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Messages - Silfurdreki

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931
DF Dwarf Mode Discussion / Re: Yay for burrows!
« on: June 19, 2009, 05:36:29 am »
Another good question is; will we be able to designate burrows ocver several z-levels?

I've become fond of the idea of making different towers for different crafts, i.e. a cloth industry tower, with farms in the bottom and workshops and such higher up, or a masonry tower.

I'd be sad if burrows wre one z-level only.

932
DF Dwarf Mode Discussion / Re: The laws of collapse
« on: June 09, 2009, 12:12:49 pm »
That method Silf tried is almost exactly the same as the one I am working on ATM. However, I don't mind if I have holes/pillars, that will just add to the architecture of my wonderful underwater fort! Although unlike your plan, I will by using big plates of lava being dropped in at once (as in 50x50 or so, maybe bigger).
I modded orthoclase and microcline to be magma proof, so I can build enough hatches for it.

The problem was not that the pillars were ugly, they made the drydock leak, and as a result it wouldn't work. At all.  ;)

933
DF Dwarf Mode Discussion / Re: The laws of collapse
« on: June 09, 2009, 09:27:29 am »
Actually, how I'm planning on doing this now is basically building a huge mold and cast a huge block of obsidian, 3 z-levels high, and then drop it into the sea, to the hollow it out so that I get basically the same thing as casting walls, but with more work.

Like this:

Code: [Select]
|      | %%
|OOOOOO| %%
|OOOOOO| %%
|OOOOOO| %%

~~~~~~~~~~~
~~~~~~~~~~~
~~~~~~~~~~~

To get this, after collapsing the whole thing:


OOOOOO~~~~~
OOOOOO~~~~~
OOOOOO~~~~~

And then hollow out:

O    O~~~~~
O    O~~~~~
O    O~~~~~


Kinda like your idea, Rafal, but with a whole block instead of a sheet.

It'll quite a while to fill the whole mold, but it's definately foolproof...

934
DF Dwarf Mode Discussion / The laws of collapse
« on: June 09, 2009, 07:42:56 am »
I've been building sometething, namely an underwater fortress, that has made me question the common view of how walls collapse.

This is the situation:

I was planning on building a "drydock" for for the fortress to be built in. To do this I build a magma channel above the sea, with the intent to drop a "wall" of lava into the ocean, which would then become obsidian and collapse down to the bottom forming a wall. The plan was to do this three times, to get a wall high enough to shut out the ocean. When I did drop the lava, though, it yielded some strange results.

Code: [Select]
What I had was this:
MMMMMMMM
       
~~~~~~~~
~~~~~~~~
~~~~~~~~

What I wanted was this:

MMMMMMMM
       
~~~~~~~~
~~~~~~~~
OOOOOOOO

then:

MMMMMMMM
       
~~~~~~~~
OOOOOOOO
OOOOOOOO

and finally:

________

OOOOOOOO
OOOOOOOO
OOOOOOOO

What I actually got, was this:
first:

MMMMMMMM
       
~~~~~~~~
~~~~~~~~
OOOOOO~O

Then:

MMMMMMMM
       
~~~~~~~~
~O~~~O~~
OOOOOO~O

And finally:

________
       
~O~OO~OO
~O~~~O~~
OOOOOO~O

~ = Seawater
O = Obsidian wall
M = Magma
_ = Empty magma channel
  = Empty space

The first z-level of obsidian went kinda well, with the exception of a couple of unexplainable holes, there were three or four holes showing up randomly across the wall. When I savescummed and tried again, the showed up in different places, but they were about as many. The missing tiles of obsidian wall was nowhere to be found.

The second z-level was utter crap, only a few pillars, with the majority of the would-be-obsidian-wall tiles left as water.

The last z-level was a bit better, but still had a lot of holes in it.


And this stayed consistant duting several tries with savescumming. I do not understand why the obsidian won't for a solid wall when it collapses. It also seems like different "blocks" of 7 deep lava falls at different speeds, which is odd, and causes the different tiles in the wall to form separately, but according to what I've read about collapses, the should fall into the right place anyway...

935
so why wouldn't this work?


Code: [Select]
o o
o o
o o
oDo
ooo
www

to

Code: [Select]
o o
wo ow
wo ow
woDow
wooow

This is thinking in way too small scale. Behold, the Dwarven drydock! http://www.mkv25.net/dfma/map-5989-silverhall

Ok, so it's not copleted yet, but the principle is sound. You make a wall out of cast obsidian the pump all the water out of it, whereupon you build the fortress, and then collapse the wall. Yes, there's a plan on how to collapse the outer wall.

Dwarven nautical engineering FTW!  ;D

936
DF Dwarf Mode Discussion / Gah! Bridges!
« on: June 03, 2009, 11:43:57 am »
During my trials trying to build an underwater fortress (as can be seen here: http://www.mkv25.net/dfma/map-5961-silverhall) I have built a three tile wide magma channel to cast an obsidian "drydock" to build the fortress in.

But I ran into a bit of a problem when i was going to fill the channel. Apparantly, bridges that are not linked to levers, even ones built out of non-magma-safe materials, can handle magma on them just fine, but bridges linked to a lever with non-magma safe mechanisms will de deconstructed when magma passes on top of them. This is a problem, because it makes the drydock wall not-solid, and as such it is useless for it's intended purpose.

Is there anyone out there with more knowledge of bridges than me that has any advice for what to do?

I considered altering the melting temperatures of the stones my mechanisms are made of (since I suspect the mechanisms are the culprits here), but, I couldn't find information on how to do so. It might not even be possible, as I seem to recall that altering stone values requires a regen of the world. Anyone knows for certain?

937
DF Dwarf Mode Discussion / Re: Traders stuck in my depot
« on: June 03, 2009, 06:24:05 am »
Mass forbidding didn't work, so I wipped up a drowning chamber instead, and that worked like a charm  ;D

938
DF Dwarf Mode Discussion / Traders stuck in my depot
« on: June 03, 2009, 05:36:15 am »
I have a human caravan stuck in my tade depot.

You might wonder how this happened, and so do I. Last summer, the human caravan arrived as they usually do, and ran into a goblin ambush. some merchant with a donkey or something was killed by the goblins before my champions arrived and killed off the goblins. The rest of the caravan made it to the depot fine, but the depot didn't recognise them as being there, it said "there's no merchants trading right now". I thought that they would just leave as usual, but no, they are still here, and it's mid-autumn. The dwarven caravan came, and left, since they couldn't get into the depot, they were in the unloading state the whole time.

What should I do to get them out of there? will they starve to death sooner or later?

Edit: Deconstructing the depot got rid of the non-wagon merchants, but the wagons are still here.   :-\

939
After some testing I've concluded that it's not the ramps lending support, but the seabed tiles are. This presents a problem, because I will not be able to completely shut out the ocean.

I guess I'll have to rely on pumps to hold the ocean out in the ramp tiles...

940
I don't really have an obsidian cap, what I have is magma in a channel that goes above the ocean. It's designed to make a one tile wall to cut off a part of the map to the edges of the ocean.

The water under my obsidian IS connected to the rest of the ocean, for the record  :-\

941
I'm building an underwater fortress, and as such, I have to find a way to drain the ocean. For this purpose I found a map with what basically is a very shallow underwater lagoon, there's a roughly circular 2 z-level deep part of the ocean surrounded with a wall of 1 z-level deep ocean. This is the map: http://www.mkv25.net/dfma/map-5619-islandsoul

Now, I've run into a bit of a problem when I tried out the magma channel yesterday. The plan was to cast an obsidian wall over the deeper parts, and then have it collapse down to the deeper seafloor. The problem is that it doesn't. The obsidian stays suspended under the channel, and because of that, I can't plug the lower z-level so that I can pump out the water afterwards.

Basically, this is my problem:

Code: [Select]
This is what I have before pulling the lever to draw back the bridges:

MMMMMMMMMMM
WWWWWWWWWWW
RRR\WWW/RRR

I want the following after dumping magma:

MMM-----MMM
WWWWWWWWWWW
RRROOOOORRR

Instead, I get this:

MMM-----MMM
WWWOOOOOWWW
RRR\WWW/RRR

Legend:
M = Magma (with bridge under)
W = Water
- = Empty space
R = Rock/seabed
/ \ = Ramps
O = Obsidian

How should I approach this? Will the obsidian still not collapse if I deconstruct the walls on either side of the magma channel? Is the project doomed to fail?

I could really use some advice here, I thought that diagonal connections (across z-levels, even!) to walls didn't give supprt...

942
DF Dwarf Mode Discussion / Re: Popular Dwarven Literature!
« on: March 23, 2009, 11:13:06 am »
More dwarven classics:

The Old Dwarf and the Mountain A story about an old miner struggling for days against the rough basalt walls to find the platinum vein of his life.
Crime and Hammering The story of Urist Raskolnikov and his double murder, his near melancholy, and the hammerings he was sentanced to.
1084 A bleak vision of the future of Dwarfkind.

943
DF Dwarf Mode Discussion / Re: The fort bragging thread
« on: March 17, 2009, 11:12:12 am »
It seems you're off to a good start there, in many ways  :D

The site you've found looks absolutely fantastic, and that plateau on level 20 with the opening of the magma pipe just screams potential.

Your entrance to the depot looks almost exactly like my entrances usually look, I like it ;D I was always of the opinion that you should try to work with the environment you have, and not terraform it overly, and I think you have the potential to build a great fort in this site.


My own fortress: http://mkv25.net/dfma/map-5058-roomtyphoons

Suggestions and opinions welcome  :)

Edit: Changed the link to a newer version of the fortress.

944
DF Gameplay Questions / Dwarves won't use clothing stockpile
« on: February 24, 2009, 07:02:16 am »
So I had a huge amount of clothes made since everyone in the fortress were walking around with only mud and/or vomit splattering for clothes. All the excess assorted tunics, coats and dresses are now horribly cluttering up my clothiers' workshops, so I built a couple of rooms for clothing storage.

Now the dwarves won't store anything in them, and IO can't for the life of me figure out why. I have four stockpiles, one for upper body clothing one for leg clothing, one for gloves and such, and one for shoes and socks. None of them are used.

Anyone have any idea why?

945
I've thought of trying this for a while, but I haven't really come up with an idea of how to get the domes to the ocean floor.

It seems to me the only option is to drain the whole thing. As for that, I've seen posts in here that say that it's possible to drain infinite amounts of water into an aquifier. Now, I don't know if this is true or just old information, but it would be worth a try if you have an aquifier.

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