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Topics - Gauteamus

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1
DF Gameplay Questions / Relation between Wood Burner and Furnace Operator?
« on: September 24, 2006, 07:09:00 pm »
Well, I tried a starting build where my aim was to burn ashes for fertilizing very early.
When preparing the journey I got confused by the descriptions of the Wood Burner/Furnace Operator skills on the Wiki. The wiki tells that Furnace operator helps all kinds of furnaces and also the wood furnace. But playtesting clearly shows that ash burning raises the Wood Burner skill. Does maybe charcoal burning affect Furnace Operating?

2
DF Gameplay Questions / Bringing back loot?
« on: September 22, 2006, 04:13:00 am »
The dwarven trading caravan (first fall) was just killed by the herd of oliphants roaming my otherwise peaceful wilderness.
My newbie question is really three:

1) How do I set my dwarfs to collect the items the axedwarfs/traders dropped (is it enough to have stockpile/weaponrack space, and the haulers will eventually get it?) If so, how do I keep my dwarfs from looting while elephants are near?

2) How grave influence will the not returning  traders typically have on immigration?

3) How angry is an Oliphant really? (Approx. force to kill one)

Thanks alot in advance, and what a great game!


3
DF Suggestions / Miner Guild Orders
« on: December 07, 2006, 09:39:00 am »
I often find myself playing with the initial Legendary Miner and two-three immigrant Novice+ Miners. I now typically want my Legendary to run around mining out precious gems and ores (to decrease the rate of wasted gems), while my fresher guildsmen hack away at simple greystone (to carve out new areas/train a cheap millitary).

Good grief.
This is a lot of micromanagement with those thirsty miners!

What I suggest is another choice in Options and Orders

  • :

    -all miners mine gems/ore [a]
    -most skilled miner mines gems/ore
    -only legendary miners mine gems/ore [l]

    If some noble I haven't yet gotten solves my troubles, please disregard, or alternatively post your genious ways to distribute miner tasks (if you care about it at all).

    [ December 07, 2006: Message edited by: Gauteamus ]


4
DF Suggestions / Riverless mountain; Qanats!
« on: March 29, 2007, 08:10:00 am »
Wikipedia is your friend.

After reading an article about the Irani desert in some popular science magazine, I went to look at the wikipedia article onQanats.
The qanats are in short an old persian technology for supplying irrigation water to arid areas. In the (obligatory) hill range behind your settlement you dig a number of shafts from top of the hill, through the local aquifer and down to a gently sloping collecting tunnel leading to your very doorstep.

This sounds like alot of fun to construct in a z-axis fortress, and could also maybe solve the issue of riverless mountains. The water output, and thus the farmable area/drink rate, would be a function of local aridity (sp?), number of shafts, architect/miner skills of constructors &c, but even the driest of maps should probably produce at least a trickle flow of water for your alcohol production.


5
DF Suggestions / Dwarven Cinema
« on: May 28, 2007, 05:44:00 am »
I did a quick search on "cinema" and "movies", and nothing related came up, so here is my post:

This game keeps amazing me with its potential for different playing styles, and player self-imposed impediments/goals.

After some early technology problems, the dwarves in Mosusthocit "Roomspikes" fineally enjoy their own Dwarven Cinema.
With dwarven shrinks not yet having come up with the concept of subliminal messages, and the actual movie not doing much but create an urge to work the pick-axe, efficiency in Roomspikes has reached new heights.

The quite primitive movie itself consists of three images constantly flashing an animation of a picking axe, but the dwarves fill the theatre every night.

code:

First image
###########
#....#....#
#CSowwwoSC#
#C.worow.C#
#C.ooroo.C#
#C.ooroo.C#
#CSoooooSC#
#.........#
#####D#####

Second image
###########
#....#....#
#CSowwooSC#
#C.ooowo.C#
#C.oorow.C#
#C.oroow.C#
#CSooooeSC#
#.........#
#####D#####

Third image
###########
#....#....#
#CSowwwoSC#
#C.worow.C#
#C.ooroo.C#
#C.ooroo.C#
#CSoooocSC#
#.........#
#####D#####

Key:
o - green glass cut gem
r - red coloured gem
w - white coloured gem
c - clear glass gem
e - emerald gem

D - door
S - statue
C - chair
# - wall
. - floor


By building ordered gem windows, with different coloured gems, one can time the flashing to produce images.

Why do I put this in the Suggestions Forum?
- it would be sweet if one were able to put more than 3 gems into a window (with a corresponding longer flashing period) the same way one can put many weapons (how many is the maximum?) into a weapons trap. Thus allowing for longer movies.
- also more gems colours would increase the movie makers freedom (I have never really gotten the hang of modding things in the game, partly because I am lazy, partly because I seem to do something wrong, which interrupts world generation?)


6
DF Suggestions / Cooking turtles/fish you loose shell/bone
« on: January 24, 2007, 06:45:00 pm »
I have a dilemma.

I often bring a skilled cook as well as a skilled bone carver to fortresses. Oh, the beautyful things a skilled dwarf can conjure from plain bone! Buys out the caravan all the time.

However, on cooking turtles/fish, the shell/bones go into the pot (crunchy biscuits). While I find it perfectly reasonable that the underpaid dwarven chefs dont take measures to remove the spores from the underground 'shrooms, I think it would be kind of realistical if they fileted the seafood properly (and, conveniently, it would fit my playing style :-))

Is there a reason for the loss of shells/bones on cooking?

Thanks a million for a great game, Toady, I hardly play anything besides it!

[ January 24, 2007: Message edited by: Gauteamus ]


7
DF Suggestions / Miners more sensitive to natural caves.
« on: January 24, 2007, 07:11:00 am »
how would it affect gameplay if a miner 'sees' (or rather hears) possible natural caves (atm chasm, cavea and magma river) beyond the square he currently is picking at?

This way one could (with a little micromanagement supervising the miner) hollow out, say the entire mountain between chasm and magma, without ever breaking through, thus making your fort less prone to ambushes from within.

Realistically, I think it makes sense that the miner knows his next block is empty from the sound of his pick, but the more easy gameplay may not be wanted by developer/community?

What do you think, is this a good idea?
How do you ensure a reasonable amount of 'checkpoints' between your fortress and potential hostile sources (if you care at all?)


8
DF General Discussion / Why Specific Stockpiles?
« on: November 13, 2006, 10:20:00 am »
- or rather How?

The latest versions with their specific stockpiles feature are a great step in fortress management, but what new invention, be it technological, social or whatever, in dwarven civilization made this possible?

Did my dwarves come up with a new and more detailed way to mark the stockpiles, or do the change go deeper? Maybe they only recently developed the alphabet! Do you have indications as to whether dwarves actually are literate?

How do you explain your dwarves sudden ability to cooperate in more specific stockpiling?


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