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 - Areyar

Pages: 1 ... 173 174 [175] 176 177 ... 184
2611
DF Gameplay Questions / Re: recommended ways to deal with ...
« on: March 09, 2008, 12:53:00 pm »
's what I just said: carp-mining.
dig the last tile from below though, otherwise the carp can get at yer miner.

2612
DF Gameplay Questions / Re: recommended ways to deal with ...
« on: March 09, 2008, 08:50:00 am »
Shooting is the best way to deal with dangerous fish in rivers.

A firing-structure is not even needed, as long as a carefull distance is maintained.

draining pools into a wide evaporation basin is a usefull way to harvest fish for food.

add several floodgates to refill from the river and an endless supply of meat/fish is made available without risking your fisherdwarfs to the carp.

(be carefull of overflooding the basin, as dangerous fish seem to spontaneously generate from mud if the water is deep enough.)


2613
DF Gameplay Questions / Re: recommended ways to deal with ...
« on: March 02, 2008, 05:35:00 pm »
restricted and only drink at designated zones does not prevent dwarven carp-love completely, but reduces it significantly.

Walling in the river should work...but seems rather a massive undertaking.
maybe diverting the river into an underground lake would do the trick of killing the carp.
hmm...carp mangler traps..  :D
do traps work underwater?


2614
DF Gameplay Questions / Re: recommended ways to deal with ...
« on: March 02, 2008, 10:16:00 am »
I dug underneath and used the water to drain into my -empty- well-spring.

killed the fish (one pond at least) but several dwarves dove right in and one drowned.  :(
Wonder what they were getting down there...mist maybe.


2615
DF Gameplay Questions / recommended ways to deal with ...
« on: March 02, 2008, 08:31:00 am »
- deadly marine wildlife.

Can't seem to get rid of them and my dwarfs prefer to drink at the dangerous pools.

x- I tried sending a large army, but too many were killed.
x- I tried building a pump to drain the pond, but the builders were terrified.
x- I tried digging out a huge area to lower pond level and let them fish suffocate on dry land, but the carp killed my miners when digging next to the pond and then started killing the undertakers, soon half my population was lying in heaps around the pool.

Maybe siegeweapons or ranged troops are an option to take 'em out?
(The river is infested with 20+ carp and such too)


2616
DF Gameplay Questions / Re: Dealing with cats.
« on: March 05, 2008, 10:48:00 am »
Why is everyone against cats here? (same with nobles, what's your beef with them?)

I purposefully took a pair of cats and they have been breeding like heck...they've been a bit aloof and only several have adopted any dwarfs yet, but they are great against the vermin that keep getting in my larder.  :D
-If only they took those vermin-remains to the refuse heap.


2617
DF Gameplay Questions / Re: Screw pumps & magma
« on: March 02, 2008, 07:38:00 pm »
I just built my first pump,

on one end it has a waterchannel on the other a ramp going down into a shaft.
When in operation, much water is spilled around the pump.

This is no problem with water, but I gather dwarfs react badly to being splattered with magma.

code:

~......
~~>>\O.
~......

[ March 02, 2008: Message edited by: Areyar ]


2618
DF Gameplay Questions / Re: what can u make with glass?
« on: March 14, 2008, 06:11:00 am »
cut class can be used for 'windows' also.

I thought raw glass was needed as the raw material for all the other 'glass products.


2619
Does dumped stuff and stuff marked as forbidden count as 'your stuff' too?

Good reason to dump stuff underwater or in a trash compactor then.


2620
Are you sure you have a stockpile that accepts anvils?
reclaiming won't work otherwise.

You probably know this already. :/

[ May 19, 2008: Message edited by: Areyar ]


2621
DF Gameplay Questions / Re: Positioning war dogs
« on: March 21, 2008, 09:00:00 am »
Another lesson learnt.
Thanks Kagus.  :)

kobolds trigger no traps, I figure that also includes pressureplates, but a dog on a chain will certainly spot him sneaking around.

Are there ways to trap a kobold or gremlin?


2622
DF Gameplay Questions / Re: Positioning war dogs
« on: March 21, 2008, 08:46:00 am »
you can set the range of the rope (area) when placing the rope/chain.

2623
DF Gameplay Questions / Re: Styles of Desalinization plants?
« on: March 22, 2008, 11:37:00 am »
Would having rocksalt or siltyloam walls affect the water in a reservoir?

2624
DF Gameplay Questions / Re: How can I make use off this brook?
« on: March 21, 2008, 08:43:00 am »
What is the problem here?

It's not so far, you have already dug a channel.
Maybe dig a sewer reservoir/system a level (or more) below the one of the river level as that is the same as your main settlement.

channel a shaft directly down through all Z-layers from your well-head.
You don't need water before constructing the well...for a waterwheel I think you do need running water.

Make sure you wall off / forbidden-door any maintenance connections to your fortress on the flooded sewer levels.
Also installing a floodgate at a bottleneck before flooding the system is highly advised to prevent the entire fort from flooding in case of a construction error or simmilar.

Also a wall-grate in the inlet channel prevents dangerous guppies etal from getting in via that route. probably a fortification would do the trick as well, although there are rumours of water creatures bypassing these.

--
I'm just finishing the final touches to my deep well, it goes down almost to the bottom-level and has a staircase running around the central shaft, fed from a stream on the wrong side of a volcano on a 7or 8wide map.
(Unfortunately I misused ramps to 'connect' the several layers before channelling out the UP/DOWN staircase running along the well axis.

code:

XXXXX
X...X
X.x.X
Xr_rX
XXXXX


r=ramp up or down, _ floor, .=openspace, x =stairs.
and round at 90deg rotation per Z-level. Obviously, in hindsight, when you remove the stairs, the ramps dunt work as they are constructed against the outside wall. Now replacing the ramps with stairs, but slow progress without the stairs for access.

have fun.
Losing a fort to drowning is a learning experience, don't get too attached to your first dorfs, you can always restart or reclaim with a fresh batch.
(taking a highly skilled mechanic to start drainage efforts right away.  ;) )

ps when working on a cliffy map with thirsty dwarfs and a river on the wrong side of the map, DONT dig from two sides at once when creating your mains. Your thirsty dorfs will use the access ladders to the waterside digs for fieldtrips. This takes up alot of dwarftime. And they naturally confound the matter by following the streambed from the bottom to the most northers upstream spot to drink. tripling their traveltime. >sigh<
Good brewers prevented my for from death by hikers.


2625
DF Gameplay Questions / Re: Worn horse meat
« on: March 21, 2008, 08:51:00 am »
Isn't it so that wear occurs if food is stored outside barrels and dorfs walk over it repeatedly?

Pages: 1 ... 173 174 [175] 176 177 ... 184