Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DennyTom

Pages: 1 ... 36 37 [38] 39 40 ... 53
556
DF Dwarf Mode Discussion / Re: Impoverished
« on: April 04, 2009, 01:19:18 pm »
I hoped I will never say this - but use search - I myself have started 2 topics on this challenge mode.

It. Is. Not. So. Easy.

You are right - it is not so easy, it is VERY easy. All you need is a bit of patience.

You can get INCREDIBLE amount of wealth for traders by
a) herbalism -> biscuits
b) herbalism / silk gathering -> cloth industry
c) fishing / hunting -> biscuits + bone craft (+ leather industry)
d) selling all your clothes to traders
e) robbing traders by trading depot deconstruction exploit

If you want challenge, then DO NOT deconstruct your wagon.
No building material -> no trade -> no immigrants (probably) -> no tools -> no building material -> repeat.
I see no exit this circle than somehow killing traders and taking their stuff.

557
DF Gameplay Questions / Re: Optimizing stockpiles
« on: April 04, 2009, 10:19:52 am »
You could try using <q> over the stockpile and reducing the number of bins/barrels allowed, see if they don't get emptied and then carted away.  (Make sure you have a stockpile for empty bins, or some other stockpile that's short on them.)

This is pretty good solution - it does not need much effort and results are quite good.

558
DF Suggestions / Re: Dwarves have no word for "dwarf".
« on: April 04, 2009, 02:29:20 am »
My native language is czech. I believe we also do not have separate word for "human". We use same word for "human" and "man" (and another one for "humans" and "men"). However we have phrase for "human race".

Therefore I can see no problem with dwarves having no word for "dwarf".

559
DF Modding / Re: What do you think ( a tileset )?
« on: April 02, 2009, 04:56:54 am »
Font is really nice. I do not know if I would like to look at it for hours in row but it is ideal for screenshots.

I would suggest removing one tile - the one that shows on background of menu (it seems strange and dirty) - and changing one used for some stone layers - the one with top and bottom border (strange for vertical lines)

560
DF Dwarf Mode Discussion / Re: New (silly) idea for having fun in DF
« on: April 02, 2009, 04:49:11 am »
You would have to be VERY lucky to not die in first years and/or to get immigrants.

561
DF General Discussion / Re: Creating a hermit...
« on: March 31, 2009, 08:56:56 am »
This is interestingly pointless... I like it :D

Anyways, if you connect three doors, throw the lever, then connect the other three doors, wouldn't you have one lever to alternate all doors with one flip?
No, IIRC, I tried something like that once before, but with floodgates, and it doesn't work. The lever has an on/off state, and everything connected to it matches that state. So if you tried it like you suggest, when you throw the lever again, only the first group would flip, and you've have all doors in the same state.
If you use floodgates and 1-tile drawbridges, it will work. They have opposite lever actions and identical delay timers.
that's a useful bit of information - it will help me minimize the number of levers for my drowning chamber.

This brings me to idea ... build two hermit cells. Whenever one of your hermits finishes his stockpile, let him pull one special lever. This will slowly fill one of two buffers (1x1 hole, that is being filled with water by floodgate/bridge combo that sends in 1x1x1 water, that means 5 units each time). When buffer overflows, it switches pressure plate, floodgate opens and kills the slower hermit! Craft to the death!

Could be also unreliably automatised with pressure plates in hermits' stockpiles.

562
DF Dwarf Mode Discussion / Re: Dwarven elevator concept
« on: March 31, 2009, 03:22:41 am »
So I was thinking, instead of having dwarves go up and down stairs, why not an elevator. Basically have a straight drop of however many z-levels you need, except at every z level is a little bridge hooked up to a pressure plate. At the top is a lever right next to the first bridge. You pull the lever and the bridge retracts, and dwarf falls onto the next bridge down below.

After pulling the lever you've also opened a floodgate that lets water into a channel with pressure plates. The first plate is connected to the bridge the dwarf just fell on, the next plate is to the next bridge below it etc. The dwarf will fall one z level at a time as each bridge opens, and he shouldn't sustain(much) injury to the single z level falls. At the end of the channel is the final pressure plate which closes all the bridges and the floodgate as well as opening a draining system for all that water in the channel.

I don't know how to get them back up though. Do drawbridges fling things up a z level or just horizontally? There has to be some type of dwarf flinging system to get them up a z level or 2.

I am not sure about injuries - when you just open drawbridges AND NOT close them, dwarf will fly up (trough open drawbridge one level up) and thus fall at least 2 z levels each time

563
DF Dwarf Mode Discussion / Re: Goblin decorations!
« on: March 30, 2009, 03:13:39 am »
Apparently they can decorate images from legends as well. Imagine after a particularly devastating ambush, the next set of goblins come with items decorated with images of goblins striking down dwarves. Uh-oh.

So after epic victory over their ambush, the next one could come with stuff decorated with images of gobbos being struck down by dwarves?

564
DF General Discussion / Re: New kind of chasm
« on: March 29, 2009, 04:29:31 am »
This looks like pretty standard chasm, just really small. And with ridiculous shape - like two spiders colliding in high speed :D

565
DF Gameplay Questions / Re: Party disturbance?
« on: March 26, 2009, 06:40:22 am »
Try building small cistern above your meeting area. When party takes too long, simply flush everybody inside, so they will cancel partying due to dangerous terrain.

Never tried it but it could work. Just do not forget to build also something to quickly remove high water.

566
DF Dwarf Mode Discussion / Re: 2 year wealth contest
« on: March 09, 2009, 03:37:32 pm »
Hmm, maybe so high numbers posted so early scared the contestants away from even trying... it would have been interesting to see how to create more wealth. I actually learned about displayed wealth... if I had build all the 400sth adamantine statues and not only dumped, the wealth would be 40M or 60M... odd. Really.

Thank you DennyTom.

It is possible. If only good scores motivated other players to try better.

Anyway - do not forget to describe artifact you would like me to render. And you, Garky, descibe your favourite engraving!

I think I will not make another round. Maybe about something completely different.

567
DF Dwarf Mode Discussion / Re: 2 year wealth contest
« on: March 08, 2009, 05:07:46 pm »
OK, contest is over! No more submissions will be accepted.


Winners are quite obvious:

Primary challenge: teta

Secondary challenge: Garky

Hail to winners! They can taunt to everyone else because they were brave enough to sumbit their saves. I will now draw prices for them. Hopefuly it will not take much time.

568
DF Dwarf Mode Discussion / Re: 2 year wealth contest
« on: March 08, 2009, 03:36:33 am »
Hmmm - I feel like necroposting ...

Contest ends today - you still can post your save and win!

569
DF Gameplay Questions / Re: How to kill caged goblins.
« on: March 07, 2009, 10:59:41 am »
1. Dig a deep hole.
2. Dig a tunnel to the nearest infinite water source.
3. Build a cage in the hole.
4. Add floodgate to the end of the tunnel.
5. Link cage to lever at the top of the hole.
6. Link floodgate to same lever
7. Assign goblins to cage.
8. Pull.
9. Pull again when the water's at 7/7 in the hole.
10. Wait for evaporation.
11. Collect loot.

I agree - but do it with magma. There is no smell better than !!goblin flesh!!

570
DF Dwarf Mode Discussion / Re: Whats the minimum size for a bedroom?
« on: March 04, 2009, 04:41:51 pm »
I recommend using 1x1 bedrooms. You will carve them quickly and if you design them right, you will have plenty space to expand them later.

Quote
now thats funny its like "why yes in my fortress even the kings room is 1x1!!!"
Easy - decorated walls and floor and artifact bed.

Pages: 1 ... 36 37 [38] 39 40 ... 53