Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - palin88

Pages: [1] 2 3 ... 7
1
DF Dwarf Mode Discussion / Re: Housing structures?
« on: November 30, 2007, 01:41:00 am »
quote:
Originally posted by Arkose:
<STRONG>

That empty tile in the center is just BEGGING to be filled with water from above, with one floodgate for each room.</STRONG>


It's not actually an empty space, it's a gap caused by having an eight way intersection of walls. See the original design pattern here:


2
DF Dwarf Mode Discussion / Re: Housing structures?
« on: November 30, 2007, 12:49:00 am »
I love the sketchup stuff that sphr has done. I was bored and wanted to learn how to use it so I modeled the Raynard Whirlpool design (just one block.)


3
Fastest way to grab a seed is to go into the esc menu while playing and generate a screenshot. A text file will be outputted at the same time with your world info (including seed.)

4
DF Dwarf Mode Discussion / Re: Apartment Tower design
« on: November 28, 2007, 11:41:00 am »
quote:
Originally posted by tallyho:
<STRONG>Sound travels vertically just as far as it travels horizontally. Workshops need to be at least 5 Z-levels below a residential area if you want to avoid disrupting your dwarves' sleep. Any digging going on within eight z-levels below the apartments will do the same. It won't travel as far diagonally as it will up and down, though.</STRONG>

I hope that's true, I was working under that assumption when I designed this fort.

From my other thread about vertical design patterns:

quote:

z+1 - Sleeping quarters, dining room
z+0 - Entrance, traps, barracks, weapon/ammo/armor stocks, statue garden, throne room, offices
z-1 - Food production/processing (farm, farm workshop, mill, kitchen, still, butcher) animal storage
z-2 - Food storage, finished goods storage, furniture storage
z-3 - Workshops (non-metal and stone)
z-4 - raw materials storage
z-5 - Forges, smelters, mason (hopefully with magma)
z-6 - Raw ore storage
z-7 - Prison
z-8 - Stripmine

Workshops are separated from the residential area by four vertical tiles. Mining is seperated by nine. Given the cone shaped dispersal pattern of noise, distance of four is probably workable, especially since not all shops will be active at the same time. If I really wanted to avoid the problem I could swap the workshop layer with the raw materials layer to get exactly five vertical layers between it and the residential layer.


5
DF Dwarf Mode Discussion / Re: Apartment Tower design
« on: November 28, 2007, 02:37:00 am »
quote:
Originally posted by Sofaspud:
<STRONG>

palin88, I really like the layout, but I've never been a fan of 1-tile-wide corridors.  I'm not sure that's as much a problem with the diagonal movement now, but still.  Something about watching a dwarf icon squeeze down the hall like a fat man down a movie theater aisle just grates on my nerves.   :)  Yours are all short runs, though, which probably makes it a non-problem.
</STRONG>


Aye, and I'm praying that the even distribution of hallways will mean each hallway will only be pathed by no more than four dwarves simultaneously in the worst case scenario. All of my other floors use 3-wide corridors.

quote:
Originally posted by Sofaspud:
<STRONG>

About your workshops being below your residences, though: every time I've done that, none of my dwarves sleep well.  It seems that even with a layer (or two, three, ten) of solid rock between them and, say, the masons shop, they'll still complain about noise.  Z-levels don't seem to matter for distance calculations.  Have you found a way around that problem?
</STRONG>


That's troubling. This is just a prototype, I haven't actually tried building this fortress yet, although I've mapped five layers out using the stairway grid pattern (residential, administrative, food production, workshops, storage.) If z-distance isn't taken into account when calculating noise then I'm just screwed in terms of unhappy noise thoughts. I was planning this out with workshops five z-layers below my residence layer in the hopes that it would eliminate noise problems.

If I change the layout to spread workshops away from the residential floors on the horizontal axis then it defeats the whole point of using the stairway grid for fast access across floors. My dream with this total vertical layout is that any arbitrary object in the fortress is no more than 25 tiles away from any other object (floor diameter / 2 + vertical depth.)

I'm wondering then, is sleeping uneasily a minor unhappy thought or a major one? My dwarves are generally ecstatic all the time because I cook them extravagant meals that they eat in legendary dining halls.


6
DF Dwarf Mode Discussion / Re: Apartment Tower design
« on: November 28, 2007, 01:37:00 am »
I wanted to adapt Raynard's Fractal design into a 3d fort so I made a map in Excel  to help plan everything before digging.

40x40 tiles, holds 56 dwarves with 3 tile rooms. One block of four rooms could be rezoned into two rooms with 11 tiles each or rezoned into one room with 29 tiles (for nobles, say.)

I went with the same "rule of 7" to avoid future disasters if collapse code changes.

 

Central area is a dining room, and yes, there aren't enough tables and chairs for everyone. I figure if it's declared general use then I probably won't have to worry about all 54 dwarves living on that floor eating at the same time.

Also note, all rooms are within 5 tiles of a stairwell. My fortress is designed around that grid of stairwells which grant access to workshops and storage levels beneath my administrative and residential levels.

[ November 28, 2007: Message edited by: palin88 ]


7
DF Dwarf Mode Discussion / Re: Safer Magma?
« on: November 25, 2007, 02:25:00 pm »
As long as the creatures can't destroy buildings then that's a good way to block them from getting in. And about magma turning into obsidian, someone reported that they've had some disconnected magma thats been sitting in a pool for years, and it hasn't solidified yet.

8
DF Dwarf Mode Discussion / Re: Useful plans (architectural/engineering)
« on: November 25, 2007, 02:40:00 pm »
In the short term, you could upload the zip file to http://www.rapidshare.com/

Up to you really, it sounds like there's a lot of interest in your work though.


9
DF Dwarf Mode Discussion / Re: Useful plans (architectural/engineering)
« on: November 24, 2007, 01:47:00 pm »
I say if they're single bone bolts, dispose of them in the nearest magma vent or chasm. And if they're masterwork quality lock your bone crafter up before you do this  :)

10
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 26, 2007, 07:31:00 pm »
quote:
Originally posted by thatguyyaknow:
<STRONG>

are you sure you used c? i re-downloaded 33b and it made the magma in the same place as yours.</STRONG>


Ok, I actually went and tested this myself, executing

dwarfort.exe -gen 1 2937366080 STANDARD

Using version 33c gives me an identical map as when its generated using 33b
Try running that command directly to make sure no mistakes were made with the seed, otherwise this sounds like a very obscure bug.


11
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 26, 2007, 05:53:00 pm »
quote:
Originally posted by thatguyyaknow:
<STRONG>

are you sure you used c? i re-downloaded 33b and it made the magma in the same place as yours.</STRONG>


You're right, I posted the wrong version number, I edited my post to correct it.

I'm currently not using 33c because the injury bug seems to be a bit game-breaking.


12
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 26, 2007, 04:14:00 pm »
quote:
Originally posted by thatguyyaknow:
<STRONG>

my magma is 7 tiles further down 3 to the left, it is normal for magma to be in different places? otherwise map is identical</STRONG>


Operating system seems to make a difference, and if you give it a custom name instead of a random name it will change the generation process by one step (which might lead to similar, but different worlds)

I generated that map using version 33b on Windows XP service pack 2

[ November 26, 2007: Message edited by: palin88 ]


13
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 26, 2007, 01:55:00 pm »
quote:
Originally posted by thatguyyaknow:
<STRONG>

i dont know abpout other flux but i was poking through the raws (doubling marbles value, but i digress) and i noticed limestone was labelled
[SEDIMENTARY][SEDIMENTARY_OCEAN_DEEP] may be why it doesnt appear around mountains much,</STRONG>


Yeah, when searching for locations I was pretty much picking low lying sedimentary basins with magma intrusions. You have to get lucky and find a chunk of uplifted mountains surrounding a vent in an otherwise low altitude basin. And here I never thought I'd have a use for what I learned in Geology 101.


14
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 26, 2007, 12:47:00 pm »
Shadowlord, yeah, that chasm is actually a bit of an annoyance for me. I would prefer to have the exact same map only without the chasm. Although it provides amusement for my military, otherwise its only purpose is to cause lag and interruption alerts because my dwarves saw a batman 10 z-layers below them.

15
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 26, 2007, 01:56:00 am »
quote:
Palin, have you isolated wherein the adamantine and its chamber are in that particular area? There's one in there, because it's a mountain tile, or so I'm led to believe by the wiki...

Pit is in the lower left corner of the area. On the local map I think it would be in the tile [2,4] counting from the upper left.


Pages: [1] 2 3 ... 7