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Messages - Martin

Pages: 1 ... 92 93 [94] 95 96 ... 107
1396
DF Dwarf Mode Discussion / Re: Stupid coal tricks
« on: March 01, 2009, 05:45:32 pm »
Actually this would make for an excellent cleanup mechanism.

Side view of entrance / killing field

Code: [Select]
B:_..FWWW <-- cross section of entrance
XB_X  <-- 1 z-level below
.......... <- sorting area
X = wall
B = burning bins
: = wall grate
_ = hatch cover
. = floor
F = floodgate
W = water

Kill gobbos in the killing field, when clear, open floodgate to wash gobbo bits toward bin which evaporates water maintaining a constant water gradient from the source. When everything is washed over close floodgate, bins empty hallway of water, open hatch and drop everything one level down where the next bin incinerates all of the organic bits. When they're burned up, open that hatch and dump the armor and weapons into the sorting area.

You could make this area as long as you wanted and with some clever engineering, get a water gradient set up to push down the length of the hallway as the first step to shove all the junk into one corner for dump/incinerate - sortof like those two-step car crushers that work lengthwise, stop, then work cross-wise.

[Edit] Trolls would be a problem since they'd toss the floodgates and then you've got real trouble, so you'd need to have a means of dealing with them or change the setup some so that perhaps the water is held back by a drawbridge that when down covers a channel that the trolls can't reach over.

1397
Listen to Duke (always good advise)

You can skip the cistern if you just pump straight from the brook into your aqueduct. Put a waterwheel on the brook and you should be able to pump 5 tiles even in scorching, but I'd put the aqueduct one z-level below the level of your farms, assuming that is at or below the level of the pump. Put a lever on the power source so you can turn if off if you need to work on anything later.

At the chasm, build a platform across, walls on the sides, and floor over the top to keep it totally isolated. If you have any underground water features (river, cave lake) you'll want to build roads over the aqueduct so you don't get tower caps, but if there's just the brook don't sweat that.

The reason to come in 1 z-level below the farms is so you can use a single dwarf powered pump to raise the water to your farms and cut off any risk of flooding. Remember the pressure from the brook pump will try and raise water at the fortress end of the aqueduct to the level of the pump, and i'll just keep pushing. You don't want that.

With this setup, you can leave the pumps running to fill the aqueduct with no harm, and use the pump on the fortress side to regulate when to water the farms. If you are worried about trolls taking out your pump, put a solid building around it - easy since you can build on the brook. No doors, just solid walls. Tear a wall down if you need to work on it.

1398
DF Dwarf Mode Discussion / Re: Stupid coal tricks
« on: March 01, 2009, 03:13:09 am »
I'm just waiting for someone to mod in 'neutron source' as a long burning item and place it in a uranium bin.

Because you know that would be awesome.

Especially if you can hook a mechanism to it to power the pumps.

1399
DF Dwarf Mode Discussion / Re: Strange artifacts!
« on: March 01, 2009, 02:53:40 am »
Both ashery and dyer shops use a bucket. I'm not aware of any other that does.

1400
DF Gameplay Questions / Re: Trouble with Kennel
« on: February 28, 2009, 07:29:32 pm »
As could be predicted, after pissing around with this for 4 hours, 2 minutes after I post to the forum I solve the problem.

The block that I built the kennel from was forbidden from a mass block sorting effort some time back. 'View items in buildings' on the kennel, select the building material, unforbid, dwarf comes running to train an animal.

Is this typical behavior, because I think I would have bumped into it before now?

1401
DF Gameplay Questions / Re: Alarm system
« on: February 28, 2009, 07:23:59 pm »
Kittens. They don't get adopted when chained up.

So what if they get slaughtered, isn't that what you do with kittens anyway?

1402
DF Gameplay Questions / Trouble with Kennel
« on: February 28, 2009, 07:18:38 pm »
Ok, I'm not really a newbie at this, yet I'm just stumped.

I can't get war dogs trained. I have about 30 adult dogs that are not pets. They are not caged and are wandering around the pub with my on break dwarves. I have a kennels on the 2nd floor of my barn, and I have no problem hauling other animals up there to be caged or butchered at the butcher shop next door. I not only have a dwarf with animal training, animal caretaking and animal hauling on with 'No Job', but I have a Dungeon Master that won't do the job either. The job doesn't cancel, it just sits there.

What step am I missing?

Solved: see below.

1403
DF Dwarf Mode Discussion / Re: Strange artifacts!
« on: February 28, 2009, 01:28:38 am »
I just had a child make this:

Nonshutsalir Giken Stigaz, Bewitchedadore the Lightning of Rasping, a turtle bone bed

I'm quite fond of this though:

Nethdezrem Thumsat, Balancedslow the Muscular Stroke, a Platinum war hammer

1404
DF Suggestions / Re: New suggestions-Cleanliness preference
« on: February 28, 2009, 01:08:16 am »
I have to agree with this. I feel like the scale should be between a preference for cleanliness and an indifference to clutter. I mean, who out there really enjoys having crunchy underpants?

Apparently you need to get out more on the internet. Well, let me not encourage you...

Yes, there certainly are D3 people, though they are relatively rare in our culture, which is the point - it's a cultural distinction. Recall that the vast majority of human history has been without not only soap and plumbing but also clothing. Bathing in any sense of the word is a relatively modern cultural invention. Until modern sensibilities, we just didn't give a damn about being filthy. (Thought exercise: how did this lack of caring about hygene impact mating and reproduction rates?)

So, the real question is to what degree do dwarves value sanitation and hygene. To look at the state of mine - all naked, covered in vomit and blood, I'd say not much. But they do favor certain water sources based on hygene and they are somewhat discerning about what they'll eat (no humanoids, no rotting food) so I'd put them with middle-age sensibilities, which is what we tend toward. That means minimal to no bathing would be the norm. So, C1 would be no blood/vomit on them before they eat/sleep, but mud would probably be fine. C3 would probably be tolerant of seeing mud tracks (seriously, lack of mud is a VERY modern thing - under a century) but not vomit/blood. Basically, shift your whole scale about 2 steps in the dirty direction.

Unfortunately, that doesn't make cleanliness terribly impactful on the game.

1405
I am shocked and appalled that no one's mentioned dwarf manager yet.

Maybe we're all Mac users.

<cough>

1406
DF Dwarf Mode Discussion / Re: Stupid coal tricks
« on: February 27, 2009, 07:15:50 pm »
He is talking about a googolplex.

(1*10^100)^2

Actually a googolplex would be 10^(10^100). It's a 1 with a googol zeroes.

1407
The best way to do manage moods is to remember that all skills fit in to two categories: skills that a mood will use, and skills that a mood won't use. For example, a mood won't use lye-making or fishing or wood-cutting or soap-making, etc. However, a mood will use engraving, mining, tanning, etc.

Agreed, but one of my first fey moods was with the guy I reserved to be a weaponsmith who immediately made a platinum war hammer. My 3rd fey mood produced a gold crossbow. The strategy you describe makes it even more likely that you'll get a massive wealth increase (triggering an immigration onslaught) than just producing a diorite earring or a mica floodgate.

(And the platinum war hammer is awesome. I just had a gobbo launched about 10 tiles into a stone wall where he promptly exploded into about 10 body parts.)

1408
That's actually why I started naming all of mine. Anyone without a name hasn't been dealt with yet, so I don't miss anyone. I also don't name children for that reason, since I'll be able to easily spot that they're a new peasant when they grow up.

Yes, but you are much more creative than me, while I have a very fast thumb. :P

1409
DF Dwarf Mode Discussion / Re: Can I pave my underground canal with roads?
« on: February 27, 2009, 04:52:21 pm »
designating stockpiles in the channels works as well

really??
Yeah, stockpiles prevent growth - mainly I suspect to prevent the need for Toady to code up 'what happens if a tree grows in the middle of your stockpile underneath a bin?' Of course, he never bothered to consider 'what happens if 27 trees grow in the middle of your pump ladder and you spend a massive amount of time unwalling chambers and cutting trees to get your wells working again while 41 injured dwarves die of toe injuries because their yellow toe prevented them from drinking booze'. But it's good that he was thinking of the possible plight of my cat leather.

1410
I agree with the advice above, and don't worry about bedrooms right away. Make a barracks somewhere with enough beds for 1/4 your population and concentrate on keeping them well fed. I'm only now getting around to bedrooms for some of my population a decade after they've arrived.

I tend to assign jobs as Deathworks does. I find if I wait until they all show up then I miss some.

In the beginning just focus on the necessities - defense, food, enough trade items to get what you need, a secure water source, etc. and getting key skills trained up. Dwarves will happily hot-bunk for quite a while.

I also am an advocate for managing immigration because it only takes a couple of really good fey moods to very quickly bring a 7 dwarf fortress to 200 in a span of a few years.

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