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Messages - Kanddak

Pages: [1] 2 3 ... 44
1
DF Dwarf Mode Discussion / Re: Suddenly king - what next?
« on: August 05, 2014, 04:47:44 pm »
There's not really any advantage to having a king ever except bragging rights. Have fun not being able to request stuff from the traders.

I accidentally started as a dead civilization. A random dwarf became queen on 1 Granite of my second year, and that fall, I got a liaison. Actually, I didn't get a liaison the first year, because it wasn't until the start of the second year that the game checked for and filled all the empty positions in the dead civlization.

2
DF Dwarf Mode Discussion / Re: Renaming problem
« on: May 24, 2013, 09:57:18 am »
This is bug 1909 http://bay12games.com/dwarves/mantisbt/view.php?id=1909
There are a few different workarounds posted there. Different ones seem to work for different people so you may need to try a few.

3
Don't use floodgates, use doors instead. They toggle instantaneously, whereas floodgates have a 100 tick delay, which might prove important in an emergency situation.
Or alternately, use a 1x1 drawbridge. That has the 100 tick delay, but can't be inconveniently jammed by items.
Floodgates have no redeeming features in comparison to either doors or bridges.

4
DF Gameplay Questions / Re: Draining a Aquaduct.
« on: March 27, 2011, 09:35:01 pm »
I think I see what happened.
The problem isn't that the water washed out your middle door. The water had nothing to do with it. Doors must be next to at least one wall or they will deconstruct, as your middle door did when you channeled out the walls.

5
DF Gameplay Questions / Re: Breaching High Pressure Water
« on: February 26, 2011, 11:10:45 am »
Checker pattern layout.
Code: [Select]
OXO
XOX
OXO
Walls and floors, either way works. Water loses pressure when it's forced to flow diagonally. A hallway full of that (like a 3x10) should completely depressurize the water. Then pump the water into a cistern (all constructed walls and floor) to make a drinkable reservoir.
Totally overkill. You just need one diagonal, not a whole hallway.

6
DF Gameplay Questions / Re: Pressure plates & supports.
« on: February 13, 2011, 11:57:52 am »
However, you could achieve a somewhat similar situation by using various dwarven computing devices

With what? I have no idea what computing devices are in DF!

Link your pressure plates to floodgates or drawbridges arranged in series between a water source and a water-triggered pressure plate which pops the supports. When the pressure plates have been touched in such a way as to create an open path between the water source and the final pressure plate, water will flow through and trigger the collapse.

7
DF Gameplay Questions / Re: I don't want to squint at a tiny screen!
« on: February 13, 2011, 11:53:43 am »
I think you're looking for [WINDOWED: NO] in init.txt.
Or else make the window bigger. I use:
[WINDOWEDX:100]
[WINDOWEDY:40]

8
DF Gameplay Questions / Re: Do water wheels hold pressure?
« on: February 13, 2011, 11:49:16 am »
To build large power plants your fundamental task is to trick the game into keeping water flagged as "flowing" even when no water is moving anywhere.
My favorite method is to dig a channel in an aquifer, then pond a bucket of water into the channel from a z-level above. The bucket water will disappear into the aquifer and the channel will permanently flow thereafter.

9
DF Dwarf Mode Discussion / Re: On the farming of Sea Serpents
« on: January 24, 2011, 01:09:39 pm »
When you assign a creature currently in a constructed cage to a chain, two jobs are generated:  removing the creature from its current cage, and placing it on the chain.  It seems to be random which of these jobs gets chosen by the dwarves first.  If releasing the creature gets picked first, a dwarf will grab an empty cage from a stockpile, go to the sea serpent cage and put the sea serpent in the cage.  This is bad, you do not want to let this happen, it will result in the sea serpent ending up in an animal stockpile nowhere near the chain.  When waiting for the serpent to be moved, I have to watch carefully for any dwarf heading towards the breeding chamber while carrying an empty cage and lock the door in his face to force him to cancel the job.
I would make some kind of antechamber to the breeding area and put a dummy lever in it. When an animal needs chaining, I'd order the call lever pulled on repeat and then lock in whatever dwarf shows up. Then that dwarf can do the chaining, but no one can get in with an empty cage.

10
I don't bother to concern myself with noise at all.
The major culprit is building construction, and this includes constructing the beds whenever you expand your bedroom area for a new wave of migrants.
The dwarves are always happy anyway, and as the fort matures the problem tends to disappear on its own.

11
DF Dwarf Mode Discussion / Re: Trap components and copper
« on: January 15, 2011, 10:29:07 pm »
For especially gory disposal of invaders, I prefer long bridges (30x3 is a good size) over 10-level-deep pits (10 levels is the magic drop height that makes creatures explode into parts instead of just taking a lot of damage).

12
DF Dwarf Mode Discussion / Re: Minimizing scatter on Reclaim
« on: January 13, 2011, 10:27:26 pm »
I usually use gold for my anti-scatter bins, since it's substantially denser than lead, and only slightly less dense than but much more common than platinum.

In 40d I had great success with storing adamantine strands in gold bins, which didn't move at all, so unless things have changed in 0.31, shoving some platinum items in the bin should encounter no problems.
If you're really paranoid about it, make some giant axe blades/corkscrews/menacing spikes (the heaviest weapons) out of silver (the densest material weapons can be made from) and stick them in the same bin with your warhammer.

Walling things in definitely doesn't work. Or it didn't in 40d, anyway.

13
DF Gameplay Questions / Re: Usefullness of floodgates?
« on: December 30, 2010, 10:13:18 am »
-If you for some unknown reason actually WANTED a 100 frame delay between signal and action.
Common when synchronizing with bridges in fluid logic systems.

- Aesthetically better than doors or walls

...

But mostly, aesthetically pleasing. It makes no sense to me that a door would just sit there, handle and engravings and all, and hold back an ENTIRE SEA OF MAGMA. Floodgates are designed just for that. To gate.... floods. Yeah.
Other than logic synchronization and possibly spanning wide openings, this is the only actual honest reason to use a floodgate.

correct me if i'm wrong here .. but doesn't a raised bridge produce a walkway on the Z level above it?
You're wrong here.

14
DF Dwarf Mode Discussion / Re: The Marble Wall
« on: December 28, 2010, 02:41:14 pm »
And yes, I use blocks for constructing structures, not normal stone or bars.  Why?  Because once you make a bar a block it serves no possible purpose other than construction: it has been 'consumed' from use, effectively raising the cost of the structure even if the difference is negligible in actual value.

I hate to tell you this, but it's possible to convert blocks back into stone or bars. It involves magma and block bins, and I haven't tried it personally - just read about it.
Nope, urban legend. That doesn't actually work.

15
DF Gameplay Questions / Re: Watery question
« on: December 23, 2010, 12:45:42 pm »
Although if I interpret the fluid rules right, the lake would drain pretty quick even through an 1x1 drain, as the water would just teleport through, once the drain is completely filled with water.
This is correct. The rate of drainage has absolutely nothing to do with the size of the hole. The only constraint on the drainage rate is getting rid of the water at the far end of the drain. Dumping it into an aquifer is a quick way to do that, but if you don't have one, you could just let it go into a cavern layer. Even if the cavern totally fills, there should be enough map edges down there to drain the water faster than the lake map edges let more water in.

That is the most practical way to drain a large body of water and it's how I'd do it. But for the sake of novelty you might also consider dropping a fire bin. You need to set up a magma-safe bin (e.g. iron) with a long-burning object inside of it (anything made out of lignite, bituminous coal, or graphite), expose the bin to magma so that the heat ignites the object, and then drop the bin (but not the magma) into the lowest point of your lake. The bin will keep water from contacting the burning object and extinguishing the fire, so the heat will just evaporate all of the water.
Or at least that's how it worked in 40d. I haven't tried it for a while.

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