and my barracks deeper in, though.


48
DF Gameplay Questions / Re: How to force an Obsidian Coffer?
« on: October 19, 2006, 11:56:00 am »
A neat trick is to build and deconstruct one-square bridges of whatever material you want to use immediately next to where you're making the items. That way, when the artisan goes to pick up the nearest stone, the ex-bridge will be right there. That's also a good way to consolidate obsidian and limestone for dark stone swords and steel.

49
DF Bug Reports / Re: Strange mood bug (specific)
« on: November 23, 2007, 01:07:00 pm »
Hmm, that's vaguely possible - I didn't try making any new green glass, but it would still be oddly out-of-order, since I watched him every step of the way as he picked up the clear, then the green, and then refused a second clear while his demands were rough gem/rough green/rough clear in that order.

50
DF Bug Reports / Strange mood bug (specific)
« on: November 23, 2007, 01:24:00 am »
I had a strange mood dwarf that asked for, in order: Metal bars, cut gems, plant cloth, wood, rough gems, rough green glass, rough clear glass.

Short version: It seems to be possible that a strange mood rough gem demand that happens to grab a piece of rough glass can break a strange mood.

Possibly relevant information: I happened to save the game after he'd collected metal bars and cut gems. I didn't have any plant cloth at the time, but I sent my herbalist to gather to find some rope reeds. In the meantime I built the glass industry buildings and made both rough clear glass and rough green glass. Eventually I made some plant cloth. The strange mood dwarf collected it, then gathered a log, and then he picked up the rough clear glass and then the rough green glass, then became stuck again. Ok, I thought, "I guess the rough gems demand just picked up the nearest gem, which happened to be the clear glass", so I made another rough clear glass to satisfy his final request - but he didn't move to pick it up, even though it was not tasked or forbidden. I then mined several other rough gems, thinking I had somehow skipped over the rough gem request, but he wouldn't move for any of them.

I decided to close the program and reload from my save because I suspected there was a bug involved. This time I decided I would wait until the strange mood dwarf had gathered everything besides the two pieces of glass before I actually made the rough glass. This time after collecting the wood he moved on to his rough gem request and retrieved the nearest gem, which happened to be a wood opal. I then created both pieces of rough glass, which he then collected. He then began construction normally. There were plenty of wood opals available in the first scenario, so I think something funny was clearly involved.


51
DF Bug Reports / Re: Raw clear glass is not consumed
« on: October 20, 2006, 10:16:00 am »
Side note, the totem values are a bug. They accidentally substitute the modvalue for a griffon no matter what kind of skull you've used, meaning they're worth fifty times more than they should be in most cases. As a workaround until the next release you can go into the raws and change the modvalue of griffons (in creature_fanciful) to one, which gets them back down to a sane base value. That gets totems down to the point that they're just bone carving practice.

52
DF Bug Reports / Re: Losing limbs is permanent pain?
« on: April 11, 2007, 03:05:00 pm »
I think I've had a dwarf in fortress mode that handled losing an eye to a frogman without constantly passing out. He was s very experienced miner, although I don't think I have the save anymore. It might be that with a high enough toughness the dwarf can tolerate missing body part pain enough to function.

You might try putting handicapped dwarves or adventurerers on an experience-raising regimen to get them enough levels of toughness to keep from passing out.

[ April 11, 2007: Message edited by: Zomg ]


53
DF Bug Reports / Are the no-flooding and no-healing bugs connected?
« on: September 28, 2006, 09:03:00 am »
I seem to get the nonflooding cave river and nonhealing serious injury bugs at roughtly the same time. In the early parts of my games I typically get one or two cave river floods and the rapid-healing bug, meaning serious injuries heal almost instantly after the Rest job gets executed, before both flooding and healing stop entirely. I'm wondering if they might share some underlying timing or scheduling code that's breaking both of them. It's possible I'm just seeing a phantom pattern, but I thought I might as well say it in case it points to the correct conclusion epiphanically.

54
DF Suggestions / Re: When will the hurting stop
« on: April 29, 2007, 12:18:00 pm »
Kill or injure your Captain of the Guard, and assign a peasant weakling (or better yet, an eyeless fainter or other charity case) to the Fortress Guard. Weight him down with multiple layers of armor. He'll sluggishly perform beatings unarmed, which usually just give the victim a bruise or other sub-yellow injury. I like the image of this cruel feudal dwarven justice system short-circuited by making the executor of justice a fat peasant with cave spider bite sickness.

55
DF Suggestions / Re: Legendary, Moods and Artifacts
« on: April 24, 2007, 05:54:00 pm »
I think that the implementation of artifacts is currently just a thumbnail. Eventually the artifacts themselves should be consequential and useful enough that a skill boost is just a footnote.

56
DF Suggestions / Re: Playground
« on: April 24, 2007, 03:21:00 am »
I've wished I could assign war dogs to kids to prevent kidnappings. Or - hire adventurers to rescue them; I'm sure my adventure mode characters would go to hell and back for a masterwork steel shield or other fortress goodies.

57
DF Suggestions / Re: Weighting pathing by direction?
« on: April 07, 2007, 05:34:00 pm »
Hmm, how about a behavior for the dwarves themselves then? Always try to step south when heading east and you meet some entity that will cause a detour, step north when heading east. Will that create spontaneous coherent flows in traffic? I guess determining a "general" direction of travel is probably fairly intensive, too.

I shouldn't try to get into the weeds as a layman. It just annoys me to see dwarves "bump" ten times going down a 6-wide corridor. :P


58
DF Suggestions / Weighting pathing by direction?
« on: April 07, 2007, 02:57:00 pm »
I know Toady is including traffic designations in the next build, but is there any way to implement directional traffic designations? So, a square might low weighted for a dwarf headed east but high weighted for west. That way you could set up inbound and outbound corridors. Maybe you could use one-way doors to do the same thing?

59
DF Suggestions / Re: superfluous materials
« on: March 26, 2007, 06:02:00 pm »
You can burn through meat by building baited animal traps in the river/chasm/magma, since they use entire meat stacks. I'm so sick of seeing turtle shell in artifacts that I try to keep my shell stocks as lobster only.

60
DF Suggestions / Re: Different paradigm for mechanisms
« on: March 27, 2007, 12:31:00 am »
I think the process of setting up gate farming produces a perfect engineering challenge for new players. It teaches a lot of what Fortress mode is about. I don't think that should be sacrificed; ultimately, there are plenty of other things we'd all abuse if mass trapping were made a bit more difficult.

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