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Messages - Lawrence

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1
DF General Discussion / Re: Demographic insight
« on: January 16, 2012, 04:29:33 pm »
gender:male
age: 24, 25 by march 27th
From: Prato, an ugly industrial sprawl near Florence, italy, famous for its textile industry, its chinese comunity -bigger than paris's- and thus its martial arts schools
race: white & gloriously indoeuropean (blonde, blue eyes, 1,90m tall etc)
profession: allmost dentist, finally!
class: fairly well off
socks: black
way to kill a goblin: liberal use of catapults from defensive walls at least 6z high. if defensive magma moat is allready in place this is coupled with aimed shots in the moat as to provoke death by facemelting on the goblin near enought to it.
Alternativelly, capture by cage trap and 20z's fall from the sacrifical tower of the Temple of Armork i allways build; right into SPIKES and the bone and refuse stockpile. If both tower and moat still unoperational, capture and death by sacrifical obsidian swords after being stripped of equipment. sooner or later i think i'll build an arena too, it just wasn't in the top priorities untill recently.

2
well i'll just generate worlds till i get it. Unfortunatelly i highly doubt to reach my end without almost unending wealth and actually endless water and magma on hand...
but when i'll get it
it'll be GLORIOUS

thank you for your help!

3
DF Dwarf Mode Discussion / Re: Dwarven reactors and Fortress Design.
« on: January 15, 2012, 06:17:09 am »
Also if you want private wells for the important people, remember that wells can be as far above the water source as you need--as long as somewhere below there is water, the well will work.

REALLY? :o
didn't even TRY it, just assumed water had to be directly below the well... now this gives a new dimension to the project...
Thank you for the tip!

4
how would one go about genning a world made of mostly flat deserts with flat volcanoes, aquifiers and an adamantine spire?
I've got a megaproject stewing in my head... such setup would take it from "no chance in hell" territory to "really hard and FUN" territory.

**also thank you for this mod, it's awesome!**

5
DF Dwarf Mode Discussion / Re: Dwarven reactors and Fortress Design.
« on: January 15, 2012, 04:36:25 am »

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exactly what i want to do! :D

In my latest fort I am not draining any water off the edge of the map except the lowest surface point - a river - nor utilizing perpetual motion, nor cheating and pouring it all into the caverns.

This means I have a huge battery of water wheels to power three magma pumps deep down, because of the distance the power has to go (and the twists and turns getting past the caverns).

i know i'd rather respect the second law of thermodynamics too but the first time i work seriously with complex machines in DF so i figured i's first master the exploity way and then when it's no problem start working on the physics-respecting ones.

thank you for your help, noble users!!

6
DF Dwarf Mode Discussion / Re: Dwarven reactors and Fortress Design.
« on: January 14, 2012, 10:13:05 am »
You can build walls over open space, as long as a dwarf can move orthogonally adjacent to the desired tiles.

Exactly what i needed to know, thank you! didn't had the possibility to check still.
Also thanks for the kind words!

7
DF Dwarf Mode Discussion / Re: My all time favourite embark!
« on: January 14, 2012, 09:51:29 am »
I like my embarks flat, but nit completely-a few hills are good. Sand's a must, just like clay (for building) and enough z-levels. A river and a forest with cool wildlife is nice as well.

And yeah, fuck aquifers :D (unless I someday how to get rid of them in large areas, not only enough for a staircase)

Magma.

i'm partial to ENORMOUS CAVE-INS. YOURS IS THE PICK THAT SHALL STRIKE THE EARTH!

8
DF Dwarf Mode Discussion / Dwarven reactors and Fortress Design.
« on: January 14, 2012, 09:37:33 am »
I come here from the Boot of the land of Europe to ask you for your wisdom, oh wise ones!
My fortress just recently crumbled and i want to get it just right this time!

1- i'm fond of desert biomes with aquifiers, one of the reasons for this is that i like plumbing and huge thermal facilities and fresh water into each person of renown's house and in the hospitals. For this you need energy, and infinite energy is best energy! so i went to the wiki searching for a little help but couldn't wrap my head around the methods of construction i'd need to implement.
So please oh sages explain me how exactly you build a perpetual motion machine, of the kind that regulary produces thousands of uristwatts upon activation. pretend i'm an idiot.
Actually you probably won't need to pretend.

2- i'm designing blueprints for my aboveground fortress. the basic building plant will be something like this:

then the interior would change based on the building's raison d'ettre: for istance an appartment complex of this size can feasibly contain 40 2X2 rooms: most of my population could be housed in just a few stories.
Problem with this: suppose i'm building one of those appartament complexes, and i want to devote some of it's z levels to ends other than housing (like a beautifull sculpture garden,a meeting area or a public bath for the needs of the populace etc), and then ABOVE those roofs stard building houses again; Must i mantain the same room layout as the "hab" floors in the "utility" floors too?beacouse the game flatly refuses to let me build a Wall square (ie) in a Pavement square and i'm at loss on how to build different rooms in different floors and then revert to the old planimetry when needed again. I suppose if it isn't possible i could just build appartments up to 10-15 Zs and place utilityes just in the underground floor underneath and in the last zs...

Also how exactly can use plumbing to bring water this high? can i feasibly build TUUUUBES for this many z levels? does it flatly depend on energy or am i miscalculating things? i want to build this fortress this way just to learn how to use machines so help would be really appreciated.

3-a couple structures i'm experimenting with (also called: RAMPS&TIBETANBRIDGES)

in here 1 and 2 are the towers to be linked 4 is the space i then created building walls all around the bridge and 3 is the desired archway effect (as in: there's NOTHING in the zone indicated with 3). NOTE the urists pass Inside it, using the ramps, they don't walk on top of the structure how you'd think if you had a mind more pratical than mine.
The second is the Ring: basically imagine picture 1 tower surronded by a rock ring: there's a space of 1 square between the tower's actual walls. i start near the tower's entrance and build a ramp and then a wall immediatelly behind (so the ramp is fuctional) i continue like this every Z level building ramps on top of the inferio level's wall and then a wall behind it. This way i have a ramp that slowly surrounds the tower and feasibly i can just build a floor once or twice to build an exit (basically the starting point of a bridge).

I don't know if this has been understandable at all, either way i'd like a little help and feedback, oh kind and wise masters! ;D

9
DF Dwarf Mode Discussion / Re: My all time favourite embark!
« on: January 14, 2012, 08:00:11 am »
Flat desert, multiple aquifiers (i have an embarassing cave-in fetish) some way to reach lava pretty soon and at lest a little lavaproof metals. after all if there aren't mountains around the dorfs will want to build one from scratch.
That said the problem with aboveground fortresses is you allmost univerally need underground temporary settlements to make them possible...

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