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Messages - Othob Rithol

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376
DF Dwarf Mode Discussion / Re: fortress design?
« on: March 18, 2008, 03:15:00 pm »
Very elegant Necronopticous.

As for me I usually build in three main sections:

Trade Fort (in 2d was between cliff and river) - underground trade depot, defenses, big warehouses for stuff I don't know what to do with. Usually has an annex on the path toward the main falls for trade goods production (usually stone crafts). Anything dependent on the outside is usually here as well (fishery, carpentry, butchers)

Main Halls - Centrally located on all 3 axises. I use a central stairway usually  4x4 with 4 staircases in the corners, double doors leading out. Separate levels for any major projects (Farms, magma smithing, hydro-power, custom stone masonry, arenas etc) all at the end of 10-20 tile long corridors (to avoid the noise). The middle level has a large dining room surrounded by my main food stockplies, with 4 wide corridors leading to a double or quadruple ring (a square ring...) of general living quarters (all 2x2). Nobles get their own level, but usually share it with a museum of artifacts. One level is a shopping mall and zoo.

The Lake - I almost always build an underground lake. If I have a cave river, I also build a forest down there, and farms usually end up down there too.

----

Design concepts:

odd vs even tile corridors : Odd makes centering extremely easy. Even often links up easier, and double doors look good IMHO. I usually end up going odd on the Trade fort (since the trade depot is 5x5) and even in the Main Halls (since every map is an even # of spaces x and y and I am very OCD).

Room size : I like building 6x6 storerooms with double doors. I guess I just got use to them in the 2D days, when 7x7 caved in. 7x7 is the best I think, since you can fit up to 4 workshops in them with a central walk way and stairs up/down in to storerooms in the middle.

Central Drain: This one I think is incredibly useful if you have a chasm. In my 4x4 stairwells the middle 4 tiles are channeled and grated all the way down, and on the bottom level I carve out a storage tank and a wide drainage tunnel to the chasm capped with grates. When I am working with water on a level, I remove the doors to the shaft. If a flood occurs, the water flows down the main drain.

Stacking Waterwheels. A lot of designers don't seem to know this, but you can attach a waterwheel to another. I have big power plants using a U shaped water-passage. The gears are above the single tile wall separating the two legs of the U. They are connected with 2 tile long horizontal axles. Attached to each gear is waterwheel on each channel, with walking space around the whole thing. when I need more power, I just channel another row on each side, and add wheels. My current for makes about 12,000 units of power, and has used only 1 of 5 U-passages I built off the main water path from the river to the chasm.


377
DF Dwarf Mode Discussion / Re: Before the doom comes
« on: March 17, 2008, 07:36:00 pm »
Historically I save a copy in case the new version is bugged (so I can go back and play).
If the new version works, but the old fortress ranks as "my best ever" it goes into the folder named exactly that. Otherwise it is deleted.
Regardless, it's time for a calamity.

Previous "Accidents" (leaving out obvious floods, HFS etc):
Where'd Urist go? - 3x3 pits in key junctions covered with bridges. Bridges linked to pressure plates in high traffic areas.
Living in a box - everyone moves into one room, doors sealed. Took about 5 months.
Tower of Babel - construct a big tower to the top z-level (with floors all the way down) and one support. Everybody top-side!
Hug a Goblin Day.

with the new relationship tracker, this time I am sure I can intentionally cause a melt-down: First kill off all the unpopular - less witnesses. Then kill, say, the top 1/4th of the social ladder and all the military. In plain view. Violently. In the messhall. With no way to remove the bodies or clear the smell. With everyone else assembled. And the doors locked. With everyone set to Woodcutting with shiny steel axes.

Anyone know a way to kill a crowd with maximum gib-factor? I want dwarf chunks on the crowd.


378
DF Dwarf Mode Discussion / Re: I just stole 150000 worth of goods
« on: March 13, 2008, 04:33:00 pm »
The BEST thing I ever did was mod the gobbos and kobolds to not have clothes...saved so much hauling/screen clutter and actually made trading seem a but more fair.

Exports:
Stone toys and instruments (4 nobles have crown/scepter/ring fetishes, so that crafts were stopped)
Narrow leather armor (had to leave that in, else the archers would be armorless)
Prepared Foods
Excess Furniture
Anything that gets studded or encrusted by accident
Seeds

Imports:
Booze
Meat
All non-copper metal items (all melted)
Non-copper metal bars
Wood
Leather/Cloth every few years

Imported: 268983
Exported: 521873
Total Worth: 6219573


379
DF Dwarf Mode Discussion / Re: Marriage
« on: March 13, 2008, 04:23:00 pm »
I've yet to have a marriage, but I have had some serious breeding going on:

One of my smelters and her peasant husband have 14 children so far.
Funny since she enjoys being in crowds, and loves a good thrill  ;) I am pretty sure they are immigrants. You can always tell when she is around due to the HUGE train of dwarflings.

My Count and Countess have 9 children, including 2 prodigies (children moods).

I am waiting for one of my soldiers and my trader to finally get married. He had been a lover of my previous trader before a tragic accident, and shacked up with the new one almost immediately. I hope they throw the party at her tomb  ;)

And then there are two of my champion marksdwarves having a fling. If they have a kid, he's getting drafted ASAP.

Of my fort, children make up about 25% of the population.

On a side note, I sure hope my philosopher never gets killed : he is literally, friends with everyone (123!)... on that thought I am going to backup my save and kill him.


380
DF Dwarf Mode Discussion / Re: ive hit a wall
« on: March 13, 2008, 04:04:00 pm »
I do love the first insult in your sig. Whoever wrote that has some wit. You'll have to dig through this thread and add one from here.

Damn wish I was a mod. Anyone know how to request a thread be closed?


381
DF Dwarf Mode Discussion / Re: ive hit a wall
« on: March 13, 2008, 03:56:00 pm »
quote:
Originally posted by jurassiced:
<STRONG>ahh i will now find and kill your family </STRONG>

Watch what you say. There is a difference between insulting and threatening.

Typing things like that will will add me to the unfriendly list.


382
DF Dwarf Mode Discussion / Re: ive hit a wall
« on: March 13, 2008, 03:50:00 pm »
Reveal.exe can be found on the wiki under utilities,  but it requires a bit of configuring. (see bottom)

I'd suggest playing the game without any hacks, utilities, or mods. It is much more enjoyable that way. When you know what you are doing, then it is time to cheat  ;)

As far as the children that keep harassing you, they are just doing it because they need to feel better about themselves. Ignore it.

I can see that you have already tried to use better english in this thread. Your newer posts are much easier to understand.

Othob Rithol has been annoyed lately. He was embarassed by the narrow-minded behavior of others lately.

A link to the wiki
Reveal.exe entry
The maker's user page where you can find out how to make it work for new versions. the new memory.ini settings (I think) are on the discussion page.


383
DF Dwarf Mode Discussion / Re: ive hit a wall
« on: March 13, 2008, 02:41:00 pm »
quote:
Originally posted by Jayfrin:
<STRONG>Yes, spelling would help, for the record here in english-land we use "vowels"
and we also don't generally use short forms like "lol" or "wtf" they don't earn much respect, and are an eye-sore and lastly, colour has a U in it *shifts eyes* darn Americans :P
</STRONG>

WTF? Glass House Alert! Grammar? LOL!

I for one do NOT expect everyone on this planet to speak my own language with elegance and grace, a huge vocabulary, and perfect grammar. Just because it has become the trading language of choice does not give us the right to be so rude to a foreign guest.

Ich denke, dass er/sie sprecht English besser als wir (meistens) sprechen Deutsche. Und Ich weiss, mein Deutsche ist schlecht. Wilkommen nach DF. Aber, Sie haben(sind?) English in Schule gelernt, und dein grammatik ist nicht... wunderbar.

For shame all of you. Act your age.


384
DF Dwarf Mode Discussion / Re: ive hit a wall
« on: March 12, 2008, 04:10:00 pm »
ahem


points out english might not be the first language.


ahem


points out if it is, we need to increase the education budget


385
DF Dwarf Mode Discussion / Re: Burial at sea
« on: March 12, 2008, 10:52:00 am »
quote:
Originally posted by Cavalcadeofcats:
<STRONG>My impression of JJ's diagram was that the collapsible platform was already over water. So you don't even need the bridge.</STRONG>

Of course, I just wanted to restore the fling-ing-fy aspect.


386
DF Dwarf Mode Discussion / Re: Burial at sea
« on: March 11, 2008, 03:16:00 pm »
ahem... if you try this and it works, please let me know:

An addendum to your diagram

code:
 
   z=1
   sea ......... land
   sea ......... land
   sea ...0++++. land
   sea ......... land
   sea ......... land

   z=0
   sea ~++++++++ land
   sea ~+BBBB~~~ land
   sea ~+BBBB~I+ land
   sea ~+BBBB~~~ land
   sea ~++++++++ land


The support breaks, dropping the full coffin on the bridge to be flung.
I suspect the corpse and coffin will just scatter, or even worse: the coffin destroy the bridge.


387
DF Dwarf Mode Discussion / Re: Eager immigrants
« on: March 11, 2008, 01:51:00 am »
It's all about the created wealth : if your fortress has made a lot of value you get big immigrant waves.

The big boosts are mining out a lot of area (the exposed tile is worth something) and smoothing/engraving.

Try this: Start with a pile of aluminum or platinum ore and a Proficient metalsmith. Rush a smelter/forge and crank out a couple dozen goblets.

Hey Urist, wanna come to the new outpost Drownedkittens with me?
Isn't that the place with the zombie carp and machine that kills your pets? I heard only two or the original seven lived until summer.
Yeah, but they made this really neat +soda can+!
Dude, I am so there.


388
DF Dwarf Mode Discussion / Re: sleeping with the dead
« on: March 09, 2008, 11:05:00 am »
necrophilia is a dying art

389
DF Dwarf Mode Discussion / Re: How do you "deal" with prisoners?
« on: March 09, 2008, 11:27:00 am »
I just got done with "Thunderdome"...my new arena.

Features:
-Main arena built over a pool of magma.
-retractable bridge leading to a ledge covered with cage traps and access tot he main fort, for retrieving "victors" and cleaning purposes.
-hyrdra-in-a-cage-with-a-lever (tm)
-Steel spikes on every tile, all linked to one lever (thinking of attaching them in a random pattern to pressure plates in the main hall)
-Floodable with either water or magma
-Fortifications in the "spectator" ring across the lava for archery day
- Overhead entry: 2 levels up, where the prisoners are kept is a pit covered in hatch covers. Into this pit the condemned are dropped (weapons and all if desired). The pit has a retractable bridge as it's floor, and is located above the center of Thunderdome.

Under construction: Goblin Rail Gun - an experiment with water pressure

A large filled reservoir with a 2 floodgates at the bottom release (one to a arming lever, one to the firing pressure plate. The "ammunition" is placed in it's cage between the floodgates and the pressure plate (aka "the breach") and the cage is linked to the arming lever.

The weapon is built into a cliff side, facing the map edge (30+tiles away) so I can determine if: A - pressure does move creatures, B - how much, and C - can you rocket something off the map.


My next project: the Goblin space program.
As the railgun, but the pressure pushes the victim up. Test: to see if the top of the highest Z-level is solid. We might be living in a universe where the top of the sku is made of clear glass afterall.
Problem - the U-bend bug.


390
The error of this argument is that gobbos are a vital source of nourishment for pet hydras. Would you starve a python because you thought the rats showed culture by creatively shaping their droppings?

And besides, why should treat the gobbos any better than our own? When my Baron can have a gobbo beaten because he didn't get his crystal glass scepters on time, then we'll talk.


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