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Messages - Goblin Dragoon 085

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61
DF Gameplay Questions / Re: Industrial GCS methods
« on: May 16, 2008, 11:54:00 am »
The GCS needs a path to its target, or else it wont attack.

Pressure plate+bridges can allow you to create an automated system.
But whatever you do, make sure that you have a few cagetraps to prevent an escape.

WHat you can do:
Bridge over a channel allows GCS to attack dwarves.
To cross the bridge it has to pass a pressure plate, that triggers the bridge resulting the GCS to fall down into the channel. In order to be able to collect the webs, create a second access with lots of trap falls behind it. Open the 2nd access when there are enough webs.
Works very well, once you figured out the timing.


62
DF Gameplay Questions / Re: Rivers and Channels
« on: May 16, 2008, 06:12:00 am »
How to start channels ???

I really dont get the question. So let me give you the big picture.

Every tile in DF has a core,6 walls, a floor and a roof. z=0 and z=1 share floor and roof. x,y=1,2 and x,y=1,3 share their south and north wall.

When you [d]ig a tile, you remove its core and the walls that are needed to access it. So when you dig a tunnel leading north, you remove the tiles north/south walls to access the tile cores.

When you [c]hannel a tile, you remove its floor, which is the roof of the tile below and then you remove the core of the tile below the one that is going to be channeled.

So when you want water to flow on z=21 you need to channel on z=22.
In order to get water into the channel you need to tap a water source, by digging into it:

code:

siedeview:
######CCCCCC#
#WWWW#TTTTTT#
#WWWW########
#############
W Water
C Channeled tile
T tunnel that was cete due to channeling above
# solid rock


Now you want water to flow into the tunnel:
2 options: Either make sure that your dwarves can access the tunnel and then [dig] the following tile:
code:

siedeview:
######CCCCCC#
#WWWW+TTTTTT#
#WWWW########
#############
W Water
C Channeled tile
T tunnel that was cete due to channeling above
# solid rock
+ Dig here and water will flow into the tunnel

Or you could channel the following tile (remember channeling removes the floor and create a tunnel beneath it:

code:

siedeview:
#####+CCCCCC#
#WWWW#TTTTTT#
#WWWW########
#############
W Water
C Channeled tile
T tunnel that was cete due to channeling above
# solid rock
+ channel here


63
quote:
Originally posted by Daratabaratamisata:
<STRONG>
Yeah, I figured it'd have to be this. BTW, if my understanding of the wiki is correct, it doesn't matter what z-level the water is, so long as there's a (natural? I think...) ceiling above it.</STRONG>

Pretty much. The tile has to be DARK and then water wont freeze.


64
DF Gameplay Questions / Re: When does the action start?
« on: May 15, 2008, 06:40:00 pm »
Sooo, you want the game to be harder?

Lets start:
-No plump helmets!
-Pop cap 20, but leave child cap. This means, that the only way to increase your workforce is making sure the kids survive 15 years.
-No stone fall, cage and weapon traps
-Use a random number generator to determine your embark grid size and starting region.

If its still to easy for you and/or you lack imagination:
-Start inside a goblin tower
-On embark, bring nothing! No skills, no items, no animals. (You can suvive, cause you have 3 logs from that wagon). Now do the same on a haunted map!
-Settle in the desert/on a glacier
-Settle inside a circular chasm.
-Catch a GCS and start producing silk clothes
-Try to free the poor saps in the HFS
-Tame fish!
-Pump a magma pipe dry and build inside it
-Capture megabeasts and then setup arena fights with them.
-Try t survive on hunting/fishing and just ignore farming altogether.

There are many possibilities. And often enough the correct starting location can spice up the game. (Remember, zombie elephants charging  your wagon on the 2nd granite of 1050 is not really considered spicing up)

Edit: Most of the fun comes from making new and interesting discoveries, like: I had a fort, where I built a HUUUUGE magma storage on the maps surface. The idea was to build a spiral, which traders and gobbos have to pass, before they reach my entrance. And in the even of a siege, I would simply wait till they are in the spiral, raise the drawbridge open the magma storage and a giant magma wave would clean the spiral from unwanted guests.

Due to an earlier accident, where I discovered that stone bridges are not magma proof, I decided to built a new iron bridge to seal my fort from the soon to come magma wave. The bridge was not finished when: A bronze collosus arrived.
No problem, order all dwarves inside and wait till he walks into a cage trap. He did not walk into a cage trap. Instead he went fort the floodgate that sealed off the magma storage  :( When I realized that I ordered dwarves outside again, hoping they could either finish the bridge and link it to a lever in time, or finish the emergency wall off. They did not. Instead I had lava flowing down my main stairs and horribly burning all my dwarves  :(

That day I learned, that It might be a good idea, to secure liquid reliant doomsday devices with fortifications. I also learned, that building an emergency lever to halt the magma pumps can be a smart idea.

[ May 15, 2008: Message edited by: Goblin Dragoon 085 ]


65
DF Gameplay Questions / Re: Great big bubble.
« on: May 15, 2008, 06:54:00 am »
3:

Light works currently like this:
If at any given moment a tile has a clear z-axis connection to the highest z-level it will be permanently marked as light.

So, if you build a house, without windows and a roof on the surface it will be light. If you dig a channel, to create a light tile and then floor over that tile it will remain light.
What does this practically mean: Glass does not let light pass through it! You can create greenhouses for outside crop, using stone instead of glass.

2:
You can use the ramp method: Mark z= for ramp declaration. After z=0 has been completely ramped go to z=-1 and desginate ramps on the whole level. This is less tedious than "strip channeling"


66
DF Gameplay Questions / Re: no Immagrants?
« on: May 15, 2008, 06:15:00 am »
Kinda.
You can lower population cap in the init, to avoid immigration (you wll however get nobles etc through immigration). This might however lead to a fortress with 20 adults and 180 childs+infants, which is bad, very very bad.
So better lower the child_cap as well.

.../df folder/data/init/init.txt

change
[POPULATION_CAP:200]
and
[BABY_CHILD_CAP:100:1000]


67
DF Gameplay Questions / Re: Well...I have a problem with my well
« on: May 14, 2008, 03:18:00 pm »
Wells need a certain amount of water underneath them or they wont work. (I think its   4/7 units minimum.

Try the following: Deconstruct the well: Designate a dump on the tile you want to use as well, dump a stone. Make sure that the dumped stone lands in a 7/7 water tile. If it does, you can build a working well over the dump zone.
Things like grates and hatches and bars, will prevent a well from working. But will also stop the dumped stone. Hence you can use it to test if your well is setup properly :P

EDIT: I just realized, that you might be trying to operate a well on a brook tile. (Hence you built a floor above the brook, cause the well could not be placed on the brook. Right?)

The thing is: brooks are strange. Dwarves can drink from them fish in them, pumps can pump through them, they absorb water, BUT they block items, like buckets from moving on the tiles below. So waht happens is that the bucket get lowered, and is stopped by the brook. What you need to do is channel the brook tile. It will remove the brook tile and grant you access to the water below.
Be warned though, that your dwarves and the wagons wont be able to walk over that tile anymore.

[ May 14, 2008: Message edited by: Goblin Dragoon 085 ]


68
DF Gameplay Questions / Re: Some questions
« on: May 15, 2008, 04:53:00 am »
@martinuzz thanks for the armed civilians principle.
Sound very interesting and convenient. I need to try it some time.

69
DF Bug Reports / Re: Metalsmith Went into mood and didnt...
« on: May 20, 2008, 03:34:00 am »
This bug/feature is so well known, that it is even documented in the wiki   :eek:

70
DF Bug Reports / Re: Elf trader bug
« on: May 15, 2008, 09:20:00 am »
MILK IS MURDER!

CHEESE IS GENOCIDE!

stupid elven punks

just so you know it: everything that comes from an animal is evil, even if you dont have to harm the animal to get it (like in the milks case)


71
DF Bug Reports / Re: My cats wont make friend with anyone :|
« on: May 10, 2008, 09:53:00 am »
quote:
Originally posted by The-Moon:
<STRONG>i wish there was a way to turn it off completely from the init file. Id rather not have any of my animals linking up with the dwarfs at this stage. Not until the game Becomes better optimized.

Also the option to turn it off so migrants don't arrive with animals, and if they do they should not be attached to any of the migrants.</STRONG>


Try to remove the tag [VERMINHUNTER] from the cats raw. They wont hunt vermin anymore, but they also wont choose their own owner.


72
DF Bug Reports / Re: Mining and where to stand
« on: May 06, 2008, 02:08:00 pm »
There are several possible solutions, but non will be 100% satisfying.

Lets just say that: When a dwarf dug a field from any direction he will continue digging in the opposite direction, until he runs out of place to dig and then he will search for a new cluster. This helps greatly when digging corridors and big rooms.

Now this sounds like a good improvement/addition to the current system, but I am sure that there is a big flaw which I cannot currently see. Same most likely holds true for any suggested digging system and also every system going to get suggested in the future :P


73
You started on level 149, which is a level I have adamantine on my map. Aside from that: I highly doubt that adamantine just spawns in blocks! So you should really double check your mod...

74
DF Bug Reports / Re: Graphical Glitch?
« on: April 25, 2008, 04:29:00 am »
Hotlinking the thumbnail = fail!

75
DF Bug Reports / Re: [38c] Rectangle set to 16x16 is borked
« on: April 23, 2008, 03:20:00 am »
Sorry for the double report then.

I searched for rectangle (like it is written in the ini) but o.c. it didnt yield any related results.


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