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Messages - peekama

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76
DF Dwarf Mode Discussion / Re: Crazy Ideas Thread.
« on: November 04, 2008, 04:39:24 pm »
I have an idea.  Build and obsidian tower.  Inside your magma pipe.  All the way to the bottom of it.  And have farms in it.  This obviously requires a pipe with a natural roof.

There was a thread about that a while back.  I'd post the link if I could find it.

77
DF Gameplay Questions / Re: Oceans+Trading+Invasions.
« on: November 03, 2008, 04:36:16 pm »
I think I remember somebody adding [AMPHIBIOUS] tags to other civs to fix this.  I could be wrong though.

78
DF Gameplay Questions / Re: Any way to prevent muddy water?
« on: November 03, 2008, 04:00:40 pm »
So dwarves don't get an unhappy thought about nasty water as long as they drink from the well?

I guess my dwarves are just retarded, I have two wells.

And I do give the little guys booze... my alcohol is around 500 at the moment.  The only reason I need water is because my hunters refuse to use all of the +steel bolts+ I have laying about.  Three of them have attempted to beat a local pack of wolves to death with their crossbows. :(

On a happy note, the first guy that tried that is beginning to heal. His mangled leg is only broken now :)

79
As far as I know, it doesn't really matter where you add the tag, as long as you don't put it in the middle of something else. You might want to put it in the same place as dogs though, just for neatness's sake.

80
DF Gameplay Questions / Any way to prevent muddy water?
« on: November 03, 2008, 02:35:05 pm »
Hey guys,

I'm working on getting a well/waterfall system going for my fort, and the muddy water is really starting to annoy me.  Between the muddy floors and unhappy thoughts from drinking the stuff, the project is turning out to be more trouble than its worth.  So I was wondering how to get water without it being muddy.  My current source is a brook that runs throught the bottom of my map.  I have the water running through a fairly long channel which dumps down in my resevoir.

My resevoir is all smoothed stone/wall, but the channels from the brook to the resevoir are all just dirt.

If I make a paved/walled of tunnel for the water to get from the brook to my fort (without touching the ground) with the water stay clean?

81
DF Gameplay Questions / Re: Wild Animal Breeding
« on: November 03, 2008, 07:19:37 am »
I think it might be better just to cage wild animals, and re-release them in the reserve.  Otherwise their offspring wouldn't be wild.

82
DF Dwarf Mode Discussion / Re: Pitting Creatures
« on: November 02, 2008, 09:57:28 pm »
As for the problem with your goblins, build their cage in the pit, and connect it to a lever.  This way, you can pull the lever and release them remotely.  The idea for marksmen training on the other hand, might not work out.  The bronze collousi don't regenerate that fast.  You might end up just killing it.  Better to just let it out on the next goblin siege. 

83
DF Dwarf Mode Discussion / Re: More Goblin Civvies
« on: November 02, 2008, 08:51:37 pm »
Having more goblin civs actually should help.  A lot of people having been reporting their goblins dying out after a certain amount of sieges. More goblin sources = more sieges, if only over time.

84
DF Community Games & Stories / Re: Nist Akath. Journeys of the Brother
« on: November 02, 2008, 04:48:17 pm »
This definitely is not a bump.

85
DF Gameplay Questions / Re: Magma Mist
« on: November 02, 2008, 04:39:02 pm »
I'm not sure if it is different, but the two opposing streams might make mist.

Probably not though now that I think about it.  I'll work on testing this and get back to you.

86
DF Gameplay Questions / Re: Magma Mist
« on: November 01, 2008, 07:20:09 pm »
I'm not sure if this would work, but try having pressurized magma jetting out of a wall into the magmafall.  I'm not really sure if that's a good way to explain it either. I'll try and draw it...

Code: [Select]
~~~~~======
~~~~~  ~~~~P
~~~~~======
~~~~~
~~~~~

~=magma
==wall/channel
P=pump

This is as if you were looking at the magmafall from the front.  The pump would jet the magma at the magma fall and (maybe) create mist.

87
DF Dwarf Mode Discussion / Re: Importing Bauxite
« on: November 01, 2008, 10:42:33 am »
I'd prefer not to alter the RAWs when working on a megaproject.  When you can easily get all of the rare materials you need, it just isn't that mega anymore.

I mean, a 15 z-level 10x10 tower made of steel isn't that cool anymore if you just used dwarf companion or something of the like to turn all your stone to steel blocks.

88
DF General Discussion / Re: Toady's DF Guitar Music
« on: November 01, 2008, 10:33:33 am »
Listening to this whilst playing DF equals coolness :P

This reminds of of Metal Max for some reason.  Has anybody played that game?

89
DF Dwarf Mode Discussion / Re: Importing Bauxite
« on: October 31, 2008, 11:24:08 pm »
That's more or less what I had planned.  I was thinking about a series of chambers in a row, each which two openings and a pressure plate inside. One opening (on the bottom) will lead to the pumping station, and the opening on the top will be closed with a hatch. When a chamber releases all of its magma, the pressure plate will activate and open the hatch on the next chamber.  If I work it out right, I can get it to fire off in a steady, continuous cycle.

90
DF Gameplay Questions / Re: Wild Animal Breeding
« on: October 31, 2008, 06:42:34 pm »
Hmm, I recall reading something a while back about an automatic butchery...
On z-level 4 there would be a room with a pressure plate, a hatch covered hole in the floor, and a breeding pair of livestock chained next to each other.  When something stepped on the plate, the hatch would open.  The idea was, after a bunch of animals populated the room, one would step on the plate, and one would fall through the hole in the floor. Fall to its death that is.  Several z-levels below would be a butchery, and the animal would land in said butchery, where the corpse would be set to auto-butcher.

I think you could adapt the idea behind this to create a sort of wildlife pen that would automatically replenish the animal population in the area.


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