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Messages - DanielLC

Pages: 1 ... 6 7 [8] 9 10 ... 15
106
DF Gameplay Questions / Re: Quality of the Water
« on: April 10, 2009, 04:14:34 pm »
Wells are the best.

107
DF Suggestions / Re: Irrigation Ideas
« on: April 03, 2009, 06:28:56 pm »
As a more extreme form of fertility, you could set it up to have crop rotations. This would essentially be done by having different types of fertility, and having plants take away and add to them at different speeds.

108
DF Gameplay Questions / Re: Eaisiest way of building a well?
« on: April 02, 2009, 07:12:23 pm »
As related questions, if you channel a river far away from its course and then loop back "downstream", will that be considered "fresh"?
No.

Quote
Will that flow enough to drive waterwheels?
It won't flow. At least not after the channel fills up.

Quote
If you pump water into a dead-end channel (or one that has a floodgate shut), will back-pressure back up and leak out (and up?) somewhere, or just stop at "full"?  A pump wouldn't pump water higher than the level it's on, it doesn't create "water pressure", just delivers it to a new z-level, right?
Pumps do not create, or even conserve, pressure. You could build a well by pumping water from a pressurized source into the well, and you still won't have problems with it overflowing.

By the way, the problem with the floodgates is that if the pressure plate switches states a second time before the floodgate switches, it won't register the new state switch. This can be made significantly less likely, if not stopped altogether, by using doors instead of floodgates.

109
DF Modding / Re: Hard Mod
« on: April 02, 2009, 12:53:29 am »
I suggest making something with both [EXTRACT_PARALYZE] and [EXTRACT_PERMANENT] (together, they send dwarves into permanent comas). Maybe make it a vermin for extra evilness.

110
DF Modding / Re: Trap comp experiments
« on: April 02, 2009, 12:06:25 am »
From the DF Wiki on heat attacks

December 13, 2007
Quote
Heat has attack messages almost similar to burn.  However, it may be somewhat related to temperature, as when a creature is killed by a "heat" attack, it's corpse ignites (this was tested with a spirit of fire-like creature though).

December 14, 2007
Quote
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is killed by heat attacks, it's body ignites.  It's unknown that fire-immune creatures are effected by this attack.

By the way, the second edit was by the same person as the first.

I suggest finding the version of DF that was current as of 12/14/07 and testing it.

111
DF Suggestions / Re: Lever triggered zones
« on: April 01, 2009, 10:24:45 pm »
I suggest making it an alarm. If an alarm goes off, everyone within five squares runs away and gets a bad thought. It would sort of be like being scared off by goblins.

112
DF Modding / Re: metal using elves
« on: March 31, 2009, 06:43:34 pm »
Quote from: dead dwarf
metal using elves
Unfortunately, I don't think you can mod the metal to use elves. ;D

113
DF Gameplay Questions / Re: Wooden Hammers?
« on: March 29, 2009, 04:52:57 pm »
If you don't mind modding, you can make them shoot blowgun darts. You can't actually make blowgun darts, so that prevents them from shooting them, but the weapons can still be made out of wood at the bowyer's shop.

114
DF Gameplay Questions / Re: Eaisiest way of building a well?
« on: March 29, 2009, 04:41:22 pm »
Define easiest. Simplest to build? Least maintenance? Least likely to flood your fortress? For one your dwarves will maintain on their own, won't flood, and is reasonably easy to build (side view, ¢ is hatch cover and o is well, <, >, and X are stairs, _ is a channeled tile):
Code: [Select]
      >
river_X#######
     #X#¢  o<#
     #<  #__>#
     ######_##
          ###
Make sure not to dig the channel next to the river until after you place the hatch and dig the area the water goes.
Place a water source over the hatch and a pond over the open space next to the well (both are activity zones). Make sure you have an extra bucket. You can also fish through the hatch. If you're fine with dwarves drinking standing water, you don't need to build the well part. If you don't mind them going outside, you don't need to build the hatch part.

115
DF Dwarf Mode Discussion / Re: Mythbusters
« on: March 28, 2009, 07:27:09 pm »
The wiki has a theory about how pressure works. The links it has to an interview with Toady give a different model.

Possible test:

Compare the speed of of water coming out of a cistern with more z-levels to water coming out of a larger cistern that's only two z-levels tall. In the former model, the higher cistern will produce more pressure, and thus move faster. In the ladder model, the fatter cistern will.

Taking the ladder model to the extreme:

Myth: A cistern like the one on the right will empty its top layer in a single frame.

116
DF Dwarf Mode Discussion / Re: How do YOU handle waterfalls?
« on: March 28, 2009, 06:12:52 pm »
Come to think of it, I think you could keep your river from overflowing by boxing it in like this. (# is wall, %% is west-facing screw pump, ~ is water on that z-level)
Code: [Select]
###
#~%%
###

I'm not entirely sure how pressure works, but I think once that middle tile gets to 7/7, it will be able to empty into any tile in the river, and probably off of the edge of the map. I think this is the effect that keeps waterfalls from overflowing.

117
DF Suggestions / Re: New Beast Suggestions
« on: March 26, 2009, 11:52:03 am »
Platypus, it causes strange moods in dwarves who try to understand its alien geometries...
Don't forget the venom.

118
DF Dwarf Mode Discussion / Re: Popular Dwarven Literature!
« on: March 25, 2009, 12:30:28 am »
There's More Than One Way to Skin a Cat When the dwarves just won't give up their pets
Carp Fishing On heavy weaponry and marine warfare

119
DF Dwarf Mode Discussion / Re: How do YOU handle waterfalls?
« on: March 24, 2009, 11:50:33 pm »
The river will overflow.

You can just use the surface as a dumping zone, so long as it's far enough from the fortress entrance that the water evaporates before it gets there.

The best way to prevent flooding is to use closed-circuit water works. If you have a chasm, that works too. Is your stairway part of the plumbing? If so, you could get your dwarves swept into the chasm. Otherwise, it should work.

120
DF Suggestions / Re: Acceptable odds of tunneling abilities
« on: March 24, 2009, 11:25:23 pm »
He was? I'm in favor of unrealistically frequent hair-trigger cave-ins.

Perceived-fairness balance consists of having good or bad stuff happen in response to making good or bad moves.

True, but building a single line of defense is not generally considered a good move. Leaving cage traps randomly inside your fortress is a good move. Having armed dwarves on duty and patrolling the fortress at all times is a good move. Placing a steel-lined panic room in the middle of every floor into which you can retreat and from which you can flood the rest of the fortress is a good move. When the over-world arc is complete, retreating, rearming, and retaking your old fortress may very well become the best move.

It should always be possible to keep your fortress, but it should be hard. If defending against sieges is easy, than why have them at all?

Also, I'm against the idea of having animals that only dig through dirt. There's only a small layer of dirt. It will take a lot of creatures a long time to make cottage cheese of a mountain, but it will only take a few creatures to cover the surface in interleaving tunnels. If they dig without leaving tunnels, however, I'm all for it.

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