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Messages - Hawklaser

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46
I have a few thoughts on how to get it to work out, just need to do some experimenting to find a way to keep the obsidian from forming, as don't want spammed by millions of cave in announcements, or have the system get plugged up.  This partialy for less attention needed, and also being able to do it using a pool instead of a pipe if needed.

Testing has been delayed a bit by ambushes, and dwarven lazynes in a fort that is other wise running smoothly and doesn't have a lot of spare dwarf-power for side projects.

47
DF Dwarf Mode Discussion / Re: Stopping world gen early?
« on: January 26, 2009, 10:44:19 pm »
Well, I have toyed around with the world gen for a bit, and what I can add is there are 3 things that you can adjust to stop the history part where you want. Can do it by megabeast or exact year. If looking to stop on an exact year, it helps to gen the world once and have a long history so you can look into the legends info to find an interesting time to stop it, then re-generate that world, using exact same seed.

One is the exact year it ends, belive default is year 1000.
Two is year to begin checking megabeast percentage, this is the one that usualy causes a world's history to stop. I have only had 1 world run the full 1000 years of history, and that was using the Legendary lands mod, with megabeast paramaters tweaked to help them survive world gen.
Three is what percentage of megabeasts dead to stop at, this is another one that has a big effect on stopping a world early. I have seen 80% of the worlds megabeasts killed off in ~15 years a few times.

Though if you are worried about not having other races, make the number of civilization's higher.

Looking for interesting terrain? Can adjust a few things, like elevation variance, higher means changes can be more drastic over short distances, using the mesh sizes, which tries to clump terrain based on how you weight it, higher values seem to increase likely hood of that range to clump. Also can adjust minimum/desired number of tiles to adjust things to your liking, if you change these, I recomend increasing the maximum number of sub-regions, to make the proccess smoother, even then might need to allow the too many subregions rejection(usualy happens within the first 10 or so rejects)

48
According to the wiki, adamantine is the only thing SoF's don't melt. I have not messed around with much HFS yet, so I don't know from experiance.

49
Well, as to the SoF melting traps... there is one material that would work, and it can be used for mechanisms, cages, and chains, but some might consider that a huge waste of a precious commodity, but it would be a fun challenge to actually pull it off. Would be very interesting, and unique to have a SoF powered steam bath.

Also think of what else you could do with a captured SoF..... Too bad it would likely involve the death of a dwarf to get things set up. Thank goodness for cages being their own little pocket dimension. Though the chaining would be the troublesome and death causing part.

50
DF Dwarf Mode Discussion / Re: The coolest brook ever
« on: January 23, 2009, 07:54:12 pm »
If it were a stream or bigger I would be worried, after all every dwarf knows there is no carp in brooks.

51
I'm going to be toying around with this for a bit, as this could make some very interesting fort layouts later on for me.

So far have tried dumping with a bucket through a channel straight into magma, it just created a block of obsidian that fell to the bottom of the pool, will repeat a couple times untill the obsidan is on top of the magma, and see what happens from there. Though before I try that, will build a platform over top and place a grate and see what happens.

As for the magma/fire man or spirit of fire, wouldn't that also cause the dwarfs to panic? Or in the case of the SoF, ignite? Though it is something to try later, on a map that has those inhabitants.

52
Hmm... So a dwarf dumping a bucket of water onto magma, should just create steam? The easy solution would be to make a small bucket stockpile nearby the sauna room, and also have a small water source close by. Just make it so there are grates and pond zones above some magma.

2nd method would be a presure plate rigged area, that triggers an area with 2 deep water to drop down a grate in the sauna room into the magma... The trick will be getting things set up right.

As to getting dwarfs to use it, set up the sauna room as some kind of gathering place, so the dwarfs will throw parties there. Unless there is a better way to get them to use it.

53
DF Gameplay Questions / Possible to get steam without making obsidian?
« on: January 22, 2009, 10:35:58 pm »
I'm curious as to if there is a way to get steam, but without having obsidan formed. As I am thinking of  making a fort in the style of a giant health spa/vacation resort. And what health spa would be complete without a sauna? If there is no way to get steam without making obsidian, I would have to settle on mist instead.

The otherthing would be having that room be safe for the dwarfs enjoying it.

Planning on only using the first couple waves of imigrants and the first 7 for a workforce, and every one after that would be treated as guests, meaning no labors what so ever, lavish rooms for all but the workers. And the workers quarters will be way out of the way of the guests.

54
Alright, will do.

Now just waiting to hear from strife on trade input.

Will do the next pair of seasons this weekend, or as soon as hear from strife, which ever comes last. Also since there are currently about 20 dwarfs unclaimed will let people have up to 4 dwarfs, subject to change based on intrest, and a need for dwarfs to be doing stuff.

55
DF Suggestions / Re: Extra parameter for the site finder
« on: January 20, 2009, 06:57:16 pm »
I agree that the site finder could use some work, the min-max idea is good, along with the clearer biome setting, as there is some overlap in what biomes can fall where. Being able to search for sand, trees, and plants would also be nice. Also giving a list of suitable, or partial matches for sites.

Though something that I would find nice would also being able to specify what kind of rock and soil layers are in the site. Would either need a way to select the layers, or have a small menu just for them. with options like, N/A, No, single biome, whole site. Also the distinction between whole site, or single biome could also apply to aquifers. I know I would use it as I like having Gabro in my sites, and I have seen others that really dislike some layers.

56
DF Community Games & Stories / Re: Listen up you lazy sods!
« on: January 20, 2009, 01:21:13 am »
Other than what the others have said, all I can add is just try your best, after all some seasons will give you plenty to write about, others nothing but finding more useless microcline.

Oh, my dwarf would have no problem leaving item and furniture hauling on, also if have no pressing masonry needs, she will do other jobs related to stone, but stone crafting only up till the start of the 2nd year. After that, its just masonry, and smoothing, untill engraving gets higher.

57
No problem. I'll just start adding an updated map, at each input point, from now on. Which looks like will be Bi-seasonly for the most part.

Heres the link http://mkv25.net/dfma/map-4391-riddlebell

1st underground floor, left side, room with beds is the current barracks, the lower room is finished goods storage.

The stone floor- By the stairs is where the rooms got started, and your dining room, just has a couple tiles left to be dug, then will designate for smoothing.

58
DF Community Games & Stories / Re: Listen up you lazy sods!
« on: January 19, 2009, 03:19:27 pm »
Sounds fun.

Dwarf- Kyterra- female
Skills- Proficent Mason, Proficent Building Designer
Items- 10 turtle,10 sweet pod seeds,35 rum, 10 logs.(logs can be swapped out to help other dwarf's with needs)
Feature on embark- A layer that is Gabro.
Request- Turn a Kimberlite Vein into her room, furnished with kimberlite furniture.

Name Suggestion- Crazedgriffons the grim crypts

Edited for clarity on skills.

59
Alright, we are up to fall, since no human traders came.

-
25th slate- A huge cloud of smoke rises from the other side of the brook, shortly after we see the intense blaze of a fire coming towards the brook. No one is hurt by the fire, but all are wondering what caused that fire? After the smoke rises, we are able to see 3 imps having a party, following that a handful of the new arrivals go out to rid us of the firestarting imps.

25th Hematite- Our current fishcleaner ran off babbling about some shell this morning, and this afternoon we found him chasing every one away from one of or craft shops. No one knows what he is up to.

28th Hematite- Today the fisherdwarf emerged from the workshop, holding a splendid crown made entirely out of turtle shell, he also noted he now knows a lot about carving bones as well.

15th Limestone- Our wall around our home was finished today, along with the preperations to start above ground farming. We are still working on a roof for the above ground farm though, as never know when some Harpies will return.

16th Limestone- Today the Dwarven caravan has arrived again. We managed to get all of our goods to the depot this time, thanks to some newly made bins, and all the extra help we have. And Strife boldly walked up to the Depot this time.

-----
Trade situation
2320 DB for Strife to trade with
Spoiler (click to show/hide)
Our Stocks
Spoiler (click to show/hide)

The above ground farm has been laid out in 8 2x4 spaces, though one is only 7 spaces. We still do not have an anvil. Eagle's dining room, and a handfull of basic 3x3 rooms have been carved out by him, his dining room has yet to have furniture, or smoothing+engraving done, that will begin with the next season. Need extra info, as always just ask. I decided that the same person will not trade 2 times in a row, as to all the military at the moment, that is just the unclaimed, Shurikane's, and my dwarf, that is just to make the trade process go smoother.

60
Don't worry bout it Haika. I just recently learned how to get through them without magma/freezing. Besides, you can look at the area I used to get through to get ideas about how to get through them.  The problem comes from multi layer ones, as it takes more and more space to get through them. Plus from Haven's post,  we know that once we locate the magma, have a quick way past it as well.

This will be interesting to see each other's fort as hopefully will inspire new ideas.

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