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Author Topic: Cavebrands  (Read 68568 times)

Graebeard

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Re: Cavebrands
« Reply #75 on: April 08, 2010, 05:26:47 pm »

This is an interesting thread.  I wish I was disciplined enough to stay away from the new version to participate, but I devoured as much info as quickly as I could.  Still makes an interesting read, though.

One piece of information that you'd appreciate and that you all may have missed if you're staying away from the forums: the speed optimization work Baughn was doing has not been implemented in this release.  However, Baughn did release a utility integrating his work.  Basically it's just a dll that sits in your main folder and a changed init.txt setting.  From personal experience and reading through the thread it doesn't seem to have an effect on stability or compatibility.  It also more than doubled my FPS when I first implemented it.

Here's the thread.

Edit: fixed link.
« Last Edit: April 08, 2010, 05:28:38 pm by Graebeard »
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At last, she is done.

Grimlocke

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Re: Cavebrands
« Reply #76 on: April 09, 2010, 01:15:25 pm »

Yeah I found that accelerator. Kept my fps around the hundred, except when the game was doing lots of pathfinding.

It has a weird color bug that adds blue to any color that allready has blue above 127. Took some time to correct that, but its worth it.


Anyhow, my turn is finished. I spent most of the plus minus three quarter year being confused about the new stuff like the military screen. I did get some stuff done however, particularly a patch of caveland for farming purposes and some traps to catch cave critters in. I also left the dwarves to build the big miscolored wall that barbarosa designated, but it doesnt completely isolate the fortress yet. I redesignated the outside building that seemed to be an apartement complex, because it was made of microcline. Yeach :-X

I also found magma. Lots of it, along with some clownite. No clowns yet though. The most I have done with it is setting up some magma shops above magma I isolated from the main pool with a fortification. Lets hope the fluid-push-stuff-through-fortification bug was fixed.

I decided to discontinue the flood-the-cave-with-water idea. I liked the thought, but depending on how those caves are connected between z-levels we could flood the whole system, causing more lag then fun.

As for fun things that happened, not as much as expected. There were some batmen with blowguns sitting in a little burrow somewhere, but they didnt seem to feel like coming out.
One of my soldier dwarves lost a hand to a giant olm, she later went mad. Partly due to being relieved of partol duty on occasions. Strange. She kept on partolling dispite being stark raving mad, spamming a ton of "cancels pickup equipement: too insane" messages. Quite amusing.
The dwarf called bernie went through some rough times with a giant bat, but dispite my lack of knowledge about setting up a hospital he was fixed up neatly.

Ze save:
http://dffd.wimbli.com/file.php?id=2043
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Kagus

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Re: Cavebrands
« Reply #77 on: April 09, 2010, 02:15:50 pm »

Alright, ah, thanks for that, Grimlocke.  But who on earth is "Bernie"? 

Ah well, maybe some of the mystery will be expunged in the future by Loooooord Slowpoke!  You're up, buddy.

LordSlowpoke

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Re: Cavebrands
« Reply #78 on: April 09, 2010, 02:17:41 pm »

I'm on it! Downloading 0.31 right now.
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LordSlowpoke

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Re: Cavebrands
« Reply #79 on: April 09, 2010, 05:00:40 pm »

Okay, so from what it seems, this is...the fort with the least doors known to dwarfkind. I think I ordered over a hundred being built just for the sake of dooring every single passage (and you guys made my industry-mindset sad and disgusted of what you've done to that poor silver vein, but that's another rant issue).
Yet living up to my name I managed to play it to Slate in the last hours. While having 50 FPS.
Oh, and one more thing. Spoilered for a reason.
Spoiler (click to show/hide)
Edit: From anything relevant, the surgeon just made a microcline scepter worth 38 thousand dwarfbucks, with bronze, malachite, and red pyrope in it. Yet he disregarded the adamantine right next to him in the workshop. *shrug*
I also dug out a well.
More soon, enough DF for a day.
« Last Edit: April 09, 2010, 05:03:04 pm by LordSlowpoke »
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Grimlocke

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Re: Cavebrands
« Reply #80 on: April 09, 2010, 05:56:42 pm »

Hehe, I only got those magma smelter set up at the end of my round. Couldnt do much with the silver before that. If its about how its dug out, that wasnt me.

I also recommend using the artifact bronze buckler (didnt have the addy back when that was made). I told the best sword dwarf to use it, but hes not using it for some reason. I think the arsenal dwarf might be related.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

LordSlowpoke

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Re: Cavebrands
« Reply #81 on: April 09, 2010, 05:59:37 pm »

I didn't check yet, but it's a Master Swordsman with the buckler. The fact that he has a sword of wood is disturbing me too, seriously people, are we elves here? Or elf-wannabes? Got him some silver to boot.
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Kagus

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Re: Cavebrands
« Reply #82 on: April 09, 2010, 06:49:47 pm »

The wooden sword was probably a result of my trying to create ultra-super-awesome raw silver swords of death.  However, due to the fact that "make stone short sword" is bugged so that the sword material is based off of the wood used in the handle, we ended up with a number of wooden swords before I could do anything.

I had a forge at that time, but no fuel.  I suppose I could've done something along the lines of burning wood into charcoal in order to make some weapons, but I was waiting for the magma setup before delving too deeply into metalsmithing.

Also, screw the silver vein (I have no idea what you're talking about, actually)!  We've got galena coming out of our noses!  And I've struck three different veins of native silver as well during my short stint there, and I wasn't even trying!

Really, silver is not a problem.  I started off the primary digging by tiptoeing around all the metal veins until the miners were more experienced, but eventually I just said "bugger it".  There's just too much of the stuff lying around to be bothered by a few wasted ore chunks.

The gems, on the other hand...  I'm always gonna save gems.

Heron TSG

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Re: Cavebrands
« Reply #83 on: April 09, 2010, 06:54:07 pm »

The wooden sword is for training. I do believe I walled a crazy guy into a workshop at some point because he was screaming about stuff we don't have. Stacked pelts, or something like that.

Sorry for leaving so many building designations for you. They were far more finished (and revised to take less work) before the crash.
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The Artist Formerly Known as Barbarossa TSG

Kagus

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Re: Cavebrands
« Reply #84 on: April 09, 2010, 06:57:07 pm »

Well, you can make wooden training swords, but we've also got 3-4 actual wooden swords just lying around somewhere.  These are actually more dangerous than training swords, and can give you a nasty cut (or at least a few splinters).

Deadbeard

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Re: Cavebrands
« Reply #85 on: April 09, 2010, 08:07:49 pm »

Well, it's looking like I may not be able to play. My motherboard just went bad on me (at least, I hope it's the motherboard), and the only other computer I have is my netbook with a 900Mhz processor (which I am posting from right now).
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Kagus

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Re: Cavebrands
« Reply #86 on: April 09, 2010, 08:14:48 pm »

Ooh, ouch...  Sorry to hear that. 

Well, it'll be a few turns before you're up, so there's maybe a chance that things can get patched back together by the time you're set to step up to plate.  Can always hope, right?

Cheddarius

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Re: Cavebrands
« Reply #87 on: April 09, 2010, 08:17:13 pm »

Yeah, you have something like two months at least.
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LordSlowpoke

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Re: Cavebrands
« Reply #88 on: April 10, 2010, 01:05:02 pm »

Okay.
It's summer now.
In a botched attempt to make a waterfall, I flooded the whole apartament block - yet the staircase didn't flood due to the plumbing working. Yet the maintenance stairs flooded, such is life in Cavebrands.
And an ambush of four goblins is kicking ass of our entire military.
Do we have a "last measure" weapon, or am I supposed to lock everyone inside and make one?
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Jordrake

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Re: Cavebrands
« Reply #89 on: April 11, 2010, 12:07:51 pm »

Hmm. With any luck, that problem'll get fixed by my turn.
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