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Topics - SquirrelWizard

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1
DF Dwarf Mode Discussion / Water Training with the Military.
« on: March 07, 2010, 04:10:19 pm »
One of the things I was interested in doing was raising my dwarves skill up in swimming, both for the stat increase and the added benefit of my military dwarves wont drown should they fall into a river or something.

Well I rigged the barracks so i could flood it with water, and filled it with 3-4/7 water and now they dont seem to train. In fact, anybody walking on the 4/7 water part of the entrance goes, "eep dangerous terrain" and stops their jobs. Any suggestions on how to resolve this?

2
DF Dwarf Mode Discussion / Offshore Power Plant, Design and Questions
« on: February 03, 2010, 06:45:42 pm »
Okay i decided to play sandbox with a fortress, with the idea that I would be testing some designs that I would be implementing in my current fortress.

I had the idea of using the nearby ocean as a power plant source for my magma pumping operation (I plan to drop some obsidian cassions into the ocean and carve out my fortress) and I toyed with some different designs, but this is the one that seems to work best.
Code: [Select]

Z0
--^
.GXXXXXXXXXX
.oO---------
.-XXXXXXXXXX

Z+1
 v
G===G===G--
...WWW.WWW
 ----------

G=Gear
WWW = Water Wheel
. = empty space
oO = Pump (O= deposit end)
- = floor (or top of wall below)
X = Wall
^ or v = Ramp ^ = up, v = down
= is a horizontal pipe

this design provides power to all of the water wheels, could potentially extend further, and be widened. They can also be built next to each other.

the only design flaw that could potentially prove to be a problem, is that I dont know if the water in the plant would freeze due to cold weather. The map I was on at the time was hot and I dont know if the water counts as seawater or freshwater.

3
DF Dwarf Mode Discussion / Dining room question.
« on: February 02, 2010, 12:08:56 pm »
Just a question, (dfwiki is down) how many chairs will a single table service? is there a limit to one person per table? or can you have 4 people eating off of one table?

4
DF Bug Reports / [40d16] export local image isn't working
« on: October 23, 2009, 09:14:09 pm »
okay I wanted to export a local image of my fortress so I can throw it up on DFMA, but whenever I go to the export screen and select the levels I want, it does nothing when I tell it to export the local image. No images show up in my folder.

the only mods I'm using, are the mayday green graphics mod, civforge, and i modded some creatures and reactions.

The kicker, is that when I found my starting location, I used reveal to get an idea of how everything was set out, and I was able to use the export image function then. After using reveal, I deleted the world (I had made a backup) then started the fortress on the backup after completely shutting down the application and bringing it back up. i tried searching, and nothing conclusive came up. any help would be appreciated.

5
DF Modding / Magma Production question
« on: October 18, 2009, 10:01:56 pm »
would it be possible to mod it so that a dwarf could craft magma at a smelter? If so what would be the line of code for it?

6
DF Gameplay Questions / Volcanism Settings
« on: October 14, 2009, 05:31:39 pm »
I just recently changed versions of DF, and thanks to my lack of foresight, I didn't save the worldgen settings. I wanted to generate a world with lots of magma, but not with a ton of volcanos. I remember there was a setting with volcanism frequency, that would allow for magma pipe to appear in non igneous zones. I tried searching the wiki and the forums but nothing conclusive turned up. Does anybody know what the setting is?

7
DF Gameplay Questions / constructed Volcano questions.
« on: September 20, 2009, 06:25:15 pm »
I'm thinking on making a constructed volcano that erupts on command, but I'm alittle stumped on how to accomplish this. should I have a central shaft of lava safe pumps that pumps it out over the top, or should i ahve it pump the lava out from the edge onto the mountainside?

8
DF Dwarf Mode Discussion / Deep Dwarf Sea design.
« on: September 15, 2009, 02:11:07 am »
On this map, I'm planning on making a fortress that will be, save for maybe one or two floors, underwater. I've got some glassworks running. At the moment I'm not quite prepared to start construction, but it is coming up, and I'm starting to think about how I plan to design this sucker.

At this point in time there is only 4 or 5 z levels of ocean with further z levels of ground under that. To fully design this, I plan to excavate the ground to artificially deepen the ocean here. Anywho...

I'm trying to plan ahead for "FUN" as much as possible, and one thing I was thinking about was with my fortress I would have a level of fortress, that is the area the dwarves work in, then under that a level of piping (if magma or water is needed) and it being a relatively hollow cistern with grates that lead to the bottom of the fortress where the bilge pumps are set up. The concept being, if there is ever a flood in an upper level, it drains to the plumbing level below it, then drains to the bottom where it gets pumped out of the fortress at the top. Its a tad complicated, but I think it will be safe, but I'm seeing one problem, its excessively space consuming. Effectively each level is two levels worth of building. Another option is to have a central drainage that sends the water to the bilge pumps at the bottom but I'm not sure how effective that would be to dealing with an accidental flood.

Another question regarding plumbing.

If I remember correctly farms need to be irrigated if they're built on construction, do I need to have a system to reirigate each season or is it a one shot deal?

9
DF Suggestions / Active Tantrum Defense
« on: September 08, 2009, 12:58:35 pm »
Okay, as much Fun as tantrum spirals can be, there should be some method of dealing with them, or at least running damage control.

My fortress of about 110 dwarfs suffered 8 casualties in a goblin siege. Of course there was massive tantrums and unhappiness after this (most of my dwarfs were estatic prior to the siege) and that has lead to a massive number of melancholy and beserk dwarves. Luckily most of my beserk dwarves went nuts in their rooms, so I just lock the door and let them stew. But every now and then one goes nuts in a public place, and ends up killing another dwarf which seems to start the spiral anew. I have tried posting military dwarves in public areas but thats only a stopgap method that fixes the result not the cause.

as I said, I had 110 dwarves prior to the siege, 102 after the siege, I now have 57 dwarves left over including a small migration, and some are still beserk and melancholy.

okay enough backstory.

The problem is that the dwarven leadership, that is the stink'n nobles, cant take an active role in helping quell the unrest amongst the populace. Sure the Mayor will have a chat with a tantruming dwarf, but thats a one on one situation in a fortress with a large population that is frothing at the mouths. What wold be another option is to have a noble enacted party/celebration. It would be an option you'd turn on at the option menu, during this time there is a permenant party in all meeting areas, in which dwarves with a low happiness score would go and celebrate, also during this time, dwarves consume 2x as much food/booze as normal. The aim of the party would be more focused on resolving the issues stemming from happiness loss that cant be combated by standard methods.

Pros: Active Defense at a total collapse due to tantrums.
Cons: Increased Food/Booze consumption. Lower effeciency as dwarves party more often. Dwarves Socialize more which could lead to further spirals.

10
DF Gameplay Questions / Magma Mist
« on: September 07, 2009, 04:57:51 pm »
I'm thinking on making a flash frier specifically designed for sieges.

What it will include is a winding pathway which is surrounded by a magma pool, and the outer walls are fortifications.

Basically (note this is just an example, its straight for simplicities sake.)

~~~╬....╬~~~ z-1
~~~╬....╬~~~
~I ~╬....╬~I ~
~~~╬....╬~~~
~~~╬....╬~~~

. . . ++++ . . . z0
. +. ++++ .+ .
. +. ++++ .+ .
. +. ++++ .+ .
. . . ++++ . . .

key
. = empty space
+ = floor
╬ = fortifcation
~ = magma
I = Support

the concept is that the magma isn't high enough to flood the tunnel, yet when the lever is thrown, it causes the supports to break and cause a cave in on the magma. According to the Wiki, this should result in magma mist which should flood the walkway incenerating everything (or at least resulting in lots of glorious fires) to reset the trap, all one would have to do is remake the floor and reset the supports, which is obviously why this is limited to sieges.

would this work, or am I missing something here?

11
DF Gameplay Questions / SquirrelWizard's Questions
« on: September 03, 2009, 12:23:02 am »
I've read all about the dwarven atomsmasher, and the various exit lounges for eccentric nobles. I have some questions regarding the placement of items/people in regards to mobile constructs.

A) How does one set up a dwarven atomsmasher to destroy junk? do you make a stockpile then build the bridge? is there a way to move specific items to the smasher for disposal?

B) apart from conscripting dwarves into the military and having them put on active duty under the bridge, how does one get non military (read as the filthy lazy ass nobles) to take their posistion under a smasher/other exit device?

C) I've read all about the energetic reaction regarding a lignite block and an iron bin. I want to try this out, but I'm still puzzeling over how to do this. From what I heard is that once a bin is lit on fire, it burns anything too close to it. I typically try to avoid unrequired deaths amongst my dwarven population, so my question is how does one set up a firebox to drop into the ocean? via retracting bridge? do you pour the magma on site, or is there a way to transport it?

D) I've heard that catapults can move stuff around, some of the stuff I've heard is vague, so I was wondering if you could shoot stuff other than raw stone with them. I understand that the ammo has to drop at least 1 z level to avoid being destroyed, and that typically a raised bridge with a channel is done to facilitate this. also, how do you target stuff with the catapult so that it aims at teh end target?

Edit: renamed the post to update its topic.

12
DF Gameplay Questions / home town liason problem [fixed]
« on: September 02, 2009, 08:32:34 pm »
okay I embarked next to an open magma vent with 3 imps in it. Thankfully my initial starting point was far enough from the vent that the imps didn't cause any immediate problems, so I dug in, started on my fortress. Eventually I planned (and have acted this out) to build up a core of marksdwarves to deal with their fiery posteriors.

From Spring to Autumn the imps ended up killing two of my dwarves (I'm not sure how the first dwarf died, he was all the way across the map and I didn't have anything designated there, the second died trying to retrieve the body.) Well the autumn caravan arrived, and as far as I can tell the imps went spaz and attacked a nearby critter (hedgehog/groundhog, what have you) and started a massive forest fire. I ordered all dwarves inside before the fire reached me, and I was able to save them, unfortunately the liason and his caravan blithely ran into the oncoming flames.

Suffice to say the liason and caravan didn't survive, though the fire did kill a kolbold thief I was unaware of.

Well some time has passed and I still recieve caravans, but I can no longer request specific supplies from the dwarves.

Will they reelect another liason to send to my fortress?

I really need some bauxite as I plan to do some work with magma, and will want some bauxite mechanisms. But more importantly imported stone would help me with my stone deficit (I'm on an aquifer, and as of right now I'm not exactly ready to punch through.)

I've searched the forum, and what information I could find was conflicting and confusing at best. The wiki page has nothing regarding this.

Edit: sorry missed the one line listing that you only get one liason. I REALLY wish that would change. Cause the liason was stupid enough to charge through the flames...

13
DF Community Games & Stories / The Mad Overseer of Famthutodthist
« on: August 13, 2009, 11:26:47 pm »
(note I wont be uploading pics for a bit, gotta figure out how to upload them in a format that doesn't massively mangle forum post for now I'll just type some of the screens out.)

The Overseer's Journal of Cerol "Bloody Crazy" Olonsholid

In regards to the Design, Construction, and Running of Fortress Famthutodthist located in the Sunderwreath Swamp

Year 1, Granite.

Those damn nobles dont know how to keep their stink'n noses out off my bussiness. "Oh it will be a new experience," they say, "Why not take all that creative ingenuity and go build a fort we have just the location for you," What they ain't say'n is, "We dont have mental capacity to understand the projects you are working on Cerol. Surely wrapping a barrel in copper ribbing and rotating it in a magnetite block will be a waste of materials, Dwarves will never harnest lightning what are you thinking about? This is the same train of thought when you showed us the repeating lava shooter, and we all know how that ended."

..

Okay maybe the lava shooter wasn't such a hot idea, but yank'n me off of a delicate project and plopp'n me out in the middle of nowhere to babysit some wee little dwarves who think they're something is horse piss. Thats what I shall call it, from hence forth the Fortress shall be known as Famthutodthist! And all shall know my anger.

They even went as far as disband'n me old company and I'm stuck with the following

Urist twin 1, a miner, hopefully he knows which end of his pick does the work.
Urist twin 2, another miner, probably a dim witted and slackjawed as her brother.
Urist twin 3, this one claims he's a wood cutter, but I dont trust him, he's a spy, and as long as he has that axe I'm keep'n my eye on him.
Kubuk, Some fancy lass, uses the phrase Dude and Far Out too often for my taste, she's a wonder with some dirt, griped about hav'n to leave her stash behind... whatever that means.
Goden, says he's a carpenter, but I saw right through it. He works with wood, therefore he's in league with the third Urist twin. The duo is probably plotting how to kill me in my sleep. Possibly with a lathe...

Then there is Geshud. He was one of the orginals of the Crazed Constructs, he can be a bit loopy but he's a deft hand with machines and stone. Possibly the only person I can trust out in these wilds.

I double checked me inventory chit
2 copper picks
1 steel battle axe (Urist3 grabbed it too eagerly for my taste)
20 units of Dwarven Rum
30 units of Dwarven Beer
20 units of Dwarven Wine (I fear we may have taken too little of the necessities, I pray this last till we can get a still going.)
10 packets of Plump Helmet Spawn
5 packets of Pig Tail seeds
1 barrel containing 15 Plump Helmets.
2 barrels containing 20 Turtles (mostly live)
1 Copper Cage (hmm... earmark for the treehuggers.)
4 Cat Leather Bags
12 Packets of Sweet Pod Seeds
1 Coil of Cave Spider Silk Rope

We are slated to leave in the morn, by my beard I forsee a long journey ahead of us.

(note: okay the initial 7 starting dwarves are named by me/game, all migrant slots are open just state your desired name, gender, and job while sending a 50$ money order to the number on the bottom of your screen. Dont hesitate ACT NOW!)

14
okay I was reading up on spike traps, I also saw a thread in here that showed how to make a counter/timer using pumps and pressure plates I think. what I'm thinking on doing is making a "chomper" hallway, where its full of spike traps that fire on and off on a repeating circuit without having to pull more than one trigger (obviously I would have 1 trigger to pull to activate the whole thing.) what is the general cooldown on spikes when they fire/reset? or can they be spammed as fast as the mechanics can work?

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