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Messages - Sadrice

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196
My naming scheme is specifically to keep track of migrant waves so I always know the new folk.

I start with:

A01
A02

 etc, which is essentially Migrant Wave +number, with any children born being lumped into the next wave to arrive. It helps me assign jobs to all the new arrivals as they're really obvious.

It also depersonalises them severely so I don't care if they die etc


You know dwarf therapist will group your dwarves by migration wave, right?  It's accessible via a drop down menu in the top left.  It groups children in their own waves, though, based on the season they were born.

197
I know there have been df to minecraft converters, at least for previous versions.  Wasn't there a minecraft to df converter at some point, or am I misremembering?  Brief googling is only turning up df to mc, but I'm stuck on an ipad, so in depth searching is cumbersome.

198
DF Dwarf Mode Discussion / Re: Fort locations
« on: May 13, 2014, 07:59:05 pm »
I don't remove stairs, no need with impermeable hatch covers.


I also usually use the passage to the side that GavJ uses, but with a hatch cover and cage traps, with a weapon trap on the last square (eventually, when I get around to making it, meaning usually never).  I'm not too much of a purist to use traps and hatch covers, and trusting dwarf lever pulling response time when there's an extremely fast FB about to make it into the main stairwell can lead to disaster, which while Fun, is not always fun.


199
DF Dwarf Mode Discussion / Re: Fort locations
« on: May 13, 2014, 02:03:43 pm »
I usually dig an exploratory shaft to the bottom of the map as soon as I have initial storage  shops, and living areas dug out, finding all caverns and magma as well as exposing ore so I can get some mined before the smelters are built.


If you do this, an important thing to remember (which I often forget) is to build hatch covers before you breach the caverns.  When you breach a cavern try to do it via a stair through the ceiling.  If you hit a column or wall and for some reason you forget to remove the designation before they reach the cavern floor (I do this a lot), remove the rest of your staircase (the designation, not the carved stairs) and backtrack to the highest hatch blockable cavern access, go to the side a few tiles (I like 5 to leave room for traps and later redesigns) and continue downwards, missing the caverns.  That way, you can seal off each cavern individually (building destroyers can not destroy locked hatches from below, though I suppose that could be considered an exploit).  It's also a good idea to put a hatch at the lowest level of your working fortress (usually either Z-20 or Z-30 for me), and every 20 levels or so on your staircase, in case of mishaps and you suddenly want the staircase sealed NOW.


It is very important that each cavern is individually sealable.  This was my downfall on my most recent fort.  It was a haunted tropical beach (with haunted ocean, though the worst I saw from it were the zombie horseshoe crabs that were the greeting party for my starting 7).  Through various mishaps, I had a tantrum spiral starting, 40 dwarves (I had very good luck getting migrants indoors), about 5 beds, and no more wood.  Right as I was getting more from the caverns, a three tailed fire breathing salamander showed up.  I was in the process of individually sealing the caverns, and the hauling had actually started for the necessary hatch cover, but due to the fact that I had idiotically made them out of native gold it was taking forever to get there, and the salamander was fast.  I ended up having sealing the fortress basement hatch at Z-30, cutting off all access to the caverns and giving the salamander free reign of the main staircase below the hatch.  He got in a fight with a tribe of ant people in cavern three (which had been busy fighting their own zombies after a six legged vomit beast ran into them earlier), and after that bounced back and forth between all three caverns, burning down what seemed like every tree in the underground before finally getting locked in eternal combat with a soldier ant person who happened to have a fungi wood shield and enough blocking skill to be seemingly fireproof, but was unable to harm the salamander with his tunnel tube spear.  As far as I know, they are still there, eternally burning down the fungus forests of the third cavern.  With no beds for hospitals, half my dwarves babbling (my fortress is littered with the clothes of the insane), and everyone too upset to actually dump the corpses, it quickly crumbled to its end as all the corpses piling up in the entrance hall began to rise.  I was quite sad, as I had a fell mood in progress, and I had had an actual kobold invasion (vile force of darkness has arrived), which I had never even seen before.  Of course, the kobolds were outnumbered by zombie elephants, but still, it was cool.

200
DF Dwarf Mode Discussion / Re: First loyalty cascade
« on: May 12, 2014, 04:29:28 pm »
I don't know, running a hermit fortress using the method you described in that thread (allow caravan to report full pop cap, not permitting any further caravans to leave alive) using a renegade dwarf as your hermit might be interesting.


If the hermit achieves his solitude in a sufficiently violent fashion and attains legendary combat skills, like Eidre's mayor, he ought to handle the dwarven caravans by himself.

201
I've never found ASCII to be any more difficult than graphics packs because ultimately, aside from things like barrels and tables that  you see often enough to recognize instantly, most of the symbols in graphics packs are cryptic enough that I have to K to see what they are anyways, so it ultimately doesn't matter much whether a llama is an L or a tiny indistinguishable picture of a llama.  In fact, an L is much more recognizable than a tiny picture, which aside from its long neck ends up looking almost exactly like every other mammal.

202
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: May 12, 2014, 04:05:35 am »
You have 14k of magnetite, why are you trying to weaponize tin?  If you had trader access you could make bronze, but I don't think you've figure that out (I've been watching a bit irregularly since 15 or so). 


I would suggest just making everything in the fortress that doesn't need to be weapons grade or magma safe of tin.  You could start a megaproject made from tin glazed blocks!  You must admit that a glossy ivory white tower protruding out of the zombie ridden tundra would be a pretty spectacular testament to dwarven perseverance in the face of adversity.   In case you don't recall, this is tin glaze, a glossy white opaque glaze used to imitate porcelain with earthenware (easier to find the raw materials for in real life as well as dwarf fortress).

203
DF Dwarf Mode Discussion / Re: Underground Surface farming
« on: May 09, 2014, 08:29:59 pm »
This was way back in 40d that I was havering my misadventures with green glass floors.  I do love the glassmaking industry once you get magma, though.  It tends to be my material of choice for large decorative constructions.  A glass coloring mod would definitely be interesting, I know I've seen suggestion threads on the topic before.  Red glass would be very nice, and I always have more gold than I know what to do with anyways.  It would also finally give a use for cobaltite other than color coding my levers and doors.


By the way, Wierd, I've been wondering for ages.  What are the small white things around the snake in your avatar?

204
DF Dwarf Mode Discussion / Re: Underground Surface farming
« on: May 09, 2014, 02:20:39 am »
At least you found this out before setting up a charcoal based glass industry to make green glass block roofing for your greenhouse, like I did way back in the day.  Halfway through I screwed up and built part of it out of stone without noticing, and didn't catch the mistake until I already had crops happily growing underneath the stone roof.

205
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 09, 2014, 02:11:22 am »
for the proper effect, the ramp must replace a straight track tile.
What do you mean by this?  Do you mean that you must carve a NS track in the tile first before constructing the NW ramp?

206
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: May 08, 2014, 09:46:18 am »
If you automate the water supply, which isn't that hard since minecarts allow easy repeaters of arbitrary period, it becomes a lot less difficult.  If you use the 3x3 with doors blocking 3 tiles during filling it would be easy to automate since the dwarf stays in the same room the whole time. The only problem is that water flow might push the food around too much when draining, so it might be best to fill via a floor grate and u bend so that there's no way for test subjects or their provisions to get stuck in the plumbing.

207
DF Dwarf Mode Discussion / Re: Trap material
« on: May 07, 2014, 07:47:33 pm »
Urist da Vinci has a very interesting thread over in the modding sub forum about material properties and game mechanics as analyzed by dfhack.  Here he's talking about weapon momentum in traps:
Unrelated, about traps:

The velocity of a weapon trap attack is always 200, so the momentum is:

momentum=200*(weapon weight)

The mechanism quality doesn't seem to change the momentum of a hit (but does affect trap accuracy). Note that creatures will swing heavy weapons slower, but traps swing all weapons at a fixed speed. A weapon trap swings an axe about 10x faster than a dwarf could. Therefore, weapon traps will perform better when equipped with the heaviest weapons you have available.


Apparently, due to some oddities of trap mechanics, all weapons in traps move at the same (fast) speed regardless of weight, unlike wielded weapons that have a swing speed dependent on dwarf strength and weapon weight.


Therefor dense, low grade weapons metals like copper, silver, and bronze would make excellent trap components. Make war hammers, maces, and spiked balls from silver.  Spiked balls are largest, so should be best (requires testing), and are technically edged, but will be converted to small contact area blunt against armored targets.  Make serrated disks, axe blades, and other edged things out of copper, or better, bronze. 

208
For an easy way to measure grass consumption, why not use a mountain biome as your measurement pasture.  Pasture an animal in a 5x5 pasture (100 units of grass at 4 per tile, assuming all full, use df hack to make the, full if necessary) and measure the amount of time until the grass is entirely depleted, or count remaining grass units after a set length of time.  Ideally using a large battery of test pastures in case of any randomness in the results.


To get a figure on how quickly grass grows, if that's not already quantitatively understood, use df hack or some other method to clear a 5x5 area of grass, and wait until it has fully regrown (or wait some length of time and count grass tiles present and do the math, but whatever).

209
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: May 06, 2014, 08:45:12 pm »
The program was ultimately discontinued, as appropriate water flow was difficult to control, often resulting in the drowning death of subjects.
What was the problem? Did you have trouble reliably getting 4-5 depth?  Fill your 3x3 submersion training facility via a 2x3 measuring room in the z above.  2x3 is 42 units of water, meaning if spread out over a 3x3 area it would  be 4 on three tiles and 5 on six (you get the same 4 2/3 depth whenever you increase the area by 1/3).  Alternately, you could put lever controlled doors on 3 tiles of the room.  Fill the room, disconnect water, open doors, the area of the room increases by 3.


If you want more fine grained control over water depth than working in units of 7, use mine carts to dump the water.  For a one dwarf testing chamber, just make a u bend, with a grate for the dwarf to stand on one side and a chute to wherever the minecart's dumping from on the other.  Keep it filled up to below the grate with a diagonal pressure reducer on the water supply and a door to block it.  Station the dwarf, close off the water supply, and send some mine carts.  Since there are only two tiles being filled, connected by the full u bend, 1 cart = 1 unit of water on the dwarf's square.  How to automatically send a specific number of minecarts full of water on command (or better yet, on schedule) is left as an exercise to the reader.

210
DF Dwarf Mode Discussion / Re: FB killed in reactor meltdown
« on: May 03, 2014, 07:09:58 pm »
Finally at a real computer so I could check my save.  The wheel did explode, and so did the pump.  Images spoilered:


Spoiler (click to show/hide)


None of the logs from the two wheel landed in the tiles actually under the wheels.  Three ended up in the remaining z-1 tile, while two were at z 0 on the ridge between the wheels, and the last was 1 tile south of the east wheel, along with the iron pipe from the pump, which seems to have been flung a bit.


I will engage in some further experiments with building destroyers, but it seems water wheels do explode when one destroys the pump it is suspended from.

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