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Messages - Hyndis

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211
DF Gameplay Questions / Re: Glass upright spikes
« on: January 19, 2013, 01:47:31 pm »
Glass trap components are not nearly as good as metal components, but the benefit of glass is that its unlimited.

Set up a glass furnace over magma and have it repeatedly make weapon components. Then rig up some stockpiles and mine carts to automatically chuck all non-masterworks into an atom smasher.

Hundreds or even thousands of masterwork glass weapon traps are fearsome. Also you get legendary glass makers which are useful due to the wide range of materials that can be produced from glass.

212
DF Suggestions / Re: Dwarf Children can do basic Hauling jobs
« on: January 19, 2013, 01:43:32 pm »
As far as i know, children in df can do anything, what they want. I remember having legendary +5 gemsetter and weaponsmith children in my fort

A child can have a strange mood and gain skill from a mood. But they can't actually do the weaponsmithing or gem setting until they're 12.

213
For more a regular repeater I like using mine carts on a powered track. You can make the repeater as fast or as slow as you want by varying the speed of the mine cart. The same repeater can even be sped up, slowed down, or turned on or off by adding/removing power to the track to enable or disable different sets of rollers.

214
If you want a slow and randomly firing repeater, and if you have an immortal animal that does not need to eat you can use the animal as a living repeater.

Make a 2x1 room. On one tile, put a repeater linked to the animal's weight. In the other tile, put an animal. It will randomly move from one tile to the other. The time between moves is random so it cannot be relied upon, but if the animal isn't a grazer and either has no maximum age, or an extremely long maximum age, it can work well. It cannot be a building destroyer or it will destroy the pressure plate.

Note that goblins actually work very well for this. Goblins don't need food or water, and they do not die of old age. Goblins also do not destroy buildings. Build a pit, put a few pressure plates in the pit on repeat and built to detect goblins, and throw a herd of goblins. Their random movements will repeatedly set off the pressure plates.

215
DF Suggestions / Re: Natural Disasters
« on: January 18, 2013, 05:19:16 pm »
Maybe a nearby volcano erupts, causing it to rain magma. Every "raindrop" will turn into 1/7 magma upon touching the ground.
That's...that's not how eruptions work. AT ALL.


I know. Its an abstraction. It would be a way to put it into the game using the game's engine. In most cases a volcano just spews out toxic gas. We already have that in game with evil weather. In order to differentiate it from evil weather it could do a rain of lava instead.

If a nearby volcanic eruption (nearby as in close to the fortress, but not part of the embark area) does about the same thing as evil weather then there wouldn't be much point to it, since the effect is already in the game.

216
DF Suggestions / Re: Natural Disasters
« on: January 18, 2013, 05:16:32 pm »
I like the idea of tornadoes and maybe destroying buildings outside too and the eruptions would be a nice touch too. It would be cool if you took different actions for different disasters like flooding you get to the highest elevation you can or dig down for tornadoes and eruption burns anything wood.

Destroying terrain is probably a no-no at this point. Same with destroying constructed tiles. The ramifications of a destroyed tile are vast. This also makes earthquakes and tunneling invaders extremely problematic.

If it is handled as a weather event that moves creatures around, but only moves creatures around, then you can have dwarves blown off of a cliff or pushed against a wall for injuries. I'd also imagine loose items could be blown around as well, so you could have socks flying around at high speed and they could potentially cause damage.

As far as flooding, there is already code in the game to generate 1/7 liquid upon impact with a raindrop, but this 1/7 liquid only spawns when a rain drop hits a pond tile. If raindrops could spawn 1/7 liquid anywhere, and a rain storm was kept up for some time, including even months, then you could get some serious flooding. Same deal with lava. A nearby volcano could present in fortress mode as a rain of lava, creating a 1/7 unit of lava wherever it hits on the surface.

217
You could link the bridge up to a pressure plate.

A dwarf who moves onto the bridge will have to step on the pressure plate. The pressure plate will retract the bridge. There is enough delay in pressure plates that there should be enough time for the dwarf to take a few more steps, going onto the bridge itself.

Or you can rig up a repeater. You could use a simple wave motion repeater by having water changing depths. Have a pond that is entirely 6/6 water, and then add in only 1 bucket of water, so you will have it 6/6 water, with a single tile of 7/7 water moving around randomly. Set the pressure plate to only trigger on 7/7. Its a useful repeater if you want something slow and it isn't that urgent.

218
DF Gameplay Questions / Re: Ghost spawn rate
« on: January 18, 2013, 04:14:34 pm »
You can get quite a few ghosts to appear. I've had about a dozen active at one time.

I one time made a haunted fortress intentionally. Tantrums and murders on a regular basis. Corpses were thrown into a big pit. Murderous ghosts would return on a regular basis to cause even more carnage. Migrants were doomed. The fortress was a haunted deathtrap, and the insane and murderous living residents combined with the undead residents would soon do in the new arrivals.

To speed things up I put everyone into the military. They were all off duty, but everyone got weapons and armor. The history of weapons in the fortress were gruesome. So much death caused by so many dwarves.

The fortress was entirely decorated with engravings of weeping dwarves, dwaves exploding, dwarves withering away, and murderous ghosts.

219
DF Gameplay Questions / Re: Adamantine Clothing
« on: January 18, 2013, 01:43:29 pm »
I'm not sure how it compares to actual armor, like a helmet and breastplate, but it seems to be effective.

IIRC chainmail functionally works a lot like clothing, and chainmail can be a highly effective armor if its made with high quality materials. Steel chainmail can stop almost anything, particularly if you layer it up.

I've even had cases where a dwarf covered in masterwork armor, including chainmail and several robes/cloaks, was swarmed by a zombie horde. He survived being gnawed on by probably 100 zombies. While the various blunt injuries broke pretty much every bone in his body, he was not torn apart and survived. (Though he did later die of his injuries about a year later. He died of infection.)

220
DF Dwarf Mode Discussion / Re: Baroness demands green glass bed
« on: January 18, 2013, 12:21:41 pm »
So long as there is no captain of the guard you can safely ignore mandates.

The noble will become unhappy that no one is punished for their insane demands, but if you give the noble a nicely furnished room the unhappy thoughts are trivial, and easily outweighed by having them admire their own fancy furniture. Its also a great use of artifact furniture if you have any.

221
DF Gameplay Questions / Re: Adamantine Clothing
« on: January 17, 2013, 07:38:29 pm »
Material quality does matter. If you make adamantine robes for everyone then you're heavily armoring all of your civilians, even the children. Downside to this of course is its a terrible waste of adamantine.

222
DF Suggestions / Re: Natural Disasters
« on: January 17, 2013, 05:59:53 pm »
Natural disasters could be like weather in evil biomes. I think more weather would be a nice feature.

Evil weather does all kinds of interesting things, but if it did even more that could be a lot of fun. A weather effect that throws objects on the surface a number of tiles in a random direction could be a tornado.

A flood could be rain that causes water to appear everywhere, and not only in pond tiles. Maybe a nearby volcano erupts, causing it to rain magma. Every "raindrop" will turn into 1/7 magma upon touching the ground.

There should be some sort of warning as to these disasters though. Perhaps a boxed warning that the sky looks ominous along with a game pause, and then a short time later the effect takes place. Long enough for the player to do something, but too short of a time for a full evacuation to complete.

223
DF Gameplay Questions / Re: Adamantine Clothing
« on: January 17, 2013, 02:57:19 pm »
That'd still leave you to make clothing for the dwarves you can't draft. On the other hand, an emperor's new clothes situation coud be funny.
You can draft everyone except for children and babies. You can even draft nobles. The only catch is that they cannot lead a squad. Have some other dwarf lead the squad. Then put the noble in the squad as a member but not leader.
Also you shouldn't draft woodcutters, miners, or hunters, since the uniform conflict can lead to all sorts of annoying crazy bugs.

Thats true, yes, but really you only need 1 legendary miner and 1 legendary woodcutter. A legendary+5 doesn't so much mine through solid stone, as he runs through solid stone and it vanishes when he hits the wall. Same with a woodcutter.

224
DF Gameplay Questions / Re: Adamantine Clothing
« on: January 17, 2013, 02:37:29 pm »
That'd still leave you to make clothing for the dwarves you can't draft. On the other hand, an emperor's new clothes situation coud be funny.

You can draft everyone except for children and babies. You can even draft nobles. The only catch is that they cannot lead a squad. Have some other dwarf lead the squad. Then put the noble in the squad as a member but not leader.

225
DF Gameplay Questions / Re: Adamantine Clothing
« on: January 17, 2013, 01:53:43 pm »
If you make a uniform that replaces clothing then your dwarves will discard all normal clothing and wear only armor. Armor never rots. Dwarves equipped like this never need any new clothes, ever. Only use this option if you have full sets of armor available, because if you don't your dwarves will not use clothes, so they will get very unhappy thoughts from being naked.

Armor does count as a covering though, assuming you have full sets of armor for your dwarves.

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