Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Goblin Dragoon 085

Pages: 1 2 3 [4] 5 6
46
DF Gameplay Questions / Floor hatches on freezing maps.
« on: April 24, 2008, 04:08:00 am »
Ok, big problem for me  :(

To grow  non dwarven  crops I dug 3x3 shafts down in the earth. These are considered outside and light. So make them inside, then build a glass ceiling, with a glass hatch in the middle.

For irrigation purpose the water is constantly moved on the glass ceiling/glass hatch. WHen I want to irrigate I pull a lever, thus opening the hatches and the fields are flooded.

code:

z=0
.....
.fff.
.fff.
.fff.
.....

z=1
.....
.ggg.
.ghg.
.ggg.
..w..
..w..
..w..



f is the farm
g is a glass flor
h a glass hatch
and w the way water enters the reservoir

The big problem is, that the tiles with the glass floor/hatch are themselve still above ground so the water freezes in winter, deconstructing the hatch, when it unfreezes  :(

So is there anyway of fixing this in time, besides pumping more water out, than is flowing in and putting a second glass floor above the current one?
On my current save the water is already frozen, so I would prefer a method that prevents the destruction of the floor hatch this one time. Putting another glass ceiling in should be a breeze after that.


47
DF Gameplay Questions / Re: Depot access
« on: April 23, 2008, 04:25:00 pm »
GreyMarios concept works.

Just build a 2nd depot like this

code:

XXXXXXX
XDDDDDX
XDDDDDX
XDDDDDX
XDDDDDX
XXXXXXX


D= Depot
X= Floodgate
Now link all floodgates and your bridge to the same lever. If you want, you can replace some floodgates with walls, but who would want that? Nothing beats a trap filled labyrinth, that can be removed/put in place with a simple lever.

48
DF Gameplay Questions / Re: water ladder
« on: April 23, 2008, 11:49:00 am »
Thats why you dont link supporting gears to levers  ;)

Just build a triple gear, somewhere instead of an horizontal axle. Then you can simply link the middle gear to a lever and nothing will ever collapse. (Except of course for scorching maps, where sometimes windmills tend to spontaneous combust. This however can be solved, by using a drawbridge as a retractable roof and then simply encasing the windmill during summer.


49
DF Gameplay Questions / Re: Record keeper?
« on: April 23, 2008, 03:25:00 pm »
Easy enough:

Press "n" to bring up the noble screen.

There you should have pink natural nobles and 5 assignable nobles.
Those assignable nobles are the mayor, manager, treasurer, broker and the sheriff/captain.
Select the treasurer and press s. Select any precision, higher than lowest precision.

Because your treasurer is now trying to reach a higher than lowest precision he will use the skill and thus train it. But for this to work you need to assign him an office. Build a chair, select it through the "q" menu. Make it a room, resisze it and then assign the room to your treasurer.

Presto: Now he will use and train that skill.


50
DF Gameplay Questions / Re: NULL demand
« on: April 23, 2008, 03:35:00 pm »
And to make things worse:

Dwarves tend to vote the for the highly skilled soldiers, cause they hang out in the dining hall, drinking beer all the time  :(

But dont worry, as long as your mayor is not a legendary axedwarf/woodcutter he will just beat other dwarves to death, instead of lobbing their heads off  ;)


51
DF Gameplay Questions / Re: Moving those pesky goblins
« on: May 22, 2008, 02:35:00 am »
Pit tossing:
Designate an activity zone over "open space"

Make it at pit/pond [p]

Select creature to throw in [P]

Scroll threw the list ill you get your gobbos.


52
DF Gameplay Questions / Re: Murdering cats
« on: May 21, 2008, 02:50:00 pm »
You need:
patience
*width of main hallway* x1 upright spikes
*width if main hallway* x2 doors
*width of main hallway* x4+2 mechanisms

dwarves who can pull levers :=)
(btw are arms needed to pull levers?)

code:

#####
+DSD+
LDSDL
+DSD+
#####

# wall
+ floor
L lever
D door
S uptight spike trap



everytime a cat is ontop of the spike traps, forbid the doors, and set a lever to pull/repeat

Easy and effective, as long as you make sure that its actually in your main hallway

If you already have a huge cat problem try the following:

make dwarves fast: [speed:1]
make cats slow (half the speed of a gobbo should do it)
designate a meeting area near the edge of the map
wait for siege. your super fast dwarves should be able to outrun even bolts/arrows and your cats will be dealth with

[ May 21, 2008: Message edited by: Goblin Dragoon 085 ]


53
DF Gameplay Questions / Re: magma power question
« on: May 20, 2008, 04:03:00 pm »
oO

It actually has to come from below.

1 of the 8 outer tiles of your magma furnace/forge has to have at least 4/7 magma under it in order for the workshop to operate.

Supply is also the wrong word, because they do not use magma up. So you can smelt as many narrow armour pieces as you like, with only 4 units of magma.


54
DF Gameplay Questions / Re: problem linking levers to floodgates
« on: May 06, 2008, 02:58:00 am »
Just make 2 full time mechanics and disable all other tasks for them.
Skill level also determines how longs it takes to hoo something up to a lever. Distance between lever and floodgate might also influence how long it takes.

55
DF Gameplay Questions / Re: How to create rooms
« on: May 18, 2008, 01:34:00 pm »
Inside means no direct z connection to the highest z level.

Or: If it has a ROOF it is considered inside.

So to make an inside room, that is not subterran, you need to build the walls on z=345 and then floors on z=346.


56
DF Gameplay Questions / Re: metal logs
« on: May 18, 2008, 12:08:00 pm »
quote:
Originally posted by Kagus:
<STRONG>A pump requires:

A mechanism (stone)
An axle (wood, metal)(also referred to as a "pipe section")
A block (wood, metal, stone)
An enormous corkscrew (wood, metal)</STRONG>


oO

Lets make that

tube or pipe (wood/metal/glass)
block (wood/metal/stone/glass)
corkscrew (wood/metal/glass)

No mechanism needed and best of all: glass pumps are magma proof


57
DF Gameplay Questions / Re: aqueducts
« on: May 16, 2008, 03:07:00 pm »
aquaeducts were part of the old 2 version and placeable, much like bridges. But now that we have z levels, we need to build the damn things by hand :P

Pumps are pretty easy to handle, once you realize, that they pump the water 1z level up.


58
DF Gameplay Questions / Re: Cobaltite?
« on: May 16, 2008, 02:30:00 pm »
Its currently just a pretty stone... Make some nice deep blue statues from it

59
DF Gameplay Questions / Re: 2 quick questions
« on: May 17, 2008, 05:35:00 pm »
quote:
Originally posted by Goblin Dragoon 085:
<STRONG>3 wide opening:

Well, you can use bridges. They can be strechted to 9x9 max, I think.
Or you can use 3 doors, because although a door needs a wall next to it when being built, it does not need the wall as support.</STRONG>



I always wanted to quote myself.
See, the "although a door needs a wall next to it, when being built" shows that I am well aware of the fact, that you cannot place without a wall next to it.
but the "it does not need the wall as support" is actually a hint which indicated, that there might be a way, how to build in such a way, that you end up with multiple doors in a row that only support each other.

Btw: Why do people like to make a fool of oneself? I see this everywhere:

"NOOO, you seem to have no clue: Zombiegardeners are immune to acid based attacks"

"Hmm, yeah well. I guess I must be doing something wrong, cause I just killed a zombie gardener with the speel acidwave. And that spell deals only acid."

"Dude, you must really suck at this game. Are most likely dont even now what a zombie gardener looks like and mistaken him for a zombie nanny. Those can be harmed with acid."

"Nha, I can keep them apart. But I applied the official patch 3.2 (which was released 6 months ago) that removed acid immunity from several creatures, cause elemental mages keep getting stuck in the celestial caves and other places."

"*akward silence*"

If you try to correct someone, don't fail or else you will look like a fool.
The absolute classic being the grammar/spelling nazi who manages to have  several spelling/grammar errors in his corrective posts.


60
DF Gameplay Questions / Re: 2 quick questions
« on: May 16, 2008, 01:32:00 pm »
3 wide opening:

Well, you can use bridges. They can be strechted to 9x9 max, I think.
Or you can use 3 doors, because although a door needs a wall next to it when being built, it does not need the wall as support.


Pages: 1 2 3 [4] 5 6