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Messages - SolarShado

Pages: 1 ... 159 160 [161] 162
2401
DF Gameplay Questions / Re: Finding Underground Pool
« on: October 18, 2008, 06:52:00 pm »
I still rather new to mountain features, but if it works like a cave river, you'll have to actually dig to it (AKA breach it's walls). I suppose damp stone would surround it, too. Me, I'd start sinking shafts in likely areas.

2402
DF Gameplay Questions / Re: The small/quick question thread!
« on: October 18, 2008, 12:22:56 am »
1) As in the meeting place option under the table's [q] menu? No, activity zones work fine.
2) No. Dwarves will use any non-assigned table/chair (not sure which) to eat at.
3) I've never seen a dwarf using anything that was assigned to someone else, so i assume no.
4) Not sure. Doesn't stationing a soldier near the insane dwarf work? What type of insanity? If it's a non-violent type, I don't think the military'll do anything.

2403
DF Gameplay Questions / Re: On Pit Traps, Long Falls, and Ponds
« on: October 18, 2008, 12:12:04 am »
Not 100% on this, but i think a pond zone only generates one job at a time, so you should be able to fill it faster by designating several zones at the top of the pit. of course, you'll need more buckets.
But then, there's always pumps.

2404
DF Dwarf Mode Discussion / Re: Humorous learning expieriences?
« on: October 17, 2008, 10:49:14 pm »
Heh, my first fort. Started diging into the cliff and straight into a pool of water. Didn't realise the water was there and not below. I don't think anyone died, but I abandoned anyway, just out of disgust.

2405
DF Gameplay Questions / Re: War dog corpse doesnt get haulled
« on: October 11, 2008, 11:32:20 pm »
Is the corpse forbidden? I reciently had a racooon get into my fort and after the dogs finished with it the pieces were all forbidden.
Also, is there room in the refuse pile?

2406
DF Gameplay Questions / Re: Magma safe pumps and bridges
« on: October 08, 2008, 11:02:53 pm »
You can make mechanisms with metal.  It's listed at the very bottom of the trap components section of the forge.
This shocked me so much i cranked up DF to check. And it's not in my copy (un-modded 0.28.181.40d). I believe i have read that you can mod this in tho. I don't mean to call you a liar, but where'd you get that info?

2407
DF Suggestions / Re: A WINCH to lift whatever you want !
« on: October 08, 2008, 10:11:24 pm »
Nice expansion. But what'd you have in mind as to usefull things to attach?

I have to agree about the difficulty of connecting large sections of wall and/or an elevator, just from an interface perspective. But what does that leave, other that item hauling?

Also, I notice you used "ropes" instead of "chains". That got me thinking about possibility of requiring chains for heavier loads.

2408
DF Gameplay Questions / Re: Rhesus Macacques...
« on: October 04, 2008, 04:00:56 pm »
I have little/no experience with demons/goblin towers, but IIRC the wiki says demons can start fires. I would assume he went after the macaque.

2409
DF Suggestions / Re: Steampunkification!
« on: October 04, 2008, 03:07:27 pm »
Hate to shoot you down but several of these have already been suggested.
Conveyor belt: already suggested (Personally, I don't get it. I always have plenty of haulers
Elevator: already suggested (See the suggestion about winches for a more generalized version)
Pipelines: neat idea, heh, this is what i thought pipe sections were for at first
Rain catcher: interesting, but in my (admittedly limited) experience, there's always a pool or two, and plenty of booze
Boiler: I recently thought of this myself, but i was thinking of a steam trap
Steam Cannon: Hmm... well if we've got a boiler... an new type of siege engine?
Black Powder: very cool. but it'd have to be really hard to make
Potions: interesting, and a use for extracts would be nice
Soap: Toady probably has something planned, I haven't read the dev notes extensively, but as a trap? it'd definately add more humor

2410
DF Suggestions / Re: A WINCH to lift whatever you want !
« on: October 04, 2008, 02:45:14 pm »
Cool idea. Hope you don't mind if I elaborate with some ideas of my own:
 * each wheel/pulley is a seperate construction
 * chains can be routed through any number of pulleys in any order, provided there's line of sight between them
 * possibly require multiple chains for long stretches
 * the winch itself is an endpoint for the chain and requires either power or a dwarf to work (like a screw pump)
 * a bracket of some sort for the other endpoint, not sure how we'd designate how much was connected to it

This would open up a whole new world of possibilities for traps. ;D
(Aw. No evil smilie?)

2411
DF Suggestions / Re: Immigration or "A Farewell to Refugees"
« on: October 04, 2008, 02:18:23 pm »
All good stuff. I particularly agree with the scaling bit.
First, seven dwarves in a hole should not attract twice their number after 3 months.
Amen! In my last fort, I was just starting to think, "I could really use another dorf or 2." Then OMG! Immigrants! Twenty-odd dwarves. All the 7 had was a row of beds.
More immigrants if there are more beds than current residents, prehaps, and less if more dwarves than beds.

2412
DF Suggestions / Re: rugs
« on: October 04, 2008, 02:05:01 pm »
Hmm.. Would rugs and wall tapestries be different items, or one that can be made into different buildings?

I'll second a suggestion for an alternative to beds, even if their much harder to make.

2413
DF Bug Reports / Re: Save and region files not in data/save
« on: October 04, 2008, 01:50:35 pm »
If your runing DF from, say "C:\program files\DF", then Vista moves any files created/modified by the apps in said folder (i think) to "C:\Users\{user name here}\AppData\Local\VirtualStore\Program Files\DF".

I did it like this for a while, but got sick of messing with files in two locations.

You should be able to merge the two folders to somewhere easier to manage without a hitch.

2414
DF Gameplay Questions / Re: No Plulmp Helmet Spawns being generated.
« on: September 27, 2008, 11:56:33 pm »
Within about a year of getting my farms set up, I always seem to have 100+ plump helmet spawn.

2415
DF Gameplay Questions / Re: Mineral Gathering Priority
« on: September 27, 2008, 11:02:28 pm »
You could try customizing the settings of the pile that you want filled. q > s. Might help. Or if you just want your main fort area cleared, you could dump it/ hide it.
Hmmm... Do masons still use hidden stones?

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