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Messages - Jimmy

Pages: 1 ... 165 166 [167] 168 169 ... 172
2491
DF General Discussion / Re: Quantum Phsycists
« on: August 05, 2009, 02:42:13 am »
The Feynman lectures are perfect for this situation. Kudos to Sizik for the link.

2492
Wounds/Combat and Descriptions seem like one or two day jobs from their remaining items. Health Care and Map Features might be as well. But the Entity Positions, Squads and unfinished business have a fair bit left, and Sites and Final are still untouched. This doesn't count further additions that may happen.

Still, it's a real treat to read the devnotes and see these rapid-fire updates.

On a completely unrelated note, I only just noticed that Health Care includes soap use. Wow.

2493
DF General Discussion / Re: Quantum Phsycists
« on: August 04, 2009, 04:08:18 pm »
"There is no branch of mathematics, however abstract, which may not someday be applied to the phenomena of the real world." Nikolai Lobachevsky

You do realise that, as a Professor of Mathematics, Toady himself deals with those above mathematical disciplines. Furthermore, that were it not for mathematical concepts which at the time of their discovery would be considered abstract and of no practical value, you could not play Dwarf Fortress.

2494
Your kidnapped children are still alive.

Fifty years from now, they'll return as child catchers. When your military kills them, they'll be given a proper dwarven burial.

2495
DF Dwarf Mode Discussion / Re: Fortresses Best Soldier
« on: August 03, 2009, 09:23:09 pm »
My favorite team was a four dwarf squad, each of them legendary in their respective disciplines. Their commander was as hard as they come, covered in scars from repeated engagements with goblins, whose left eye had been lost when a goblin elite crossbowman shot him in the head early in his career. He earned his place as commander when, after receiving this wound, he proceeded to charge the enemy, strike down his attacker, then slaughter them to the last man, whilst the bolt which had claimed his eye was still sticking out of his head!

This four man team were equipped in masterwork steel, each wielding a masterwork obsidian short sword.

I called them the Black Guard.

2496
For an elegant solution to the removal of the generated obsidian, I'd suggest construction over a bottomless pit.

2497
Screw Grizzlies, I want my dwarves to ride EIGHT FOOT LONG GIANT WAR RATS.

2498
DF Dwarf Mode Discussion / Re: Aquifers and Continuous Water Flow
« on: July 27, 2009, 11:39:09 pm »
You can create a tunnel to the edge of the map below ground, then smooth the edge and carve a fortification. This will let the water flow off the map for drainage.

2499
DF Suggestions / Re: Clothing Storage and the 'Stocks' screen
« on: July 27, 2009, 11:29:28 pm »
All this will be covered when Toady does the Presentation arc.

2500
DF Suggestions / Re: Goblin seiges and the mess
« on: July 27, 2009, 11:26:58 pm »
This has been suggested dozens of times already.

Until there's a fix, you can butcher the goblin entity raws to remove their clothing. This will decrease the trash they leave behind.

2501
DF Suggestions / Re: Bottled fairies
« on: July 27, 2009, 08:44:24 am »
Could be an extract that glows in the dark, since they have those tags. Dab it around for underground lighting.

2502
DF Dwarf Mode Discussion / Re: Vault Challenge
« on: July 27, 2009, 08:41:41 am »
Couldn't you use the invisabridge method for protecting the top level of the glass tower? Or are those forbidden too?

2503
I use a spiral method with ramps to reduce path lag. It's designed to simulate the burrows method of fortress design, with a central area for a stockpile, space surrounding it for workshops, and a residential and dining area off the side.

Basically, to reduce pathing lag I ensure every public access corridor is 3 tiles wide, with a high traffic designation in the centre. This reduces the amount of dodging your dwarves do when travelling in similar or opposite directions. 2x2 also works, but I prefer 3x3 myself.

However, it's also important that you have fast close access for your dwarves to food and drink, sleeping quarters and their workshops. Nothing beats planning your fortress layout before you dig. Also disabling hauling on a majority of your population when reaching the hundreds can reduce lag after trading with the caravan or a goblin siege.

2504
DF Dwarf Mode Discussion / Re: Liquid pressurization - advanced
« on: July 27, 2009, 08:14:30 am »
Another suggestion: use a second pump for your forges. Since the second pump will cancel the pressure of the first, pumping your magma from the U-bend can be accomplished on any level.

Say you wanted two levels of forges:
Code: [Select]
       ║[Twr]║
[Forge]║~║   ║~%%[To Magma]
~~~~~~%%~║   ║~║
═══════╣~║   ║~║
[Forge]║~║   ║~║
~~~~~~%%~╚═══╝~║
═══════╣~~~~~~~║
       ╚═══════╝
So long as you're happy with an iron pump blocking the exit of your forge magma, everything should be easy. Bonus points if your forge pumps are powered by self-contained perpetual motion waterwheels.

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