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Author Topic: Mythbusters  (Read 41866 times)

Random832

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Re: Mythbusters
« Reply #255 on: March 30, 2009, 07:21:32 pm »

Beat me to it. Harpy is another flier. It just doesn't work for civ races as they have pathing issues.

Hmm, so adding [FLIER] to goblins, or making harpies civ-able, would break the game somehow?

The problem is _playing_ [in fortress mode] a FLIER type. They start flying because the pathfinding says it's the most efficient way and then go all like "oh shit oh shit where's the ground? Urist McScaredOfHeights cancels haul: Dangerous Terrain". It's not an issue with ones you're not playing because they don't (as far as I know) use the same job code.
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Moron

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Re: Mythbusters
« Reply #256 on: April 21, 2009, 04:26:35 pm »

Is it actually proven beyond doubt that the total wealth or created wealth of the fort affects the number of immigrants in each wave?

My current fort has regularly been getting waves of around 20-23 dwarves every spring. The first year I made very little of any value as I had no valuable metals and was too busy trying to survive, but still got around 20 dwarves.

Last year I made 2 artifacts worth around 500,000 each and still got around 20 immigrants.
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Livonya

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Re: Mythbusters
« Reply #257 on: April 21, 2009, 05:20:33 pm »

Is it actually proven beyond doubt that the total wealth or created wealth of the fort affects the number of immigrants in each wave?

My current fort has regularly been getting waves of around 20-23 dwarves every spring. The first year I made very little of any value as I had no valuable metals and was too busy trying to survive, but still got around 20 dwarves.

Last year I made 2 artifacts worth around 500,000 each and still got around 20 immigrants.

I am curious about this myself.

My newest attempt at a 35 level obsidian tower requires me to go slow on wealth.  I started with 7 Minors and gave them all farming and brewing.  I produced no wealth other than food, drink, and digging.

I did NOT trade with any race during this time.  I didn't even built a Trade Depot.  I produced 1 artifact.

At the first spring I received around 20 immigrants.

During the next year I made 2 copper axes, and a load of beds, bins, and other wooden articles.  I also made 15 tables and 15 chairs, and hundreds of obsidian blocks.

I maybe traded 2,000 worth of trade goods during the year.... mostly narrow clothing that I got from dead thieves.

And I produced a 2nd artifact.

At the next spring I once again received too many immigrants.

I am playing with the Orc mod, but Orcs aren't sieging.  Instead I am just getting small groups of goblins.  I don't think I have exported enough wealth to garner the attention of the Orcs.

In any event, it really seems to me that I am getting just as many immigrants as normal.

I am beginning to think that the immigrants are based on mining rather than wealth.

I wish I could figure out how to slow it down without tinkering with the init file.

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Ryalseth

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Re: Mythbusters
« Reply #258 on: May 11, 2009, 10:54:06 pm »

Related to the caveswallowman topic, I have some contradictory evidence that could use some testing. I had believed that dwarfs only named creatures they had seen -- I dug into and then floored/walled off a chasm from the side (no one had been up to where it opened to the sky) and almost immediately after, my dwarves named all the caveswallowmen flying around inside.

BUT on another fort, after about a year, they named a gremlin that was halfway down the bottomless pit, who no one could have ever seen.

I played alongside a chasm recently, and found this happening a lot with gremlins and troglodytes. It seems probable that they get their name after killing a creature (any creature). In Legends mode, only animals that have killed sentients (members of a civilization) are noted and all of them have names. However I don't think killing other regular creatures is something that would ever happen during worldgen or while that creature isn't loaded in fortress or adventurer mode, so killing any creature is probably what does it.

If you want to confirm this, catch them in the act, or abandon fortress (make a backup) and look up the named creature in Legends mode, it might very well show up there. I've not tested that myself yet.
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Akhier the Dragon hearted

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Re: Mythbusters
« Reply #259 on: May 12, 2009, 02:35:02 am »

I am playing with the Orc mod, but Orcs aren't sieging.  Instead I am just getting small groups of goblins.  I don't think I have exported enough wealth to garner the attention of the Orcs.

your problem might not be that the orcs aren't paying attention but that you just have the goblins getting in there before them. check where the goblins are distance wise to you compared to the orcs.
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forsaken1111

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Re: Mythbusters
« Reply #260 on: May 12, 2009, 03:29:59 am »

Related to the caveswallowman topic, I have some contradictory evidence that could use some testing. I had believed that dwarfs only named creatures they had seen -- I dug into and then floored/walled off a chasm from the side (no one had been up to where it opened to the sky) and almost immediately after, my dwarves named all the caveswallowmen flying around inside.

BUT on another fort, after about a year, they named a gremlin that was halfway down the bottomless pit, who no one could have ever seen.

I played alongside a chasm recently, and found this happening a lot with gremlins and troglodytes. It seems probable that they get their name after killing a creature (any creature). In Legends mode, only animals that have killed sentients (members of a civilization) are noted and all of them have names. However I don't think killing other regular creatures is something that would ever happen during worldgen or while that creature isn't loaded in fortress or adventurer mode, so killing any creature is probably what does it.

If you want to confirm this, catch them in the act, or abandon fortress (make a backup) and look up the named creature in Legends mode, it might very well show up there. I've not tested that myself yet.

I've had a gremlin get a name while sitting alone on a ledge in a chasm. He has not had any company of any type (no fliers at all on the map) so I know he hasn't killed anything. I'm starting to think the dwarves just name shit when they're bored.

"Hey Urist, you know that gremlin you saw in the chasm 2 years ago? I started calling him Hoarg'vast."
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Neruz

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Re: Mythbusters
« Reply #261 on: May 12, 2009, 04:16:23 am »

"Hey Urist, you know that gremlin we havn't encountered yet and don't even know exists? I started calling him Hoarg'vast."

I had a Troglodyte get named, die of old age a few seasons later and rot away, all before any of my Dorfs had gotten anywhere near him or seen him at all.


The next step of course would be to crack open an Underground Pool and discover it full of named and long deceased lizardmen.

zchris13

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Re: Mythbusters
« Reply #262 on: May 27, 2009, 08:29:14 pm »

This was the best thread ever.  We need more myths to bust.  Umm... What is the bottom tile of a magma pipe made out of?
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Andir

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Re: Mythbusters
« Reply #263 on: May 27, 2009, 08:52:21 pm »

This was the best thread ever.  We need more myths to bust.  Umm... What is the bottom tile of a magma pipe made out of?
The bottom tile is a generator tile.  It makes magma.
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Random832

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Re: Mythbusters
« Reply #264 on: May 27, 2009, 10:26:19 pm »

The bottom tile is a generator tile.  It makes magma.

What would happen if you put one of these generator tiles in the sky? I know it would require tweaking or hacking or something, but it's just too dwarfy not to do.
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Neruz

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Re: Mythbusters
« Reply #265 on: May 27, 2009, 10:53:33 pm »

The bottom tile is a generator tile.  It makes magma.

What would happen if you put one of these generator tiles in the sky? I know it would require tweaking or hacking or something, but it's just too dwarfy not to do.

It would probably rain magma, or shoot magma up into the sky.

Jim Groovester

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Re: Mythbusters
« Reply #266 on: May 28, 2009, 05:57:18 am »

This isn't necessarily a myth, but it is a question I'm interested in. What determines the exact value of a room? There's some info on the wiki here but it looks like some of it is out of date.

Anyway, I came up with a theoretical list that all you bored mythbusters can attempt to verify.

I think the value of a room is broken down like this:

  • The sum of the values of all furniture.
  • The sum of all floor and wall tiles as follows:
    • For unsmoothed, natural floors and walls, the material value of the floor or wall is added.
    • For smoothed, natural floors and walls, the material value is multiplied by five, and then added.
    • For engraved, natural floors and walls, the material value is multiplied by five from smoothing, and then multiplied by the quality modifier of the engraving, and then added.
    • For constructed walls and floors, the material value of the building material is multiplied by five and added.
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Neruz

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Re: Mythbusters
« Reply #267 on: May 28, 2009, 06:34:57 am »

Note that with Engraved walls they only count to the rooms value on the side they were Engraved. Toady has confirmed this.

Random832

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Re: Mythbusters
« Reply #268 on: May 28, 2009, 08:17:40 am »

Note that with Engraved walls they only count to the rooms value on the side they were Engraved. Toady has confirmed this.

There should be a way to engrave both sides then.
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Greiger

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Re: Mythbusters
« Reply #269 on: May 28, 2009, 10:18:45 am »

The bottom tile is a generator tile.  It makes magma.

What would happen if you put one of these generator tiles in the sky? I know it would require tweaking or hacking or something, but it's just too dwarfy not to do.

I tried doing it with For Each Tile, the magma generator tiles require very specific situations in order to generate magma.  Only way I found to get them to work is to fill an entire pit chasm to the top with magma, then replace every chasm tile at the bottom of the pit with a magma flow tile.  They then keep all but the top 2 or 3 tiles of the pit filled exactly like a magma pipe. 

[speculation]The tiles seem to use the pit(maximum magma level) and the current magma level(where to spawn the magma if not over maximum magma level) to determine where to spawn the magma at.  If it's missing one of those it seems to not know what to do and sits idle.[/speculation]

All other experiments I have done failed to activate the tiles.
« Last Edit: May 28, 2009, 10:25:33 am by Greiger »
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