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Messages - Kogan Loloklam

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1831
DF Dwarf Mode Discussion / The Dwarven King and His Family
« on: July 21, 2008, 08:54:07 pm »
So, in my fortress, I nicked an adamantine vein, and now I've got the dwarf king sapping my fortress.

A weird thing though, his wife and 10 kids didn't come along. Do they come along when you get one by non-adamantine means?

1832
DF Dwarf Mode Discussion / Re: Stretch Tailstrong
« on: July 21, 2008, 08:30:57 am »
My water system spans 5 Z-levels and 8 screens, but just for you, I am making an image Sparks.

Here is Z 7, the Cave River.
Spoiler (click to show/hide)

Here is Z 6, the Entry Flood Path/Initial Spillway.
Spoiler (click to show/hide)

Here is Z 5, the Falls.
Spoiler (click to show/hide)

Here is Z 4, the Falls 2
Not pictured is an Identical image to Z 5.

Here is Z 3, The Farms.
Spoiler (click to show/hide)

Here is Z 2, Downstream Flow/Spillway.
Spoiler (click to show/hide)

Here is Z 1/3 E, Emergency Water Release System
Not pictured is the Emergency Pressure Release one Z level lower of the Spillway, which consists of a large room bordering the chasm for 14 tiles, all with fortifications carved in, or the Overflow room, which is the same, one Z Level Up.


And that is the Water System. It's a fairly advanced one, but it has the core elements:
1) Flow Control system to ensure that the water can be stopped at the source
2) Large Rooms inside of the system so as to prevent a quick gush from overflowing the containment area
3) An exit system to get rid of the water when no longer needed so that dwarves can enter the system to make important changes.

As long as you keep those concepts in mind when designing your own, you'll have a successful water system.

1833
DF Adventure Mode Discussion / Re: X gives in to pain
« on: July 20, 2008, 06:11:51 pm »


Spoiler (click to show/hide)
I have NEVER laughed this hard. I've got a headache from laughing. You are a jerk for giving me a headache.

1834
Actually, it sounds more like Lacrosse then Golf.

1835
DF Adventure Mode Discussion / Re: Dwarven Nobility
« on: July 20, 2008, 04:45:48 pm »
The elves were too busy eating the corpses of the last few wars over their attitude to eating the bodies of sentient beings to take time out to save their furry friends.

1836
DF Adventure Mode Discussion / Re: This sucks...
« on: July 20, 2008, 04:43:32 pm »
You can respawn the same history and world seed at a date set to end in a year that you know a war is going on.

1837
DF Adventure Mode Discussion / Re: Old Age Deaths
« on: July 20, 2008, 04:41:25 pm »
He didn't live to 1000, he died in the year 1000
He was probably born in 950ish.

1838
DF Dwarf Mode Discussion / Stretch Tailstrong
« on: July 20, 2008, 03:55:37 pm »
So I spent this weekend planning and executing my fortress for this version. It's a no-immigration fortress, but my planning went out of control... 150 can live there comfortably.

Anyway, I finally finished my irrigation plan. On level 7, there is a cave river. I have it tapped and flood gated. This drops into a channel that disperses this water into many different uses, from perpetual obsidian factory to a system to flood my entry hall. In fact, if I opened the inlet and shut the outlet, I could flood the entire fortress.

So, It went well, I finally got it up, and ran the trial system. The water GUSHED into it. I hadn't realised a Cave River source has that much pressure. The entire system was full almost instantly and it started pushing out of the system. I had to shut it off and race against the tide to open all my emergency pressure releases to save the fortress from destruction. On the bright side, my well rooms are full now.

But that's not what this is about. You see, after I had gotten the system mostly cleaned out and ready for pressure plate automatic shutoffs, I noticed a few lurkers in the top area. I tapped the cave river with fortifications, but somehow, two lizardmen and a giant toad were now in my water system. The best I can tell is the water pressure was so great at the point of the tap that the three creatures were compressed to the size of a spegetti noodle and shot through. Now I have to train an army to get up there, and in the meantime, dratted trees are growing to block my system!

1839
DF Gameplay Questions / Re: Only military skills on embark???
« on: July 19, 2008, 07:02:57 am »
All my normal skills passed through normally. Is it a reclaim?

1840
DF General Discussion / Re: about that hammer-er guy...
« on: July 18, 2008, 09:36:26 pm »
This was pretty good. Take that, Forest Kings!

1841
DF General Discussion / Re: Undocumented cool things.
« on: July 18, 2008, 02:47:35 pm »
They just f****g ran =). Poor miners though... :'(
Also is that "The Board of Dye" a goblin civ or ...?

The Board of Dye is a Dwarf Civ. I ran this world to 1000, and I suspect that the histories kept the same, since the starting point seemed to be the same. if that is the case, I plan to follow the history of that event and see where the demon is eventually killed and by whom (assuming the whole thing isn't culled and that the history seed did properly follow the events even if ended short)

I'd have done it right then and there, except I had to get to work. Stay tuned for the drama of Paintheld, if there is any at all.

(Edit: Update, I am a fool. Paintheld was a fortress I made, I forgot I made it. Looks like it was too good to be true.)

1842
DF General Discussion / Re: Undocumented cool things.
« on: July 18, 2008, 07:30:47 am »
(Edit: Update, I am a fool. Paintheld was a fortress I made, I forgot I made it. Looks like it WAS too good to be true.)

1843
DF Announcements / Re: Dwarf Fortress 0.28.181.39c Released
« on: July 17, 2008, 07:05:54 pm »
WOOT! World Parameter seeds translate. Thank goodness since I just found a decent seed combo. Though the dragons still are dead by year 500...

1844
DF Dwarf Mode Discussion / Re: Elves and their feeble threats
« on: July 16, 2008, 09:54:25 pm »
See, that's what brings elves to their carnivorous state. You chop down all their apple trees, so the starving elves, whom have never heard of birth control, attack your fort because they have nothing left to live for. And when they are done tossing themselves on your defenses and somehow overcome you, they are naturally hungry, and some pointy-eared freak suggests giving "poetic justice" and Blam! You have carnivore elves.

1845
DF General Discussion / Re: Figuring out the world-gen parameters
« on: July 16, 2008, 07:53:36 pm »
Something I have noticed. the year parameters don't affect the land seed. So if you generate a world, as long as the land parameters don't change, you can produce the same seed with later or earlier year amounts. What is more, is the same events occur with the same History and Name Seed, Though will progress to a later year.

What does this mean? It means if you want a particular setup, run 1000 years and check the history, Find out what year things get the way you want them, and re-run with identical seeds to that year.

Hooray for the new features!

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