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Messages - Nilas Hadean

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1
DF General Discussion / Re: One theme I like: isolated station
« on: July 28, 2009, 05:30:16 am »
Another thing that could change this is needing water for brewing. Makes securing your fortress a little bit trickier.
Fortifications and Grates.... make is a little issue, you just need to start near water.
Does. Not. Work.
I am clueless from not having playing the game in two years, but couldn't you route water into the top of your fortress via a waterfall and expel the stream from the side of a cliff face?

2
DF Dwarf Mode Discussion / Re: Siege defense strategies
« on: October 23, 2006, 12:13:00 am »
In the interests of the steadfast diabolical...

code:
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++++++++++++++++++╬╞═◘▒▒▒╚═════╗
++++++++++++++++++╬▒▒▒╞═◘...▒▒▒║
++++++++++++++++++╬...▒▒▒▒▒▒╞═◘┼
++++++++++++++++++╬...▒▒▒╞═◘▒▒▒┼
++++++++++++++++++╬▒▒▒╞═◘▒▒▒...║
++++++++++++++++++╬╞═◘▒▒▒╔═════╝
..........╔═══╗+++║▒▒▒...║
..........╬...║+++╚══════╝
..........╬...║++++++++++
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...catapults with LOS on every road tile.

Obviously, this only works should siege weapons continue to be able to fire over objects and through distanced fortifications. Probably not a good idea to plan future fortresses with this concept.


3
DF Dwarf Mode Discussion / Re: Siege defense strategies
« on: October 22, 2006, 11:14:00 pm »
If one were truly insistent about defending the entrance to the mountain, while at the same time keeping an open lane available, it would be a simple task of splitting the passage around a fortified chamber that faces the roadway.

code:
..........╬...╔══════════
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..........╚╬╬╬╝+++╔╬╬╬╬╬╗
++++++++++++++++++╬.....╬
++++++++++++++++++╬.....╬
++++++++++++++++++╬.....┼
++++++++++++++++++╬.....┼
++++++++++++++++++╬.....╬
++++++++++++++++++╬.....╬
..........╔╬╬╬╗+++╚╬╬╬╬╬╝
..........╬...╬++++++++++
..........╬...╬++++++++++
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..........╬...╚══════════

[ October 23, 2006: Message edited by: Nilas Hadean ]


4
DF Dwarf Mode Discussion / Re: Siege defense strategies
« on: October 21, 2006, 03:16:00 am »
quote:
Originally posted by Kylaer:

That's interesting. I designed my current fortress in much the same manner, only allowing open passage through the first complex.

The hallways are lined with fortified dwelling chambers so that the guards stationed within won't need to leave far from their post.

   
(Click for the full-size region map.)

It won't stand so well on its own during sieges, but I had planned for the front complex to be abandoned once the river side was excavated. All three hallways will then join into a massive guard chamber, with ballistas facing down each passage.

There's also the problem with return-fire from ranged enemies, but whether that's acted upon (I could extend the water front) is waiting until my plate-clad marksdwarves get to test their mettle against a real attacker.

[ October 21, 2006: Message edited by: Nilas Hadean ]


5
DF Gameplay Questions / Re: "reclaiming" without reclaiming?
« on: November 02, 2007, 09:38:00 pm »
Basically, by locating the fortress on the region map -- designated by the symbol Ω (or a dark grey "Omega" character) -- and choosing the Select (R)eclaim Site option. Then choose the fortress within the focused tile that you wish to reclaim.

6
DF Gameplay Questions / Re: "reclaiming" without reclaiming?
« on: November 01, 2007, 06:59:00 pm »
Embarkment becomes unavailable if any part of the local zone overlaps a previously claimed area. It must be reclaimed.

7
Oh, and to get unique save names for a batch script you could try something like the following:

code:

SETLOCAL ENABLEEXTENSIONS

SET DATE_SHORT=%DATE:~4%
SET DATE_FRIENDLY=%DATE_SHORT:/=-%

SET TIME_SHORT=%TIME:~0,5%
SET TIME_FRIENDLY=%TIME_SHORT::=.%


SET BACKUP_NAME=%DATE_FRIENDLY% %TIME_FRIENDLY%
echo %BACKUP_NAME%



8
Ah... I created a PowerShell script to back up saves about a year ago.
http://rafb.net/p/3eLZEg58.html

Not that it will help much, what with the new version coming out soon :-).

The commands basically run down as:
df <action>
Actions:
- Start : Loads DF.
- Archive : Copies the current regions to a unique backup location.
- Remove <name> : Removes the chosen backup instance.
- Revert <name> : Replaces the current DF save with the selected one.
- Saves : Lists known backup instances.

---

If I had to do it over again, I'd simply forgo the effort and use Darcs/Git or some other version control system.

[ October 02, 2007: Message edited by: Nilas Hadean ]


9
DF General Discussion / Re: Increse the Speed of your Dwarves!!
« on: September 09, 2006, 06:48:00 pm »
That's funny; I stumbled across this the other day while attempting to get out of a desperate situation. I had the misfortune of saving the game at the precise moment that two skeletal elephants decided they would follow my fisherdwarf straight into my fortress.

I set the elephants' speed to some ridiculously high value--enough to where they became an (intimidating!) part of the scenery. Then my dwarves just danced circles around 'em.

Of course, it was a somewhat deplorable approach, but I wasn't in the mood to start all over again.


In regards to the attribute's influence on dwarves, I found that it does indeed affect dexterity-ascendant tasks. When set to zero, my legendary miner cleared out a 10x10 area in twenty seconds. My dedicated wood cutter completed his remaining designations in a couple of minutes (about 20-30 marks). Faster, indeed!

[ September 09, 2006: Message edited by: Nilas Hadean ]


10
DF General Discussion / Re: Volcanic island seeds requested~
« on: November 03, 2007, 09:21:00 pm »
While it does have one volcanic island, this region (seed 2231953816 -- 57 rejects) contains something far more interesting (in my opinion):

An exposed magma vent, surrounded by glacier, with an ocean!

Unfortunately (or fortunately, depending on perspective) contact to the location is limited to Humans and Dwarves. Also, it has an aquifier. I do not have additional details, as I have only played at this location for a short time.


I would love to find a region with an oceanic glacier-volcano. But the odds of that seem to be fairly improbable.


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