Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - nymersic

Pages: [1] 2
1
Dunno how that posted twice.  Delete this?  I can't see how.

2
Redding?  The meetup is going to be in Redding, of all places?

^
My two best friends in the navy were both from... Redding.  It was kinda weird.  They never met each other, had no reason to know each other.  Life can be weird. 

I'd be there for sure, if cross-country plane tickets were absolutely free.

3
I don't believe it even has to be named, just to have "tasted blood".  I may be wrong.  Just a warning.

4
The whole system sounds like pain isn't working properly.

if,for example,a person felt absolutely no pain,you could very well slice them right up and until there brain stops functioning from lack of oxygen a.k.a bleeding to death or you destroy their brain,they would be technically very much alive.Any living creature however goes into shock,passes out and otherwise might as well be dead from the pain of such an injury until they are really dead.

however,burning should go through flesh and bone much quicker and heat the brain of a creature up/melt it far faster than it is doing currently.

In medical parlance, "shock" has absolutely nothing to do with pain, and such a painless persondwarf's body would most surely be in shock due to loss of blood.  I guess that's not really important here, though...

5
DF Suggestions / Re: Neuter your pets
« on: April 26, 2010, 11:12:04 pm »
Hammerer.
Ouch, was wondering if someone would go there.

6
DF Suggestions / Re: Neuter your pets
« on: April 26, 2010, 10:52:46 pm »
So, back on subject:  whose job would it be?  The butcher's?  The woodcutter's?

7
DF Gameplay Questions / Re: Building an Aqueduct...
« on: July 10, 2009, 06:56:21 pm »
Okay, the deal is that I want to build an aqueduct to ferry water from a brook to my fortress.
The brook is in the northeast corner of my map, and my fortress is more or less in the middle.

I plan on building an enclosed pipe out of stone constructions and suspending it in the air. Then, I will use windmills to power a system of pumps, which will bring the water up 5 z-levels to the aqueduct, and transport it (downhill if necessary) to my fortress, where it will pour in from the topmost level to a pool. (Yay waterfall.)

My problem is, how do I get rid of the water?

If I dug a shaft to the bottom of the map, then dug a channel at the bottom of said shaft, would this function as a "bottomless pit" where I could dump all this excess water?

Also, does this overall plan seem sound? Will it work?

And if you want to dump your water out the bottom of the map, need to find a bottomless pit/chasm/underground river.  The square will be labeled "Chasm".  Chasms are found at the end of all underground rivers (as far as I know), which are what the rivers empty into.

I like making a waterfall that goes from as high as I can get, and falls through the top of my mountain, straight through my big central hall/meeting place, and all the way down to the bottom, then have it empty through a chasm.  At the bottom I leave a place for a few z-levels of a pool to gather, which I use for a couple wells which I place back up in my meeting chamber.  Supposedly, dwarves like deeper wells more.  This makes them pretty freakin' deep.

I like it when it calls all my things "completely sublime" :D

8
DF Suggestions / Re: Building masonry structures gives experience.
« on: July 10, 2009, 04:11:40 pm »
As for wall building and its exploit, that could be adressed by making exp gains for "simple" tasks drop off above some skill level. I.e. building rough stone walls will quickly bring Masonry up to Competent (or whatever) but it goes real slow after that. In general, the more critical and expensive the work, the higher the cutoff.

Now that doesn't solve the "stone rings/stone chairs" problem. Perhaps a possible enhancement would be to divide Stonecrafting into only 2 subskills - "large" and "fine" and have each task draw proportionally on one or the other depending on the object.


I won't even touch the rest of the fairly off-topic, albeit interesting, responses (yet).
There is no wall-building exploit.  It's the opposite.  Masons should just receive experience laying walls and floors.  Kinda the same way a miner receives experience with every square taken down, a mason would receive that [or at least some exp] for every square of it put up.  Nobody is disagreeing right?  I like building things, so this would make me happy.

9
DF Dwarf Mode Discussion / Re: Dwarven garbage disposal
« on: July 07, 2009, 08:33:25 pm »
This is close to an idea/question I had come up today. I somehow underestimated the water pressure on this well I was building and discovered, to my delight, the pond I drained into the depths of my fortress is now pushing its way back up the shaft, flooding my lower levels. For whatever reason, this made me wonder if I could create a sort of fire hose that would jet high pressure water to blast invaders off a ledge. The design in my head involved a roughly J shaped curve that used gravity and screw pumps (?) to increase the pressure enough.

So I learned water can push things, but can it knock creatures around?

It most definitely knocks creatures around; you'll find that as soon as you accidentally dig into an aquifer.  Also good for raising a dwarf's swimming skill, give him a task he can never reach at the end of a tunnel of water rushing towards him.

As far as actually "launching" things... if you want to launch stuff, dwarven catapults [drawbridges] may be your best option. 

If all you want to do is push some goblins around... say, off a cliff or something, that should be easy - just make sure you have a way to turn it off.  And don't leave the lever in a place where you might not be able to access it.


EDIT:  To clarify, water, in my experience, pushes rather than propels.  Water needs to flow for this though.  If a tile of water is [7/7] and the tiles around it are the same water level, then no flowing occurs.  A pump definitely does the job to push creatures.

10
Designating certain flammable items - in particular, wooden items, but perhaps also cloth - as a fuel substitute (even at a 1/2 or fractional increment like the smelter) would be a much better solution than wasting additional fuel to get rid of your items.

It always bugged me that I couldn't use my 73 -beds- for making charcoal.

11
DF Dwarf Mode Discussion / Re: Dwarven garbage disposal
« on: July 07, 2009, 08:10:13 pm »
I think the pump/stream system would be better, you'd never have to worry about pulling levers, it would all be automatic.
The only downside is the constant flowing water is tiresome on the CPU.

12
DF Suggestions / Re: Building masonry structures gives experience.
« on: July 07, 2009, 08:08:10 pm »
The killer question here is what happens if you deconstruct said walls; you can farm the same stone ad nauseum for EXP.

Now for stone - or even wood - it's not too big a problem, but if this is applied to metalsmithing, which uses its requisite skills to install walls, then you have a problem.

I don't see why.  Why is that worse than having my mason pump out rock blocks for months on end?  The way you said works that way for the architecture skill.  It seems to have a direct parellel to something like farming - planting the same seeds and reaping the same crops over and over - or to a more obvious one like a metalsmith [as you mention] just having a furnace operator melt his creations and re-make them.  Either way, doing this should make my dwarf more skillful.  The idea that some of my hardest working masons [the initiate peasants] can do their jobs for a year and not even be dabbling masons is just absurd.

If all I wanted was experience for my masons doing a stupid task, I'd have them pumping out rock blocks.  Those can at least be useful, as you can stack them in bins and they make more valuable structures.  Where's the logic flaw?

13
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 07, 2009, 08:01:35 pm »
Embarked on freezing biome. The glacier never thawed naturally, so I set up a system to melt the ice with magma and direct the melted ice to the well, via waterfall.

Except I crossed the magma lines and the melt lines. And didn't use magma-safe materials on what should have been the water side of the line. And put all the levers to the magma supply in a little closet behind the well room, which is now full of magma.

Also: Mass construction?!?

Your fault; you should have paid attention when watching Ghostbusters.

14
DF Suggestions / Building masonry structures gives experience.
« on: July 07, 2009, 06:44:00 pm »
I don't know why it isn't like that now, but building structures with masonry [walls, bridges, floors, etc] gives no experience in masonry.  So I build some huge tower made of ten thousand boulders, and my masons are no more experienced for it.
Is it unreasonable to ask that my Urist McBricklayer get experience when performing his profession?

15
A way to permanently delete items without magma or a pit (or using a drawbridge) would be nice, though an incinerator implies it would use fuel. And that is itself a problem, especially on maps with no coal.
I'm not sure if there's any alternative, though. Still, more dumping options would be nice. We've already got metal recycling, maybe glass could join it. Make a compost heap to turn biodegradable refuse into fertiliser? There's lots of options, I suppose.
However, I think that's at something to a tangent to your suggestion. Perhaps a de[s]troy designation, like [m]elt, [d]ump, [f]orbid and [h]ide, which would simply delete that item by crushing it to dust or some such.

You can use a drawbridge to destroy trash?  I thought that dropping drawbridges should destroy items (never done it before), but just a few days ago I tried it.  Designated a garbage dump on the tile that a raised drawbridge will lower on.  A few items were dropped on the tile, then I lowered the bridge.  Nothing happened, it just showed the items as now resting on top [somehow] of the bridge.  What was I doing wrong?

Pages: [1] 2