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Messages - Eater of Vermin

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121
DF Gameplay Questions / Re: Draining a pool...
« on: August 03, 2009, 05:47:11 am »
The bottom LH corner of the pool looks something like (A) and I'd modify it to look like (B)

There's a couple of other spots, such as the top RH corner, where this would work.

Code: [Select]
(A) WWW~     (B) WWW~       W=Wall    D=Door
    .W~~         .W~~       ~=Water   _=Channel
    .WW~         .WW~       .=Floor
    .WW~         .D_~       
    .WWW         .WWW       

Of course, you'd dig the channel tile out last - you should install the door and dig out the drainage tunnel on the next level down - from where you channel out to your aquaduct - before you loose the floods.   (I know it's only 2/7 deep, but it's always a damned good idea to be vewy, vewy caweful awound water.  ::))

The door is simply to prevent any "splash" during channelling/draining from running into the corridor and can be removed/replaced with a wall at your leisure. 


As for preventing the pool from filling up, I'd start roofing it over now in case it starts raining while you're trying to drain the pool.  Why make it take longer to drain than it has to?

122
DF Gameplay Questions / Re: Safely breaching underground rivers.
« on: July 31, 2009, 03:34:14 am »
I'd run a channel off the water supply and into a private fishing hole, using a Fortification to block unwanted visitors.

Water pressure can force things through grates, so instead I use a fortification.  Seems to work for me.  I also dig a channel around the fortification, blocked with a floodgate.  This is dual purpose; it gives my dwarves access to both sides of the fortification when the channel is drained, and also allows any fish to swim into the fishing chamber to restock it.

When the floodgate is opened, the fishing holes is banned and I have a military squad standing nearby in case of unwanted guests..  When closed, it's unbanned and the squad moves on to do other things.  :)   

I also like to put my barracks & archery targets near the fishing hole, so there's usually a few military nearby just in case.

Code: [Select]
~.............
~......._X_...
~......._._...
~_X______F____ -> to fishing hole
~.............

~ = water source
. = wall/rock
_ = channel
X = floodgate
F = Fortification



123
DF Dwarf Mode Discussion / Re: Oh the Irony
« on: July 29, 2009, 07:18:15 pm »
Can't engrave constructed walls, so all that really does is maybe upgrade from slums to hovels.

124
I can't wait until they're re-implemented.   ;D

I normally stick to under 7x7 - close quarters and cramped tunnels feels more dwarfy to me - but there've been times I've gone oversized.  I'd love to load up some of my older forts and see what fun results...

Hmmm...  which suggests a couple of possible future improvements.

How about a random time delay on oversized sections?  The bigger the amount over size, the quicker the collapse?  Then you may not realise you've made an Oops until a season or three afterwards...

Or, to fix the potential "hole in the ground at z=0 because X z-levels have collapsed" problem, how about introducing a new rock "type" of rubble?  Which takes up 10% more space than a standard wall tile?

Maybe something like this: a 7x7 section collapses, so a 7x7 section of the level above moves down, right?  Let's say that 90% of those tiles become rubble with 10% staying as solid rock.  That means that of the 49 tiles falling down, some 44 (rounded up) become rubble, taking up an extra 4 (4.4 rounded down) tile space.  That means that there's no room on the collapsed level for 4 of these "rubble" tiles, so they stay in the ceiling level, preventing the next z-level above from collapsing.

Let's say that you have a level entirely made of rubble.  That's not as stable as solid tiles, so then the limit should be reduced from 7x7 to, say 3x3.  So, when digging out underneath a collapsed area (ie. it has a rubble ceiling) you'd need to use supports to prevent further disaster.

Perhaps I should move this to the suggestions forum?

Nar...  I doubt it'd be implemented.  So I'll just have another Bourbon instead and see what other fun items I can come up with...   :P

 



125
DF Bug Reports / Re: [40d] [MOUSE:NO] doesn't seem to work
« on: July 24, 2009, 03:43:55 am »
Sounds like it.  I'd recheck your init if I were you.  I've just tested it and it worked properly for me.  No mouse functions at all.

As for the dig designation, I'm guessing that's probably partly due to [40d13] Sub-Window Mouse Problems

126
So...  you've got one - and only one - planter looking after 5 farms, 2 of which are above ground?   And only 1 of the above ground farms are planted?

2 questions:

1. Is he suffering cave adaptation?  Has he been spending most of his time vomiting while planting that above ground farm?

2. How big are the farms?  3x3?  10x10?  One planter can only do so much, especially when he's not particularly skilled. 

Me, I set 'em up as 5x5 farms, with a planter for at least every two farms.

I'd try giving him an assistant and see if they get more done...

127
DF Gameplay Questions / Re: Skylight question.
« on: July 20, 2009, 06:09:57 am »
Hmm just checked the wiki. I was under the (misguided) impression that glass covered skylights prevent cave adaption. How lame that they don't.

You sure about that?  My miners are my main vomit fountains and they're the only ones who don't use the stairwell regularly. 

Then again, I s'pose I may notice them more 'cos I send 'em outside occasionally, while my other artisans live more or less permanently inside.   

Methinks this needs testing.

128
DF Gameplay Questions / Re: Skylight question.
« on: July 20, 2009, 02:50:19 am »
I base most of my fortresses around a central stairwell, which is built of 5 stairways in a 3x3 grid.  One in the centre & one in each corner. 

To avoid cave adaptation I like to channel out the remaining floor tiles in the stairwell (ie. in the N, E, S & W) and replace them with glass, also putting skylights in the appropriate spots at z=0.

So, the stairways themselves are considered subterranean, but the floors in the stairwell are lightwells and considered above ground.

During normal play, my dwarves will take the shortest path which, as often as not includes crossing one of the glass floors.  When I give the "stay indoors" command they'll avoid these floors... but can still path diagonally between each stairway.

Maybe you could use something like that?


129
DF Gameplay Questions / Re: jumping down and building down
« on: July 15, 2009, 09:48:00 am »
1.) can any creature/being in the DF world 'jump down'?

Yes.  And no.  AFAIK, no creature will deliberately jump down like that, with the notable exception of insane dwarves trying to end their miserable existence.

However, almost any creature can be knocked down a level by accident or during a fight.

Putting walls around channeled areas not only prevents bow-gobs from firing in, but also reduces the risk of one of your military knocking a Colossus down into the middle of your fort at the worst possible time...

Quote
(a) Does this mean a dwarf can stand 'above' the floodgate to build it? (b) also, does this mean there are other buildings that can be built orthogonally rather than perpendicularly? or (c) am i misunderstanding orthogonally?

Orthagonal basically does mean perpendicular.  In short, the dwarf must be able to stand N, S, E or W of it.  They cannot build one from above.


130
DF Dwarf Mode Discussion / Re: The Inner-Locking Vault
« on: July 15, 2009, 01:02:14 am »
I'd be inclined to go for the magma surrounded room with a combination lock to make it accessible/destroy.

However, if I were your opponent, retaliation would be as simple as making a similar set of rooms, stockpiling with food & water and then herding in all the legendaries after stripping them of picks, axes, etc.

That'd piss you off far more than just using artifacts that were left lying around.   ;D

131
DF Dwarf Mode Discussion / Re: Star Trek Fortress?
« on: July 15, 2009, 12:52:11 am »
actually, doens't the pathing system have issues with pathing thorugh doors that are operated by pressure plates?

Buggrit!  It just won't be the same if it doesn't have doors that go SHHHH!   >:(

Ah well, that's one idea shot down in flames.  But I think the project is still on.  Cats = Tribbles?  Perfect. 

132
DF Dwarf Mode Discussion / Star Trek Fortress?
« on: July 14, 2009, 02:20:18 am »
I started toying with the idea of setting up all my doors with a pressure plate on each side...  which led me to the concept of building a fortress modelled after the U.S.S Enterprise.  Sort of like a certain persons Zeppelin megaproject.   ;D   

I'd have to play as a human, but could mod the dwarves as Klingons & the elves as Vulcans.  (They seem to fit the parts.)  Kobolds would be perfect for Ferengi.  I'm undecided how the Goblins would best fit in...  [ponders]

Anyways, I'm thinking of adding in the Dark Elves mod to make Romulans...  does anybody have any other suggestions of existing mods that could/should be added for other races?


133
No, a high waterfall won't cause all the water to evaporate.

I used to place mutli-level waterfalls to each side of my central stairways, so they'd be permanently covered in mist.  Every 5 levels or so I'd divert some to feed a well, with the well overflow running back to the stairway where it was added back to the waterfall.

The dwarves loved 'em, but after a few games I started switching 'em off (ie. shut the upper floodgates) after building 'em to bump my FPS.  It has been a while since I last built a fort with one...  perhaps it's time for another?   ;D


However, your whole setup seems a bit wasteful to me.   Just going over a waterfall doesn't make the water dirty, so why distinguish between "clean" & "dirty"?

Sure, if someone's dismembered nearby it'll bloody the water until it washes away, but I really don't think the dwarves are too worried about a little colour in their mist.  Unless they're drinking from it.  It soon clears up anyway.

Then again, it ain't dwarfy if it ain't over-engineered.


134
DF Dwarf Mode Discussion / Re: The Inner-Locking Vault
« on: July 13, 2009, 03:30:27 am »
But does [h]iding stuff also prevent it from showing up in the menus?  No.  And I don't waste time scrolling over the map looking to see what's available, I go straight to the stocks menu.

[f]orbidding it will block it from some sub-menus, but I'm pretty sure it'll still be visible in the stocks menu.


135
It's something that has never worried me!

Then again, I always build my farms at z=-1 around a central staircase, my kitchens around the staircase at z=-2 & my food stockpiles immediately under at z=-3.  With my Dining level under that, at z=-4.   I also tend to separate stockpiles for prepared food, raw food & seeds... with the seed stockpile being on the farm level.

AFAICT, my cooks do their thing, take the prepared meal down to the stockpile then pick up the next lot of ingredients.  Of course, they're also tasked for food hauling. 

maybe other dwarves are actually hauling the prep'd food, but it's only a few steps and is quick.  As I said, it's never been a problem for me, even with several kitchens in full swing, so I've never really looked into who's doing what. 

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