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Messages - DanielLC

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76
DF Dwarf Mode Discussion / Megaproject Idea: Self-Rebuilding Tower
« on: June 30, 2009, 09:38:29 pm »
We've all heard of fortresses inside magma vents that you can drop with the pull of a lever. I suggest making one that rebuilds itself.

Build a water tower three z-levels high adjacent to the magma vent. Three floors above the ground, build walls where you want your rooms (that is, inside your rooms). On the second floor, build a wall where you want your stairwell, and on each adjacent tile (not counting corners). Attach those to the water tower via the z-level four above the magma vent. On both those floors, fill all the space without walls (where the walls will be on the completed tower) with retracting bridges. Build walls around where the tower will be. Leave a space for the water tower. Hanging down from the walls for the stairwell, build the stairwell itself. Optionally, build magma-safe bars for the floor adjacent to the stairs. If you don't, dwarves can still go between the stairs and building diagonally. Build a hatch on the bottom of the starwell, and one on each adjacent tile. Two levels below where the stairwell ends, build a floor up to one tile before the building. Then build a support on the last built tile, and build a floor on it and between it and the tower. There may be a better way to do that last step. It's intended as a the part that drops the tower. Build a bridge up to the tower on the surface of the vent.

I will leave the required dwarf computer up to you. Here is how the operation will go:

  • First, the magma vent is emptied so there is no magma in the z-level directly under the stairwell, but there is just below that.
  • The second and third stories above the vent are filled with water.
  • The retracting bridges on the second story open.
  • Wait until the magma fills another level.
  • The retracting bridges on the third story open.
  • Wait until the magma fills another level.
  • Go to step 2 until the highest floor is built.
  • If you want a roof, go to step 2 again, but only use the second story.
  • Open the hatches.
  • Drain the magma vent at least two stories below where you did the first time so there's at least one empty space between the building and the magma.
  • Wait for all the magma to drain out of the building.
  • Close the hatches.
  • Wait until you want to drop the tower.
  • Destroy the support.
  • Rebuild the support.
  • Go to step 1.

Unfortunately, I'm to lazy and undwarven to do it myself. Any volunteers?

Edit: realized you don't need a retracting bridge at the bottom.

77
If the floating rock is an aquifer, that would explain the regenerating ice. I don't know why the rock isn't falling, though.

78
DF Suggestions / Re: Special ordering from caravans
« on: June 30, 2009, 11:35:32 am »
I don't think that's how it works. I think it's more like they'll send you twice as much if you pay twice as much. They should change that to allow you to increase how much you'll pay by more, but I don't think it should be the same system as this.

What does this have to do with trading sand?

Also, you should probably have to have a sufficiently good relationship with the civ you do these trades with.

Come to think of it, this kind of trading would probably be the most necessary to have a liaison, as you need someone you know and trust to actually get the item rather than just taking your money and leaving.

79
DF Suggestions / Special ordering from caravans
« on: June 29, 2009, 12:58:00 pm »
Currently, you can ask for more of a kind of item and have it cost twice as much, but you still aren't guaranteed to get it, and you can't be that specific about it. I suggest having a method to ask for, say, a female giant scorpion, pay a greatly inflated price, probably in advance, and have it come with the next caravan. The price will be increased even more and the wait increased if the civ you're buying it from has to buy it from someone else (for example, buying said scorpion from someone other than elves).

Ideally, you'd be able to choose every specific detail, or allow it to be any, and each detail increases the price. For example, you'd pay more for a female giant scorpion than just a giant scorpion.

80
DF Suggestions / Re: Making the game more accessible for new players
« on: June 29, 2009, 09:45:32 am »
On the wiki there are links to three IRCs. I suggest using one of those. That's what I did.

81
DF Gameplay Questions / Re: Flowing water and pushing things
« on: June 28, 2009, 01:29:25 pm »
I think the reason it doesn't work is because of the pressure. You can get rid of the pressure by: forcing it to flow diagonally, pumping it onto the level you're using, using magma, or having it not be 7/7.

You could have a pressure plate and a door, and have the door close whenever the pressure plate gets up to 7/7.

82
DF Gameplay Questions / Re: Floodgates
« on: June 28, 2009, 01:25:01 pm »
Replace the floodgates with drawbridges.

83
DF Dwarf Mode Discussion / Re: Comics thread.
« on: June 28, 2009, 11:58:53 am »
Is anyone going to do a lolcat?

oh hai, butcher
where u takin me?

im in ur fortress
nomin ur vermin
and FPS


I Has a Bucket

Wû☺
Noooo they be
stealin' my Bucket

Urist McKitten has been ecstatic lately. Urist McKitten can has cheezburger lately.

O hai toady one.
Why does kittens rhyme with mittens?

84
DF Modding / Re: Insane Fortress V.1.1
« on: June 28, 2009, 11:31:58 am »
For the record: The real Knife Eye Attack. That picture was just Dan McNinja guessing from the name.

85
DF Suggestions / Re: Caravan trading supply/demand
« on: June 28, 2009, 10:59:15 am »
If it's like a true economy, the dwarf would say how much he's willing to pay for the adamantine pants. The clothesmaker would then tell the weaver how much he'll pay for the cloth. The weaver would try to buy strands from the craftsdwarf, and realize it's way above his budget.

86
DF Modding / Re: Smelter reaction
« on: June 26, 2009, 10:00:48 pm »
I think you can change it so dwarfs wear large clothing.

87
Anything that's likely to knock someone out is going to have some chance of killing them. Of course, that just means you can't consistently capture them.

88
DF Suggestions / Re: A Long Term Suggestion: The Final Frontier
« on: June 26, 2009, 09:40:13 pm »
Would it just be multiple world maps, or are you suggesting some kind of space fortress? Of course, this would happen after the army and caravan arcs, so the space travel would still be involved.

89
DF Suggestions / Re: Automated Burrows
« on: June 26, 2009, 09:37:11 pm »
I know there are utilities to automatically build rooms for dwarves. Perhaps someone could upgrade theirs to do a whole fortress. I suspect it could also automatically set workshops to be built. Of course, having as a utility kind of takes away the point of having it for beginners.

90
DF Suggestions / Re: Public Levers
« on: June 20, 2009, 12:54:37 pm »
The game currently gives numbers to groups of mutually accessible tiles. It would be possible for the game to also remember sets of potentially accessible groups, where pulling of a lever would allow access. This way, if a dwarf can't pathfind somewhere because he's in the wrong area, the game could check if that area is potentially accessible, and, if so, see if any levers allowing access are accessible. If so, the dwarf pulls the lever.

The problem here is that the dwarf would leave the door wide open. Because it is now on the other side of the door, he can't pull the lever again without leaving. If they add logical operators to the levers, which would allow you to attach two levers to one door, he could close it again, but if you're using a drawbride, or even a retracting bridge, this is a potentially fatal action, and should only be done with care.

If we also add alarms, you could get crazy things where the dwarf pulls a lever to extend the bridge, crosses the bridge, pulls another lever which rings a bell that warns the dwarves to leave the bridge, and then retracts it.

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