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Messages - winner

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436
DF Suggestions / Re: A SOLUTION!
« on: February 19, 2009, 11:28:40 pm »
it is a pretty good suggestion though.

437
DF General Discussion / Re: Ore -> Metal Mapping
« on: February 19, 2009, 01:09:34 am »
the colored boxes around fluxes and fuel are great but this new chart has lost the flow from stone to ore to metal to alloy [possibly you could do a colored box for each stone type]

438
DF Suggestions / Re: [Index] - Suggestions not to Make
« on: February 18, 2009, 09:34:22 pm »
I don't think this will come up as much anymore but "be able to make mechanisms out of metal"


439
DF Suggestions / Re: cigars and pipes
« on: February 16, 2009, 10:17:53 pm »
This seems to be along the lines of "have dwarves do something other than stand around when they are on break" I think another thing for them to do would be be playing games and drawing.

440
DF Dwarf Mode Discussion / Re: drowning demons?
« on: February 15, 2009, 01:54:33 pm »
Spoiler (click to show/hide)

441
DF Gameplay Questions / Re: To catch a carp
« on: February 13, 2009, 12:58:37 pm »
I think cages are actually stasis pods so creatures can never drown in them

if that's not true you can make a cage out of glass [called a terrarium] and set it to aquarium mode.

I can't remember the tags that make things tameable.

442
DF Suggestions / Re: FORUM- Moving The Burden of Knowledge
« on: February 13, 2009, 12:19:53 pm »
Say "I really like this idea, it show [link to previous thread] in a new light"
that way the topics aren't separated and you haven't scared off a new user.

Or you could have moderators that merged duplicate threads but that would take so much work if you did that to the whole forum that I don't really want to think about it.

443
DF Dwarf Mode Discussion / Re: Corkscrew fortress
« on: February 13, 2009, 11:57:15 am »
you could make it a double helix so the enemy has to go up and them back down while your dwarves shoot from the center.

444
how about the simple designation "remove ceiling"

445
DF Dwarf Mode Discussion / Re: A habit of poor fortress design
« on: February 11, 2009, 02:39:02 am »
a 3x3 grid of 3x3 rooms [with a 3x3 staircase in the center] is what I always use. Like I said one layer has the halls oriented vertically and the next has them horizontally. For storage I just do an 11x11 room with stairs in the middle. [it conveniently is the same size as shift arrow]

446
DF Dwarf Mode Discussion / Re: Dwarf Scripting
« on: February 10, 2009, 10:19:16 pm »
you are right, I was just thinking of the way a minesweeper solver did it.

447
DF Dwarf Mode Discussion / Re: A habit of poor fortress design
« on: February 10, 2009, 10:17:57 pm »
I take your designs and make them slightly more efficient. Halls horizontally on the first level and vertically on the level below. That way I don't get as much wasted space but there is just as much access.

448
DF Dwarf Mode Discussion / Re: Megaproject idea- The dwarven hourglass
« on: February 10, 2009, 01:07:58 am »
Such an awesome idea, I'd love to see you pull this off. A functioning binary counter would be brilliant, but it seems like it would take a huge amount of space to count up to even a modest number. I'm trying to think of a recording method that uses stones, but nothing occurs to me immediately. Dispensing units of water into a makeshift graduated cylinder could record fairly high values, but the evaporation problem seems to make it a no-go.
just make the drain a layer above the bottom so there is never water only 1/7 deep

449
DF Dwarf Mode Discussion / Re: A habit of poor fortress design
« on: February 09, 2009, 09:50:18 pm »
Just a note - be wary if you design most of your fortress on paper before embarking! The first time I did this, I immediately paused the game upon embark, and did mining designations for my ENTIRE FORT before unpausing. Not smart. Even though I brought three proficient miners, it took them a year or more to dig out all the necessary areas to make the fort livable. I refused to un-designate certain areas, or make certain areas inaccessible, BECAUSE IT WAS PERFECT DAMMIT. My dwarves spent the year sleeping by the trade depot outside, fighting off attacks by foul blendecs and werewolves. I lost all my war dogs and one of my dwarves before the fort was livable, and all the rest were about to snap from unhappy thoughts.

Everything worked out, though, and within a couple years we were booming, my hunters were accidently killing dragons, and a single legendary wrestler/speardwarf was making sieges trivial.
would you mind uploading a map of your perfect fort?

450
DF Dwarf Mode Discussion / Re: Dwarf Scripting
« on: February 09, 2009, 09:39:27 pm »
Logic gates like numberabbey has.

Or slightly divergent, a program that takes images and urns them into digging instructions

I actually tried this yesterday evening. Sadly AppleScript is a horrible language and i could not find anything readily available on a vanilla os x to read a pixel's color from an image file in "Image Event"s

I am currently thinking about simply creating a native os x app, where one could create templates on a grid or in a scripted fashion (probably python).

I think the most attractive templates are parametrized ones. The circle is a good example. I have created a small script for my default staircase design with alternating up and down stairs like this:

Code: [Select]
#####
#< >#
#< >#
#< >#
#####

<> - stairs
 - floor
# - wall

and am currently working on variations of that (like orientation) and the ability to input the number of levels you want the staircases to go (up and/or down).

Since i usually use relatively strict layout i will probably create simple layouts as well. What i am not so sure about is digging channels. In my experience i am quite careful with digging channels and do this in at least 2 stages.

For a bunker i could imagine a multi-phase template. First the digging, second some channeling and furniture placement, third some more channeling. I am not sure how to smartly tell df via actionscript which furniture or material (e.g. walls) to use. I would love an easy way to say "a wall of granite from here 10 tiles to the north".
if you could make your program read[ie match string] the materials from the list then it would have the same effect.

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