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Topics - Wolfius

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DF Gameplay Questions / Artifact Bins
« on: September 26, 2008, 03:26:10 am »
So, yeah, my most recent fort's first two artifacts were turtle bone bins, the first such things I've ever seen. So I'm thinking that's pretty cool; maybe I can use them to store my future artifacts, even, tho I generally rather binless artifact storage, with each in a little alcove in my treasure vault.

Except I can't get them into my artifact stockpile, because my crafts stockpile claimed them, they're filled with trade goods that can't be traded because the artifacts they're in can't be taken to the trade depot, and there's nothing I can really do, because I can't set them to be dumped where I want, as they're artifacts.

About all I can think of doing, short of dump-emptying and forbidding them in-situ, is maybe removing all my bin-type stockpiles except the artifact one, dumping the ArtiBins contents, forbidding all other bins, and hoping they end up in the right place while hauling jobs pile up, at the very least.

Ug - this seems simple enough, but micromanaging bins has never gone well for me.

But atleast this time I'm not trying to get the artifacts out of the bin.  ;D

2
DF Modding / Question - Wootz Steel: Glass as Flux
« on: April 13, 2008, 12:34:00 pm »
With the recent mention of Wootz Steel in another thread, I've got to wondering if it's possible to enable the use of raw green glass as flux?

If nothing else, I suppose you could create a reaction to produce a new "flux glass" raw stone item, but that's rather round-about and would require a new world.


3
DF Dwarf Mode Discussion / How dangerous are Masterwork bolts...
« on: November 27, 2007, 05:25:00 pm »
...to the dwarf that made them?


'cause while I doubt bolts broken through normal use will trigger a tantrum, and singles you'd normally melt can be safly traded away instead, yer pretty much asking fer the things to be stolen if they're ever fired outside.


4
DF Dwarf Mode Discussion / Seeking Utility: Water creation/rewall with ice
« on: November 27, 2007, 07:35:00 am »
So, yeah. I have a good fort going on a great map, with legendary armour and weaponsmiths and lots of steel to be had.

'cept all the ponds dried up. Then a Titan came, killed a few dwarves, and wounded twice that. In the end, a tenth of my population died, mainly of thirst.

Now I can start mass producing double-plus sweet arms and armour, but can't build a melee army without eventually losing most of the conscripts to training accidents.

So I'm wondering if there's any tool out there that lets you add water to a map? Or if that's too hard, maybe one that just lets you rewall like the old tool, but with ice? Then let it melt, or drop it, so you have water?


Also, masterwork copper bolts: bad idea, or really bad idea?


5
DF Dwarf Mode Discussion / What do -you- use Adamantium for?
« on: November 21, 2007, 06:33:00 pm »
Adamantium, king of metals, yet scarcer than an elven lumberjack.

If and when you find yourself in posession of this legendary material, what would you do with it? What have you done with it? A weapon for your champion? Armour for your king? Stout doors to hold your Hall against the hordes above and below? A mitten apease the pirate-ninja kittens roaming your halls?

Come! Share your tales past and future plans!


6
After a series of failed forts, I've put together a blueprint for my next fort; http://i10.tinypic.com/67pnj83.jpg

It's shallow, with a population cap of 20 and feeds the farms from the outside river, as I want to minimise combat and have been overwhelmed in the past by waves of immigrants.

Center you can see the entrance, flanked by what will eventually be siege positions, and opening into the moat and drawbridge, then deeper into the floodable "Trade Complex", backed by controls and the five-wide main hallway.

Above, Upper Siege Access houses floodgate and main bridge controls(the lower dead-end is an artifact from an earlier version and will be eliminated in application), where locked doors prevent unwanted triggering. Raised mini-bridges(indestructible?) prevent access through the waterway and protect the floodgates from and building-destroyer that wanders by(kinda cheating, I know, but until we can rebuild destroyed floodgates...).

Above that is the farming, irrigated by the outside river - my fort is shallow, so I don't really see this as cheating. If nothing else, you can pretend there's a little dam or the ilk. Anyway, doors backed by a channel prevent accidental flooding, with a floodgate attached for draining. Farm flooding and ditch controls are in a locked alcove. In the hall are food storage and associated workshops, with a dining hall and then well/meeting hall below.

Going down, a kennel has been added to the 'kink' in Lower Siege Access, with a barracks across the hall, and two goods storage rooms below - one likely to be re-purposed as needed, after I can box goods to save room.

First Workshop Tier contains Mechanics, Jeweler, Crafts, Mason, and Carpentry, with a Door'd graveyard, gem storage, bone/shell storage, ore, and bar/blocks in the extended rooms below.

Below this, a pending purpose work tier, also providing control access to the southern bridge, which has been recessed for drawbridge functionality(Elephant Stampedes are efficient teachers). The trade road goes through here, and a similar setup may be established above for controlled drawf access, and redundancy in the event of bridge-loss.

Stone, wood, and refuse(minus shell and bone) stockpiles are outside.

Say, does killing trade caravans anger their nation? Even if none leave the map? 'cause I'm getting elephants on Calm maps and Unicorns of Serene, and they are taking a serious toll on travelers.

Oh, and I was maybe planning to drown a few myself.

[ May 21, 2007: Message edited by: Wolfius ]


7
So, yeah - gobos launch a few ambushes, I set the civvies to go underground and station my military in my fortified courtyard. Some dwarves, because of projects are far out and run down while running in random directions, but 2-3 dwarves just stand around doing nothing, and a bunch of others are standing in the open in the courtyard. I had to conscript them to get them to move.

Bug, or typical dwarven Darwinist stupidity?


Either way I've found a nice choke point for a boarder fort - going to cost me alot of war dogs tho, or so I expect.


8
DF Suggestions / Rain Collection and other Water Alternatives
« on: November 08, 2007, 12:43:00 pm »
Now that there's a good chance we'll end up on maps with no water, an alternative bears consideration - not just to play with, but for wounded dwarves and prisoners(I just had 4 bed-bound dwarves die of thirst), as well as making mud for underground farming and whatnot.

Rain collection could be one answer - a largish surface structure that drops a lil water onto a spot below it, not unlike windmills and power transmission now, when ever it rains.

Alternatively, a condensation "farm" for rain starved areas - just a passive thing that condenses water from the air using the temperature changes between night and day, yielding less than rain collection overall, but usable on any map and "always on".


Either of these would allow you to gradually build up a small underground water reservoir over time.


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