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DF Gameplay Questions / Re: Water/Channeling issue
« on: August 20, 2008, 04:50:08 pm »
Is that to scale? If you make a channel too long, then sometimes it will evaporate before it gets to the end.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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Version Bump!
Snoman, I was looking into sand for you, but the new version got in my way. I will look later.
If you're a dual core user, feel free to set the priority to realtime in the init file. Then when you launch DF, set its affinity to 1 core, and set anything else important to the other (only winamp for me, it'll skip otherwise). This will make sure DF uses as much cpu as possible.I took some class in parallel computing, and yes, each core in the processor already tried to do that. All modern processor have several functional elements, and are designed to try to run the in parallel as much as possible (super-scalar computing). There is currently a lot of work being done trying to automatically parallelize programs to run on multiple core. However, results tend to be dismal (it's actually hard for compute to figure out what stuff can be parallel and what should not).
Related: Anyone know if it's possible to emulate a single core (using both cores) through software or even theoretically?
You can't build walls on constructed floors, you have to deconstruct them and then build the walls, but you can build walls and the floors createdby walls on the lower z-level.
Feature request: make wall construction orders on constructed floors possible.It's very unintuitive the way it woorks now.
Have you packed your -woollen mittens-?
Just pick a biome that freezes in the winter (but not all year round!) and mine a hole in a lake! You can even carve a staircase into the lake beside your island in order to get to the bottom, it will all melt in the spring anyway...
Don’t forget you'll have to build it out of walls so you can construct buildings on them... I would also recommend building it right to the floor of the lake as I'm not sure how a floating island of walls would react to the rest of the lake melting, probably catastrophically
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#pwwwwwp-> axle out here usually.
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The terrain is 100% procedural. You can read about how it works on the wiki, or at this interview.
On the other hand, the towns and fortresses and towers and such are all pre-made and plopped down on the map. The location of these places are procedurally generated, and are dynamically taken over by different races, dynamically populated, and dynamically ruined. Towns will have a temple sometimes, and there are a couple different temple models, but these are also put down wholesale.
So the landscape is far, far, FAR more procedural than Diablo II EVER was. But yes, there are SOME premade aspects... those exclusively being towns.
dump is not refuse?
I'll add that there's no reason to crank out ballista bolts in industrial quantities. Catapults an Ballistae both use Siege Operator skill, and firing a catapult at a wall one tile away gives the same experience as anything else. I always use catapults in some out of the way room, firing at a wall over a channel (to cut down on stone hauling) to train up operators.
He was talking about Engineers, not operators.
And low quality ballistae suck oh so much. Havent got even one good quality to check. Catapults ALL suck at hitting an enemy btw...
Been wondering for quite a while now, I'm still new to the game and I've got all the basics down (IE I can do whatever I want, finally).
So, to the question, can ballistas fire from higher ground to lower? I've had this vision of a 3-tile wide open tunnel with ballistas through all levels. Probably wont do it in my current fort because I feel it requires planning from the start, but it's something I'm gonna try if someone can confirm that this is the case.
Use the range of ballistas to your advantage. They have the range to hit things half way across the map. Don't think "a dozen tiles should do", think "50 tiles should do". If you funnel the goblins into an extremely long, straight tunnel or channel with a ballista set up on one end, you'll be able to take out a whole slew of them before the even get within sight.Yeah distance is key. Don't use a switchbacked path, use one really long path. I built a raised road 100 tiles long. I t runs off the end of a hill now and meets up with a big ramp I built at the end.
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Nothing that scrubs away that hard day's suffering with a bit of dragon tallow soap. Seriously though, I wish soap had a real use. Like I could scrub my roads with soap and watch invading goblins (and traders) slip around.Lol.
Thats one use I would have never thought of. But now you've got me down that track, how about dumping soap in the dining room waterfall reservoir -> Foam party in the dining room!