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Messages - waldo

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16
DF Gameplay Questions / Re: Minecarts (0.34.08)
« on: May 22, 2012, 01:30:49 am »
i was able to use minecarts to speed up my wood hauling. a wooden minecart holds ten wood so i set up two stock piles, one near my workshops and the other at my entrance. i'm expirementing with how track is laid down: right now i have it set up so that all the tracks are on next to the walls this cuts down on traffic buildup and potential loss from having walking space labeled restricted. so anyways right now i just have it hauling from the entrance of my fortress to my stockpile. i noticed though that in order to make your dwarves unload it you actually need to dump the mine kart so i built a one square stockpile and had the bigger stock pile take from it. eventually i won't even bother doing that and i'll just have the one stockpile in my carpentry room.

i'm thinking about digging out separate areas for the tracks themselves so that they can be nudged and gravity will do the rest and i won't have to worry about urist mc blockhead getting killed by a run away minecart. it'd look something like
|\\| + + + + +|\\| (|) =walls (+) = floors (\\) = tracks

for just a simple north to south section of walkway.

17
DF Gameplay Questions / Re: Game Screen Too Small
« on: February 02, 2012, 11:09:46 pm »
oh! it doesn't fill the screen until you actually start playing, don't worry jsut try it!

18
DF Gameplay Questions / Re: z-levels, and burrows
« on: February 02, 2012, 11:04:32 pm »
Congrats on the 100k'th topic, by the way.
Check again. According to the current forum stats as of this posting there are only 98,255 total topics.
darn oh so close!

19
you open the game and nothing happens, you start a game normally and everything is fine until your computer fan starts going crazy! you look at the task bar to find that the dwarffortress.exe file has spawned multiple firefox windows each leading to extremely deviant porn site.

any attempt to quit the dwarf fortress game leads to your computer crashing and a expertly carved picture of armok fills the screen leading to a message "the player has been possessed!". armok then proceeds to make a pile of anything shiny to sit sit on while he uses your computer to monitor his handy work.

the game consistently spawns a kitten in one location every 10 minutes. you think nothing of it besides the obvious "hey free meat and industry!". then 2 hours later you find yourself clawing at your eyes as yet another kitten has joined the fortress that is now sending your processor to an early grave. armok chuckles.

toady one desides to be very devious and decides to leave out vampires, zombies, and all the lycanthropes save for the one that turns all your dwarfs into straight up suicidal slugs. all fortresses then degrade quickly into one man fortresses because everyone else has been turned into a slug and accidentally walked on some rock salt. armok let's out a small laugh.

when you download the latest release a progress bar shows up on screen, you ponder wondrously as the thought of actually installing dwarf fortress seems like an okay thing. its taking forever however until you notice that your back ground picture has changed to a soul crushing black. your keyboard and mouse are unresponsive, you watch as the icons filling the desktop blip out one after the other, you hope this is some kind of sick joke that your room mate is playing on you. finally after nothing but the dwarf fortress screen remains on your monitor the progress bar completes. a message pops up "all hard drives reformatted, installing windows ME." you scream as you look for a cross, the star of david, or even a bible, something that you can use to get this foul demon out of the house as if your life depended on it. you come back with a tiny track expounding on the possibilities of keeping a positive attitude, your just about to drive a barn nail into the monitor when the progress bar finishes and you are confronted with a new message: "windows ME installed, overloading cpu in 3... 2... 1..." you jump behind your bed as you hear the processor fan go crazy, a vaguely electric smell fills the room as a thick smoke bellows from the infernal machine. your computer explodes as you sob screaming "i just wanted to play dwarf fortress!!!!" and of course: somewhere somehow armok laughs.

the game is horribly bugged in some way however the bug causes people to become obscenely addicted to the game as if they weren't already. toady publishes five thesis' on the exploit but nobody reads them because they are too busy playing dwarf fortress. donations skyrocket as toady and his brother buy an entire country, somewhere somehow armok who is now sitting on a pile of gold is laughing his arse off.

20
i would almost suggest that hell be game breakingly impossible just to give thataussieguy something to do.

alcohol can't be made at the still and thus can't be made.

21
the carp won't kill your nobles no matter how many times you send them near the river.

22
DF Gameplay Questions / Re: z-levels, and burrows
« on: February 01, 2012, 11:39:13 pm »
well the idea of the fort was to have a compact system with a central stairway it alternats per z level 10x10 on one side then it goes down a z level and there's another 10x10 on the other side the spaces in between are connected to the landing above it by a simple up to down staircase with a 9x10 landing for storage or rooms for dwarfs. the idea is that by having everything situated around a central staircase everything is usually within 30 units of travel if it isn't trying to grow on the surface or in the middle of the cave. that the in between spaces aren't connected to the central stairs is because i am a firm believer that all things dwarfy must have some form of complication from being too easy.

after doing some testing with a fresh download i've decided that i can't even reproduce. toady; you must have made a quantum program. first i put the save into a fresh download of dwarf fortress 0.31.25 and it started working alright much to my delight then i retried the save from the original dwarf fortress download and that is somehow working much to my horror. seriously i'm dumbstruck here, am i losing it or is it possible that these things were happening because my ram is kicking it?

23
DF Gameplay Questions / Re: z-levels, and burrows
« on: February 01, 2012, 10:31:30 pm »
since the problem has arose i did add a burrow from the top of the map to the dinning room and from the dinning room to past the 17th z-level. i added the file to the dwarf fortress file depository: http://dffd.wimbli.com/file.php?id=5432 i think i did it right.

at this point i think i should mention that this hasn't been the only save that this has happened on, there's been a few times that I've tried to make an inflated depth of my fortress by skipping the first few layers and i ran up against this wall at the similar if not same depth. in fact one time i couldn't get my dwarves to build anything where i eventually had my miners digging out and they all starved because the miners wouldn't even come back.

in the game i would suggest that you try to finish building the stairway where I'm pumping the water away from it that's where i've been concentrating my efforts but my military also gets stuck after chasing beasts from in the cave into a pit that's on or below the 17th so maybe you could try to build some kind of construction in one of those areas and see if you can replicate.

i'm thinking about re-downloading the latest release and starting a new fortress to see if that has anything to do with it.

24
DF Gameplay Questions / z-levels, and burrows
« on: February 01, 2012, 06:48:39 pm »
i started playing dwarf fortress when it was in the 40-d development stage, so i never really quite got the function of burrows down and only just started to understand the military to a degree that resembles some kind of fluency. my fortresses tend to not last very long, maybe 5 to 6 years, however they've always had a few things in common: I've always dug deep instead of out. well recently i noticed that my dwarfs will not go to the -17th z level for any reason besides mining and military. and even then the military just gets stuck there twiddling their thumbs until i post them to someplace above the 17th z-level.

my computer isn't exactly the best one in the world, but it works, it still has a single core amd sempron but i managed to punch in 2 gigs of ddr2 ram. however i feel that one or the other is failing as on an unrelated note youtube keeps crashing on me.

would this be classified as a bug? is this happening because i refuse to use the burrows utility? is there some kind of workaround that i'm not aware of? i checked the wiki and there was no mention of this. if it is the burrows could somebody give me some tips on how to effectively manage which dwarves go where when i can't even remember half of the little guys' names?

edit: i should note that the effects extend all the z-levels past the -17th...

25
DF Suggestions / Re: 'Hell' Biome.
« on: January 13, 2010, 02:47:38 am »
it'd be an awesome idea, the riches of taking on such a challenge would be great, like twelve veins of adamantine because your close to thirteen miles under the earth great. of course demon channels would be spread here and there and trap farms would be useless against almost all the enemies and if they want too if the fortress above gets overrun then not only will you not have extreme baddies coming from below but normal baddies coming from above, also no trade caravans.

deffinately worth the challenge!

26
DF Suggestions / the spark of magma
« on: January 13, 2010, 02:15:12 am »
so here's what i was thinking, dwarf fortress is supposed to have some sort of magic system eventually right? so one of the first things that i would like to see is a spark of magma, basically it's a building that you make using a vile and ten units of liquid fire retrieved from a fire snake or bought from merchants. then in an alchemists workshop you make the actual spark of magma. you build the spark of fire building underneath a gigantic rock that then smashes into the building creating a constant magma chamber of 3x3x3. conversely you could just put the building over a ledge and dump all the excess rocks in turning them to magma.

of course it needs to be extremely expensive, like rivaling adamantine anvils expensive, this way you can't just take it where ever you go and make one for every forge, metalsmith shop, and glass furnace, you have.

this would be really nice because we could basically put magma anywhere we wanted, and would finally allow the booze explosion to be a viable fortress defense. also to kill those damn cats.

27
DF Suggestions / Re: Natural selection and Dwarfnet (crazy shit)
« on: December 10, 2009, 03:07:58 am »
i can see this, mutations or adaptations, the original 7 dwarves would be just some generic dwarves, from there if your in a particularly rainy area then maybe they could adapt to have more waxy skin, wheras if you embarked in a deserty hot place you would have more porous skin to suck in the surrounding moisture.

if this is implemented i would like to see it as if your dwarf is more adapted to the place then he will work better then say the migrant who just came to your desert oasis from the arctic.

28
DF Suggestions / Re: Heavenly Tower? Tower of the Sky?
« on: December 10, 2009, 03:03:43 am »
idk implementing space would take a long time, you'd have to make air basically and then have the ability to notice when the air is absent, not to mention fans, pumps, pullys, ropes, and all powered with the dwarven free energy well...
also picking and choosing makes for a hilarious situation when you embark without any land.
"you have arrived at free space, strike the earth!"
"your dwarves all plummeted to their death. their pets too."
"urist mcdwarf is throwing a tantrum."
"the fortress is destroyed."

also possibly equally amusing is embarking with one square of land.
the way that i see it is that once you get past the soft fluffy part of the cloud there is a harder more malleable material that can support your dwarves, with the in between being the plantable ones, and the dwarves could all go blind from being so close to the sun...

29
DF Suggestions / Re: Smokestacks
« on: December 10, 2009, 02:44:27 am »
i think it's a pretty nifty idea, and if you work it right you can trap some goblins in your entrance then flood it with the smoke created from their fallen comrade's weapons being smelted creating a never ending industry of war that ultimately ends in a fried cpu.

pretty much explains the iron industry on about five of my forts...

30
DF Dwarf Mode Discussion / Re: The final resting place of your dwarfs.
« on: October 08, 2009, 03:11:03 am »
coffins? nonsense, any dwarf of mine who is stupid enough to die by the hands of an orc is not worthy of burial. they are put on display in a conveniently located stockpile of both refuse and corpses. the ones who are worthy are promised burial but are not given it. though i am thinking of giving burial to my miners, they are usually the only ones who survive anything.

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