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Messages - Hawklaser

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61
And done with the first turn as well.

Things went fairly smoothly up until the last bit of winter, then things went nuts... The Events of the year are as follows:
Spoiler (click to show/hide)

62
DF Dwarf Mode Discussion / Re: Aquifer tidbits
« on: January 17, 2009, 10:37:16 pm »
6 levels? Ouch.. Though was that on embark or actual?

As I know there can be some huge aquifers, as I have seen some rather large ones, but that was on a map that showed 3 layers before embark. Would be interesting to see how many actual layers can come with each embark layer.

But yeah, magma or glacier's make getting through aquifers much easier, as long as you don't make KFD or a dwarficle.

63
Here is the full fortress layout http://mkv25.net/dfma/map-4374-riddlebell, fort is to the SE of where it loads up.
And 2 pictures showing where there is damp stone. The 2nd picture also has the edge of the magnetite cluster.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Will continue on with the fort this weekend.


I'm probbly gonna use a few of the imigrants to do jobs like fishcleaning, that are helpfull, but have really no impact on the fort. But any job that has choices in how it is done, I will leave for the players. If I use immigrants in the army, they are just going to be untrained wrestlers, used to help out in bad times. or to discover ambushes.

64
DF Dwarf Mode Discussion / Aquifer tidbits
« on: January 16, 2009, 01:33:25 am »
Today I was playing around with getting through and aquifer, have tried a few times in the past but various things kept going wrong. I finaly managed to punch through an aquifer using pumps, and after doing so I kept playing around with the aquifer and found out a few things.

If you don't know the size of an aquifer, it can take a while to get through, as I think erring on the side of making your starting area larger is better then finding out its too small. I have a new apreciation for those players that build under the ocean, which since I have gone through an aquifer I am going to atempt sometime in the future now.

Though I noticed many people say don't do any digging on the level directly under the aquifer, I found out it is possible to dig out that floor with some preperations. As I found out any tile that is not directly under a damp wall tile or unrevealed tile of the aquifer level can be mined out without any flooding. Which means if you strip-channel the entire aquifer level, you can mine however you want on the floor under it, if it is not also an aquifer.

Also I noticed on the wiki it said waterwheels will not get power from an aquifer level, but somehow mine did. This is how my area for getting through the aquifer looked from the side.

Side view
|  PP  ...  PP   |
|_| |_..._|  |_| 

Top view, stretch out the side view, had soil in the outer corners, and waterwheels in the outer channels, going the same diretion as the channels. Before I built the wheels, I did have some people do manual pumping. Though what I found odd, is that since I didn't build my wall right next to the soil wall, was could see movement in the outer channels, but not the inner one that was left over. So I think you just need to add motion of some sort to a channel in the aquifer level to get waterwheels to work.

I also do have one small question, what is the most layers an aquifer can span per layer it shows before embark? As that will allow me to better plan future aquifer peircings.

65
Pictures are nice, but if having problems with them, I don't mind not having them.

What kind of problems with photobucket are you having, maybe one of us can help.

66
So, just waiting on challenges? Curious as to where this is at process wise.

67
Well, I have not forgot bout this. Just waiting to see if eagle will post some of the digging plans he mentioned. Also waiting to see if more dwarfs get claimed, as I feel nearly 20 some dwarfs with nothing usefull to do is a bit excessive. If people don't claim dwarfs I need to find something for them to do that wont affect the idea behind the fort, as if I start using them to do major things will no longer be as big of focus on the players decisions.

I do check here almost every afternoon, so if have questions, or suggestions as to extra immigrants uses, please ask or say them.

68
Alright, one of the peasant's will be yours.

The only real changes to the internal fort layout is Urist has done some more digging on the Eastern side of the level with stone. On the farm level a path was carved out to get to some sand, and the temp storage area was enlarged a bit to also get a walled off future farm area on the surface. Just need to muddy the few odd rock parts of it to make use of it all. If you want updated pictures, I can get you those tomorrow afternoon.  As need to wait for Shurikane to decide on what Urist will do with the elf merchants...

I should note, I built the 10x6 underground farm plot in 5X2 areas so there are six plots in there. One is being used for Quarry bushes, others are currently going off of the seeds we have.

69
DF Suggestions / Re: Leave a fortress to its own devices.
« on: January 12, 2009, 12:46:31 am »
I agree that there needs to be more ways to stop a fortress. After all, once you get a stable fortress built what is to say it won't keep thriving after you stop.

I think it would be cool to be able to trade with your old fort, or have an adventurer go there and get quests. Or being able to stop playing the fort, start a 2nd in the same world, and being able to resume to the first at a later date without having to reclaim. After all why can't there be more than 1 current active game to a world?

70
DF Dwarf Mode Discussion / Re: Defense Idea, suggestions/opinions?
« on: January 12, 2009, 12:27:16 am »
Hmm... I can just imagine the suprise of the invaders from that.

"Hey boss? What was that click?"
"Oh crap, their coming out of the walls!"

Then comes the fun of keeping the melee dwarfs stocked with food. Best solution I can think of is build a food/booze stockpile one level down, with direct access to the cubbie with doors or hatches to lock out haulers or soldiers depending on state of the stockpile. As dumping it in could cause some problems.

71
DF Gameplay Questions / Re: water source not working like it used to
« on: January 12, 2009, 12:20:18 am »
I don't know if it says or not if it is saltwater.

But if the lakes/pools are saying murky they have gone and dried up.

Best thing I can tell you to do is pump some water into a self-made pond and that should work.

72
DF Dwarf Mode Discussion / Re: Defense Idea, suggestions/opinions?
« on: January 12, 2009, 12:17:14 am »
So... Modify it to something more like this? To keep the invaders with bows from getting up close to the fortifcations, right?

XXXXX|__A_#BBBBB__^__________C________________D
E______________/    |_|

With the ^ being the retractable bridge.

I just find using plain ole death traps, or hordes of marksdwarfs to take the challenge out of ambushes and seiges.

73
DF Dwarf Mode Discussion / Re: How big is your slice of the world?
« on: January 12, 2009, 12:09:34 am »
I tend to go with 4x4. Even though my computer can handle bigger, 4x4 usualy keeps things going at a quick pace even when things start getting crowded.

74
DF Dwarf Mode Discussion / Defense Idea, suggestions/opinions?
« on: January 12, 2009, 12:05:37 am »
Ok, I have been using a rather unusual way to defend my forts as of late, and curious as to what others opinions of it, or if they have any suggestions on how to improve it. It ends up being completly underground. And looks something like this from the side.

XXXXX|__A_#BBBBB____________C________________D
E______________/

The X's are just empty space or rock, | / and _ are floors, walls, and a ramp,# fortifications, A is where I have ammo and marksdwarfs,B is a drawbridge that raises towards the fortifications, C is cubbies in the side to hide my melee dwarfs, D would be another drawbridge to keep the invaders from getting into the fortress proper. E is the entrance and exit to to the fort.

I try and have my meleedwarf cubbies far enough in to let all the invaders get into the tunnel before the attack gets broken and they start fleeing, once they are in far enough, the bridge levers get pulled. What I have found nice about this set-up is it doesn't let the enemy get away, while also making a safe place to clean up the mess afterwards. I also usualy have a some random livestock chained up before the cubbies to reveal invaders.

I'm also curious as to some of the more unusual ways people defend their forts, outside of traps, and magma/water/cave-in/obsidan deathtraps.

75
DF Gameplay Questions / Re: water source not working like it used to
« on: January 11, 2009, 11:38:04 pm »
Might you be in a saltwater area? They happen near oceans, and make the aquifer salt water as well. Also pools get treated as stagnant water and the dwarfs will not drink from them. Try channeling out a small pond, and pump the water from a pool into it.

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