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Messages - Niyazov

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541
DF Dwarf Mode Discussion / Re: Challenge Fort: Welcome to Dystopia
« on: April 12, 2012, 09:40:39 pm »
hardly any dark places in the entire fort

I like that for dwarves, a depressed evil dystopia is one with bright sunshine everywhere.

My current fort is partially in a haunted biome with an abhorrent mucus rain. The mucus completely covers the ground around the entrance year-round and causes blistering on all body surfaces, and it almost never stops raining.

It's the perfect syndrome- coated dwarves will work until they have yellow wounds but they only need to rest for a couple of seconds, while my chief medical dwarf gets a ton of experience from the constant diagnosing. My woodcutters have medical histories a yard long and spend about half their time trudging to and from the hospital. Pets animals have a very short lifespan in this environment; war dogs tend to go blind after a month or two and generally succumb within a year.

My fort is basically under continuous mustard-gas attack. There are also around a dozen dwarves missing limbs or appendages. It's like a George Grosz painting. What do I win?

542
DF Dwarf Mode Discussion / Re: Platinum Greaves?
« on: April 11, 2012, 08:12:56 pm »
I recall an interesting story about spanish cannons being made with platinum ore.

Iirc, the resulting alloy could withstand far greater bore pressures without fatigue than normal iron/steel/brass cannon.

When it was discovered that they were alloyed with some 30% platinum, they were yanked from the mesoamerican fortress they were installed in, melted, ad reprocessed to recover the platinum.

This is only a story I heard though. I habe no reliable sources.

It's a myth; it was some sort of scam from the '80s similar to the kind of scam where you get sold "damaged money" that just needs to get exposed to a special chemical to turn into real money. The idea was that the cannons were found in a spanish shipwreck and that some sort of low-energy nuclear transmutation had converted radioactive elements in the cannon into platinum or something, and that you could buy bits of this metal and separate out the platinum at home for fun and profit. It was all bunk of course. Platinum is not a radioactive decay product and I believe that it can only be formed by stellar nucleosynthesis.

As for intentionally making cannons out of platinum alloys: the mesoamericans did have some native platinum artifacts but they were tiny and they were all made using cold hammering since platinum has an extremely high melting point. 16th and 17th spanish steel making techniques couldn't have been used to create any kind of usable platinum alloy.

The mining techniques that the Spanish used in the new world for silver, gold and copper were heavily reliant on mercury extraction; mercury forms amalgams with just about every metal and can majorly increase yields from precious metal ores. Mercury will not amalgamate with platinum or mercury, so if the cannons were brass or bronze they can't have contained platinum since there wouldn't have been any in the copper used to make them. Interestingly, mercury will not amalgamate with platinum or iron.

The Spanish sucked at making cannons in general but they were especially bad at making steel cannons. I'm not aware of any substantial iron mining or any iron/steel cannon foundries in New Spain. Platinum is also 3 times denser than iron, so an iron or steel cannon that was 30% platinum would be about twice as heavy as a regular cannon of the same size-, not something that you would want to put on a ship.

543
DF Dwarf Mode Discussion / Re: Armor vs Mobility
« on: April 11, 2012, 07:56:09 am »
They will also have more trouble chasing down fleeing enemies or enemies that are chasing other units.

544
DF Community Games & Stories / Re: (Planning) Kelnimar - Metalpaths
« on: April 10, 2012, 07:51:53 am »
I'd like to join so that I can test the properties and limits of wheelbarrows.

545
DF Dwarf Mode Discussion / Re: How do kobolds choose what to steal?
« on: April 09, 2012, 05:42:53 pm »


Nine pages and no Gobbo art post? For shame!

546
DF Gameplay Questions / Re: WHAT. WHAAAAAT SO AWESOME WHAAA
« on: April 09, 2012, 05:22:16 pm »
I've modded the raws for animals using lazy newb pack, thereby removeing the exotic tag. At least until dungeon master works correctly. But I've been doing that for like...... a rl year now, never had anything like this before. Also, they have giant cave spiders and giant olms, upon caravan-request time.

I always had this occur for me when I removed the exotic tag from the raws (this was the only change I would make). I believe that it may require a long worldgen so that historical figures can "tame the great beasts" of various caverns in worldgen. However, it's no longer necessary to muck about with the exotic tag in this version.

547
DF Gameplay Questions / Re: About bolts
« on: April 09, 2012, 05:12:31 pm »
I find that the best way to get leather is to order it from the Dwarven caravan. If you put emphasis on every possible leather kind you will get huge amounts delivered the following year.

As for quivers, they can also be made out of cloth but dwarves are unable to make cloth quivers. You may get migrants that have them, though. For some reason it seems like a good 10-20% of my migrants come with a few levels in a hunting skill and come pre-equipped with a crossbow, quiver and bolts.

548
Contract vampirism. Steal a book from a necro tower and learn the secrets of unlife. Wade out into the ocean.

On the day that I return from the abyss with my army of zombie whales and giant squid, the world will learn the true meaning of fear.

549
DF Dwarf Mode Discussion / Re: Finding Sand
« on: April 05, 2012, 01:27:02 pm »
Is there any way to get an embark with sand without starting in a treeless desert or a beach? I want to try out a glass industry, but aquifers annoy me and I like having a plentiful supply of charcoal.  Are certain soil types biomedical-specific?

I find sand in all sorts of biomes. If you want to guarantee sand you could try  consider picking an embark sport that sits on the intersection of two regions, one of which is a sand desert.

You may end up having to bite the bullet and embarking in a region with an aquifer, though.


550
I got away with a minimal number of barrels.

Have 3 main food stockpiles.
1. Raw plant/ingredients
2. Booze only
3.Forbid all except prepared food. Set Barrel number to zero here.

If you stay on top of the raw ingredient stockpile and cook everything into large stacks. They don't even fit in barrels anyway. Turn off cooking for crap in single stacks, such as tallow. If you end up with too much clogging up your ingredients stockpile, don't be afraid to dump that crap into the magma pit if you can't use it for anything else. I go through the stockpile screens for food and dump everything stacked 4 or less. Grow farms with fertilizer with legendary growers. Grow quarry bushes, sweet pods, cavewheat, pigtails. End up with 1,000 prepared meals that will fit on a 10x10 stockpile.

You want the brewers to use large stacks of brewable plants. cavewheat[7] will make a barrel with 35 beer.
It is very efficient on:
a. space
b. barrel usage
c. hauling jobs

I create the entire years supply on alcohol and food in a month from the ingredients grown by two 4x4 farms on fertilizer. And this still leaves me with too many ingredients in the 1st stockpile.

Two 4x4 farms will feed and booze a Fort of 120 dwarfs

Haha, this is the exact opposite of what I do; on each floor I usually I have 8 completely enclosed 11x11 stockpiles arranged in a lattice around a central 11x11 hallway with 3 enclosed 3x3 workspaces in the gaps between them and two additional fully enclosed 3x3 workspaces bordering each face of the central hall. Moving in a counterclockwise direction, I maintain separate stockpiles for booze; plants; processed plants; prepared meals; meat, cheese, and processed fish; soap, fat, tallow, unprocessed fish, and milk; refuse and animals; and empty barrels. Workspaces generally each communicate with an appropriate input and output stockpile and have movement restrictions to keep haulers from moving between stockpiles through workshops. It is probably bad for pathing though.

551
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 04, 2012, 12:08:48 pm »
The way I see this, dwarves are about to stop talking to each other altogether and can get away with being completely sealed off.

I support this idea completely. The new model for dwarves' lives will be:

  • Age 0: Born in fort to random migrant.
  • Age 1: unceremoniously dumped into a 1x2 pit full of dogs. [Grr! I'm your new mommy now!]
  • Age 12: any survivors are assigned a profession and moved to a 3x5 room containing a workshop, bed, table, chair, food stockpile. All interaction with the outside world takes place via carts that arrive to give raw materials and take away finished products.
  • Age ??: natural death from starvation/failed mood/FB syndrome/goblin invasion/drowning/burning/accidental cave-in/ghost dismemberment.

This way most dwarves can be allowed to go through their entire natural lives under total automation without ever laying eyes on another dwarf after age 1. This will also work for familyless migrants.

The only exceptions will be the miners and the service dwarves who maintain the tracks and haul away corpses.

This setup should prevent dwarves from getting into too much trouble, provided that tantruming dwarves aren't able to destroy the minecarts and screw everything up, and assuming that you can run a minecart track into a room while still keeping the room completely sealed off from the outside world.

552
Has being knocked around by blunt hits been removed in DF2012? I remember that in 40d hammerdwarves wpi;d constantly sending enemies flying, resulting in instakills when the enemy collided with an obstacle. However, I am unable to replicate this in this version, even in BC-vs-kitten fights. Did this get removed because enemies kept getting stuck in midair?

Also, has anyone considered using a submerged bridgeapult? It's tough to do falls/throws/pitting on aquatic creatures since they tend to airdrown.

I am not sure about 10 z level falls being an instakill for anything; can anyone confirm this? I have always done 20 z levels as a minimum and have never seen anything survive a fall from that height. I suspect that some other mechanism than combat rules handles fall damage above a certain number of z-levels and may even specify instagib above a certain height. Creatures fall at a constant rate but in-game we can easily see that more z-levels equals more explodiness.

553
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 04, 2012, 07:48:25 am »
how about surround your fortress with a track right, like a moat, and put as many carts as you can, AND TURN UP THE SPEED..


Supercollider, the new atom smasher. (A new defensive trap)

-SomeRandomDude

If I had to guess, I would suspect that minecarts will be implemented as movable containers that don't really interact with their environment in a physical manner, similar to bins and barrels right now. The alternative using existing mechanics would be to implement them as creatures, similar to wagons.

554
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 04, 2012, 07:43:57 am »
According to the devlog, we will be able to carve tracks in stone floors and stone ramps
Who will push those tough?
Massive deforestation?

We already have power in-game from windmills and waterwheels. Have you ever seen a ski tow? Carts could easily be pulled around using ropes or chains on a continuous loop, so power only needs to be applied at one point on the track.

The downside to this of course is that because carts are clipped to the rope, they will only move as fast as it (maybe dwarf-speed) and no faster. This means no gravity-powered hijinx, but it's the only period-appropriate method of moving carts around that I can think of that doesn't require draft animals. Systems like this are described in De Re Metallica and similar works.

555
DF Adventure Mode Discussion / Re: Can't become vampire
« on: April 04, 2012, 07:20:59 am »
Oops, didn't read carefully.

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