Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Ohhh, that's the problem  (Read 1065 times)

Duntada Man

  • Bay Watcher
    • View Profile
Ohhh, that's the problem
« on: March 01, 2011, 06:14:19 am »

EDIT: So I killed of all the roaches, there were about 500 of them, and was still getting slowdown.

I just found out why. I have 1400 snake men living in the cave under my fortress.

I am not sure if I want to get rid of them...
« Last Edit: March 03, 2011, 10:18:09 pm by Duntada Man »
Logged
Girlinhat: The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration.

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: modding saves
« Reply #1 on: March 01, 2011, 06:16:17 am »

Change them? Yes. Remove them? No...
Well, you could try DFusion. It is basicaly the god tool of DF.

Duntada Man

  • Bay Watcher
    • View Profile
Re: modding saves
« Reply #2 on: March 01, 2011, 06:43:44 am »

Is there a way to make them stationary then? It's their path finding that takes up so much time I think.
Logged
Girlinhat: The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration.

Duntada Man

  • Bay Watcher
    • View Profile
Re: modding saves
« Reply #3 on: March 02, 2011, 07:43:52 am »

So is there a way to mod the roaches already on the map so they will stop trying to move?
Logged
Girlinhat: The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration.

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: Ohhh, that's the problem
« Reply #4 on: March 05, 2011, 07:13:03 pm »

i want to hear these snakemen story

profit

  • Bay Watcher
  • Finely Crafted Engravings... Or it didn't happen.
    • View Profile
Re: Ohhh, that's the problem
« Reply #5 on: March 05, 2011, 08:34:40 pm »

use the genocide option in runesmith,
Logged
Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

elf-fondling human

  • Bay Watcher
  • 4-d ftw
    • View Profile
Re: Ohhh, that's the problem
« Reply #6 on: March 05, 2011, 08:38:41 pm »

mod them into an army. If they die, you're not down any dwarfs, and there are that fewer to pathfind-kill your fps
Logged
That didn't last long, huh? Shame, cause binary's cool. Anyway, an important message: I will be changing my names on every username based thing I use to ASCIt on/around 10/1. Consolidating, I guess you could say.

Duntada Man

  • Bay Watcher
    • View Profile
Re: Ohhh, that's the problem
« Reply #7 on: April 25, 2011, 07:10:54 pm »

I changed their blood temperature to the same as magma, and removed the raw values fir their hearts while chanting "Kali-ma!"
Logged
Girlinhat: The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: Ohhh, that's the problem
« Reply #8 on: April 25, 2011, 10:46:31 pm »

I just found out why. I have 1400 snake men living in the cave under my fortress.


Save please.

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
    • View Profile
Re: Ohhh, that's the problem
« Reply #9 on: April 27, 2011, 02:31:45 pm »

I changed their blood temperature to the same as magma, and removed the raw values fir their hearts while chanting "Kali-ma!"

Thermonuclear snakesplosion ?

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Ohhh, that's the problem
« Reply #10 on: April 27, 2011, 02:42:14 pm »

1400 snakemen shouldn't be possible; underground civs don't spawn very many units.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod