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Messages - Hawklaser

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1
DF Gameplay Questions / Re: Tower Defense =/= Fortress Defense?
« on: February 27, 2009, 08:01:56 pm »
Something else that will help if you do go to 3 levels high, build your marksdwarf room close to where you plan on having the enemies discovered. Also make sure to have a second discovery point on the inside as a failsafe for when the first chained animals are dead and not yet replaced. If you position your marksdwarf's room in nice spot, they can shoot at the enemy for a long time, as they come in, go past the room, and then decide to flee. This way your dwarfs have at most 4 oppertunities to shoot things, 1 if they cause the enemy to break before it even gets into the fort.

2
DF Gameplay Questions / Re: no sedimentary layers around magma?
« on: February 27, 2009, 07:52:41 pm »
It does affect the world gen script.
Though noticing it can be rather hard to do. A good way to see how it works is set the 0-20 elevation range as high as it can go, and the 80-100 as high as it can go, with a larger mesh size. What happens is you get mountains located a short distance away from oceans all over the map with a large mesh area.

What the weight does is tell the game what is desired to be clumped together in one area, and the mesh size determins how big of an area to clump things in. And for those looking for magma with sedimentary layers you would set the volcanism mesh weightings the same as the ocean example above. Though if you want cliff like areas, the elevation weights needs to be the 20-40 and 80-100 that are as high as possible.

Thinking about how mesh weights work, you can cause some really bizzare areas to spawn, like an evil desert right in the middle of a Good forrest, thats next to a glaicer. Think of the possibilities as to what you can create. Just make sure to set desired tiles of stuff you don't want to 0 otherwise might get a lot of rejections.

3
I'm still around, just been busy with other things recently. Once things settle down a little bit, I'll get the last part of my previous write up, and get this next turn done.

So don't count me ot yet, just have not had a chance to do much more than glance at the thread recently.

4
DF Gameplay Questions / Re: Making a canyon?
« on: February 16, 2009, 11:25:49 pm »
I beg to differ on needing an older version to do it. As I use 40d and I have gotten quite good at getting cliffs to show up. The problem with most of the cliffs are ramps all over the place. Which is what most people don't like. Canyons can be a bit harder to run across due to how they get formed, but I think with the right settings, could get them to show up more.

Try setting your world gen paramaters with low elevation variance, like around 100. Set elevation mesh to as large as you can, and weight the 0-20 to as high as possible, and the 80-100 as high as possible, leaving the rest at 1. Make sure your erosion counts are low, and periodic erosion of steep cliffs is off. Just applied this elevation change to a freshly genned world, and found a spot with 100 some odd z levels, with a brook on the bottom of a upside down u shaped area, the sides of the u do not go up high, but the top of the thing is way up there.

*New discovery*Setting 20-40 as high as possible, and leaving 0-20 at 1, creates bigger rivers and is more in tune with what you are looking for. While doing 0-20 creates more oceans. The 20-40 tends to have nice river canyons along any river, the fun is finding one that has everything else you would be looking for. Always nice coming across 5-7 z-levels of a sheer cliff right above carp infested waters.

Then adjust river start locations based off of preferences, high number of start locations followed by a less amount of rivers tends to cause some nice spots as well.Though how the rivers works, has got me to thinking that a high erosion count, with the periodic erosion of steep cliffs off, would cause some interesting ravines. As it will run how ever many rivers you tell it to up till erosion is done, then cut them back to your desired amount. And the ones that get cut back tend to end up as brooks I have noticed.

Then after the world is generated, you need to know where to look for them. The Cliff indicator on the embark screen is rather mis-leading, I have found. What it tells you is how much the elevation on that one tile changes. For some of the more interesting cliffs I have come across, the cliff screen has showed ones or 2's. The key lies in the relative elevation screen. You want large changes in the relative elevation screen, along with a low cliff indicator.

I run a moddified version of DF most of the time now, but I could go and find a good world in vanilla, if people really wanted.

5
Another solution is as easy as shooting fish in a barrel.

Carp are a marksdwarf's favorite practice target.

6
DF Gameplay Questions / Re: Making a canyon?
« on: February 16, 2009, 03:23:06 am »
Try looking for areas with multiple branches on the biggest river you can find.  As the branches tend to come in at different heights, which can result in a nice cliff. If it happens to be next to a major river, even better.

I have run across a few spots that have about a 3-4 z level drop right into a fish infested river, that is 30-40 tiles across itself.

And the extreme cliffs does not always reveal good cliffs. Also look at relative elevations, they can reveal some otherwise missed cliffs.

7
DF Gameplay Questions / Re: Frustrations with traders.
« on: February 16, 2009, 12:18:42 am »
It might have to do with having the whole outer edge channeled. As I have had a fort where I limited it to a single spawn area for the wagons, this was created by removing all the ramps down to where my fort was, then channeling every other space next to the road all the way up to the edge, they still spawned fine for me.

The spot they came in from looked like this:

DDDRRRRRDDD
DDCRRRRRCDD
DDDRRRRRDDD
DDCRRRRRCDD
etc.. The D's are just plain old dirt, the R's are a road, and the C's are channels. Used a road to prevent trees from popping up on the caravan path.

8
DF Gameplay Questions / Re: 2 questions
« on: February 14, 2009, 05:20:59 pm »
Rock crystal's can show up about anywhere, but they do compete with every other gem out there. Best thing to do is cross your fingers and pray to find them.

9
Well, I'll get the last bit of the write up from mine up this weekend, even if have to bullet style it, as have been having trouble writing it in a way that I like.

Though, did you intend for me to have the same fort 2 turns in a row?

10
DF Dwarf Mode Discussion / Re: Worldgen cliffs
« on: February 11, 2009, 09:56:13 pm »
Something I just stumbled on is magma pipes can cause some rather interesting cliffs as well. As found a 5z-level sheer cliff area that looks similar to Pac-man, located right above a hidden magma pipe. Though since this is in a DF folder I am toying round with modding in, wont be able to really share it.

As the game can create a sheer wall all the way up from the magma pipe, even if the pipe is hidden underground. So there is something else to keep in mind when looking for those elusive sheer cliffs. Look for magma pipes on tiles with steep cliffs, and an in an area with changing relative elevation. As they can result in odd cliffs.

11
DF Dwarf Mode Discussion / Re: Megaproject idea- The dwarven hourglass
« on: February 11, 2009, 09:45:49 pm »
Well, I have come across a site that I think will be suitable for the real hourglass, now to just finish up with testing things out to find out which works best.

Also nice to see others have taken a liking to this idea, and are also thinking of using it.

As for the counter... Using items all on one tile has an advantage of being able to use an atom smasher to easily reset, but takes longer to count, where as some other methond may be easier to read, but then building a reset would be harder.... Which means will likely go with the other method, as thats what a proper dwarf would do, if not find a way to use both methods...

12
DF Dwarf Mode Discussion / Re: Megaproject idea- The dwarven hourglass
« on: February 10, 2009, 10:58:04 pm »
Hmm... Looks like I am going to have to try a couple of mini-hourglasses first to see how to get the flow rate I want. All thanks to pressure, disruptive diagonals, and number of flow openings at the bottle neck part.

As I imagine a designs of(W= floor space water can flow, x = wall,)

WxW  Wxx
xWx   xWx
WxW  xxx

would have much different fill speeds, not to mention just letting it drop as well.

This should prove interesting when the constructions start.

13
DF Dwarf Mode Discussion / Re: Megaproject idea- The dwarven hourglass
« on: February 10, 2009, 07:57:51 pm »
My idea for the hourglass construction would be very similar to what noble digger posted, with a the top of the bottom half looking something like this. Also planning on having it circular looking for the real one, but the  smaller test one will likely just be pyramidal.


        / _  \
      /_/  \ _\
    /            \
  /                \
/                    \

And the lower _ would be grates or floorbars to allow the water to pass, whichever would keep the middle part up there to spread out the falling magma/water.

I like lexander's idea for a counter, would need to add in a way to reset it, or move it to another area if it has been running long enough.

I do have a fort I am running right now that is preparing to build the small test one filled with water. Working on getting the site secured, and enough masons to build it at a descent speed.

Though if it drains too quick, it might end up being more of a gravity defing hourglass, as might take longer to "flip" it than for the contents to fall. Either way, will be fun to build.

14
DF Dwarf Mode Discussion / Re: Megaproject idea- The dwarven hourglass
« on: February 09, 2009, 11:34:23 pm »
I can say this will certainly be fun to build, of course gonna start with a small water one, then set about finding a map to build a huge one on. After all may as well take my time building the real one and have things worked out so I don't flood the area with magma on accident, though not above letting a troll or something else cause that...

15
DF Dwarf Mode Discussion / Re: Megaproject idea- The dwarven hourglass
« on: February 09, 2009, 10:29:26 pm »
Yeah, would prefer magma. And to make it better, built out of clear glass, crystal glass would be even better, but Rock crystals are so rare to come across, and I don't want to have the smelter spit them out. After all, whats the point if the dwarfs can't watch it fall down to the bottom?

The setting up the presureplates, and gear assemblies right would be the mechanical part I would have more problems with.


Something I was thinking about using the counter for would involve releasing caged creatures on a adventurer As could lead to lots of crazy forts for an adventurer to explore, such as paths changing while going through the fort.

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