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Author Topic: DF2014 Question and Answer Thread  (Read 459060 times)

CometStrike

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Re: DF2014 Question and Answer Thread
« Reply #1665 on: June 01, 2015, 12:08:42 pm »

Are you sure it is Giant Cave Spider webs and not just the regular Cave Spider?
Oh, you were right. I have never seen those before, so I must have read it wrong on purpose. The wiki states that they bite and may cause problems. If I do not want to set up any silk production, how can I get my pets to kill them (only have a few animals in my fortress, but thereīs 2 pet dogs and a pet cat among them)?
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Rogue Yun

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Re: DF2014 Question and Answer Thread
« Reply #1666 on: June 01, 2015, 02:05:50 pm »

Your cat should do fine, you can also trade for more cats from your home (or a peregrine falcone from the elves if you are very lucky). If you want him to hunt vermin in a specific location you can always make a pen/pasture.

Cat's are one the few things I cheat on in Dwarf Fortress. I can't stand dwarves owning pets and having too many cats that I can't butcher around I find a bother. I go into the creature_domestic.txt raw and change [ADOPTS_OWNER] to (ADOPTS_OWNER). It saves me the headache of having to atom smash it when FPS begins to drop, and allows me to revert to the more profitable and humane method of butchering it.
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CometStrike

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Re: DF2014 Question and Answer Thread
« Reply #1667 on: June 02, 2015, 02:36:01 am »

Thanks, Iīll keep an eye out for trouble with that cave spider and will keep the pasture tip at hand for times of need.
My military is now equipped properly, toggling replace instead of over clothing helped.

Yesterday I had my biggest siege yet, about 40 goblins and 5 trolls. While I managed to break it pretty easily, a few questions arose:
- both squads of crossbowdwarves have the same assignments for ammunition (take metal bolts for combat, any bolts for training), however the newer of the two squads was happily firing away at the invaders, while the more experienced one was just sitting there. I saw that they didnīt have any ammo, while a stockpile with more than metal 100 bolts was just a few tiles away on their platform. How can I force them to grab ammo and fire?
- When about 20 goblins and 2 trolls were left (rest caged or shot), I tried luring the rest in deeper towards the waiting melee squads. However, one of them rushed out to meet the invaders. While I had worries about them, the little guys happily massacred the whole army in mere moments whithout getting hurt at all. The Squad consists of 3 iron short sword dwarves with skill 11-13 and 3 silver mace dwarves with skill 10-12, they have shield skill around 10 and armor around 5. They do have iron mail shirts and iron helms and wear a collection of leather and metal armor parts otherwise. As they seemed very strong, how many standard goblin foes can such a squad take on? 20 seems like no problem, could they also defeat 40 foes or even more?
- After the siege I saw that many military dwarves were unhappy about seeing a goblin being killed. So I guess that means that the fight lowered their happyness. Can I somehow get them used to the killing to prevent that?
- I tried reading up on how to process all the stuff left behind by the goblins effectively. I donīt have magma (didnīt dig that deep yet and havenīt ever used anything but a magma forge directly at the magmas location) and am not really sure how to build something to use water to get rid of the remains. Also, I donīt really want to redesign my fort entrance to allow for both trade access, traps and atomsmashers to get rid of the remains. Is the only other option to dump all their stuff and atom smash the garbage dump afterwards?
- How can I find out where I did place garbage dumps before?
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NJW2000

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Re: DF2014 Question and Answer Thread
« Reply #1668 on: June 02, 2015, 02:50:46 am »

As far as anyone can tell, horror is less damaging than heavy rain to the Dwarven psyche. But a nice barracks wouldn't hurt.... the more death they see, the more insensitive they'll be to it.
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NJW2000

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Re: DF2014 Question and Answer Thread
« Reply #1669 on: June 02, 2015, 03:36:24 am »

Oh, I have another question of my own: is there anywhere I can get the FPS boost of Accelerated DF/ Masterwork without all the fixes and changes, with the game staying complex and anal as hell, just the way I like it?
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Rogue Yun

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Re: DF2014 Question and Answer Thread
« Reply #1670 on: June 02, 2015, 09:18:29 am »

Modest Mod and Accelerated Fortress don't change the gameplay very much at all as far as I can tell. It's still the same Dwarf Fortress, just without redundancies, added fluff, and some bugs... So I am not sure what you are asking. Generally if something wanted was removed, it isn't too hard to mod it back from the vanilla and still being able to keep the majority of the FPS boost given by the modified raws.
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NJW2000

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Re: DF2014 Question and Answer Thread
« Reply #1671 on: June 02, 2015, 09:26:03 am »

So there's nothing without wide open caverns, different menus, etc?
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Rogue Yun

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Re: DF2014 Question and Answer Thread
« Reply #1672 on: June 02, 2015, 10:04:29 am »

Caverns can be removed and modified in Advanced World Generation. Modded menu's are something in the realm of dfhack if I understand you correctly.
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NJW2000

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Re: DF2014 Question and Answer Thread
« Reply #1673 on: June 02, 2015, 10:12:17 am »

Without. Modest+ accelearated seem to do these for me, which I dislike.
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Rogue Yun

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Re: DF2014 Question and Answer Thread
« Reply #1674 on: June 02, 2015, 11:21:25 am »

Forgive me, I am having trouble following you. Are you saying that Modest+Accelerated has removed caverns and included random menus?

Or that you want a disto of Dwarf Fortress that has open caverns and menus?

Could you give an example or a screenshot of what exactly you mean? It might help clear up my misunderstanding.
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NJW2000

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Re: DF2014 Question and Answer Thread
« Reply #1675 on: June 02, 2015, 11:32:54 am »

Well, what the Mod includes is, among others, these:
Spoiler (click to show/hide)


Is this the FPS saving stuff? Or could I have the higher rate without it?

Also, this suggests that caverns hurt pathfinding. Will having a lotta dwarves in the caverns hurt pathfinding more than having them open but unused?
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Rogue Yun

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Re: DF2014 Question and Answer Thread
« Reply #1676 on: June 02, 2015, 12:27:28 pm »

Spoiler (click to show/hide)
~Marksdwarves are complex for me... and I barely mess with them though I am making progress that direction. This guide is probably worth reading in your case.
~I'd say yes. Well trained and armored set of dwarves can take on many foes...
~I recommend having melee military kill the local ground based fauna with extreme prejudice in the early stages of your fort to help in their coping with death.
~Setting a custom Refuse Stockpile under the stuff will cause a portion of it to deteriorate over time (clothes, armor, and corpses) it takes a bit of time though, but it is handy to place them where you know a lot of bodies will wind up. I use a Minecart Stop in conjunction with refuse stockpiles so that that my trash is all out of the way and in one spot. I also build a atom smasher one tile away with a garbage dump so that I can destroy items efficiently.
~You should be able to open the (i) Zones menu and see where your zones are. I believe you can stack zones on top of each other but I wouldn't recommend it, if you do you can your change view of them with (v).

I hope that answers your questions... But if not let me know.

Well, what the Mod includes is, among others, these:
Spoiler (click to show/hide)


Is this the FPS saving stuff? Or could I have the higher rate without it?

Also, this suggests that caverns hurt pathfinding. Will having a lotta dwarves in the caverns hurt pathfinding more than having them open but unused?

These are mostly FPS changing things by helping the CPU do less work by removing items that are more or less worthless or duplicates of other items. Some things help improve FPS by a heck of lot (things like turning off the temp) but detract from realism (goblins and goblinite no longer are destroyed in magma, IIRC). Some things help speed up world generation as well.

From what I understand about FPS having any open space may cause dwarves to calculate paths in that direction. Digging extra unused rooms, doors, tunnels, will all hurt FPS as creatures will try to calculate those paths. Digging big open rooms is better than digging a bunch of small ones because (in theory) they path directly before branching their path calculations. Long single thin tunnels are better than wider ones as the pathing is forced to be small (there are cons to this as dwarves now pause when they pass over each other). Having lots of doors and tunnels connecting one room to another causes increased work in pathfinding. From these principles applied to caverns here is what I understand. No Cavern>Closed/Sealed Cavern>Completely Open Cavern>An Open Cavern with Lots of Pillars and Tunnels. Working in and living in the cavern would be little or no different than working in and living outdoors and having a tunnel leading to the cavern. Closing off your tunnel to the outdoors and upper z levels (and forbidding all the stuff above the sealed area) would be similar to the reverse (living outdoors w/ sealed cavern) and may boost your FPS a bit of you decide to live down there... but you would have problems with migrants and caravans still.

There are others that know better about these kinds of things, and if I am wrong in what I say I hope they correct me, but this is what I understand from what I have read. There are threads where more knowledgeable people discuss FPS in great detail. I have read some of them, but I can't recall their names and searching for them would be a hassle. Maybe someone knows what they are called and has a link you could ask for.

Aside from FPS open caverns can be dangerous. Having a way to close off caverns (like a raised bridge linked to a lever) will help protect your fort from invasion (And boost FPS) and allow you the power to do some exploration at your leisure. The same things applies to liquids. Always have a way to shut off the flow. I just imagine pathfinding as a sort of invisible flow that likes to path directly but if not it will branch out like bad gas >.>

I hope that was helpful (and if its not accurate let us hope a greater mind will correct me).
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IRON_GAUNTLET

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Re: DF2014 Question and Answer Thread
« Reply #1677 on: June 02, 2015, 06:38:46 pm »

I have a question regarding death and going-missing causes. In my fortress, I have several walls surrounding the fortress, with the entrances beeing trapped by cage-and weapontraps. Even patrouls are sceduled to walk routes along the outer walls, ensuring to spot stealthed creatures before they even come close to the entrance.

Yet, despite all these safety measures, my animals that are beeing held on the surface, safely surrounded by walls, have been starting to mysteriously go missing. Even stranger, a handful of chickens have spontanously died on the spot, with even DFhack not beeing able to discern a possible death cause. The fortress has been going for around 5 years now, but these weird events have just now started to occur. Can somebody clue me in to what the reason is that my animals suddenly die and vanish?
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falcn

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Re: DF2014 Question and Answer Thread
« Reply #1678 on: June 02, 2015, 08:18:34 pm »

I have tons of cut gems, but "Encrust" option is greyed out. Why?




Update: I queued single encrust task via Manager screen, and now I can encrust with all my available stones from the workshop. Options no more greyed out.
« Last Edit: June 02, 2015, 08:32:58 pm by falcn »
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PFunk

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Re: DF2014 Question and Answer Thread
« Reply #1679 on: June 02, 2015, 11:02:42 pm »

Is embarking nearish to the edge of the map strategically or tactically bad for any particularly reason?
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