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Messages - yarnosh

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16
DF Dwarf Mode Discussion / What's New?
« on: September 23, 2008, 12:13:34 am »
Hey all,

It has been about a year since I last played DF. Probably more. The first new thing I noticed was the Mac port... awesome! This is almost as cool as z-levels.

I know I could probably pour through changelogs and such to figure this out, but I thought I might get more informative results here... I was wondering what are the big new features since .23 that I should look for when i start my first game? Obviously I could just play and find out, but I'd kind of like to plan a fort based on whatever feature I want to play with. LIke with z-Levels I played with building super-structures and waterfalls and the like. I believe my last fort was a 10+ story seaside (actually, in-sea) retirement resort built completely over the water with only a drawbridge connecting it to land. It even had a magma channel running into it from land, over teh water. Which was necessary to form the obsidian columns on which the whole thing rested. Eventually I used the magma to form an obsidian base through which I could tunnel to get at stone and resources under the seafloor.

So what kind of cool things can I do with .28?

 


 

17
DF Dwarf Mode Discussion / Re: shortest time to reach the magma river
« on: December 17, 2006, 03:09:00 pm »
Getting to the magma is easy. I usually go right for it because I build my fort deep. I don't even stop to build farms by the river. I go "farmless" and just use an herbalist for food the first couple years. I can be at the magma by Autumn. But usually I'll wait until I have someone expendable to risk initial the magma overflow.

How about fastest time getting a magma forge up and going? Really depends on how quickly you can find iron ore. Can take some time...

-yarnosh


18
DF Dwarf Mode Discussion / Re: Challenging engineering tasks?
« on: December 26, 2007, 06:08:00 pm »
erendor,

The main floor of my platform and land bridge to it (soon to be draw bridge!) are 1 level above sea level and at the same level of the magma. I already have magma under my platform, but I can't just cut it off because, AFAIK, magma cut off from its source will eventually harden. I wish I had the materials to pump magma up so I wouldn't be so limited by the little bit of magma that is on the highest level of the vent. As it is I'm spreading it a little thin. I might still have enough left to punch a hole in the sea for my miners, however. It just won't be neatly located under the center of the fortress. It'll be off to the side where it is most convenient to make a branch off the main magma channel.


19
DF Dwarf Mode Discussion / Re: Challenging engineering tasks?
« on: December 26, 2007, 01:02:00 am »
I started with the idea mentioned in this thread of building a completely above ground fortress over the sea. I found a nice spot with a magma vent right near the shore. What I have as of this writing looks like an offshore oil platform. It is currently about 15x15 and 3 levels high. I'm only using the underground for building material. All food is grown/caught above ground. I know it isn't very dwarf-like, but my dwarves insisted on a beach fortress to retire in, so...

The neat thing is that I will be able to completely detach the platform from land  by replacing my initial shore extension with a draw bridge. I was able to bring a magma channel over the ocean surface and under my "oil platform" to create obsidian supports. So the fortress that was once precariously hung off of the shore now sits solidly on the ocean floor. I will also use this channel for magma furnaces.

Hmm, now that I think of it, this magma channel does create a link to the land. Oh well. It is either that or bring the magma below the ocean floor and put my furnaces down below... which sort of ruins the "completely above ground" aspect. I guess I have to decide which is more important. Above ground or disconnected from the continent. I'm leaning towards disconnected.

One thing I didn't think about until after I had the magma flow in place was to create an obsidian slab (similar to punching a hole through an aquifer) to dig down through the ocean so I can actually do all my mining directly under the fortress and stop making all those trips to land to haul building materials.

It would be really cool if I could figure out a way to grow food on the platform . Perhaps I can rely on herds of cattle? Fish? Will fisherdwarves do ocean fishing off the platform? So far they seem to prefer the swamps.


20
DF Dwarf Mode Discussion / Re: Challenging engineering tasks?
« on: December 24, 2007, 11:40:00 pm »
For the fortress built over the sea... isn't there some limit to how much floor you can build away from a wall before it collapses?

21
DF Dwarf Mode Discussion / Re: Challenging engineering tasks?
« on: December 24, 2007, 04:58:00 pm »
Oh, another thing I've already done a few times is punch holes through an aquifer using magma and some creative channeling.

22
DF Dwarf Mode Discussion / Challenging engineering tasks?
« on: December 24, 2007, 04:56:00 pm »
So I'm finding the day to day life of a dwarf to be rather dull and perhaps a little too easy. And there's not much fun in merely accumulating wealth. I mean, how many bins full of flasks, toys, instruments, etc and you have??

Before I start with challenge builds in inhospitable areas and all that, I'd like to try some interesting engineering tasks and maybe some "artistic" things. So far of done the following:

1) 3 level high, 6 tile wide waterfall in a legendary dining room. The water was just recycled from a reservoir.
2) 10 level high "water tower" near a river (not very useful, but a good way to learn how to bring water up many levels and transfer/combine power.
3) I usually build a big dome around entrance with a glass ceiling. Not very challenging, but a good use for all that extra rock and glass (assuming I have magma)
4) Nice apartment buildings with wells in the lobby.

Anyone else have some fun projects? Preferably projects that have some game function. I'm not looking for blueprints. Just ideas.


23
DF Dwarf Mode Discussion / Volcano Island: Boring?
« on: December 16, 2007, 08:32:00 pm »
I read the volcanoes and named mountains tended to be the most exciting as far as resources, pits, chasms, etc. So I tried my first serious volcano island for the guaranteed magma vent. Once I got past the initial engineering challenge of punching a few holes in the aquifer (one for stairs and the other for magma), it seemed pretty dull. Seems that there are no elven or human traders. No kobolds, no goblins. Just a quiet, flat island with only a tiger here and there and the annual dwarven caravan. And so far it seems pretty resource poor. Can't find much more than copper and silver. No iron, but lots of flux (i guess this is often the case.)

I didn't go for a named mountain because I couldn't find one that was at all settleable. They all seem to be buried deep in maintain ranges.


24
DF Gameplay Questions / Re: Dealing with Demons
« on: December 09, 2007, 04:30:00 pm »
Oh, sorry, It is just that i've only had relatively boring mining experiences so far. No pits, no chasms, no underground rivers, no unexpected magma (relied on exposed vents so far), no adamntine. I just assumed that none of it existed in the new DF.

25
DF Gameplay Questions / Re: Dealing with Demons
« on: December 09, 2007, 03:10:00 pm »
Wow! Pits? You must still be running the old version of the game. You need to go 3D (zlevels)

If I recall, you don't need to unleash the deamons just to get magma. The pits are past the magma. I believe you only need to face the demons if you want to go past the pits and get to adamantine.

Anyway, yeah, what you have should be plenty good for demons, though I wonder why you don't have any marksdwarves in there. Having a rain of bolts on the demons will make the job for your melee dwarves so much easier.

The trick is going to be to funnel the demons through a small corridor far away from your fortress. The demons really aren't that bad if you can take them one/two at a time and don't let them get to your fortress. You may be disappointed how easy they are.


26
DF Gameplay Questions / Re: Generic strategy and building questions
« on: December 09, 2007, 04:07:00 pm »
I don't know what people have against outdoor farming. You only need to gather plants for a month or so before you have 3 or more diff types to start a small farm. I brew 80% of my plants anyway so I get plenty of seeds. As for outdoor animals disrupting farming... I like to build a large dome over my entrance. My current fort has 4 zlevel high walls surrounding a 20x20 space with a 8x8 clear glass skylight for the farms. (not sure that this is strictly necessary, but I like the idea of a glass skylight. There's 4 2x2 pillars supporting the roof, each with a staircase in them for roof access. And yes, I have a lot of novice/dabbling masons. :-)

Theres a nice macro-key program on the Wiki that makes building long sections of walls and floors really easy. It is almost better than having the ability to create walls/floors in large chunks. Having them as individual contructions makes building go a lot faster because you can have a dozen low-skill masons all working at once. Rather than one dwarf building a huge section. Just make sure to keep wood and valuable bars/blocks FAR AWAY from your construction area. The rewall macro just uses the closes material available. So keep a large pile of stone inside the dome (or whatever you're building so that is always the closest. Though it still isn't uncommon for me to build a wood wall accidentally.

I think building outside structures is part of the fun of the new DF. Don't be too stubborn to take some things outside.

For apartment buildings, there is one design that I think is just awesome that I saw in another thread here. It looks like this:

code:

#################
#   #   #   #   #
#  D#D  #  D#D  #
####X#######X####
#  D#D  #  D#D  #
#   #   #   #   #
#################
#   #   #   #   #
#  D#D  #  D#D  #
####X#######X####
#  D#D  #  D#D  #
#   #   #   #   #
#################

X = Up/Down stairs
# = Wall
D = Door


Stack these as high (or low) as you want. For the lobby level, you dig out the center 4 rooms and one of the rooms on the side to give access to the stairs. The lobby makes a nice little sculpture garden, BTW. Or put a well in the center.

For nobles, I use about the same square area, but only put four "houses" per level, surrounding a center staircase. Maybe put the king in a giant penthouse on the top/bottom floor. Leave room on the sides of the buildings because you may want to enlarge some of the residences. For example, I gave my clerk an office extruded out the side of the apartment building.


27
DF Gameplay Questions / Kobold Bowmen
« on: November 29, 2007, 04:11:00 pm »
What is the most effective way to deal with kobold bowmen hanging out at the edges of the screen? I don't know if I'll be able to get any significant military force out there. It is hard enough to get more than one or two at any one spot close to the fortress at the same time, forget about getting them all out to the edge. Would a catapult help? They are kind of annoying. One time my dwarves killed a kobold thief out there and they kept trying to retrieve his equipment and they'd get ambushed by the bowmen. So I forbade the equipment. Then I lost a Hunter. And building roads for the human traders is risky.

28
DF Gameplay Questions / Re: elephants - what can i do with them
« on: November 29, 2007, 06:52:00 pm »
I've been reading about people using animals and monsters to train marksdwarves. Used to be that you could just setup archery targets and churn out a boat load of bone bolts. Doesn't this work anymore? Or is these just alternative ideas?

29
DF Gameplay Questions / Re: Spammed by clean cancelations
« on: November 29, 2007, 06:54:00 pm »
Heh, same thing happened to me. I resorted to turning off clean jobs. I'll try th e forbid thing. Thanks.

30
DF Gameplay Questions / Re: Lakes drying up
« on: November 28, 2007, 02:29:00 pm »
Hey, more uses for stone!  :)

Cool, I guess I'll just do the roof initially. But I'll eventually bring it underground for usein well.. if not other decorative purposes.


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