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Messages - Fensfield

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61
DF Gameplay Questions / Wheels and Lakes..?
« on: January 30, 2009, 04:41:16 pm »
Well, simple question, barring the use of perpetual motion machines ( don't want to devalue my project, I can use windmills in the end, it'd just be way, WAY easier to use wheels ), is there a way to use waterwheels continuously with only a lake in the local area?  Unfortunately, to my knowledge, there's no easy means of drainage available.  No chasm, bottomless pit, or aquifer.. I need to gather about 700 power for a magma pumping tower

62
DF Suggestions / Re: Recreational Drugs
« on: January 29, 2009, 03:18:29 am »
Here's a relevant suggestion, which I don't Think's come up...

Given the time at which this is set, why not include, just for interest factor, 'city killer' drugs?  A real world example would, I guess, be Spider's Web Opium, which was used as a means of controlling, and in some cases, destroying settlements in the past.

It's a kind of drug whereby it's cheap, and easy to produce, relatively low potency, but with an unbelievably high addiction factor.  'Figured it might be interesting to have the capacity for that sort of inter-settlement warfare - instead of sending out your army to directly attack an enemy settlement, you could send a merchant to discretely introduce some unbelievably addictive Dwarven narcotic among the lower orders, then watch as the city becomes reliant on you to supply it, draining them of resources and then denying the drug and watching as the settlement descends into anarchy and destroys itself, as a result.

63
DF Bug Reports / Re: [40d8] Alt-tab prevents keyboard from working
« on: January 28, 2009, 08:40:07 am »
Same problem!  Though I found it only occurs, for me, when switching out of programs with text input fields o.O  Like messengers.

64
o.o

Thanks Deathworks, that place looks awesome XD  I'll have a go with it right away.

Thanks to Cobalt, too - I'm pretty sure one way or another, I'll get a really nice location out of this.. my own gen's still haven't produced more than 27 z-levels of building room yet, after all >.>

Also Dwarfu's point's somehow a tad scary o.O

65
Hm.. not really, though I guess depth adds to the level of impressiveness XD  My best yet ( using Deathworks suggestions ) was a magma pipe beside a mountain lake with a brook, at a really convenient level, but no arable land, a really awkward aquifer, some carp, and only 22 Z-Levels above the water.  Currently I'm fiddling with that, if only as a test run.  Of course, I had to use embark anywhere to get at it, but at least the other races can all get there according to the civ' screen.

I guess what'd be nice is fifty or more Z-levels above water and at least 5 below ( wishful thinking ), the larger the numbers, the better.. though I suppose greater depth Does make planting the central strut harder.

But yeah, definitely I'd appreciate you chucking those numbers at me Flaede o.o  Once I'm sure of how to do this, I'll quite probably go and build it over the ocean.  Because that's just more awesome than a lake, even if a fortress high above a mountain lake also has a certain ambience..

[ Also, a Goblin Snatcher just kidnapped a Mule o.O ]

66
Drat.  Oh well, thanks... I do remember a basic world gen did once give me a site like that... a Massive drop over a lake, with a cave, and a magma pipe.  Unfortunately at the time I didn't know what to do with it and wandered off.. daft me for not archiving it x.x

67
Thanks!

I'll try those out ^^

68
DF Suggestions / Re: Illustrated weapon trap suggestion
« on: January 26, 2009, 02:22:23 pm »
Not a bad idea, but I have one concern - why 3x1?  Initially it seems to make sense, but what if some poor sod wants to make an entrance that isn't a multiple of three wide - like me?  Yes, my basic corridors are 3 tiles wide.. but my 'grand' entry tiles are either 5 or 7 wide, with pillars and secondary corridors along the sides.

3x1 Severely limits design decisions of those who wish to use them - yes, Weapon Traps may well need a rebalance, and you may well have good ideas how to do it, here, but Forcing 3x1 size would lower the freedom of players.. which is a strong point for DF.  Why not just make Weapon Traps in some way linkable, to form a single, larger trap of variable size, with all the properties you describe?

69
Me again!

Anyway, a fortress megaproject I want to try, involves finding a large body of water, with a large number of Z-Levels above.  The only time I've seen these, is at lakes bordering mountain ranges - but oftentimes these have no neighbours but dwarves, no arable land, have less than useful weather ( though that's somewhat optional, I guess.. ) and no magma.

Basically, I was wondering if anyone can suggest good values to input into the world designer to give me a high chance of finding a site bordering a large body of water, say a lake or ocean, over which there are a significant number of Z-Levels ( rather than the base 15 ), preferably with arable land.  In addition, I'd also either need temporary freezing of the water, or a magma pipe or volcano - both's better, but either will do, though perma-frozen water would render the idea a tad bit pointless so I'd prefer to avoid that, if possible.  Aquifers, again, would be best avoided but no biggie if unavoidable.

The adjustments I've made so far, are basically just minimum Volcanism to 21, max temperature to 55.  Everything else I've tried seems to cause infinite rejects.

Sorry, strange post, I know ^^;

70
DF Gameplay Questions / Re: Question about Freezing, mostly on periods...
« on: January 25, 2009, 06:09:17 pm »
Thanks for the suggestion o.o

If it gets too hard being patient... I might do XD

71
DF Gameplay Questions / Re: Question about Freezing, mostly on periods...
« on: January 25, 2009, 05:46:19 pm »
I see o.o

Drat, I need long freezes to get anywhere fast XD

Still, I can work this way... and it'll make the fortress somewhat cooler in the end, I guess, if it spends less time ice-locked.  Man, that'd be a cool feature, pressure damage to structures from the surronding water freezing and thawing.

Also, interesting note, it's ALWAYS raining.  Always.  I've never seen it not raining.  Well, except when it snowed instead.

72
DF Gameplay Questions / Question about Freezing, mostly on periods...
« on: January 25, 2009, 05:04:12 pm »
I'm on a long, thin map, attempting to create a tower fortress in/over a large, freshwater lake.  It comprises three biomes - two lake, one forest, all three marked temperate.

Now, on arrival, I discovered carp.. lots of them.  Not a good thing, but I pressed on, only for the entire map to be unexpectedly inundated with snow, freezing everything from later autumn to early spring, killing the carp in the process.

Thus, I revised my plans - rather than trying to use obsidian, I would come from below, digging a tunnel through the ice with each successive winter and working on the above ground preparations during the thaw periods.  All went well.. and then the freeze didn't come during the second year late autumn, leaving me more than a little perplexed.  So I quietly worked at the above ground, hoping it'd freeze eventually.. and it did, mid-winter, so I quickly set to work - only to have the lake un-freeze with only ten tiles of tunnel complete before it was even late winter.

Why the sudden change in freeze patterns? o.o  I've never seen this before; not only did the freeze come half a season later than predicted, but it lasted a Very short time compared to the previous year, and only the lake biomes froze this time while the forest ( which froze last year ), remained the same.  In previous games, freeze patterns were pretty constant.. or seemed to be.

So is there something I missed?  Is there some factor that governs whether or not a biome freezes, and for how long?  And, indeed, though I seriously doubt it - some way of influencing it?  The version I'm playing is v40d(9).

73
DF Suggestions / Secret Tunnels / Entrances and Dynamic BGMs
« on: January 23, 2009, 11:37:41 am »
Well, just two things that popped to mind... so I'm setting them down here for people to poke.

First off, wouldn't it be nice if there were some day a good, characterful use for secret tunnels, or entrances?  The sort one accesses through false walls and come out of bushes and stuff, for sneaking out important characters during a takeover ( since right now, abandonment seems to basically do for your dwarves, and the only other end condition is death ).  Maybe now that world map-mobile armies are coming in, it might actually be possible to have a caravan flee a falling fortress, set up shop somewhere else after escaping, and reclaim their home some day in the future?  Again, just generally thinking it'd be a cool element.. especially if there were something to gain from escaping as opposed to abandoning and reclaiming bar persistent dwarves ( though that in itself seems kinda nice ).

Second, seeing as DF seems to be aiming to someday be able to make really dynamic worlds that can shift and change in response to inside actions and such.. perhaps some kind of dynamic BGM system would be warranted ( understandably late in development of course ), ala something like.. well, Dead Space.  That had a music system designed to adjust volume, music presence and music being played based on enemy visibility, location, situation and events.. though I realise, its actually simpler for a game like Dead Space than it is for DF.

Just random ideas, that'd bother me 'til I fielded them >.>

74
DF Suggestions / Re: Floaty Rock
« on: January 21, 2009, 11:15:09 pm »
Indeed, I admit, I Don't expect it to be hugely likely... and way off in the future if it ever did happen.  Not exactly a high-priority addition, even if it came about.

75
DF Suggestions / Re: Floaty Rock
« on: January 21, 2009, 10:57:50 pm »
Hm... well, at Mephansteras, I just wonder if, until (assuming there will be) full physics some day, it really couldn't be done with simpler yes/no conditions.

Is the weight on the tile above floaty rock within the amount allowing it to rise?  If yes, then move up a Z-Level.
Is the weight in the 'stay on the same z-level' range?  If so, do not move.
Is the weight in the 'drop down' range?  If so, go down a Z-Level.

Though admittedly, it's true that without a physics engine in place that would deal with upward force/lighter than air/whatever properly, control would be prtty unforgiving ( not to mention, failure would spell doom, since the yes/no conditions would result in it shooting up or down like a rocket rather than giving time to compensate )

And at the above, well, un, that would indeed be freaking awesome o.o  I could imagine the rocks punching through mined z-levels as cave-ins do, too...

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