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1681
DF Gameplay Questions / Re: Living quarters efficiency
« on: November 08, 2009, 08:12:05 pm »
I wouldn't put a table and chair in individual rooms, except for the nobility who demand it.  Dwarves will be made much happier by eating in the huge common Royal Dining Room than by eating on their own table in some little tiny place.  I make cabinets for all of mine now, but I turned off room rent a long time ago and am now playing without the economy on top of that.

1682
DF Dwarf Mode Discussion / Re: Uummm, WTF?
« on: November 08, 2009, 06:40:29 pm »
...
Wasn't that what I said?  ???

Well, yes.  I just described it in more detail.  :)

1683
Well if the werewolves were being generated by infection from other werewolves, that would make sense.  The original creature in a sense does give birth to the werewolf, or at least the internal identity changes.  But that isn't how it works in DF, is it?

1684
DF Dwarf Mode Discussion / Re: Uummm, WTF?
« on: November 08, 2009, 05:14:02 pm »
The way in which containers get dedicated for a particular purpose is that a Dwarf carries an item to a container which then becomes an "item container" (plant barrel, for example).  After that, the container gets stored in the stockpile appropriate for its contents.  I am guessing that you had a whole bunch of Dwarves who saw a bag, or bags, appear at the clothier.  They all ran over carrying one seed each, hoping to gain a seed bag for the seed stockpile.  Sadly, the sand collector got the bags first so the Dwarves dropped the seeds they were carrying when they arrived and wandered off for a drink.


1685
Lol, I find that this magic fantasy world is lacking realism.

Which one of the three colored words above doesn't belong with the other two?   :D

DF is what you make of it, almost literally with the ability to mod.   :)

1686
DF Dwarf Mode Discussion / Re: Tower cap farms
« on: November 08, 2009, 11:15:00 am »
Trees never grow directly adjacent to each other. You can, and should, make smoothed pathways on every other row and column for woodcutters, to prevent trampled plants. Use plant gatherers to remove bushes and maximize tree growth.
The bolded portion is definitely not true.  I have tower-caps directly side-by-side in my current farm complex.  There's even three in a row in one place.



Tower caps aren't trees, though.

1.  This thread is about tower caps.
2.  Trees also grow next to each other.  I can look at the surface of Firechannels right this moment and see trees growing two- and even three-in-a-line.

1687
DF Dwarf Mode Discussion / Re: Your Fortress designs.
« on: November 08, 2009, 10:47:36 am »
There's nothing wrong with starting rectangular, andrea.  It's hard to concentrate on making artistic construction when one has to stop every few months and deal with caravans, ambushers, seiges, and migrants.  Something I realized after reading a lot of forum threads is that some of the people building mega-projects have turned off invasions, severely limited migrants, and possibly turned off the weather, so that they have time to get the layout started well before taking on the rest of the game.  There is nothing wrong with what they have done, but we should not berate ourselves for making great creations more slowly while dealing with all the distractions from the very beginning and ending up with 200+ Dwarves with 16 FPS.

My own fortress entrances tended to start as burrows into the sidehill, and then evolved into square courtyards on flat ground.  Now I am considering combining the two into something more like a Dwarven mountain fortress.

My underground layout started as snaky 1-tile-wide tunnels with rooms where-ever they fit, and then evolved into strictly regulated orderly grids of wider tunnels and 11x11 rooms (subdivided into 5x5 for bedroom areas and combined for larger areas such as the dining room).  Recently I have loosened my grip on the layout and started allowing my plans to adapt to the terrain instead of forcing a square grid on everything.  One thing that changed dramatically was my sleeping areas.  Since Dwarves don't care about privacy and the walls/doors don't reduce noise, I have been giving the commoners 5x5 bedrooms in larger open areas.  The only reason for walls is to hold engravings, and they don't need those in their bedrooms.  They have the Royal Dining Room to supply that.  In return, they now all get cabinets because I don't have to make all those doors.

My fortresses that are still using the square courtyard entrance design have been learning to make pyramids overhead.  I have also begun making circular sunken statue gardens for outdoor meeting areas, with designs in the tiled floors.  For instance, Firechannels, founded by The Tufted Cats, has a floor design of the head of a cat with tufted ears.  These are proceeding quite slowly because of all the other distractions.  Firechannels has the pyramid only half done and the meeting area about 80% tiled, and the king has already arrived.  There is a nice obsidian-block road and a soap-paved brookfront, though.  I like to think of the Dwarves going out to bathe in the brook, pre-soaped by their walk to the water.   :D

Edit: Here's Firechannels in Year 11.  The fortress is centered around a 6x6 shaft down the middle, centered under the pyramid, and 6-tile-wide corridors from that shaft.  There are four 15x15 rooms centered around the shaft for workshops and stockpiles until the dining/sleeping levels are reached.  Then the rooms are much larger for a couple of levels.  Below that is the region of the nobles and royalty, who have engraved walls.  Farther from the shaft are oddly shaped areas such as the archery ranges, the obsidian experimental area, the forges, the shopping mall, and the three circular meeting rooms.  One is the outdoor cat-head statue garden visible beyond the pyramid.  One is an emergency underground statue garden, for use during lockdowns.  One is a now-defunct waterfall garden that had to be abandoned because the annual freezing of the waterfall mist killed Dwarves.  That is barely visible on the lower edge.  So, my designs have lossened up considerably from the rigid mathematically determined repeating square grids that I used for months, but I am not yet to the stage of fluid designs which adapt best to the terrain.  I have learned a lot about what the Dwarves need, and I am about to add some tougher opponents to give me a chance to develop more complicated defensive strategies.

Spoiler (click to show/hide)

1688
DF Modding / Re: Soil Is Fun! - Mod Release
« on: November 08, 2009, 10:19:53 am »
In looking at this mod I am a little confused.  Some of the entries say

ENVIRONMENT:ALLUVIAL

and some say

ENVIRONMENT:SOIL

In the wiki, under matgloss tokens, it refers to the following as "tags"

[SEDIMENTARY]
[IGNEOUS_INTRUSIVE]
[IGNEOUS_EXTRUSIVE]
[METAMORPHIC]
[SOIL]
[SOIL_OCEAN]

and the following as "class may also be"

ALL_STONE
IGNEOUS_ALL
ALLUIVAL (sic, should be ALLUVIAL)

Are tag and class one and the same, and if so, should the ones using ALLUVIAL be replaced with SOIL?  I ask because the Wonderment mod left out things from the Soil Is Fun mod on account of platinum not working right, and platinum is one of the ones that uses ALLUVIAL instead of SOIL.

1689
DF Gameplay Questions / Re: How to engineer drastic changes in elevation
« on: November 08, 2009, 10:05:29 am »
Duh.   :D

1690
DF Gameplay Questions / Re: How to engineer drastic changes in elevation
« on: November 08, 2009, 08:45:38 am »
Why does the low temperature settings help?

1691
DF Dwarf Mode Discussion / Re: Windmill Weirdness
« on: November 07, 2009, 11:09:19 pm »
By the way, if you ever make the mistake of building a ceiling over your windmill, thus converting it to "indoors" and causing it to stop working, you can just deconstruct the single roof tile over the center of the windmill.  This will cause it to work again.

1692
DF Dwarf Mode Discussion / Re: Bizarre Recursive Artifacts
« on: November 07, 2009, 10:54:07 pm »
Isn't it obvious? During his mood, he managed to somehow split his soul in half and put one of the two pieces in the thong. So your fortress now has a sentient shoe (I hope "thong" refers to shoe anyway) that periodically screams.

 :D Afraid not ...

[ITEM_PANTS:ITEM_PANTS_THONG]
[NAME:thong:thongs]
[WEIGHT:10]
[VALUE:10]
[BLOCKPOWER:5]
[LAYER:UNDER]
[COVERAGE:25]
[LAYER_SIZE:10]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]

1693
DF Dwarf Mode Discussion / Re: Dwarf Fortress Money Challenge!
« on: November 07, 2009, 05:14:16 pm »
Waa-ait a minute, is that a metal axe you are using?   :o

1694
That explains why my "midnight blue" dimple-dyed fabric looks green to me.

1695
DF Dwarf Mode Discussion / Re: Smelter reation coal issues
« on: November 07, 2009, 01:05:34 pm »
Leave out the [FUEL] statement.

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