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Messages - Derakon

Pages: [1] 2 3 ... 237
1
DF Bug Reports / Re: [40D16] Heavy Dwarven Drinks
« on: February 13, 2010, 10:54:33 pm »
Just think, though -- any enemy that got a bolt stuck in him would be crippled!

2
DF Bug Reports / Re: [40D16] Heavy Dwarven Drinks
« on: February 12, 2010, 02:00:26 am »
Check your normal-weight barrels. They should say what kind of wood the barrel is made of. I suspect your problem is that you've somehow got hold of wood with a badly-defined raw that doesn't include a name (hence, "wooden") or weight information; the default weights for materials tend to be ludicrously heavy.

3
I've seen negative distances show up sometimes, and then go away shortly thereafter. I suspect it has something to do with cached data getting invalidated by creation of impassable tiles or something similar. I don't have a repro case, though.

4
DF Gameplay Questions / Re: Stupid nobles
« on: February 11, 2010, 12:19:18 am »
Are you sure they can access the bedrooms? Try stationing one of your soldiers in them.

5
DF Suggestions / Re: "Squeamish mode"?
« on: February 11, 2010, 12:18:39 am »
All you really need to do is:

 * Hide all of the body part injuries. Label dwarves as "healthy", "bruised", "mildly injured", and "badly injured" based on the worst wound they have.
 * Don't generate blood spatters
 * Don't fling limbs all over the place during combat.

That last is the only one that actually affects gameplay significantly, as far as I can tell.

6
DF Dwarf Mode Discussion / Re: How to stop my dwarves breeding?
« on: February 10, 2010, 08:11:07 pm »
As a general rule, dwarves that work all the time don't have sex.

That said, your fortress almost certainly has more than enough idle nobles to keep popping out peasant babies.

7
DF Suggestions / Re: Obtaining sand via trade
« on: February 09, 2010, 04:28:03 pm »
What the players do, and what the dwarven mind is like, tend to be wildly at odds. Witness all the players that want dwarves to commit atrocities like slavery and torture, which are marked as UNTHINKABLE in the raws.

8
DF Gameplay Questions / Re: Reuseable Icecicle Crushing Trap
« on: February 09, 2010, 01:53:58 pm »
Someone's made an automatic orcsicle maker, but it works by pumping water directly onto the orcs, where it then freezes. The difference being that your suggestion involves death by crushing instead of death by entombment.

The problem I see with this is that pumps need to be supported on their output tile, which I think means that anything orthogonally adjacent to the pump's output tile will also be supported. That would include any blocks generated by freezing the output water.

9
DF Gameplay Questions / Re: So I was embarking on a glacier...
« on: February 06, 2010, 01:40:21 pm »
It has to do with layering. Clothes count as layers, so your dwarves are safer than your animals. And I suspect that, yes, smaller animals have thinner layering (though it does vary with creature; alligators apparently have no layering whatsoever and thus are incredibly vulnerable to extreme temperatures).

10
DF Dwarf Mode Discussion / Re: Building through a river
« on: February 05, 2010, 07:51:12 pm »
It's certainly possible. You use a setup something like this:
Code: [Select]
Top-down view
River is flowing right-to-left
..........    .: floor
~~~%%~~~~~    ~: water    =: horizontal axle
~~~%%~~~~~    %: screw-pump pumping to the west
~~~%%WWW~~    W: water wheel    *: gear assembly
....*=*...
The screw pumps have to be resting on floors, of course. Once you get them pumping, the spaces behind them should be clear of water, so you can go down (dig a staircase into the side of the river) and construct walls behind them. At that point you can turn the screw pumps off; the water flow will simply stop at the walls and won't overflow.

11
DF Gameplay Questions / Re: Purifying Water
« on: February 05, 2010, 06:33:26 pm »
For pump stacks, just copy the design on the wiki article. The important thing is to get the pattern of solid floors and channeled spaces correct so that each pump can be supported while transmitting power to the pump on the lower level. That's not too hard to do, though: you dig four tiles out; every other tile is channeled; on the floor above, you use the reverse pattern.
Code: [Select]
Side view:
#._._#     #: wall
#_._.#     .: floor
#._._#     _: channel
#_._.#     7: fluid of your choice.
#._._#
#_._.#
#..._####
####77777
#########
Then you just construct the screw pumps in the only way the game will let you.

12
DF Gameplay Questions / Re: Purifying Water
« on: February 05, 2010, 12:32:42 am »
Jancarius: just read the wiki article on pumps. They can be confusing when you're first figuring them out.

13
DF Suggestions / Re: Designate animal for recovery
« on: February 04, 2010, 11:02:34 pm »
Animal caretaking heals animals. It's just incredibly slow at unskilled levels. I imagine this will be different in the next version, assuming Toady extends the new healing system to animals.

14
If you let the water melt, the items may not show up. If you mine the squares out they should be there though.

15
DF Dwarf Mode Discussion / Re: Megaproject: Chinese Motel
« on: February 03, 2010, 03:04:07 pm »
Now if you meant one actual TILE instead of one embark tile, then you're insane beyond all reckoning...
Assume we get 1 tile of "stuff", with an adjacent staircase, all surrounded by walls.
Floor 0: well
Floor 1: bed
Floors 2-10: farms
Floors 11-30: food stockpiles

I bet it could work.

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