Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: That damn rock-counting thing.  (Read 1528 times)

Hague

  • Bay Watcher
  • How do I shot web?
    • View Profile
Re: That damn rock-counting thing.
« Reply #15 on: September 10, 2009, 08:06:41 pm »

Have your dwarves crank out grates. Grates can be built over engravings safely and add immediately value to the room. They can be built on flat ground, too.
Logged

Skorpion

  • Bay Watcher
    • View Profile
Re: That damn rock-counting thing.
« Reply #16 on: September 10, 2009, 10:18:09 pm »

But that just shunts the problem to grates, instead.

Hmmm. I could train up another stonecrafter, to take the workload off Urist and so he has a backup.
Yeah, that'll use up a shitload of rocks. And I can just leave him at it permanently, until I can employ him clearing the obsidian farm that sort of turned into a tower-cap farm as well.
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Firnagzen

  • Bay Watcher
  • [CURIOUSBEAST_INSANE]
    • View Profile
Re: That damn rock-counting thing.
« Reply #17 on: September 11, 2009, 01:32:25 am »

I like catapults facing walls. 8 legendary siege engineers and 7 masterpiece catapults will go through a couple thousand rocks pretty dang fast, especially if the catapults are placed near the rock deposits.
Logged
Christ, are you dwarves or are you elves? If you think Hell has too many demons, then you kill them till the population reaches an acceptable number.

ikkonoishi

  • Bay Watcher
    • View Profile
Re: That damn rock-counting thing.
« Reply #18 on: September 11, 2009, 02:22:12 am »

I like catapults facing walls. 8 legendary siege engineers and 7 masterpiece catapults will go through a couple thousand rocks pretty dang fast, especially if the catapults are placed near the rock deposits.
Yeah I don't even bother with the walls. I like seeing the catapults get good distance. The rocks will never hurt Dwarves as far as I know.
Logged
Our Dwarven instincts compel us to run blindly towards disaster in case there may be a ☼<☼giant cave spider silk sock☼>☼ lying around.

Neruz

  • Bay Watcher
  • I see you...
    • View Profile
Re: That damn rock-counting thing.
« Reply #19 on: September 11, 2009, 02:26:22 am »

Why waste a perfectly good wall by firing catapults at it? Aim yer catapults out across the vista and try to peg an Elephant!

Firnagzen

  • Bay Watcher
  • [CURIOUSBEAST_INSANE]
    • View Profile
Re: That damn rock-counting thing.
« Reply #20 on: September 11, 2009, 05:55:24 am »

Because occasionally you actually hit an elephant? Which then hulks out into a 50-ton angry rampaging monster that will charge over and attempt to butcher the dwarf which winged it with a rock? And sometimes, that's annoying when you're actually trying to build a megaproject?

Though in a couple of forts, I used the catapults to transport stones to my mason's workshops. If you tune it just right, some rocks get destroyed while others go to the works.
Logged
Christ, are you dwarves or are you elves? If you think Hell has too many demons, then you kill them till the population reaches an acceptable number.

Neruz

  • Bay Watcher
  • I see you...
    • View Profile
Re: That damn rock-counting thing.
« Reply #21 on: September 11, 2009, 10:33:57 am »

The Elephant can try to reach the dwarf all it wants, assuming it somehow survives a direct hit from a catapult rock, it also needs to work out how to enter my completely sealed off fortress.

And hey, if it does work out how to get inside the fort, well there's some entertainment for my soldiers.

XSI

  • Bay Watcher
    • View Profile
Re: That damn rock-counting thing.
« Reply #22 on: September 11, 2009, 10:59:28 am »

Though in a couple of forts, I used the catapults to transport stones to my mason's workshops. If you tune it just right, some rocks get destroyed while others go to the works.

I tried this too, and am posting to say my mason didn't like having the rocks delivered to the same square as he was on. It does work though, but remember to have the mason shop anywhere but -not- on the same z level directly in front of the catapult.

In theory, it's also useful for moving ore to the smelter if you don't mind occasionally losing some, but I think you will have to set the ore to be available for crafts/other things, which has a lot of other things related that may give trouble.
Logged
What kind of statues are your masons making, that you think they have "maximum exposure"?
(Full frontal ones, apparently.  With very short beards.) 

Skorpion

  • Bay Watcher
    • View Profile
Re: That damn rock-counting thing.
« Reply #23 on: September 11, 2009, 11:24:52 am »

Why waste a perfectly good wall by firing catapults at it? Aim yer catapults out across the vista and try to peg an Elephant!

What elephants? I killed off all the wildlife years ago.

Mind you, firing rocks across the chasm has merit.
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: That damn rock-counting thing.
« Reply #24 on: September 11, 2009, 09:17:52 pm »

But that just shunts the problem to grates, instead.

Not unless you make so many grates that the game locks up when it tries to count those.  If approaching that, you could diversify and build statues, blocks, walls, etc etc etc.

This isn't an FPS problem, where items = items; the idea is to reduce the number of one sub-type of items; here, "stones".

But unless you stop all mining and create a small army of masons and stonecrafters, that will be a slow solution.
« Last Edit: September 11, 2009, 11:22:21 pm by Albedo »
Logged

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: That damn rock-counting thing.
« Reply #25 on: September 11, 2009, 11:10:57 pm »

If approaching that, you could diversify and build statues, blocks, walls, etc etc etc.
Stone built into constructions, workshops (basically whate'er can be unbuilt) remains in the stone category.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Skorpion

  • Bay Watcher
    • View Profile
Re: That damn rock-counting thing.
« Reply #26 on: September 12, 2009, 12:00:02 am »

But that just shunts the problem to grates, instead.

Not unless you make so many grates that the game locks up when it tries to count those.  If approaching that, you could diversify and build statues, blocks, walls, etc etc etc.

This isn't an FPS problem, where items = items; the idea is to reduce the number of one sub-type of items; here, "stones".

But unless you stop all mining and create a small army of masons and stonecrafters, that will be a slow solution.

I already have an army of masons thanks to my habit of building big constructions, though. And I wouldn't mind fixing the FPS issue, either.
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.
Pages: 1 [2]