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Messages - Fensfield

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46
DF Gameplay Questions / Reclaiming, and event flags
« on: February 18, 2009, 03:50:34 pm »
Simple question, really.  If I reclaim a fortress, on a map where I discovered a bottomless pit and a cave river, would the cave spider/silk and tower cap/underground flora flags still be activated, or would the map no longer generate these things after I reclaim?

S'just, I seem to have triggered a glitch that's jammed the merchants on my map, and might lead to the starvation of all my dwarves >.>;  And the whole point of this fortress involves cave flora ( Orbglades - you figure it out ).

47
DF Dwarf Mode Discussion / Re: COMMUNITY RESOURCE: Circle Templates 3 to 45
« on: February 18, 2009, 01:56:59 pm »
Because above 3x3 in size, the end result of that looks more and more like square turned 45 degrees as you increase its area.

What a shame this template doesn't go higher, though x.x  The sphere I'm trying to make Starts at 41x41, then enlarges in increments of 6 with each z-level... and Photoshop keeps giving me wonky circles -.-

48
DF Suggestions / Re: Naming Point
« on: February 17, 2009, 09:04:14 pm »
'Not sure about name changing, for my part.. a bit of leeway in the decision makes sense, but doesn't making the name changeable undermine somewhat its value?

49
DF Suggestions / Naming Point
« on: February 17, 2009, 08:33:53 pm »
Well, just a thought I had, after moving to a new map and discovering the landscape allowed for some really somewhat awesome defensive strategies.. which I would probably have named it after had I known beforehand.

Why not shift naming the fortress forward to a moment after you embark?  Oh keep group naming where it is, that's for when you set out, but really, just how many settlements are named prior to the arrival of their founders?

Moving the point at which you name your fortress forward, to after you've had your first glimpse of the area you'll be playing in at gameplay level, would allow for circumstance to have an affect of players' choice on name and all, right?

50
DF Gameplay Questions / Re: Water-Based Cleaning System
« on: February 12, 2009, 05:24:14 pm »
I see, thank you o.o

51
DF Gameplay Questions / Water-Based Cleaning System
« on: February 12, 2009, 04:51:03 pm »
Just wondering if my understanding of water in DF is right, and this will work.

When a siege entrance works.. it leaves behind rather a lot of garbage and items to be hauled off, and often isn't cleaned before the next wave of attackers turns up.  So I wonder...

If I could poor a large amount of water through the siege entrance, and down into a pit with grates in the bottom (likely having retracted a bridge over the pit), would the water wash all the stuff down there for safe collection?

52
DF Dwarf Mode Discussion / Re: On 'Mechanisms'
« on: February 10, 2009, 11:37:57 am »
Fusion reactor?  Pearls?  How on..? o.o;

53
DF Dwarf Mode Discussion / On 'Mechanisms'
« on: February 10, 2009, 09:11:20 am »
Okay, someone'll probably be mad at me for asking this, but...

What are mechanisms?

Initially, I figured they just represented a collection of various gears and the like, the connection point between two pieces of machinery.

But then I realised they work over distances.. well, one could Sort of rationalise that as long distance axles and gears and stuff.

.. But then, of course, I realised a mechanism could operate totally disconnected from its control point.  A lever can manipulate a floodgate across the map on the other side of an un-bridged, miles deep chasm, for instance.  Or if you turn of cave-ins - through mid-air!

So, what, dwarves are too backward to use electricity but they can make practical use of quantum entanglement or something? o.o;

54
DF Gameplay Questions / Re: Wheels and Lakes..?
« on: January 31, 2009, 10:32:56 pm »
Ah I've got immigration off so my construction site/lifeboat fort on the far side of the map doesn't get swallowed x.x  Still, nice setup... I see o.o  I might try that, though, only six windmills left to build XD  One more lumber shipment ... the better part of the ruddy hillside's a wind farm o.o

55
DF Gameplay Questions / Re: Sand, what is it good for?
« on: January 31, 2009, 08:20:42 am »
Well, just to field it... what about a bridge made of glass blocks?  Magma safe?
*tests... may be some time getting results due to power supply trouble*

56
DF Gameplay Questions / Re: Wheels and Lakes..?
« on: January 31, 2009, 08:04:20 am »
Well, don't know about the rest of you, but pumping water into the channel to kick start the wheel failed o.O  'Didn't even move while the pump was operating.

Oh well, I guess very large wind farms are kinda cool, 'shame I have to import wood though >.>

57
DF Gameplay Questions / Re: Wheels and Lakes..?
« on: January 30, 2009, 09:03:21 pm »
Well, building it over a channel failed... I'll try the pump method in a bit

58
DF Gameplay Questions / Re: Wheels and Lakes..?
« on: January 30, 2009, 07:52:33 pm »
Tried... failed.

Evidently lakes cannot provide power.

Just to be certain I got it right, I built a mechanism, and connected to it built a water wheel on the layer above the water.  'Inactive'.  I even tried building it a few spaces out into the lake using floors, too.

59
DF Gameplay Questions / Re: Wheels and Lakes..?
« on: January 30, 2009, 04:59:31 pm »
I could, un, but like I said at first, I don't much want to use one of those XD

I suppose what I Could do, is have a twin system - water flows into a pool driving a water wheel, windmill powered single pump drains it back into the lake.  It's not like I have to run everything off the wheel, just the ruddy magma tower.

60
DF Gameplay Questions / Re: Wheels and Lakes..?
« on: January 30, 2009, 04:55:57 pm »
Hm... honestly I had just sort of assumed a lake wouldn't work, if so.... I think I'll give it a shot, at least.

Failing that I'll go for windmills I guess.. the bridge idea Is clever, but it'd probably come to the same amount of trouble given the lay of the land XD

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