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Messages - SimRobert2001

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661
DF Gameplay Questions / map bug? am i doing something wrong?
« on: June 18, 2009, 11:59:22 pm »
Allright, i have 2 issues with the map.  First issue:

1) I looked for a map that had magma and flux. I found a magma pipe, and marble on the bottom level in a corner. There's alwso an aquifer in the mudstone, and i see that there are 2 different types of sand in my map. now, i decide to encase my entire map with sand blocks for this very reason. I see that i have regular sand, and red sand on my map, in addition to 2 other t ypes of soil. (sandy loam, ect) Now, there is also marble at the VERY bottom of my map. this is the flux i see. However, when i get down there (after several reinstalls of DF) i find that there is only diorite. ONLY Diorite. i know i'm in the right side of the map. Very bottom of the right hand corner.  i'm on the very bottom row.  all of this stone was supposed to be sedimentary, but diorite is volcanic.  I've even revealed a few pieces of mudstone where i hit the water table.

i'm going through the layers, only to find clay, and foam sand, and sandy foam, among other soil layers. and yet, no usable sand. Did i somehow misread that as well? I was SURE it said "red sand" for at least one of the areas. I made double sure of this. now there's nothing but clay where the red sand should be.

2) a metalsmith recently went into a fay mood.  There was no forge, so i had a magma forge built, along with a magma smelter.  He didnt' take either of them, so i build a glass forge. HOWEVER, his highest skill is weaponsmithing.  Do i need to build a regular forge? the magma pipe WAS revealed when he went into his fay mood.

662
DF Gameplay Questions / Re: Lost another liaison
« on: June 18, 2009, 09:50:31 pm »
I dont' think you did anything wrong.

You DO sound cursed, though, maybe you upset a forturne teller? You haven't ruined any lives have you? The last guy it happened with got a hairy wife, and a rubbery, streatchy son.

And walls will work against a forest fire, if you're afraid of your animals getting burned, you can always keep them underground. PIts will stop them as well, and would be easier to make.  the best remedy is to stay away from it.

663
DF Suggestions / Re: Cave in suggestions.
« on: June 18, 2009, 05:29:35 pm »

The OP method:

You'd never ever get a trade caravan underground.

sure you would. a single 3x1 hallway made out of ramps, supported by well, supports.

664
I just came in here to say that even though this is toady's dream, and getting outside investment is a VERY bad idea. anyone who invests in a project, expects a return. To safeguard this return, they will extert control over a project. Therefore, it will no longer be toady's project. Other people have said this, but i'm going to reinterate it.

In addition, you're often under contract. Toady must meet certain expectations, or face massive fines. He might even loose the project entirely.

665
Might i suggest that you update the links in the original post to point to d12? i never knew it was out.

666
DF Suggestions / Re: Large Wine Cask
« on: June 17, 2009, 06:36:01 pm »
detinith: Unless it's stainless steel and uses modern professional-level welding techniques, brewing in a steel/metal vat is probably not the best idea. Off-flavors would probably be just one negative result.

particuarily if you use lead. 

667
DF Suggestions / Re: Cave in suggestions.
« on: June 17, 2009, 06:43:03 am »
how about we treat walls and floors as particles?

they will always exert force such that, if too much "force" pops out in one direction the item collapses.

each stone exerts force on the rock below it, and this force can be spread with compression on other rock.
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Is the most stable structure you could make, asssuming the base travels straight to the bottom through rock.

Deep down, the rock can exert incredible downward and outward force(pressurized aquifers!).

Thanks to compression, deep cave walls will press inwards, though not impossibly so, through hard rock. If you found a soild or sand under rock, you'd be hard pressed to dig it.


and what would the equations on those be? how would toady put that into the game?

You know, that's a good idea. The more strained a tile is, the easier (and faster) it is to dig it away.

except that when the tension goes away, all of the stuff above it tends to fall down.

668
DF General Discussion / Re: InterVeiw with toady
« on: June 16, 2009, 10:11:49 pm »
Or just have them all move at the speed of the slowest dwarf in the squad.
Yeah. Sounds like it would be effective. But shouldn't there be a way to command your dwarfs to fight beyond their limits for small periods of time?

nah. they already do that when surrounded by enemies.
"urist mcsoldier goes into a trance"

669
DF Gameplay Questions / Re: I screwed up
« on: June 16, 2009, 04:25:55 pm »
actually, you can just send those 55 military dwarves in, and then deactivate them.

Job chooseing is different on that screen. you just slide over to select what jobs they have when they arrive, for example: "Metal crafter" or "Craftsdwarf" For the most part, they are just names of professions given to immigrants as they arrive.

670
DF Suggestions / Re: Cave in suggestions.
« on: June 16, 2009, 04:20:47 pm »
maybe i'm just thinking about it from all the rooms *I* made, but 7x7 still feels rather small to me.

and no one realy knows how big each tile is.

and each room is essentially a large dome, since we leave a what, 6 foot roof an all levels.  and thats not including if you were to, say, dig a mining tunnel above your 3x4 room.  those 3 spaces would talk away additional strength from the walls, since the dome above its head has changed, and puts more energy squarely on its walls.

671
If you have the end of the underground river in your site, then you just have to dig out the last z-level, because all rivers end in a chasm.  Its much easier than mucking around in 3 dimensions.

thats assuming of course, that the river starts and ends entirely in your map. if it doens't, you could easily tear up the entire z-level looking for the river's source 6 spaces above your head.

672
don't use reveal. the river's special abilities won't work.

also, its only visible on the embark screen, and not on your map.

Actually, you can use reveal to find the location, just make a save before using reveal and then note the location (I am sure you can find a method that works for you) then kill the game and reload the save you made before revealing and go find your river.

True, but i did that only once, and i  just forgot about it when it came up.

673
DF Suggestions / Re: Cave in suggestions.
« on: June 15, 2009, 11:59:57 pm »
yes, but that would require extensive research into the hardness of the materials, then placing that information into the equations. 

674
don't use reveal. the river's special abilities won't work.

also, its only visible on the embark screen, and not on your map.

675
DF General Discussion / Re: InterVeiw with toady
« on: June 15, 2009, 09:13:58 pm »
They more like died on the spot.

nah, it was more like they would pull themselves along with their front legs.

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