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 - AncientEnemy

Pages: [1] 2 3 ... 63
1
DF Gameplay Questions / Re: Do ramps make it easier to cross a moat?
« on: June 15, 2010, 11:04:25 am »
i generally removes the ramps on the fortress side of the moat, but leave them on the outer side. so dwarves that fall in have a chance to get out, but doesn't allow enemies to climb out of the water, into the fort.

2
DF Gameplay Questions / Re: How do you desalinate water?
« on: May 11, 2010, 03:58:17 pm »
Quote
im pretty sure when water evaporates it disappears, so no.
I said:
Quote
Is there a real-life way to do this with the available technology of DF? Like for example evaporating water in an enclosed space, leaving the salt which is somehow removed, for then to let the vapour cool and become water again?
Water doesn't magically vanish into thin air when it evaporates in reality. So if it's possible to do it in reality, the real-life method should be incorporated into DF.

The still/distillery/brewery discussion is very relevant to my interests.

using the technology the dwarfs have available, yes, they could easily distill water. it isn't implemented in the game, but you can distill water with nothing more than a pot, a fire, and a sheet of metal (or any material really) and something to collect it in. heat water in pot, place sheet above it at a slanted angle. water boils, steam goes up, condenses on the sheet, runs down the slant into the collection vessel. salt/other impurities remain in the pot. dorfs could easily produce a 'real' still that would do the same thing in a more efficient fashion.

3
DF Gameplay Questions / Re: Waterfalls?
« on: May 09, 2010, 07:36:16 am »
Quote
Where's the right place to put them?  Anywhere?  (I'm guessing dwarves don't actually like waterfalls misting into their bedrooms?)

actually they love the hell out of mist, anytime, anywhere. barring accidents that drown them or etc, it doesn't matter where you put it. putting it in a central area where the most dwarves will see it on a regular basis is probably the best approach though. also be aware that touching mist is what actually generates the 'comforted by a lovely waterfall' thought, not seeing the waterfall itself.

Quote
What's an effective way to build drainage?  I have a stream on my map for unlimited water (luckily without an aquifer!), but I'm not sure how I'd collected the water from all the waterfalls and get it back out of the fort.  If I have a pumping system, what happens if the pumps back up?

unless you want to build a major project, i would just build a self contained waterfall, where you have a pool at the bottom that pumps draw from, and the waterfall pours right back into. then even if something goes wrong there's only a small potential for water 'splashing' out of the system, and you can't get flooding.

Quote
On a related issue, what happens if you hook up a lever to a gear assembly?  Does that engage/disengage the gear assembly?
yep. be careful if you have any other mechanisms that rely on that assembly for support though. if you have a machine that is being supported by a gear assembly and -only- that gear assembly, it will collapse/deconstruct if you turn that gear off with a lever. it'll be fine however if it's also supported by a floor or another machine.

4
DF Gameplay Questions / Re: Invert pressure plate signal?
« on: May 09, 2010, 07:05:39 am »
you can't directly make a pressure plate/lever send the opposite signal, no. activated pressure plate = on signal. you can however make use of the fact that different objects do different things when they receive an 'on' signal.

you could use a 'triggers once' pressure plate linked to a raising bridge, rather than a door. bridges operate opposite from doors/floodgates, in that an ON signal makes them raise (close) instead of lowering/opening. bridges however have a 100 step activation delay versus doors which are instant

http://df.magmawiki.com/index.php/40d:Lever#On.2FOff_states lists all the objects that can be linked to a lever/pressure plate and how they react to each signal.

if you wanted to use water, you could just build a setup like this:

Code: [Select]
side view:
_ _
XhX floor hatch, linked to your invader-sensing-pressure-plate
XpX water pressure plate, set to 0-0, linked to emergency doors
XXX
dump in some water on top of the floor hatch (with a pond zone above), then when an invader hits the pressure plate, the hatch will open, drop some water on the lower plate, which will de-activate (since anything but completely dry = OFF) and slam shut your doors, until you drain the tile with the plate (or open the doors manually with a seperate lever). this will however incur a minimum 100 step delay, as pressure plates activate instantly, but take 100 steps to 'deactivate' once the selected conditions are no longer met, plus the small delay of the water falling

5
DF Gameplay Questions / Re: DF 2010: How do get the dorfs to mine?
« on: May 06, 2010, 11:55:07 pm »
go to dorf (either from the (u)nits screen, zoom to (c)reature, or (v)iew and hover over the dwarf), (p)references, (l)abor

6
DF Gameplay Questions / Re: DF 2010: How do get the dorfs to mine?
« on: May 06, 2010, 11:38:57 pm »
also might effect hunting from a brief glance at the DT site

[edit]hunting ninja'd by 1 second!

7
DF Gameplay Questions / Re: DF 2010: How do get the dorfs to mine?
« on: May 06, 2010, 11:27:53 pm »
i don't use dwarf therapist but i seem to recall hearing of an issue with mining/woodcutting, that when you enable them via dwarf therapist it doesn't trigger the part that tells them to actually go grab the required implement. try switching the labors ingame.

8
DF Gameplay Questions / Re: Intelligent Training?
« on: May 06, 2010, 11:25:29 pm »
huh, i tried that several times, didn't work, asked on the forums and was told it wasn't possible. i guess they can, it's just another hit-and-miss bug.

how do you set it up in regards to the alerts (the weapon switch)?

9
DF Gameplay Questions / Re: trading question
« on: May 06, 2010, 11:08:31 pm »
depends on the negotiation skill of your broker. and possibly his other related skills.

[edit] and the mood of the caravan trader apparently: http://df.magmawiki.com/index.php/40d:Trade#Merchant_mood

10
DF Gameplay Questions / Re: Intelligent Training?
« on: May 06, 2010, 11:07:34 pm »
but you can't make them change their gear based on alert level :/

11
animals attempt to path through pet-impassible doors (that dwarves can still go through), but not fully locked or mechanically closed ones.

12
personally I would recommend any new player to start with 40d. I don't think the merge is that far off, and you can begin familiarizing yourself with the basics of the game, with a version that's essentially bug/issue free, and fully documented (all the tutorials are for 40d)

13
DF Gameplay Questions / Re: Intelligent Training?
« on: May 06, 2010, 10:57:56 pm »
the military is the polar opposite of intelligent currently. I very much doubt it would work. I avoid demonstrations and sparring altogether, and just let them do individual combat drills till the end of time.

14
DF Gameplay Questions / Re: Marriage Determinants and Inbreeding
« on: May 06, 2010, 09:25:48 am »
i'm only going off what i remember from df talk, but currently i think it only forbids them from marrying their parents, children, and siblings. cousins and aunts/uncles are allowed

15
DF Gameplay Questions / Re: Are Titans immune to cave-ins?
« on: May 05, 2010, 10:20:15 pm »
a cavein of solid stone or soil (landing on top of them) will destroy absolutely anything. (except other solid stone or soil :p)

Pages: [1] 2 3 ... 63