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Topics - Snoman

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1
DF General Discussion / DF affecting gmail
« on: August 27, 2008, 11:21:05 pm »
When I saw this I just had to start a new post!

For those of you that have used gmail, (presumably most) you know those little google ads that are based on key words from your more recent emails? Well I get this forum to email me updates on some threads. Here are some of the ads I've been seeing lately:

Books on Blacksmithing
books and how-to videos, inquiring minds want to know!
www.blacksmithsjournal.com

Auburn Furnace Services
We Know Smelters Inside Out Results First Furnace Projects
www.auburn1.com

Gas Forges
Propane & Natural gas forges Mighty Hot, Mighty Quiet
www.mightyforge.com

Ball Peen Hammers - www.hammersource.com/ - at The Hammer Source Ball Peen, Cross Peen, & Straight


I laughed. Very hard.

2
DF Dwarf Mode Discussion / dwarves ignoring dump orders
« on: July 25, 2008, 12:50:46 am »
I bet that this is a noob question.
I've got some non-masterful ballista parts marked as to be dumped, sitting in a stockpile, and yet my dwarves will not dump them. Stone gets dumped just fine though.
 I can't figure it out.

Any help would be greatly appreciated.

3
DF Gameplay Questions / Water seems to dry up as it flows??
« on: March 25, 2008, 06:57:00 pm »
Ok, this is probably something simple (I'm a noob after all) but here goes. (skip to following paragraph to miss the backstory).

I dug a 3 wide tunnel all the way through the bottom of my mountain towards the only water source on the map: a brook. for the last stretch I dug a 1-wide tunnel into the side of the brook (below ground level) that flowed directly into a channel in the 3-wide tunnel. I have water wheels connected to gears and axles and stuff on the floor next to the channel that now has water flowing towards the end of the channel. The water wheels power pumps at the end of the channel that pump up several z-levels to a reservoir that was going to irrigate the farm room one z-level beneath the main area of my fort. It was a huge project. dozens of pumps, 2 years to dig and build. blah blah blah.

Any way I get everything ready and pull the lever to lower the floodgate and let the water flow in and... It never reaches the end of the channel! everywhere in the channel that has water, it appears to be flowing, but it gets shallower and shallower until it just peters out into nothing. So I have nothing to pump.
Where does the water go???

(sorry if that was a bit long, but man I'm frustrated).

[ March 25, 2008: Message edited by: Snoman ]


4
Curses / [LCS] Pls explain US government system
« on: March 29, 2008, 07:44:00 am »
While I'm posting furiously, I've another question.
Firstly I've learnt a lot about the US government system from this game (well actually from wikipedia, but I was prompted by the game).
I'm not quite understanding how the senate works in the game. I have 100% support in all issues but its taking few elections for the senate to become fully Elite liberal. What gives?

5
Curses / [LCS] Stashing at safehouse bug
« on: March 29, 2008, 07:41:00 am »
It seems I cant add more than 127 of an item to a safehouse at a time. If I try, the item does not get selected >tries confirming the add to safehouse< and it doesn't get moved.
I have to do it 127 at a time, and then it works.

6
Curses / Mithril rip off!
« on: March 29, 2008, 07:35:00 am »
I was just poking around in the source code to see how much protection Mithril Armor offers, and what do I see? None! Might as well go naked!!
Which begs the question: Why is it so frikkin expensive then?

(for the record, trenchcoats provide most protection)


7
Curses / [LCS] Escalating seiges
« on: March 29, 2008, 07:23:00 am »
Not sure if this is a feature or a bug.
I've had many seiges now, and I've fought off every one. But of course if you don't move after you fight off a police seige, they come back a few days later with heavier equipment. If you do move, you get a message that the police raided an empty safehouse. Then when they raid the new safehouse they start out with just basic police again. So then I move again.
But then the second raid on the first location has the same escalation as before. I downloaded the source code and determined that there is simply nothing to reset the escalation counter for a given location when the cops raid it if you aren't there.
But as I said at the start. bug or feature?

Maybe if raiding an empty safehouse also removed all the infrastructure as well as reseting the the escalation counter, that would be fair. After all, the safehouse would then potentially appear to be a whole different thing to the police after you put in a new front company, and they wouldn't automatically roll in with police, army, tanks, airforce and assault pioneers to remove tank traps (although it is fun fighting all that off).


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