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Messages - HammerHand

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1
Oh.  I've apparently been gone a long time.  Whole new DT thread and all.  So uh... don't mind me.  Just posting to watch for whenever I get back into this.  :)

2
Don't mind me, just posting to watch. :)

3
Definitely posting to watch.  This looks amazing!

4
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: December 20, 2015, 03:00:13 pm »

This is just another echo of support from the community, but...


Phoebus... thank you so much for your hard work on this graphics set.  It's always been my go-to, and I never took your efforts for granted.  So... thank you, and please take care of yourself.  Your health and happiness should take priority in your own life.


5
DF Dwarf Mode Discussion / Re: Ever feel guilty about your graveyards?
« on: September 05, 2015, 10:30:06 pm »
I usually set aside an entire floor for a crypt, and I've only even needed a large one once (most of my fortresses fall to inevitable fps-death or crumble to ruin in a single stroke rather than see frequent but tolerable deaths).

I set it up to spread outward from my main shaft, in all directions.  The hallways each have two small rooms in them.  Each room holds four stone coffins; two on the far wall, one on either side.  Like so:
 
  wwwwwwwww
wwOOwwwOOww
wO++OwO++Ow
ww++www++ww


Wherein w=wall, +=floor, and O=coffin.

I intersperse these with 5x5 junction rooms, forming a sort of grid.  Vertical hallways are lined with individual coffins and/or memorial slabs, as necessary.  Junction rooms can be owned crypts or just statue rooms.
Everything is smoothed.  If I run into veins, they are mined out and replaced with walls.
The result is a catacombs I can be proud of.

6
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: May 21, 2015, 07:23:28 am »
So, are flowers meant to look like this:


There is something about the black tiles that does not seem right. Is something wrong with my set up that is causing the lack of colour? For reference, they are meadowsweet flowers, and I have dug in the RAW's for that flower, but have no idea which values I should change to experiment with the colour display.

I get this, too, but it appears to be specific types of flowers?  Or maybe I only have one kind of flower on my current embark.

7
Definitely PTW.  This looks amazing!

8
I can't even survive 12 years anymore.  D:

9
"It begins," indeed.

Relax, everyone.  Every release comes with a few days before DT is usable again.  This is how it has always been.  :)

Also, you may want to relax a bit longer, because with this new DF release, there will surely be several bugfix releases to follow - each of which will require a new edit to Dwarf Therapist.  As much as I want to try out DF2014, I am currently waiting patiently for a (slightly) more stable version, and the DT release to match it.  This may mean waiting a number of weeks to play the new version, but that's more appealing to me than the alternative of bouncing between bugfix releases and 3rd-party updates.

Seriously, it's worth the wait.  :)

10
Like so many already, PTW.

11
Just another post to watch a thread (after a long, long forum absence).

Also, to thank splinterz for the continued work on this program!

Seriously, thank you.  So much.

12
DF Dwarf Mode Discussion / Re: Fortess planning
« on: October 18, 2012, 02:45:29 pm »
Hammerhand:

Just lower the pop cap while you are constructing the elaborate fortress. Or turn hallways into dorms. I've done both and it helps a lot with migrants.

I think I've attempted this, but every time I try to lower the pop cap it appears to be inexplicably ignored.  Maybe I'm just not setting it at the right time or... something.  I'll try again!

13
DF Dwarf Mode Discussion / Re: Fortess planning
« on: October 18, 2012, 02:40:33 pm »
Also on Broseph's design:

3x3 rooms are terrible for workshops.  All workshops have impassable tiles, and some of these will block the doorways leading from one 3x3 room to another.  It is possible, then, that some of your workshops may become inaccessible, or remarkably inefficient to reach, from certain directions.  It is also possible to trap a dwarf between two recently-finished workshops, leading to slow and untimely death.  This is why I use large rooms, big enough to put a space between the workshops and the walls, and between the other workshops. Like so:

* = Workshop tile
I = Support
X = Up/Down staircase (up to output stockpile, down to input stockpile)


+---------+
|         |
| *** *** |
| ***I*** |
| *** *** |
|  I X I  |
| *** *** |
| ***I*** |
| *** *** |
|         |
+---------+


Plus doors where you will, of course.  This is just the basic idea.  Supports are passable, so they don't keep your dwarves from reaching things.  They're also aesthetically pleasing - especially if you make them out of the right color of stone blocks.

Other than the 3x3 workshops, I really like your designs!  Your central shaft looks cooler than mine (I use a 5x5 square but it's otherwise the same), and I like the triangles that appear around it.

14
DF Gameplay Questions / Re: Building a clean water reservoir?
« on: October 17, 2012, 02:51:47 am »
When I saw this, I thought it was a question about stagnant water, which I know all about.

But it's about contaminants, which I know nothing about.  :/  I'd sure like to know how to get rid of them, though.  How do you pollute your river?

15
DF Gameplay Questions / Re: Fortress guard
« on: October 17, 2012, 02:49:28 am »
That is, when I still bothered with Dwarven Justice instead of just ignoring all mandates and dropping nobles into zombie pits when they got too annoying.
... Dropping nobles into zombie pits...
... zombie pits ...

Win, sir.  100% win.  Fallen nobles die, come back as zombies, and eat the next stupid noble that makes a fool of themselves.  Bravo, I say!

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