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Messages - CulixCupric

Pages: [1] 2 3 ... 7
1
DF Dwarf Mode Discussion / Re: H.P. Lovecraft Fort - How to do it ?
« on: May 02, 2016, 02:26:29 am »
boatmurdered?

2
DF Dwarf Mode Discussion / what to do when the dead outnumber the living?
« on: February 01, 2016, 02:41:38 am »
what do you do when the number of dead citizens outnumber the number of living citizens?
What methods do you use to dispose of the dead?

3
DF Dwarf Mode Discussion / What are your embarking tips and tricks?
« on: January 31, 2016, 03:11:09 am »
What are your embarking tips and tricks?

mine is this: since cassiterite and malachite are only 6 points each, embark with a bunch of them, so you can make bronze from the beginning. it yields 8 bars per 12 points, and a bronze bar costs 25 points each at embark, you get over 16 times the bronze bars.

4
But it's far easier to kill them when they are outnumbered 1 to X, and also drunk.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 19, 2016, 07:47:27 am »
so the baron arrives, and right after, so does a fire breathing titan. everything outside is on fire.

EDIT: to be specific, it is a fire breathing giant winged scaly slug.

6
what is your favorite type of legendary dwarf? why?

For me, It's legendary miners. I do a lot of public works projects, and I need stone excavated fast.

7
DF Dwarf Mode Discussion / Re: Game tips
« on: January 19, 2016, 01:44:11 am »
Fortress layout.
Keep related things together.
Have all your metal production close together: wood burner, smelter, forge, ore wood and product stockpiles.
It saves a lot of time.
Have a food pile, dining hall, and a bedroom near your barracks, so dwarves don't waste time running from place to place. Have multiple barracks, each with a squad doing training. it allows for fast responses to threats.

8
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: January 17, 2016, 02:29:42 am »
how would I make a material decay over time, rather than when exposed to high temperatures? I want to make a syndrome stone that simulates "radioactive decay" and "melts" over time slowly, creating a gas of that material, that gives creatures "radiation sickness". basically, i want to add "native uranium" and have it crop up in pitchblende. also, what would be the best way make lead mildly toxic with syndromes?

9
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: January 14, 2016, 02:11:31 am »
I am interested in finding suggestions and advice (tokens, techniques, etc.) on how to make the following creatures:

demon/infernal creatures, water elementals, oozes, nymphs/succubi, shadows/ghosts, ghouls/wights, shoggoths, pseudo-half-vampire-esque cultists

as well as advice in general for creature creation and entity definition.

10
make a new reaction

[REACTION:MAKE_WOOD_BLOCKS_FOUR]
   [NAME:make wood blocks (4)]
   [BUILDING:FARMER:NONE]
   [REAGENT:wood:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:BLOCK:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE]
   [SKILL:PROCESSPLANTS]

and make sure to put it in the entity file as
[PERMITTED_REACTION:MAKE_WOOD_BLOCKS_FOUR]

11
Maybe it's better if you line the channel with pumps until you get a somehow dry spot to  build a wall on.
You could also use dfhack and drop lava into th channel to create an obsidian wall.
I have a volcano. I can just channel magma, however, I managed to kill the watermill and screw up flooding everything, it was submerged so i couldn't get to it, by collapsing a mountainside on it.

12
DF Modding / Thoughts on renewable forms of metal/stone?
« on: October 16, 2015, 08:54:59 pm »
What are your thoughts on making renewable version of nonrenewable resources?

Related, Aeternite/Aeternite Carbide/Aeternium, my ferrous carbide super pseudo-metal.

I named it such because aeternum is latin for eternity.

through custom workshops:
clay + charcoal = graphite
graphite + aeternium bars = aeternite carbide, a non-naturally occuring ore that smelts into aeternium bars.

aeternite is extremely rare to find, however it can be pieced together from less rare, but still rare, component ores from two reaction groups, chromatic ores, and essence stone.

I also made quartzite renewable, and sandstone, and claystone. quartzite is made of sandstone, which, according to DFwiki and Wikipedia, is how it forms naturally.
I also made it so graphite can be turned into refined coal, because graphite actually burns really well IRL, and would make great fuel.
ores/metals material raw
Spoiler (click to show/hide)

reactions
Spoiler (click to show/hide)

What renewable resources have you made and what are your views on them? when are they too overpowered?

13
I think you're going to need to supply more information. If you've got a channel going away from the river but not connected to it and you want to fill it with water you've got a few options.

1) You just dig it into the river. The last square can be channeled out from above so you don't even have to get a dwarf wet. Even if he goes into the trough, he'll probably be fast enough get back out. You can also install a floodgate or bridge before finally breaching the river so that you can cut it off later if you want.

2) you can dig your channel within two squares of the river and build a screw pump pumping from the river into the channel. Then select the pump with Q and have a dwarf pump it manually. If you ever want the water out, you can turn the pump around and put the water back in the river.

Or were you asking about something else?
The channel is already connected to my river, and is flooding my fort. I need to fill in the channel to stop the flooding.

14
So, I have this issue a lot, in many of my previous forts and my current now.

I have a channel going from my river full of water, and I need to block it to stop flooding. how do I do this? I've been reading through the wiki, and I haven't found any way.

Also, how do I, if it is possible, rebuild soil floors?

15
I would prefer to seclude him and build an elaborate contraption to supply him with metal bars to churn out masterworks. Getting the stuff in and out of his lair automagically without allowing him to climb out and suck other drwarves' blood should not be prone to too many possible errors. I treat my werebeasts teh same way, except they unfortunately need to rebuild all of the workshops most months...
migrants make good blood-cattle, so I think I will make my fort, Ramparthalls, 100% vampires, possibly start breeding feeding blood-cattle in a 'pen' of non-vampires.

EDIT: game crashed on save.

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