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Topics - Zombie

Pages: [1] 2
1
DF Suggestions / Improved Farming 2.0 (Bickering forbidden!)
« on: April 30, 2010, 02:34:47 am »
I apologize if this pisses anyone off, but 27 pages of the original thread shows a large percentage of those pages being bickering about something. I got bored reading it and it is daunting to people who are actually interested in the logistics of this topic.

Preface:
Andeerz and I were discussing stuff around pages 25 through 27 of the original thread. He posed that we have a more "realistic" representation of land with fixed tile sizes (proposed 2m by 2m) which would result in roughly 35000 tiles of farm to feed 200 dwarves. We both ended up agreeing this was crazy. What follows is a summation of my point, which contain a bit of logistics on why I believe that realistic, fixed tile sizes will not be practical with the way DF is designed right now. Proposing implementation of it would likely involve bringing up the dreaded multi-threading discussions, as well.

Rules:
No bickering. This is about improving farming in the context of Dwarf Fortress. This is the OP. It sets the rules and I would like you to abide by them. Follow the forum guidelines and please, for the love of goddess, do not discuss multi-threading in any other way than mentioning it in passing or in very close relationship with optimization that a proposed idea would require, sort of like my refutation of realistic tile sizes. This is not the place to discuss politics or communal farming versus capitalistic farming. Again, this is about improving farming in the context of Dwarf Fortress. This is the same Dwarf Fortress where errant nobles get regularly tossed into chasms, crushed under bridges, mauled by elephants, or otherwise mangled, maimed, deprived of necessities, or destroyed. Nobles, if you weren't sure, are the politicians of Dwarf Fortress. Do I make myself clear? If you see someone breaking these rules then, for the love of Urist, follow the guidelines. Seriously. I don't want this thread getting locked for any of that, "Oh, I'm so reporting you!" post bullcrap. Like, for reals guys. That isn't cool.

I would like to request that any post carried over from the prior thread be done so in a handy spoiler box to encourage new discussion and to make sure we don't clutter the new thread with all sorts of quotes. Please edit or include relevant quotes so your post-carry-over makes the most sense possible. I will start by carrying over my posts as well as a post of Andeerz's (and, by quoting proxy, Draco's) as it was sandwiched in between two of my tl;dr posts. ;)

Andeerz and other intelligent respondents (especially the big contributors to the original thread), feel free to carry over topical posts of yours! I'm eager to see where we can take this so, maybe, we can help do some of the planning for this! If you're especially awesome, by the way, and feel like skimming the old thread for the best and most beautiful ideas, then please bring them over here! Again, spoiler box them and include relevant quotes and edits so they confuse as little as possible.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

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DF Gameplay Questions / Building stuff on constructed stuff
« on: April 30, 2010, 02:13:59 am »
So I want to build things on constructed floors. DF does not let me do this. How can I make a floor without requiring a wall below that allows me to build stuff on it?

3
Okay, so in another thread there was this discussion about this game Herman or whatever. So I was like, "If I had it, I'd review it!" People were all silent and stuff, which is fine because I assume they don't care. Well, I like to be critical of games and whatnot so if anyone wants to provide games (not literally, unless you really feel like being that generous) for me to review then post the game title here along with the system it is on. I have a PS3, Wii, PC, 360, PS2, DS, and a PSP that lets me emulate any old system I want to.

After I get about 5 suggestions or so, I will either start a poll or randomly pick one. This top post will be updated with the reviews and whatnot. I'm pretty critical about things and will section them according to visual, audio, stability, gameplay, controls, and replayability. Each section will receive a score out of 100 and the game will receive an average total score out of 100. Then I will post my personal notes about the game. For instance, a game that is wholly unremarkable may score a 70~ or so, but it may just be really, really fun. This is a redeeming factor that should be taken into consideration. Even though the score is meant to be an across-the-board, very objective look at the game, there may be redeeming factors that make it a blast.

Let me know what you guys think!

Dante's Inferno - (WARNING: NSFW): 70/100

Visual: 90/100
Spoiler (click to show/hide)

Audio:70/100
Spoiler (click to show/hide)

Stability: 90/100
Spoiler (click to show/hide)

Gameplay: 50/100
Spoiler (click to show/hide)

Controls: 90/100
Spoiler (click to show/hide)

Replayability: 50/100
Spoiler (click to show/hide)

Overall, my experience with Dante's Inferno was enjoyable. Despite some major hangups and annoyances, I liked playing it. In my opinion, it's not worth $60, but then again very few games these days are. With God of War III out, though, your money and time could be better spent there as Dante's Inferno is really just EA's attempt to be God of War. It tries to be more epic, but ends up just being more outrageous. I have heard that, as you get deeper into Hell, the levels get even more base and that the beginning levels are far better. I didn't put this in the review, however, as I don't have first hand experience with that. I didn't beat the game as it, simply, did not hold my interest that long. I hear that the last level is on the Lake of Fire and all there is to do there is to lay the smack down on the Prince of Darkness himself. I found myself thinking, "They got Ozzy in the game?" at first, but then I realized it's just probably a boss battle with an oversized generic Satan figure. Joy.


4
NOTE: To avoid wall of text complaints, I'm spoiler-ing each addendum. If you want to know what's going on, feel free to read each section! ;)

So I was super psyched to find 31.01 yesterday with the site update. So psyched, in fact, that I was sure it was an April Fool's joke! ;)

I grabbed my old 40d init file, my graphics, and my favourite tileset and configged 31.01 up all nice just to end up with a hang after selecting something on the main screen. I thought it wouldn't last long, but it lasted about a minute and a half and then a runtime error box popped up telling me that I had somehow killed DF with my insolence or whatever Microsoft is putting in those things nowaday.

I looked in the forums and it seems to have been the graphics set. Okay, so I turn that off. Well it gets to the world gen screen so I think all is well. It gets to around year 800 of history generation and then bam, another runtime error box.

I'm currently testing vanilla DF 31.01 to see if it still wants to crash. It's on year 430 or so, so I'll be back when it's done with my findings.

[ADDENDUMS 1-3]
Spoiler (click to show/hide)

[ADDENDUM 4]
Spoiler (click to show/hide)

[ADDENDUM 5]
Spoiler (click to show/hide)

[ADDENDUM 6]
It seems as if this is a memory issue. Every time I get a runtime error during worldgen, my memory usage is at 83%. I did some digging and a few people are reporting that it only happens with graphics on. I reverted to using the init file I posted in Addendum 5. I turned off graphics and noticed an immediate difference in memory use. I'm trying out genning a large island now.

Whew, it worked!

So, mem usage with graphics off... Before I started DF it was at 20%. With DF started after I chose the world gen choice on main menu, it was at 25%. At the end of world gen it was at 57%.

Mem usage with graphics on? Whew... Before I started DF it was at 20% again... Then I chose world gen. It skyrocketed to 68%. I already know it throws a runtime at around 83%.

It looks like this problem is some kind of memory leak. A quick workaround would be to disable graphics, gen your world, then re-enable them.

If DF is crashing with graphics on just from selecting a menu item, then it is probably looking to load the graphic set, yet encounters some problem when assigning graphics to specific creatures.

5
DF Bug Reports / [39f] Liason MIA
« on: August 17, 2008, 08:06:27 pm »
This was sort of mentioned in this topic, yet was seemingly ignored:
http://www.bay12games.com/forum/index.php?topic=23006.0

So the Caravan of the Lost is gone... Yet the dwarven liason is still MIA. I've had three caravans (one with pack animals and two with wagons) and still have not seen hide nor hair of my liason. This sort of miffs me as, well... I needs flux!

6
DF Bug Reports / [39f] Animals in Cages using charset, not tileset
« on: August 16, 2008, 02:34:07 pm »
No clue if this has been reported yet, but caged critters (and some other critters on the map) seem to use the charset instead of the tileset. I figure the critters on the map using chars instead of tiles are simply the result of Dystopian Rhetoric not having a graphic set for them.

However, dogs, horses, cats, muskox, and a few other critters simply don't use the tileset when they're in cages. I figure it's a fairly easy fix, just something that Toady overlooked when he was putting in the tilesets. The funny thing about this is that what we often consider an "easy fix" is really a hard fix. :P

7
DF Bug Reports / [39f] The Caravan of Oblivious Bliss and Lazy Liasons
« on: August 15, 2008, 01:01:25 am »
So, I had the humans visit... Met with their liason, blah blah... I wanted to relocate my depot inside so my dwarves would stop vomiting and so my "Don't go the hell outdoors or I'll shoot you" orders wouldn't disturb trading too terribly much...

So I waited until the message said that they left. Then I used (k)(x) to remove the construction... Well, my dwarves evidently got there a tad too fast and the result was some merchant stuff on the ground and the wagon... just... kinda sitting there...

Fast forward about a year. Wagon's still there. Waiting. Nothing is around them now as, evidently, "on the ground" means "belongs to us" in Dwarven... Elven and Dwarven traders have come and gone...

Fast forward a season. Autumn now. Whoop-dee-doo, Dwarven caravan (with wagons this time, damnit) come to trade. I get excited because wagons hopefully mean a liason. Every fort I've played, the mountainhomes send a liason when I manage to attract a caravan instead of a few dolts with pack mules. No liason. I've had three dwarven caravans and no liason. I find that odd as, typically, my liason comes with the second caravan. Or after I actually trade with the merchants.

I find myself wondering if the liason is ever going to come as long as this wagon is here, yet I don't really want to kill the humans because they're kind of nice and bring lots of fun stuff to buy. Also, they're outside and I'm not entirely sure how I'd slaughter them if I wanted to. :P

8
DF Gameplay Questions / Floodgates and z-levels
« on: August 12, 2008, 03:20:37 pm »
I looked on the wiki, but I have found no mention of how floodgates work across z-levels. I'm trying to make an emergency drainage system for my farms, just in case... So what I'm thinking of doing is this:

Code: [Select]
~ = farm
X = floodgate
# = wall
D = door
^ = water, yay

Level 0
########
#~~~~~~####
#~~~~~~#^^##
D~~~~~~X^^X^
#~~~~~~#^^##
#~~~~~~####
########

Level -1
########
#      ####
#      #  ###
#          X#
#      #  ###
#      ####
########

Now, there would be a corresponding c(h)annel between z-levels... I'm just wondering if a floodgate under a channel will stop water from flowing downward. I'm actually thinking of diverting excess into the nearby chasm, just to piss off the baddies, so the below room is just a copy/paste concept... >.> I just want to know if it'll work properly and if you guys have any suggestions. I might make some sort of overly complex mechanism involving a drainage reservoir, a screw pump, and a channel leading directly into the chasm... But that might wait until I turn my reservoir room into a waterfall so I can make Urist McProzac a little less depressed that the baddies keep knocking on the door asking to borrow a cup of sugar... We all know by "sugar" they mean "dwarf blood"...

9
DF Gameplay Questions / Cave spider silk factory
« on: August 12, 2008, 01:28:24 pm »
So, I've been wondering for a while... What would be the best way to capture and utilize cave spiders to produce silk?

Do they trigger cage traps? If so, can I restrain one with some chains and use another restrained animal (like one of the millions of kittens I have running around) to get it to shoot web all over?

Damn things keep trying to kill the dwarves that go off to collect webs.

10
DF Modding / Modifying times
« on: August 11, 2008, 01:07:23 am »
Right. I usually operate on large, large, large maps... We're talking 16x16 with at LEAST five shift-arrow moves to get from my magma forges to my main fortress. I like spreading things out and whatnot...

So I was wondering if I could double the time it takes to turn seasons, until dwarves need to eat sleep and drink, and things like this. Essentially, I want to evenly double the values to make it as harmless to the actual game mechanics as possible. Sometimes I find my dwarves wandering off to haul things... Only to fall asleep in the middle of hauling.

Poor dears can't even make it to a bed.

11
I have several dug X (up/down) staircases... They make up the spine of my storehouse towers... They, however, occasionally choose not to reveal the tile on the z level above them. Similarly the sometimes chose not to reveal the tile on the z level below them. It's a small one, but an odd one...

12
So Urist McDonglebongle and his friends either enjoy beating themselves in the face with my alunite blocks, or this is somehow a bug.

What I see happening is they go to do something and then sometimes cancel the job, citing a "forbidden area" as the problem. The only problem is that I don't HAVE any areas blocked off. I'm not even sure HOW to forbid an area. If I could just say "don't walk here", that'd be nice cuz they'd stop trapping themselves in my magma channels behind my *Bauxite Wall Grate*... >.> Their screams grow annoying.

13
DF Suggestions / Pack animals and you!
« on: August 10, 2008, 07:38:06 pm »
Right! So Dwarves are shorties, I get it. Horses are too large, they're likely too heavy for ponies (unless it's really a pony pony... the kind that are just short when fullgrown...) and I don't know why we can't have them riding donkeys or mules or oxen... But that's not the point.

I realize power is a touchy subject for some. Some people don't enjoy the topic of steam power or mine carts or whatnot, but this isn't the intent of this. Personally, I enjoy mine carts... But whatever. That'll be sorted out later...

But I think the idea of having pack donkeys, mules, or oxen for haulers would be a viable option. The kennel can train dogs, why not donkeys, mules, and oxen? Dwarves can even have these animals at pets already! We can tame them, just not use them for much more than bones, skulls, leather, and food.

I propose a not-so-simple yet likely still-rather-simple idea for this. Allow kennels to train donkeys, mules, and oxen. This action would require a harness to guide the pack animals, saddle for affixing the harness and other things to the animal, and either a bin, barrel, bag, or (ideally) a sidebrace (or whatever they're called).

Oxen, mules, and (to a lesser extent) donkeys have been used to cart stones around so perhaps a settable designation to their carrying capacity... Donkeys would be able to at least carry a dwarf, mules a bit more, and oxen the most... A sidebrace would be the ONLY way to carry stone and they would likely be crafted out of wood and leather or chains. Saddles and harnesses would also likely be crafted out of leather as cloth may rip or tear if the animal pulls or if the hauled goods are too heavy.

These methods have been utilized for ages by many peoples, so I don't think it's too farfetched that Urist McDingleberry would object to letting his pet donkey, Urist McBraypants, haul stone around with him. It's bonding! After all, he cared about it enough to name it after himself. :|

Also, an interesting idea I had was animal-based or dwarf-based power and coil-based power storage... Sort of like how you wind up a music box and a little metal strip that's coiled up tightens and when you let it go it unwinds... Perhaps being able to let a dwarf turn a nearby gearbox on to use a powered building and then turn it off after they're done.

Seeing as Dwarves are somewhat mechanically inclined and rather handy with metal, I could imagine that they'd come up with a coil-based power storage... At least pack animals. I mean, they have wagons... o_-

14
DF Gameplay Questions / Dwarf Babies
« on: August 10, 2008, 12:10:27 am »
Is there any way to modify the lifespan or "child" and "toddler" times of a species (like dwarves) via the RAWs?

I ask this as the 12 year growing up time makes generational fortresses boring after a point. Then again, I'm not even sure if it IS 12 years. I've had some children grow into peasants earlier. I don't know. Any clarifications here?

15
DF Suggestions / Migrant toggle
« on: July 28, 2008, 10:40:03 pm »
I know we can set population to stop migrants from coming in, but it seems like some of us have problems with migrants ignoring our large neon "No Vacancy" signs...

So all I'm proposing is another yes/no toggle to go along with temperature, weather, and all their friends in the init file! [MIGRANTS:NO] would simply keep them from coming!

Also in the ol' idea factory is [CARAVANS:NO] for those of us crazy enough to try running a fort without any help from the outside world!

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