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Messages - Dareon Clearwater

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271
DF Dwarf Mode Discussion / Re: Coolest discoveries yet!
« on: May 07, 2008, 06:43:00 pm »
Starting on my first magma map, I had to deal with some fire imps using only my miners and a woodcutter.  The woodcutter smacked the imp so hard it flew into a tree and exploded, leaving its head and upper legs laying about.  Apparently the lower legs were still connected to its body.  :confused:

Later, starting in a human settlement, the NPC hunter kept annoying me with messages whenever he popped out of ambush to deal with the groundhog invasions.  Granted, this did give me a good view of him running out of bolts and beginning the game of Dwarven Golf.

"FORE!"

*Incoming merchant ducks a flying groundhog*


272
DF Dwarf Mode Discussion / Re: Dragon Stories!
« on: May 31, 2008, 04:56:00 am »
My second fortress was going to be built into the side of a volcano.  The dragon living there had other plans.  Two fire breaths later, my wagon and half my dwarves are burning, and the other half is heading for the hills.  Apparently the game doesn't tell you when there's a megabeast already on the map when you embark. :<

273
DF Dwarf Mode Discussion / Re: Inciting a Riot
« on: May 28, 2008, 05:30:00 pm »
You can also just mine out the area you want to be your moat on each z-level, build a single support on the lowest level and a single wall on each level above that, then just channel out the edges.  Link a lever to the support, order your dwarves safely out of the way, and pull!

Assuming the channels were dug right, the support will collapse, then each floor will realize it has no support and fall, pancaking into a single z-layer as the walls fall apart into their component stones.  You'll wind up with a whole dwarfload of stone at the bottom, but that can be ignored or dealt with at leisure.  Warning: Use of this technique with a large area and/or multiple z-levels may result in your computer pausing for an inordinate length in calculation.

Edit: I am guilty of hijacking this thread, and apologize.

[ May 28, 2008: Message edited by: Dareon Clearwater ]


274
DF Dwarf Mode Discussion / Re: Pimp My Mosaic
« on: May 28, 2008, 05:46:00 am »
Some very nice suggestions all around, thank you all.  I think, with your input, I've settled on a design.

Haven, your tunnel idea is just what I was looking for.  I'm not sure why I didn't think of it myself, but it's exactly how I'll get the microcline I'll need for the background of my design.

LeoLeonardoII and nahkh, I loled.  Then I considered it seriously.  Then I loled again.  :D

Boksi, your snake-around-a-spear is perfect.  The rest of the design needs a little work, but I can handle that.

Ladies and gentlemen (There ARE women on the Internet, right?), I give you the Grand Mosaic of Snakebanner!

...Whoops, that's not it.

The angles seem a little odd, but that's due to working with such an oddly-proportioned area.  With a bit of experimentation, I've found I can use walls to block off portions of the areas I don't want to color and so I could probably make the snake itself out of 6 roads of green glass or olivine.

Construction of the border is underway, but the full mosaic will need to wait for my engraver to wake up and start smoothing off the boulders in the area.  And it will probably take a couple game years to finish, especially if I hit a materials shortage.


275
DF Dwarf Mode Discussion / Pimp My Mosaic
« on: May 26, 2008, 09:01:00 am »
My current fort, Snakebanner, has reached the point where I begin working on aesthetics, and this time, aesthetics means a mosaic.  I have a plateau 32 tiles across by 43 tiles high, and am ready to begin designing on it.

I would like the help of you people in coming up with a nice design.  From the fortress name, a snake would be the obvious choice of logo, and I'll mainly be working towards that goal on my own.  However, I'm open to any other suggestions.

Colors I can use without a problem:
-Brown. There's a metric dwarfton of mudstone around, and it will likely be the background color, although it might be interesting to make the background a different color.
-Red. Kaolinite and bauxite are in good supply here.
-White. Chalk is one of the main layers here, and while I am using a decent amount for steel, I'm still digging up more than I can use. Also on the white front is platinum, I have at least two decently-sized veins around.  I am, however, a little wary of just making platinum floors or roads.
-Yellow. A nice large pocket of gypsum contains most of my dining and cooking area, and I can expand if needed.
-Gray. Below the fortress proper, I hit layers of shale.  Magnetite or iron/steel is also a possibility, but see platinum, above.

Colors that can be used, but may be problematic:
-Green. There's sand around, and I can make green glass, but with no magma I'll need to be using coal-fired glass furnaces, which will affect steel production.  Fortunately, trees are no problem, and there's bound to be a few more veins of coal and lignite.
-Cyan. Just from a survey of cliffsides, I can see a large pocket of microcline, but it's not within the region of my fortress proper, so it would be a bit of a trek to mine and haul, and I'm trying to keep my fortress as secure as possible.

All other colors of stone or metal will need to be ordered and shipped in via next year's caravan.  The human one already came, so I'll need to order the requisite stones from the dwarves.

Thank you in advance for your time.


276
DF Dwarf Mode Discussion / Re: why Dwarf Fortress rules
« on: May 28, 2008, 11:19:00 pm »
I had a moment like this when my third strange mood went insane. (I'm beginning to think that craftsdwarf's workshop is cursed, three strange moods have taken it over, and all three have demanded things I didn't have.)

The first thing he did after going stark raving mad was charge into the dining room/animal storage and begin hanging around the cows.  I figured he was mooing, trying to fit in.  Then he took off his pants and jumped on the table in front of a dwarf that was eating, and I thought "Man, that's GOTTA give a bad thought."


277
DF Dwarf Mode Discussion / Re: micro vs. macro management
« on: May 25, 2008, 04:07:00 am »
I generally wind up doubling and trebling up on workshops.  I think one fort I'm running has three craftsdwarves' shops, 5 mason's, and 2 breweries.  And I still have 20-30 idlers.

278
DF Dwarf Mode Discussion / Re: Well i wish that wasn't there
« on: May 25, 2008, 04:19:00 am »
Once I mined out an entire seam of... nickel ore, I forget the actual stone, then dug domiciles off the edges of it.  Made for a very nice-looking design, actually.  In digging one room, I wound up with some fire opals in one wall, and didn't feel like changing the design to mine them out, so I expanded the rest of the room, polished the opals, and made it a noble's room.

I'm thinking about turning an entire vein of kimberlite into another noble's room, too.  Just walling off where I mined into it at first, polishing the entire thing, and designating the room as best I can from it.  There's probably enough area that I could make two rooms.  Naturally the stretch with the diamond floor will be the most valuable.


279
DF Dwarf Mode Discussion / Re: GOLD SEAM FAIL LOL
« on: May 23, 2008, 08:54:00 am »
That's what I did when I hit coal digging a well before.  Which is only tangentially related, but I like to think I'm contributing to this discussion.   :(

280
DF Dwarf Mode Discussion / Re: But i tried so hard
« on: May 23, 2008, 08:52:00 am »
Yeah, zombie groundhogs aren't the most terrifying things on the brain-eating front.

Personally, I'm working my way up to haunted biomes.  I've gotten fortress management down to my satisfaction, now I've turned on invaders and will see how I deal with sieges.  When I feel like my siege defense is adequate, then I might try setting up shop next to one of these evil oceans the map gen keeps giving me.  See if zombie whales are as horrible as they say.


281
There's a possibility, but I'd need way more evidence to support it.

I hadn't made any grates in a long time, but I'd been building and dismantling wall and floor grates for a while, working on my waterfall.  A fisherdwarf then got a strange mood and made an artifact grate.


282
My first waterfall was a vast array of learning experiences.

First, I read the wiki article on water pressure and assumed I could power the entire thing with one pump down at the bottom (A multiple z-level tower).  Then, after I had built several levels of tower and nearly had the spout finished, I read the screw pump article that said it wouldn't pump water up z-levels.  D'oh!

On the plus side, none of my dwarves got conked with falling blocks when I pulled the bottom floor out. (I knew it would reduce to its component blocks, so I figured losing a dwarf or two was an acceptable cost versus dismantling it floor by floor)

Second, I learned the fun way that grates can be targeted for building in an area supported by only grates, but can't actually be supported by the grates.

Third, I found windmills will only power mechanisms if placed OVER them.  Grumble, dismantle, build more walls...

Fourth, I discovered my cistern was too small at the same time I found my exhaust pump didn't work the way I wanted, because my dwarves started canceling jobs due to dangerous terrain.

And in upcoming news, it seems I will have to gauge the onset of winter carefully, since my map freezes and the waterfall is right over my entrance.


283
DF Gameplay Questions / Re: Indoor stockpiles
« on: June 12, 2008, 12:51:00 am »
You can indeed.  If you set a garbage disposal zone next to a dropoff of some kind, your dwarves will fling the dumped goods into space rather than leaving them on the floor.  Chucking things in the river (But not a brook, unless you channel part of the brook to make an actual deep water tile) in that way will cause the flow to move the objects, possibly pushing them out of the map.

284
DF Gameplay Questions / Dwarven Firing Squad/Live Target Range
« on: June 10, 2008, 09:00:00 am »
Main question:  will dwarves shoot at/attack hostile chained creatures?

Background:  I just got done fighting off a goblin ambush, thanks to savescumming twice and rigging a hasty cage trap bottleneck.  This left me with six caged goblins (And one caged corpse that bled to death after getting caught while fleeing).  After stripping them naked, I thought about what to do with them.  Pitting them into the lava or off a high tower would be the obvious solution, but I can't spare the glass right now, since the need to savescum twice makes it obvious I need to finish my wall. (Desert, glass fort, aquifer, magma pipe, you know the drill.)

After a bit of thought, I hit on the following idea:  Set up an extension to one of my barracks, where the goblins could be released in a controlled environment, letting new marksdwarf recruits train under live fire conditions.  The easy thing would just be to link up the cage(s), but that's joost nae dwarven, laddie!

Concept:  After forging chains from the goblins' equipment (Swords to plowshares?  Not quite.), I hitch up the goblins on one end of the room, then open the floodgates blocking off fortifications on the other end of the room, letting the marksdwarves behind it fire on the helpless dancing gobbos.

So, are chained hostiles still counted as hostile, or would the dwarves think, "Ah, those guys aren't going anywhere, let's go have a beer."?  I don't have the resources to set it up yet, but having the answer will tell me if I can plan for it or if I should just focus on a more traditional method of POW treatment.


285
DF Gameplay Questions / Re: Questions about melting/dumping.
« on: June 10, 2008, 09:14:00 am »
Using the 'z' stocks menu really helps with melting.  Done right, it also helps with dumping.

for instance, I just got six caged goblins in need of stripping.  All the stuff their late companions were carrying had already been toted to a stockpile specifically for their crap.  I built the cages the goblins were in, set up a small garbage dump nearby, then forbade everything in the stockpile.  Going into the stocks menu, I simply looked for all the narrow things that weren't already forbidden and set them to be dumped.  Worked like a charm.  The weapons required a little more thought, but still worked.  After all the dump jobs cleared out of the queue, I used the "reclaim" designation on both the dump and the stockpile, and got to melting.


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