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 - Puzzlemaker

Pages: 1 ... 145 146 [147] 148 149 ... 171
2191
DF Gameplay Questions / Fortress idea help!
« on: April 07, 2008, 10:50:00 am »
So I heard this idea for a fortress awhile ago.

It was to make a prison camp.  Have two separate fortresses, one of the guards, and one of the prisoners.

I tried it, and things turned out well.  For awhile.  Until they ran out of seeds and I accidentally overflowed their water supply, and I was forced to seal it up.  So they ran out of booze, food and water.  No big deal, right?  They are just prisoners, no legendaries in there, no sir.  A couple died, but I got it under control.

And then the rioting started.

It's interesting when only half of your fortress is rioting, and the other half is calm.  Many a berserking dwarf was killed by a crossbow bolt from a guard, patrolling along a fortification.  Worked perfectly.  Still a few problems though.

First, there _has_ to be an automated system to allow dwarves to drop off + pick up things from the prisoners.  In other words, the airlock system I was using was flawed, and almost impossible to maintain.  I had two airlocks,  with double doors, one a raising bridge and one a door.  When the lever was pulled, it would switch which side was open.  One for the trade depot so the prisoners could haul the stuff there, and one for just a large area I could put stockpiles in and junk.  But prisoners could find a way through, and it ended up being a huge mess.

Now, I have been trying to think of a way to automate it.  Make it so a prisoner can walk in and drop some stuff off, and then a guard support dwarf can walk in and take it.  But they would not be able to walk to each others areas.

My best bet would be some sort of doors, and using pressure plates, pumps, and water, I would be able to toggle them.  Only problem is, I want it to be automated, so both sides could always find a path to the storage room, but never a path to each other fortresses.  Is there any way that is possible?

Another problem is how to deal with migrants.  How do I filter migrants out, so they can't enter the fort, but allow dwarven traders in?  I can see that being manual, pulling a lever or something.  Any suggestions?


2192
DF Gameplay Questions / Re: Carp and Waterfalls
« on: April 04, 2008, 08:27:00 pm »
I would suggest grates right at the bottom, because hitting water doesn't do as much damage.  In other words, a filter.  Fish fall down, hit the grate.  Water goes through the grate.  Everyone is happy.

Also, I don't think they will attack or scare anyone while falling down.


2193
DF Gameplay Questions / Re: How Watertight Are Glass Windows?
« on: April 04, 2008, 01:07:00 pm »
Would love to have this confirmed.

2194
DF Gameplay Questions / Re: trick to carving out large 3d areas
« on: April 03, 2008, 05:05:00 pm »
It's even better when it's done accidentally!

2195
DF Gameplay Questions / Re: New marriage questions; less rooms needed?
« on: February 16, 2008, 10:20:00 pm »
Hmm... Would they automatically reassign beds to share with their mate?

[ February 16, 2008: Message edited by: Puzzlemaker ]


2196
DF Gameplay Questions / New marriage questions; less rooms needed?
« on: February 16, 2008, 07:59:00 pm »
Since married couples share a bed, I was thinking that I need to make less beds and they will marry off to each other.

However, I don't know the rate of marrying.  Is this a viable idea?  I have been checking my dwarves for awhile to see ones that are married, and I haven't seen any yet.  Do I need to start a new world for it to take effect?


2197
DF Gameplay Questions / Re: Goblins killing merchants?
« on: February 16, 2008, 09:01:00 pm »
quote:
Originally posted by jester:
<STRONG>pretty bad, If it happens a few times the humans will seige you, at least thats what thy did to me when gorillas got a few caravans.  losing a merchant or gaurd is still not good but you need to lose quite a few.  good profits and offerings can smooth things over.</STRONG>

Ah good, so the diplomat comes back I presume?

I felt bad about it so I offered a ton of stuff, which should make them happy.  Because last year the goblins attacked and killed everyone, this year they attacked and only got the diplomat before being introduced to my "Flusher".  Muahaha.  So I had a ton of trade goods.


2198
DF Gameplay Questions / Goblins killing merchants?
« on: February 16, 2008, 06:24:00 pm »
Seems like every time merchants come, goblins also ambush them.  I have my entire fortress indoors, and to the merchants involves a long path, so I am having trouble stopping them.

The goblins just killed the human diplomat; how bad is that?


2199
Honestly, I am not having any problems with ambushes in my fort... only three total in 7 years.  Maybe I am not generating enough wealth?... I don't think thats it...

2200
DF Gameplay Questions / Re: Game speed and some other stuff
« on: February 15, 2008, 08:59:00 am »
Press pause, then period can skip though frames one at a time.

2201
DF Gameplay Questions / Re: Water Source
« on: February 16, 2008, 06:15:00 pm »
Yeah, the animation thing took me by surprise too!

2202
DF Gameplay Questions / Re: Water Source
« on: February 15, 2008, 09:05:00 am »
Build a well?

I think that helps.


2203
DF Gameplay Questions / Trespassing?
« on: February 14, 2008, 11:17:00 pm »
Can dwarves walk into other dwarves room if they don't own it?

2204
DF Gameplay Questions / Re: A masterwork has been lost!
« on: February 14, 2008, 10:53:00 pm »
quote:
Originally posted by Dkarrde:
<STRONG>I have a puzzle.</STRONG>

Sorry 'bout that.


2205
DF Gameplay Questions / Re: Population cap not working?
« on: February 14, 2008, 05:01:00 pm »
Did you save, quick, and reload?

It's in the init file, so my guess is that it doesn't take effect until you reload the game.


Pages: 1 ... 145 146 [147] 148 149 ... 171