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DF Gameplay Questions / Re: Slight Trade Depot Problem
« on: May 11, 2008, 12:32:00 pm »DF Gameplay Questions / Re: Mist generator/shower [Guide/blueprints]
« on: May 12, 2008, 12:23:00 pm »quote:
Originally posted by RickiusMaximus:
<STRONG>I would just like to add that I have found when you drop water directly through grates the mist generated is usually generated below the grates where it strikes the ground and then filters up through the grates.I would recommend allowing the water to impact on a single floor tile that is surrounded by grates or bars, this way the water impacts, generates loads of mist and then drains away afterwards.</STRONG>
This is right. I now changed my system to this kind of setup. It generates mist even when the system is almost out of water. Previous setup didn't. Or it did but only to the lower level.
code:So preferably this kind of system:
=======
++#+#++
++#+#++
++#+#++
=======
In this system the water falls on the floor tiles between the grates.
than this:=======
+++#+++
+++#+++
+++#+++
=======
Here the water falls directly on grates.= - wall
+ - floor
# - grate
DF Gameplay Questions / Re: Mist generator/shower [Guide/blueprints]
« on: May 11, 2008, 11:34:00 am »quote:
Originally posted by kaypy:
<STRONG>Oh, I can understand that competely. But for those needing help with the idea, I thought a stripped to the bone method may be easiest. Once they're used to the idea, then they can embellish.</STRONG>
True. It might be easier to start with something that is simple. But i want to note that when I built this, it was my first time to use pumps or powered mechanisms. So it really isn't that hard to learn.
Making things, even complicated ones, in DF is easy when you know what you want, have couple of graph paper sheets (for planning*) and know how the thingies, you need in your systems, work (the wiki helps with this a lot).
(* and screw that exel tool [apoligies to its creator], I found the paper and pencil much more usefull, and using this method you can plan during gaming without swapping between windows constantly.)
DF Gameplay Questions / Re: Mist generator/shower [Guide/blueprints]
« on: May 11, 2008, 07:40:00 am »
And this bucket brigade wouldn't soon have time to do anything else but to bring more water to this system since the water gets used up constantly...
And hm yes the screenshots aren't that good... But its quite clear I hope. About the wiki thing.. maybe in some day you'll find this from there...
I first try to optimize it... and make better pics.
DF Gameplay Questions / Mist generator/shower [Guide/blueprints]
« on: May 11, 2008, 05:33:00 am »quote:
Originally posted by WomanTheatre (In other Topic):
<STRONG>A shower? Like a mini-waterfall? Sounds like a cool idea, how does it work exactly?</STRONG>
Ok, this was asked in other topic, started by Slappy Moose. But since all he said as an answer to this question was "It's not too complicated, it just takes lots of thinking and design to get it to work with your fortress." I decided to make a quide of some kind. Since I found this idea awesome and I made this kind of system into my fort just couple of days ago.
So the system makes water fall throug my fortress zoo entrance hallway. The water comes From small 3x3 reservoir abowe the entrance hallway. The waterfall is 3-tile wide as is my hallway. The water then goes through 3 floor grates directly under the waterfall. Under the hallway there is 6x2+1 tiles wide reservoir. From there water is pumped to 3x3 pool on the same level as the hallway is. And from there the water is pumped to the 3x3 reservoir from where it falls back down again. The system needs to have right amount of water. The water was initiated firslty into the 6x2+1 reservoir. I would say that when the whole reservoir is almost full. (about 6/7 in every tile) the system has enough water for couple od seasons. Then you must let in more water because water turning into mist dissappears.
Now some pics follow. (Thumbnails click them to enlarge)
First: Showin the reservoir under the hallway, and system that lets the water in. (the smaller 3x3 reservoir is for the well [And the explanation for the red dot comes in next pic.])
Pic 2: Shows the hallway without mist. (The pic was taken when system was out of water.) All the explanations should be there in pic. Color of the text allways mathces to the markings in the pic. Eg. If there is purple dots the purple text explains them.
Pic 3: Shows system abowe the hallway. The pump mechanisms draw power from 2 windmills abowe the ground one level up The whole system requires 68 power and my two windmills produce 80. (I have quite windy map
)
And the last pic shows the system producing mist after I added more water into the system. (As you can read from the text in the pic, I added bit too much of it this time.)
If anything is unclear, ask. Ant once more thanks for the Slappy Moose for totally awesome idea. This keeps your dwarves clean and also makes them happy.
DF Gameplay Questions / Re: **SPOILER WARNING ** Wasted effort?
« on: May 10, 2008, 06:47:00 am »Then you will have deep pit with rectracting bridge/s on it (pit must be closed so its only accessible from top.) The demons have to go over the bridge/s, but when tey are on bridge, you rectract them. And the demons fall to the bottom of your pit trap. If they don't die on impact... well they are trapped on bottom of a deep pit, causing no more harm to your dwarves. And you can harness the magma of the demon pit without any trouble.
If you wish to kill the demons, try:
-Makin the trap pit very deep, maybe they die when falling down
-build the bottom of the pit full of spike traps. And start pulling the lever afer demons are in the pit.
-Also you can dig circle shaped room around the pit on maybe 1 or 2 levels up from its bottom. Then carve the wall separating circle room and pit, full of fortifications and get some marksdwarves there.
DF Gameplay Questions / Re: **SPOILER WARNING ** Wasted effort?
« on: May 09, 2008, 12:17:00 pm »quote:
Originally posted by ChaosFollowing:
<STRONG>Just don't do what I did...The Fall of Commontorches</STRONG>
Off Topic, but. Awesome story you made from that. This is why losing is fun.
DF Gameplay Questions / Re: X-bows... is there anything they DON'T do?
« on: May 10, 2008, 12:57:00 pm »When speakin about speed... about 1 shot per minute with 50 fps would be ralistic enough... but lets remember that also one day in DF with 50 fps does not take so long... (I cant say now how long accurately)
DF Gameplay Questions / Re: X-bows... is there anything they DON'T do?
« on: May 10, 2008, 07:00:00 am »quote:
Originally posted by Derakon:
<STRONG>Bows are rather stupidly overpowered right now, no matter how realistic they are.</STRONG>
But nobody (hopefully) wants DF with some fantasy game -hit point system with each critter having healtbar. Like: no matter when the bold goes through your lungs it only does 54 dmg. and you having 234 hp. Or something like that. (I know, in some way there are health and damage values in the game but they are well hidden. Since you cannot see the actual hp amount of your dwarves)
DF is simulator... as much as you can simulate the communal living of imaginary creatures in imaginary world. This means realism.
Thoug.. I would certainly want system in which bows of lower quality and made from weaker materials would have lesser damage. Like low quality bone crossbow shouldn't even penetrate chain armor, but masterpiece steel one would go through any plate when used to shoot decend ammunition.
DF Gameplay Questions / Re: anyway to train up shield use specifically
« on: May 06, 2008, 07:26:00 am »
DF Gameplay Questions / Re: Wells and freezing
« on: April 27, 2008, 06:16:00 pm »DF Gameplay Questions / Re: What's beyond the edges?
« on: April 14, 2008, 02:30:00 pm »If I have place on a cliff like this:
code:........|
..... |
..... |
...... |
........|
Where
. = floor
empty = empty space (severall z-levels)
| = map edge
And if I flood this many levels high half pit, will the water flow out of it off map, or will the 'pit' fill with water?
DF Gameplay Questions / Re: Crisis!!!
« on: April 13, 2008, 10:52:00 am »DF Gameplay Questions / Re: Didn't check ore before creating fortress - am I sunk?
« on: April 13, 2008, 04:41:00 am »I allways check those first. Usually you can see some exposed ore veins and gem clusters in those.