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Messages - Basilisk

Pages: [1] 2
1
DF Gameplay Questions / Re: Waterfall in dining room question
« on: June 15, 2008, 01:43:46 pm »
Since the other thread didn't quite answer the question, you will definitely need to have a larger grating area than the size of the input pipe by at least 1.
Code: [Select]
===   Above diningroom
 =~=   = Wall
 ===   ~ Water

+++++   Dining room layer
+###+   # grates
+#~#+   ~ Water
+###+   + Floor
+++++


2
DF Dwarf Mode Discussion / Re: Your personal rules
« on: April 29, 2008, 03:09:00 pm »
I am never satisfied until there is water running everywhere in aqueducts and waterfalls all over the place.

I end up with a lot of accidental flooding, and there isn't any time for my dwarves to do more important things, since they are always building constructions.


3
DF Dwarf Mode Discussion / Re: Staving off... Boredom??
« on: April 27, 2008, 06:20:00 am »
quote:
Originally posted by dresdor:
<STRONG>I have a project I've always wanted to try on a woodland fort.  Dig out everything but an entrance road...so that the land around you is on the lowest level, except for a path from your fort to the edge of the map that is roaded, and your fort.  Your fort will be like giving the entire elf world the finger.</STRONG>

Why not make an actual gigantic hand giving the finger out of charcoal blocks? Maybe two of them, so the elves have to go between them to get into your fort.


4
DF Dwarf Mode Discussion / Re: Water Pressure Question
« on: April 09, 2008, 07:12:00 pm »
Lalandrathon has a good idea. You can block the pressure without blocking the water itself by using a pump.

code:
Water Entrance (Side):
WWW
~~|~~~~~~~~~~~~~  
~~|==========~~~
~~|=XXXXXXXX=~~~
~~*=XXXX=====~~~
~~%>~~~~=====~~~
~~~=----=====~~~

~   Water
=   Wall
-   Hatches or walls
X   Open Space
%>  Pump
*   Gears
|   Axle
WWW Windmill


The power is the trickiest part, I think, since there isn't a good way to have the power source be inside the fort, and also give power to the pump that sticks outside.

This design is kind of like a windmill-powered submarine: completely ridiculous.


5
DF Dwarf Mode Discussion / Re: Pillar Design?
« on: April 08, 2008, 03:08:00 pm »
quote:
Originally posted by Vengeful Donut:
<STRONG>It's not exactly a circle because each individual step is in one of 8 directions. I think it will be more of an octagon if it gets large enough.</STRONG>

This is correct. The exact shape of the octagon depends on the distance rule for diagonal movement, with SQRT(2) it is a regular octagon. If the distance is adjusted towards 1, the octagon's diagonal corners stretch out to transform it into a square. Adjusting it towards 2 pulls the diagonal corners inward until it's a diamond.

6
DF Dwarf Mode Discussion / Re: Colours in DF
« on: May 23, 2008, 01:24:00 pm »
quote:
Originally posted by Kagus:
<STRONG>The game currently runs on the standard ASCII 4-bit RGBI color scheme.</STRONG>

The renderer is already using truecolor (or higher), as evidenced by the graphical tiles you can use for the units, and by how the color processing works for the font sets you can install.

I really doubt Toady is using a system that is tightly restricted to a color palette for the font rendering.

[ May 23, 2008: Message edited by: Basilisk ]


7
DF Gameplay Questions / Re: Err... Tropics?
« on: April 30, 2008, 01:43:00 pm »
quote:
Originally posted by umiman:
<STRONG>On the map, it essentially looks like your regular forest, so you need to search long and hard for it.
http://dwarf.lendemaindeveille.com/index.php/Map_legend</STRONG>

You can look for the Γ's, though. Those are tropical broadleaf trees.


8
DF Gameplay Questions / Re: Trade inaccessible
« on: April 27, 2008, 10:28:00 pm »
quote:
Originally posted by Deon:
<STRONG>Remember that different civ. traders may come from different directions.</STRONG>

However, if there is only one accessible route, they will use that route.

Goblin ambushers will also use that route, so be careful. I've lost many trade caravans to guerilla bowgoblins hiding in the forested hills around my trade route.


9
DF Gameplay Questions / Re: Well and Grate
« on: April 27, 2008, 10:25:00 pm »
quote:
Originally posted by Ghostpaw:
<STRONG>...should I be worried about flooding my fortress?</STRONG>

Yes.  Note that pumps block water pressure, though.

This is one way to do it:

code:

#~#|#   ~ Water
#~#|#   | Vertical Axels
#~#|#  
#~#|#   u <-- Well
#~#|#### ###
#~xX~~~~~###  <--- Pump, getting water from the tile below and to the left
#~##########
############


10
DF Gameplay Questions / Re: water ladder
« on: April 23, 2008, 05:13:00 pm »
I used the following floor plan to get up 20 z-levels:

code:

Dig:    Build Pump and doors:
#####   #####    XX Pump (only fits one way due to channels)
#..##   #.+##    #  Wall
#_#<#   #X#<#    .  Dig
#..>#   #X+>#    _  Channel
#_###   #_###    <> Stairs
#####   #####    +  Door (the 2nd one is so that dwarves don't get stuck after channeling)

Flip it vertically for each floor, and make sure your lower levels of screw pumps get built first, since if you try to build them all at once the upper ones will keep getting deconstructed.

You also need to hook in power at some point, but the pumps will transfer power to eachother pretty cheaply - 20 z levels only needed 200 power (plus whatever axels and gears I had set up to connect the power).

Improvements: Cover all the down stairs with hatch covers, just in case!

[ April 23, 2008: Message edited by: Basilisk ]


11
quote:
Originally posted by Jiri Petru:
<STRONG> there could be antman collonies in the savannahs - intricate networks of narrow underground tunnels swarming with dozens of antmen.</STRONG>

This is a fantastic idea! It would be even better if the antmen could dig new tunnels, but then we'd also need a way to strengthen walls against being dug into from the other side. It would also lead into new military skills such as sapping.


12
DF Suggestions / Re: Transport
« on: April 23, 2008, 03:24:00 pm »
quote:
Originally posted by Ralgor:
<STRONG>To implement this, I would think DF would need some way to combine potential jobs into compound jobs, before they are assigned to dwarfs.</STRONG>

Definitely, doing things with wheelbarrows, mine carts, and so on would be sub-tasks of the hauling task for the items in question. It'd be a bit complicated to program (nested finite state machines!) especially since it would probably require re-stacking to be added first, and how it would handle multiple items going to different stockpiles.


13
DF Suggestions / Re: Make Carpentry more like blacksmithing
« on: May 06, 2008, 02:19:00 pm »
I like Drunken's idea of a new "Sawmill" workshop which converts big tree logs into planks and possibly other lumber-related goods.

The number and quality of planks you get depends on the sawmill operator, rather than the woodcutter, who is just bringing back raw trunks.

The sawmill could be powered by a waterwheel or windmill, or by dwarven labor if you don't mind it being a bit slower and using up a dwarf.

The carpenter then takes the output of the sawmill and works on it in his shop.

Try not to build sawmills near your living arrangements, it's not a good idea due to noise.

[ May 06, 2008: Message edited by: Basilisk ]


14
DF Suggestions / Re: Better scrolling
« on: April 28, 2008, 01:05:00 pm »
quote:
Originally posted by Align:
<STRONG>Stop holding shift?</STRONG>

That won't affect how far it scrolls, only how far the cursor moves.


15
DF Suggestions / Re: Make Stone Invisible
« on: April 23, 2008, 01:42:00 pm »
quote:
Originally posted by Shamasu:
<STRONG>As a person completely obsessed with stone management, this solution would not work. I would still know it's there and it would still bug me.</STRONG>

I agree. The stone haunts me.

Another idea though, if a stone is blocking a construction site, couldn't the mason just push it to the side a bit?


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