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Messages - Hunter0000

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DF Dwarf Mode Discussion / Re: Rethinking Animal Control
« on: November 25, 2008, 01:41:18 am »
Good to know lava wont work, though the imp idea sounds plausible. I wouldn't consider butchering an alternative because it requires labor besides hauling and also requires you to select each animal to butcher. The idea behind this is that it does the same job as putting your animals in cages except with two pulls of a lever every once and I while you get a free bone pile. It also involves fire, which is always fun.

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DF Dwarf Mode Discussion / Rethinking Animal Control
« on: November 24, 2008, 11:35:34 pm »
The standard thing people say when asked about animal control is that they throw them in cages to prevent breeding. AFAIK this has been standard for a long time. Lately I have been leaving all my animals outside to roam the countryside and thwart thieves, ambushes ect... I don't have to worry about FPS because I've been playing with immigration turned off. In my current fort the animals roamed into the volcano and some fire imps came out and threw fire at them, as to be expected. What I didn't expect was the massive grass fire that followed leaving me with a wealth of bones to collect.

I have an idea to industrialize this grass-fire bone harvest, but it would help to know a few things. If one digs a deep pit, will grass grow there? if so the production located 'underground' in a deep pit. Otherwise it would have to be located above ground. In either case what I propose is this:

Make a set of two rooms of some size, and throw all your 'spare' animals in there. Periodically leak a little lava into one room to set it ablaze and kill all the animals. Then you collect the bones, rinse repeat.

Thoughts?

3
DF Bug Reports / Re: partially constructed windmill and reclaim
« on: November 22, 2008, 03:39:12 pm »
...No matter what I try to do (claim, dump, cycle forbid ect...) I can't the the wood out of the way.

Anyways, I played around with tweak and wasn't able to fix it. Not that it mattered much. My moat digging plan had a little... mistake... that resulted in torrents of water heading down my entrance ramp. My poor miner got pretty depressed about the hammerdwarfs drowning and broke a door holding back lava....

Moral of this whole story is to make sure you cancel all construction before abandoning.

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DF Bug Reports / Re: partially constructed windmill and reclaim
« on: November 21, 2008, 03:31:01 pm »
Initially after the reclaim q and t showed nothing there (I became suspicous when no one moved the wood). Now I have windmills under construction in two such spots which all the required wood was delivered to, and then the actually construction phase suspends as there is an item blocking the site. An item my dwarves seem to not fully belive exists:-\

EDIT: After more carefully searching the bug list it appears that the same problem applies to any partially constructed building after a fortress reclaim. Are there any tools I could use to memory hack away those logs for a temporary fix?

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DF Bug Reports / Re: partially constructed windmill and reclaim
« on: November 21, 2008, 03:20:57 pm »
(sorry for the res but I figured it was appropriate for such a specific thing)

I just ran into this same problem with my current fort (newest version). I was in the middle of constructing windmills to power my water system when some perfectly timed ambushes left everyone dead. I have reclaimed the fort and am experiencing what the OP describes - I have screw pumps under the surface in the waterway but the wood form the old unfinished windmills in blocking the ground above. No matter what I try to do (claim, dump, cycle forbid ect...) I can't the the wood out of the way.

6
DF Dwarf Mode Discussion / Lack of Enemies
« on: May 20, 2008, 07:31:00 pm »
(I apologize if this should have gone in modding)

I've been playing DF on and off for quite a while but before now I had not been able to set up forges for large-scale metal production,I.E. magma forges. Now, my latest fortress had just set up a magma forge (and is also otherwise quite successful) but I noticed a year in that there were no goblins to attack me! (I thought I made sure before embarking but I must have been hallucinating). I attempted to piss off the elves by stealing all of their trade goods and keeping my meager forest fully cut, but to no avail. Is there a simple way that I can cause the elves and or kobolds to siege me? that or a way to trigger goblins attacks, though I have a feeling that since they are not in the civ menu there is nothing I can do about that failing a new world/site.


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DF Gameplay Questions / Re: Quick Question
« on: May 27, 2008, 09:56:00 pm »
No, if I remeber correctly even wooden constructions are totally magma-proof, though I'd use stone to be safe.

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DF Gameplay Questions / Re: dumb question
« on: May 27, 2008, 09:15:00 pm »
If you are talking about the literal 'chunks' from butchering, my understanding is that they are entirely separate from the meat (which is also produced) and is simply refuse. Are you sure you haven't already had the meat carted to your stockpile and simply have no refuse pile/dump?

9
DF Gameplay Questions / Water, Pressure and Falling Objects
« on: May 27, 2008, 08:39:00 pm »
I have been thinking about some more creative and fun defense systems, as weapon traps, stone fall traps and atom smashers are boring. I have a few questions concerning the feasibility of several of my ideas...

1. Does the expansion of pressurized water push objects, and how far if so? I have done one experiment of my own however it was somewhat inconclusive.

2. Will flowing water carry stones? Ive read in various places that high water (but not 7) will carry heavy objects, however I have not seen anything specific to carrying stones.

3. Will falling stones hit and harm creatures? This is rather important, and I have not seen anything related anywhere besides a reference to dwarves catching pets droped out of a floating fortress.

The only thing that I seem to have confirmed is that pressurized water expansion does not push creatures(or at least not very far) which ruined my plans for a water cannon to simply blow enemies off a cliff with a pressurized water blast.


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DF Suggestions / Pressurized Flow Pushing
« on: June 04, 2008, 07:26:00 pm »
Currently, 7/7 flows do not push anything, regardless if they were spawned due to pressure or not. This hardly seems sensible (though I realize its cheaper on the flow model calcs). Perhaps a simple but effective way to allow for this would be to trace the 'direction' of flow (from the last square it looked at for the pressure release search maybe?) and give any items in the square a velocity in the opposite direction. Regular destruction checks could be run (perhaps a bit more likely that non-metal items are destroyed though) and also maybe a check for a change in direction of item's velocity against barriers so the items would smash if the flow was pushing around a corner after enough pressure release in the same direction.I'm not sure how feasible it it to treat these speeding items as projectiles (acting like ballista bolts/ catapults would be cool) but even just the movement would be useful to create pressurized stone/metal transport systems.

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