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Messages - Fensfield

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91
DF Gameplay Questions / Vicious War Dog Petting Craze
« on: September 15, 2008, 01:41:03 pm »
Well, a simple question this time - how do I get my dwarves to stop treating the chains I've assigned war dogs to as entrance guards as meeting halls?  I mean for goodness sake, these are trained to be vicious and one couple actually held a /wedding/ around them.  Not to mention it's exposing my dwarves by drawing them to an area liable to be the first point of attack for ambushes...

92
DF Gameplay Questions / Re: Creepy Kitten
« on: September 15, 2008, 01:38:24 pm »
Ah okay... good ^^
I wonder if, in the meantime, it'll keep the little blighter from breeding.

93
DF Gameplay Questions / Re: Creepy Kitten
« on: September 15, 2008, 01:15:07 pm »
You.. are joking, aren't you? o.o;

It's been doing that for hours now, too o.o;

- Just got the joke, sorry >.>

94
DF Gameplay Questions / Re: Creepy Kitten
« on: September 15, 2008, 12:06:14 pm »
Wow, really? o.o  That was implemented?

But still, it's not injured in the slightest x.x

95
DF Gameplay Questions / Creepy Kitten
« on: September 15, 2008, 11:30:42 am »
The last group of immigrants brought my fortress' first kitten with them.  And... it's acting weird.  Every now and then, roughly long enough for the message to turn up thrice on the same message log screen, I receive the notification 'Cerol Amkolérith, Kitten (Tame) cancels Store Item in Stockpile: Too Injured'.

What on earth is going on?  Not only is a work incapable kitten repeatedly trying to store... something, but on checking, it shows up as being uninjured.  Has it somehow got a task assignment stuck on it, which fails over and over because the game keeps noticing it's not got the right limbs?

I wonder if this is fix-able...

96
DF Gameplay Questions / Re: Winning
« on: September 15, 2008, 11:27:11 am »
I just hope that someday, eventually, there'll be an alternative to abandoning where you can choose to 'release' your fortress.  The place becomes an active, NPC location in the world and operates as such, rather than just being left to rot.  'Course, relinquishing control might come with a price of some sort but..

Man I hope that's an eventual possibility XD

97
DF Gameplay Questions / Re: Frozen river/channel?
« on: September 13, 2008, 04:55:49 pm »
Thanks for all that! o.o

'Looks like the freeze>thaw with magma>repeat method is my best hope for the long term, then.. hokay.

98
DF Gameplay Questions / Re: Frozen river/channel?
« on: September 13, 2008, 05:37:39 am »
Sorry to revive an old topic, but since this one answered one of my two questions ( whether or not my perma-frozen brook, with both ends leading off the map, could ever be unfrozen to the point where it flows by Any means - apparently not, bother x.x ), I figured I'd ask the other one.

If I heat up murky pools and drain them, are there any circumstances where they'll refill without my intervention ( snowstorms for instance )?  The brook and the three pools are my only water sources at this point - I've already used magma to heat all of the brook bar the map edges.

Also, just for desperation... if I were to cover the brook's map-edge tiles somehow ( That Is possible with some things.. I think? ), is there then a utility I could use to change the tiles to be underground and thus unable to freeze again?   Maybe to turn them to water as well?  Or, indeed, a similar utility that might let me Force the magma under the brook's map-edge tiles?

Oh and last of all, if I mined out the tiles on the map edge ( if that's actually possible, say with channelling, come to think.. ), would they be replaced with more ice?  'Guess that's probably Not possible though.

- Actually, one other point - is the supply of water from a glacier, however large, also finite?

99
DF Gameplay Questions / Re: Wide waterfalls
« on: September 12, 2008, 02:10:48 am »
Nope, not turned off o.o  I'm playing at the south pole and freezing nicely now XD

100
DF Gameplay Questions / Re: Wide waterfalls
« on: September 11, 2008, 12:30:12 pm »
Oh I'm sure it'll hurt my FPS bad ( and that's only like... 1/6th of the thing >.>   But I still have every intention of doing it.. even if I have to turn it off to play the ruddy thing XD  It's kind of my endgame goal.  It should still be pretty cool with just the chasm, though.

But I see... thanks for all your advice, 'looks like I'll have to plan out how to put in a good reservoir ( ruddy farms are a bit in the way, but meh, I'll move them if need be, or something.

Also, I wonder why the brook isn't freezing over in winter.. my maps never seem to freeze x.x  And this one's Temperate/Cold across two biomes ^^;  Ah well..

101
DF Gameplay Questions / Re: Wide waterfalls
« on: September 11, 2008, 08:06:33 am »
Oh and the result will be that my bridges and trade depot should all have water falling down either side of them - if it's possible, there's enough water, and I'm feeling really ambitious, then water falling down in front of the sides of the artificial chasm, too.  For instance:

      +++     
      +++     
    | +++|     
   |+++++|
   |+0  0+|
   |+  0  +|
   |+0  0+|
   |+++++|
     |+++|
      +++

0  0
  0
0  0 - Trade depot.

So, that would be, vaguely, what the water in the first diagram would be falling around.  Given the bridges over the artificial chasm are major thoroughfares, I'm Hoping it'll be a good dwarf pleaser with all the mist.

Oh and the trade depot is roughly at fortress' centre, and that in turn is almost bang beneath the brook, too.

102
DF Gameplay Questions / Wide waterfalls
« on: September 11, 2008, 07:59:46 am »
Well, my fortress has coincidentally wound up running along exactly the same direction and immediately beneath the local brook, and I wanted to use this to try and make some nice water features.  'Only problem is, I'd like the waterfalls from it to be wider than a tile or two.  In fact.. I'd rather like them to be square.

'Any suggestions how best to do it?  Everything I can think of seems only able to make water fall from three squares.  This is roughly what I'd like to try creating:


++++~~~++++
++++~~~++++
++++~~~++++
+| ||~~~|| |+
+|++~~~++|+
+|++~~~++|+
+|++~~~++|+
+| ||~~~|| |+
++++~~~++++
++++~~~++++
++++~~~++++

( ~ brook, | water falls straight down from here, + solid ground )

Is it possible to strategically dig channels so that water flows to all the tiles I want it to fall into the fortress from at once?  Or do I basically need some sort of reservoir, and a screwpump beside every tile I want water falling from?  Drainage isn't an issue, there's a bottomless pit nearby to deal with that if nothing else.

103
DF Dwarf Mode Discussion / Re: Sniffy Levers
« on: September 04, 2008, 09:59:13 am »
Bother.  Oh well, two levers it is.

104
DF Dwarf Mode Discussion / Sniffy Levers
« on: September 04, 2008, 09:52:48 am »
Right then.  The main entrance to my fortress is a pair of bridges over a chasm that lift in either direction, blocking both tunnels ( to dissuade any of the locals from taking advantage of a siege ), and a retracting bridge that when /not/ retracted, acts as a cap to block the wagon sized hole that opens onto the overland map.

The retracing bridge is linked to two levers - one lever that solely controls the retracting bridge, and another that /should/ control the raising bridges over the chasm And the retracting bridge.  Plan was, to use the first lever to retract the 'cap' on the entrance, and then in times of siege, throw the second one, causing the retracting bridge to extend and cover the entrance while the raising bridges blocked the chasm off on both sides.

It doesn't seem to have worked.

Am I doing something wrong?

As is, the lever dedicated to the retracting bridge works fine, but the lever connected to all three bridges only controls the cap when it's doing the same as the bridges over the chasm - that is, it will only extend the 'cap' when the chasm bridges would lower, and will only retract it when they would raise.  It was my assumption that pulling the lever just made the bridges change from whatever state they were currently in to the other.. not whatever it's doing here.

105
DF Gameplay Questions / Re: Sieges and civ screen
« on: September 01, 2008, 05:32:47 am »
Just abandoned the fortress and looked around, since the world gen was refusing to give me one with a similar good/evil balance.

.. There are no goblins ANYWHERE o.o;   'Only sign of them is a small goblin settlement in a sealed, mountain valley.  I wonder if they just couldn't get out throughout all of history o.O

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