Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sutremaine

Pages: 1 ... 417 418 [419] 420 421 ... 440
6271
DF General Discussion / Re: New Version Release Day Donatathon!
« on: January 07, 2010, 06:52:40 pm »
I'll try and donate 50 pounds. I've had some trouble with Paypal transactions in the past, but it should be okay now.

6272
DF Dwarf Mode Discussion / Re: Flowless, Non-consumptive Water Power
« on: January 05, 2010, 04:34:12 pm »
The water is still considered to be flowing (this can be checked if you change the init file to stop showing fluid levels), even if in this case it probably shouldn't be. Getting it that way in the first place is the tricky part. I've been fooling around with channeling out areas around and between murky pools and sourced water, and once it gets underground it seems that the flow is very easy to kill.

6273
DF Dwarf Mode Discussion / Re: Items you now include in the embark.
« on: January 05, 2010, 04:21:25 pm »
Ever since I got myself stuck in an embark situation without pick, stone, or axe, I've edited my embark profile to prevent that. No raw materials, no way of getting raw materials, not even a way of producing raw materials from nothing.
You have three wood and two animals no matter what happens. In most common biomes you can rely on fishing and herbalism/farming to bring in raw materials, and then maybe outfit one of your dwarves in leather and bone and give the local groundhogs a taste of dwarven military might. In some biomes you'll either die of thirst or angry skeletal monstrosties, true, but an empty wagon isn't necessarily a death sentence.

6274
The waterwheel setup was dead and isolated from the rest of the project when these were taken.
http://img705.imageshack.us/i/level0.gif/
http://img141.imageshack.us/i/level1k.gif/
http://img442.imageshack.us/i/level2.gif/
http://img145.imageshack.us/i/level3.gif/

It's the same design I was using before, but with one layer of waterwheels.

6275
Where did you do this extra digging? If you never dug anywhere near the magma pump between obsidian-making sessions, then the only thing that would have changed was the magma supply. How many z-levels from the top of the pipe is your farm?

6276
Waterwheels don't work without flow.
Really? I did not know that. I was just mentioning the lack of flow because I had the weather turned off, and, being British, I therefore had nothing to talk about except petty details such as the lack of flow in all areas except for ones that didn't even exist the first time I tried to power up the system.

6277
Several months ago I had the idea of building an engine in which all the water was at 7/7 so that it wouldn't try and path anywhere. It worked. But I didn't leave any plans except for a small sketch of one z-level, and now it won't work at all. If I power the whole thing via windmills, then the waterwheels spin but don't provide any power. There is also no flow anywhere in the system except in a 7/7 flooded room off to the side of the lowermost layer. This room was dug out after the initial failed system, and is not part of the design. Above that room is another 7/7 flooded room (yeah, I had a little pressure accident), which has no flow despite being connected via stairs to the room below.

The waterwheels have open space below all their tiles, and the pumps and the waterwheels are all connected. The water is dumped from above onto the level below the waterwheels, where it flows along and then down some stairs to be pumped back up.

This is a test fortress staffed by robo-dwarves and the main portion of the test has been completed, so extreme measures won't be a problem.

6278
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 29, 2009, 05:10:21 pm »
At least I discovered that windmills do work underwater
This... I... I have no words.

6279
DF Dwarf Mode Discussion / Re: Does dwarf companion change gender?
« on: December 24, 2009, 02:41:03 pm »
For example, a dwarf changed from male to female will still pursue the love of female dwarves.
Just to make absolutely sure -- since DC changes displayed gender and nothing else, does this mean marriage and pregnancy are also unaffected? I had an idea requiring two male dwarves in a relationship, and it'll be a mite awkward if one of them keeps popping out babies. This isn't an insurmountable problem, though, since military dwarves never marry. (I think, anyway.)

6280
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 18, 2009, 01:00:07 pm »
I had planned to dump the water into the magma pipe, evaporating it, as I had no bottomless pit to get rid of the excess with.
Water can be run off the edge of the map by carving a fortification into the edgemost tile. Hopefully you have enough space to redirect the excess water.

6281
DF Gameplay Questions / Re: Map size - What size do you play on and why?
« on: December 18, 2009, 09:16:15 am »
Can you go into the W7 equivalent of Control Panel --> System and see what system properties are listed? XP gives the make and speed of the CPU, I know that.

6282
DF Gameplay Questions / Re: A good start..
« on: December 18, 2009, 08:40:47 am »
...so as long as you still bring picks and enable the labour, the only real loss is that mining's slower early on and you'll have a bit less stone.
There is an early skill level at which dwarves become visibly faster diggers; I think it's Skilled but I haven't played in ages (should have a new laptop by the end of the day though -- finally). It's worth throwing a few levels of Miner on someone if you want or need to get underground and organised ASAP, but Proficient is overkill.

6283
DF Modding / Re: How to mod mechanism making - a bauxite alternative
« on: December 10, 2009, 07:08:13 pm »
damnit

oh well - here i thought i had the perfect world :(
You can use the mechanism reaction with the world you have if you're willing to hijack an existing reaction. Remove the brackets from every line of the reaction but the initial [REACTION:[make stuff you don't ever make anyway]] one, and put the

[NAME:cast iron mechanisms]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:TRAPPARTS:NO_SUBTYPE:METAL:IRON]
[FUEL]

lines underneath that but before the next reaction. You don't need to replace the [SMELTER] and [FUEL] tags, but it makes it easier on the eyes if you want to flip between them.

You might be able to regenerate the site with the new reaction and the same parameters, but changing the reactions file seems to have a wide-reaching effect on the worldgen. I've modified existing reactions and regenned only to find that either the mountain features have spread themselves across my chosen local area, or the soil types have changed to something non-sand.

6284
DF Gameplay Questions / Re: Damn Green Slime
« on: December 09, 2009, 03:06:18 pm »
(o)rders-(F)orbid

That menu lets you auto-forbid certain items, but it won't work if those items have already been generated. So once you forbid dead enemies and allies and their stuff, you'll still have to manually forbid anything lying around at the moment you gave the order. Hopefully you don't have too many z-levels on the map...

You can also use the orders menu to keep everybody inside, but you need to have a meeting area set (I don't know about accessible, and can't check myself) or any dwarves already outside will freeze in place. And for future reference, "Dwarves stay inside" really means "Dwarves stay in subterranean areas".

6285
DF Dwarf Mode Discussion / Re: flat embark area?
« on: December 03, 2009, 09:07:24 am »
So if you set your elevation ranges to, say, 285-301, and then reduce the elevation variance, you can get lots of very small, very flat "mountains".
Reduce? I would have thought that increasing the variance would mix up the mountain and and non-mountain areas more, or does that do nothing but cause embarks to have the full range of z-levels? I usually limit mine to 295-301 and have high variance, and I don't remember seeing very many sites with half a dozen surface levels.

Pages: 1 ... 417 418 [419] 420 421 ... 440