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Messages - Jackboot

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31
DF Dwarf Mode Discussion / Re: Opulence or functionality?
« on: September 21, 2013, 03:38:10 pm »
Urist McMetalworker goes insane: All masterwork items destroyed at once.

Considering all the traps it takes to get there and the fact the lever to open the vault door is inside the barracks of the captain of the guard, I'm confident a simple kobold won't manage to get through security.  :D

Maybe when the fort dies and I'm and adventurer... That would be a different story.

32
DF Dwarf Mode Discussion / Opulence or functionality?
« on: September 21, 2013, 02:51:48 pm »
I've recently struck a very large amount of gold in my fort Confined Halls, and have now been immediately switching priorities from chugging out clay crafts studded with chicken bones to clay crafts studded with gold. I've created an elaborate maze filled with traps and a barracks filled with legendary axedwarves that leads to a vault filled with golden statues, gold coffers, and large amounts of minted gold coins. There's a pressure plate inside that closes the steel vault door behind a potential thief and fills the room with lava, which is pumped through golden "pipes".

I'm also working on making golden royal bedrooms for all the original 7, which golden furniture, floors, and walls. The fort itself has a golden road leading to it lined with golden statues of the broker to the golden depot where people can buy golden crafts.

Basically, this entire fortress is revolving around showing off how excessively rich Dwarven civilization is. Eventually I hope to give all my dwarves candy clothes just to piss off jealous humans even more.

What do you guys do with your fort when you find valuable ores? Do you focus on making your entire fort as fancy as possible, or just spare it for a few nobles and continue forcing your dwarves to live in squalor while all the gold is turned into trade goods to buy more Prepared Bumblebee Brains?

33
I've made a pocket world that is 5 years old.

The only dwarven civilization is "The Rhythmic Syrups"
And my fort name is "The Elder Salve".

For some reason those two combined give me so much squick.

34
DF Gameplay Questions / Re: What happens to your trade goods?
« on: September 12, 2013, 05:24:46 pm »
Ive read a comment by toady that in future releases some items that get sold via caravan may make an appearance in adventure mode shops, before he tackles a full economy. I dont think this will be in the next release (but I suppose it is possible).

Id like to see ones sold goods being used/available in adventure mode too.

A relatively recent post on the forums was asking if you can influence a war between two foreign civs by selling masterwork steel (for example) to one side. At the minute of course "wars" dont occur during play between foreign civs because history is paused/frozen. This is changing with the next release I believe, so steps in this direction are being taken.
Excellent. My interest in Dwarf Fortress waned slightly when I discovered that your fort has no real big impact on the world at large. Once it's put in where that is no longer the case, I'll probably go back to binging on it for ungodly amounts of time.

35
DF Gameplay Questions / Re: What happens to your trade goods?
« on: September 12, 2013, 02:37:33 pm »
paralel universe

if you go out as adventurer, you won't see them. In a new embark, merchants won't bring anything from your previous fort, etc. It's gone

Not all of it: merchants and their caravans count as 'historical persons', so after leaving they'll try to settle in a location of their civilisation. Currently, only humans can successfully do this, because only they actually generate towns and hamlets, but if you modded your raws to allow dwarfs (and elves) to build human-style places, you could probably get their merchants to settle down as well.

Adventurers can encounter ex-merchants when visiting the towns and villages where they settled. I'm not aware of any rules for this settling, as far as i know they could end up in any settlement of the civ. Items carried by wagons will generally be free for the taking, because wagons instantly fall apart when they aren't being towed. My adventurers have seen and retrieved items sold to the human merchants several times.

Unfortunately, merchants won't bring items bought in one fort to other forts and don't really add them to the possessions/equipment of their civilisation, either.

I don't think you understand just how much candy I managed to mine out. Three spires have had no hollow bits for about 12 z-levels. Every military dwarf is decked out with full candy equipment and I even gave my Duke and King candy clothing along with candy furniture and candy encrusted kitten eyeballs for an exotic dessert.

My entire fort became devoted metal strand extractors.

But now that my civilization won't end up decked out with candy goods that I sell them, I lost interest and abandoned the fort due to FPS death.

36
DF Gameplay Questions / What happens to your trade goods?
« on: September 12, 2013, 02:14:22 am »
Currently in my fort Renownedhalls I'm pumping out candy weapons and armour and dumping them onto the merchants, in the mindset that I'm slowly arming the entire dwarven civilization.

So the question becomes, do the things I sell to merchants become available to the wider civilization/world, or do they disappear/exist in a parallel universe?

37
some junk is magma safe and then you actually made the problem worse because now the game is tracking the temperature. While the non-magma safe stuff burns you'll experience more lag too. It's why I usually use atom smashing. Killing 100+ cats should make a difference, however...

selling a lot of stuff helps, but if you take it in perspective it may be nothing. Why? Well, selling 1000 pieces of clothing while you also have 35.000 bolts and 55.000 prepared meals and what not else is not going to make much of a difference. Similarly, killing 100 cats may help but if you still have 100+ dogs, 100+ turkeys and 100+ of another dozen animals, the difference is hardly noticable

Lastly, items may be still in a buffer somewhere. Quit and restart the game and a difference may be seen. I once managed to go from 20 fps to 50 just by disposing of items and creatures, though that was on a bad computer and already a small fort

Well my fort has pretty much become self sufficient and has a surplus of candy, so there hasn't been a need to really import anything. So I've ended up with a huge amount of food and goods tucked away, along with my 'emergency food supply' room filled with about 20 pigs.

Would it improve things to just dump everything non-vital onto the traders and start from 'scratch', or is FPS death unavoidable once a certain amount of items has been reached?

Oh! And there was also an accident with the river draining, so it's draining down 3 Z levels into a huge cavern and draining off-site. Would that impact FPS as well?

38
DF Gameplay Questions / Re: Do 'tile sets' slow things down?
« on: September 11, 2013, 11:13:24 pm »
I have not noticed any changes between tilesets and regular ASCII; it might depend on your computers power.

39
DF Dwarf Mode Discussion / Re: I just had a silly idea
« on: September 11, 2013, 11:00:55 pm »
Such an endevour needs to be heavily documented. And then expanded until it creates an extinction level event on the entire generated world. For science.

40
DF Dwarf Mode Discussion / When did you realize you were no longer a newb?
« on: September 11, 2013, 10:57:50 pm »
Like the title says. When (if there was one) the moment when you had an epiphany that you were no longer a newb at dwarf fortress? Was it when you established a new fort and neatly and efficiently had an entire fort design down, twenty layers of ore dug out, three megaprojects completed, four forests cut down, and thousands of cats slaughtered before the first elf merchants could saunter up and complain about your lumber industry?

Disclaimer though: By 'not a newb anymore' this isn't a 'haw haw expert dwarf fortress player elite platinum edition' but rather 'I know enough to not flood my fortress probably and when I talk about the game to non DF players their eyes gloss over'

For me, I realized that I was no longer a newb when I was gushing boasting about a complicated pump/drainage/random luck system I set up to get passed a magma sea and greedily dig up the delicious candy to make candy socks for my King.

41
Personally I use a bath/toilet combo.
Spoiler (click to show/hide)

If the water gets too gross, the second safety hatch opens and water rushes through, sending it down the stairs to the level below where it washes through fortifications out of the map... Or at least down below where it needn't be a worry. The level below is 2 wide, so even if a dorf (or giant war jaguar) gets washed down they usually end up safe and can walk back up and get inside. It's worked out well so far, but granted I don't remember if it's had to deal with actual contagious syndromes yet; most of the time my dwarves just get boiling extract spit in their eyeballs.

42
Hello! I'm playing with my fort Elbeliton "Renownedhalls". It has 156 dwarves, but FPS has dropped to about 26 FPS. This is really odd, because usually my forts chug along at a speedy pace until I hit about 200.

So I decided to take the usual steps to fix FPS: I sold off all the junk, did the traffic pathing, and put 124 cats (pets and stray alike) onto a bridge with an endless amount of refuse and corpses. There's a lever attached that drops these tons and tons of garbage straight into a lava pit where they sink and disappear, but I haven't seen any notable changes in my FPS.

I'm not very into computers or optimization so I hope I don't sound like an idiot when asking this but: Does all this stuff disappear and is no longer considered by the game, or do they remain junk data?

I really don't want to abandon this fort because I've found a treasuretrove of safe candy underneath the lava sea and it will take in game years to refine and sell it all.

43
DF Gameplay Questions / Consistent items?
« on: August 13, 2013, 10:38:31 pm »
Currently my fort wherein I export candy weapons and amour (as well as turning imported ores into the same) is experiencing slow FPS death. Dumping all the cats and xXleather thongXx goods into a pit of lava has worked a bit, but I feel it'll have to be abandoned eventually. I'm holding out because I want immigrants to my other forts to have their candy items.

But the bigger question is, when I export stuff to my civilization, do those items sort of go into a pool where other migrants can possibly end up with them, or do they just disappear once the wagon leaves and you get what you get?

44
DF Dwarf Mode Discussion / Re: Candy for everyone!
« on: August 09, 2013, 02:47:32 pm »
Pro tip, use the I key to check each layer where you are going to dig. If none of the pen/pasture or pit/pond numbers are above 0, (usually 3 pen and 1 pit when the dangerous layer is), then it's safe to dig more.

That's a great protip. I'm debating on actually doing it because it deflates the sense of "Ohgodohgodohgodohgod" feeling when I break into a new layer and start mining it out.

45
DF Dwarf Mode Discussion / Re: Candy for everyone!
« on: August 08, 2013, 11:09:08 pm »
Quote
Metalworkers always demand adamantine for their artifacts

Oh, well. I guess I can risk digging down another dozen Z levels of this candy spire because I have quite a few metalsmiths. If there's no hollow part, I get more candy. If there is, I end up with less metalsmiths. It's win-win!

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