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Messages - dominusnovus

Pages: [1] 2 3
1
DF Dwarf Mode Discussion / Ideas for unique volcano embark
« on: September 12, 2012, 06:58:57 pm »
I'm sure its not *that* unique, but its still cool: I just started an embark site where the volcano doesn't quite reach the surface; its a pit straight from the surrounding flatlands down a couple z-levels to the magma.  I want to do something cool, but I haven't decided what, just yet.  Any ideas?

2
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 12, 2012, 02:43:12 pm »
I would imagine a more useful way to use the magma for cooking would be in a convection sort of method; use the magma to heat air/water and then use that to to cook the food.  That is, after all, how we manage to use fire to cook food; we tend not to just put the food right into the burning wood/coal, but cook it in the heat of the gas above the fire.

3
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 10, 2012, 06:57:14 pm »
Not strictly connected, but I don't think this idea necessarily merits clogging up the subforum more:

Service industry.  Barbers to keep your dwarves' beards groomed (but not cut!).  Bartenders to serve alcohol.  Stuff like that.

4
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 10, 2012, 06:34:50 am »
We'd need to be able to set up cranks to generate power if we wanted to, so that we could easily set up realistic drawbridges.

Agreed.  Could function similarly to pump operating; cranks could be used to power pumps as well.  There should be animal wheels (and tread wheels), too.

Power needs to be easier to get before we start needing it for everything.

Hence the suggestion of cranks, animal wheels, and tread wheels; all ways to produce power.  It'd be fun to put tread wheels in the fortress prison and punish the lawbreakers with manual labor.

5
DF Suggestions / Re: New Zones
« on: September 09, 2012, 09:19:02 pm »
Rooms could also be based on zones. It would be a lot less anonoying to have beds auto moved to zones than having to place each one separately. Especially if you  could combo dining/throne/bed into one apartment space.

Or, with a little more detail, room templates, kinda like a combination of burrows and zones.  Designate a new template of 'basic bedroom', for example, with 1 bed (any type), 1 coffer (any type), 1 cabinet (any type).  Or a 'noble bedroom', wich 1 bed (masterpiece), 2 coffers (masterpiece, obsidian), 2 cabinets (masterpiece, obsidian).  Etc. etc.
 
Then, just plop where needed.  Of course, the dwarves will put the furniture in ugly locations, but oh well.

6
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 09, 2012, 08:54:31 pm »
We'd need to be able to set up cranks to generate power if we wanted to, so that we could easily set up realistic drawbridges.

Agreed.  Could function similarly to pump operating; cranks could be used to power pumps as well.  There should be animal wheels (and tread wheels), too.

7
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 09, 2012, 05:23:36 pm »
Thinking of more industrial ideas:

- Use power to operate bridges; they shouldn't be able to operate without power anyway.
- Rock crushers to separate out gems.
- Canal locks.

8
DF Gameplay Questions / Re: Daming below waterfall
« on: September 09, 2012, 04:52:47 pm »
Yes. It will fill up to exactly the height of the waterfall. It will not, however, overflow the upper banks and drain upstream, which I believe is what the OP was asking about.

Also,
I think this is in the wrong subforum.

For now, it won't affect anything beyond your fortress.
Thats what I get for posting right before going to bed... Just spent 10 minutes trying to figure out where my post went, while looking in the questions forum.
You can move your threads, you know. The Move Topic button is in the bottom-left corner of the page.

Good to know!  Never saw that feature on any forums I've been on before.  Very handy!

And to clarify, here's specifically what I was asking:

Stream A empties into River B through a nice tall waterfall.  You dam River B after Stream A falls into it.  The rules for pressure state that the river will fill up to the level of the waterfall.  However, is it possible that the river would drain out the upstream end of River B, which is below the level of the waterfall?

9
DF Suggestions / MOVED: Daming below waterfall
« on: September 09, 2012, 04:50:21 pm »

10
DF Dwarf Mode Discussion / Re: Trying to visualize z-levels...
« on: September 06, 2012, 05:54:11 pm »
Its obvious that the supposedly larger creatures are simply incredibly dense, but not larger.  Like Melmacians, they don't grow larger, they grow denser.  Problem solved.

11
DF Dwarf Mode Discussion / Re: Best Embark I've seen yet.
« on: September 05, 2012, 01:00:50 pm »
Oh, by the way, there was another really cool embark site in that world; a volcano by a lake.  The cool part is that the mouth of the volcano is below the waterline, with nothing preventing the water from cascading in.  So, the moment you unpause in fortress mode, instant obsidian cap.1

12
DF Dwarf Mode Discussion / Re: Best Embark I've seen yet.
« on: September 04, 2012, 08:34:05 pm »
Code: [Select]
[WORLD_GEN]
[TITLE:SIXTH]
[SEED:3tAAb060eg7H7XPTPGn4]
[HISTORY_SEED:7iYz4EfEYRnUHQ9C59vi]
[NAME_SEED:DZ6B1eXRnyRau5Xn9tdg]
[CREATURE_SEED:sxe0iIWKmiWXEtuKsFhi]
[DIM:257:257]
[EMBARK_POINTS:1500]
[END_YEAR:100]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:800:202]
[RAINFALL:0:100:400:101]
[TEMPERATURE:50:100:200:101]
[DRAINAGE:0:100:400:101]
[VOLCANISM:0:100:400:101]
[SAVAGERY:0:100:400:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:100]
[SEMIMEGABEAST_CAP:200]
[TITAN_NUMBER:50]
[TITAN_ATTACK_TRIGGER:100:0:100000]
[DEMON_NUMBER:25]
[NIGHT_TROLL_NUMBER:26]
[BOGEYMAN_NUMBER:26]
[VAMPIRE_NUMBER:26]
[WEREBEAST_NUMBER:26]
[SECRET_NUMBER:52]
[REGIONAL_INTERACTION_NUMBER:52]
[DISTURBANCE_INTERACTION_NUMBER:52]
[EVIL_CLOUD_NUMBER:26]
[EVIL_RAIN_NUMBER:26]
[GOOD_SQ_COUNTS:25:250:0]
[EVIL_SQ_COUNTS:25:250:0]
[PEAK_NUMBER_MIN:25]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:25]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:25]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:25]
[CAVE_MAX_SIZE:50]
[MOUNTAIN_CAVE_MIN:50]
[NON_MOUNTAIN_CAVE_MIN:75]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1044]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

There's also a bunch of repeating numbers after the Volcanism line; those have any use?

13
DF Dwarf Mode Discussion / Re: Best Embark I've seen yet.
« on: September 04, 2012, 07:26:04 pm »
Is it in the current version? Can we have the seed and pictures of the location?
What Halnoth said. Only let me add on a desire to EAT YOUR HEART TO TAKE FROM YOU YOUR MANA.

Real quick: I'm trying to follow the wiki's guide on exporting a seed from fortress mode, I haven't generated any 'world_gen_param' file.  I did generate a 'hotcastle_param_region6' file; is that what I should be looking for?

No, you should be looking for region#_world_gen_param.txt

All I can see is region6_world_history and region6_world_sites_and_pops...

14
DF Dwarf Mode Discussion / Re: Best Embark I've seen yet.
« on: September 04, 2012, 07:21:02 pm »
Is it in the current version? Can we have the seed and pictures of the location?
What Halnoth said. Only let me add on a desire to EAT YOUR HEART TO TAKE FROM YOU YOUR MANA.

Real quick: I'm trying to follow the wiki's guide on exporting a seed from fortress mode, I haven't generated any 'world_gen_param' file.  I did generate a 'hotcastle_param_region6' file; is that what I should be looking for?

15
DF Dwarf Mode Discussion / Re: Best Embark I've seen yet.
« on: September 04, 2012, 07:11:38 pm »
Is the embark on savage land itself? I can foresee some very good megaprojects coming from this site.

The embark is savage itself; I didn't pay attention to whether or not it was; I just made sure 2/3s of the world map was, and then based my embarks based on looking for volcanoes near rivers.  But I've got highwood and frequent giant-creatures and frequent creature-men/women, so I'm 99% its savage (is there a technical way to tell from within the fortress?)

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