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Messages - AncientEnemy

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661
DF Suggestions / Re: Buried alive and thoughts
« on: March 23, 2009, 06:29:21 pm »
I'm against this. I think dwarves should feel quite at home underground, and be happy to stay there are long as their various needs are being met.

Making a dwarf freak out when he can't get outside (especially just -because- he can't go outside, even if he doesn't need to go there) doesn't make much sense as a way to do it.

Now sieges definitely need to be harder, but I don't think this is the way to go about doing it. The problem as you said is that you can keep a fort completely enclosed and still have all the resources you need to survive. Making -that- harder to accomplish is what aught to be changed, and I believe is already in the works.

I agree about the air shafts, I believe one of the eternal suggestions says something about them.

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thats a helluva lot more complicated than just adding in a new negative thought.

while adding the thought my be a bandaid solution to the current state of sieges being incredibly weak, there are (IMO) better and more satisfying ways to go about it.

662
DF Dwarf Mode Discussion / Re: Refuse Plans
« on: March 23, 2009, 03:41:57 pm »
o->r

sets the orders for which refuse dwarves save in refuse piles and which kinds they automatically dump (in garbage zones). i generally only keep corpses (in an outdoor refuse pile) and bones/shells/fresh hides in an indoor one

also, in order to get dwarves to throw garbage off an edge, you designate the floor tiles adjacent to the hole as a dump zone.

663
DF Gameplay Questions / Re: Trouble Saving games
« on: March 23, 2009, 01:17:13 pm »
the 'unnamed' save is your current one. by default this will be "region1". the saves that list the year/season are the auto-save backup files.

664
Quote from: Erom
The first requirement for a civ to trigger a hostile action against you is that it is hostile to you - removing CAN_SPEAK means the civ is _always_ hostile to you (and everyone else) so you never get the situation where you get a goblin trade caravan instead of attacks.

The second requirement for hostile action is the relevant PROGRESS_TRIGGER tags. Turning these up or down lower or raise the amount of generated wealth or population necessary to initiate hostile action.

Now, the BABYSNATCHER and AMBUSH(?) tags change how that "hostile action" works. The default hostile action is a seige, so if a civ has neither tag, every hostile action will be a full seige. However, if a civ has one of those tags, your population is checked, and if you are below a certain threshold (which you can't change to my knowledge, sorry) you get a snatcher or ambush instead of a full seige. Removing those tags forces the race to do a full seige anytime they want to do anything bad to you.

The final seige related tag is SEIGER - this doesn't do much, it just changes the behaviour during a seige. If the race has the tag, they make bonfires and attempt to wait you out for a few seasons before attacking. If they don't have the tag, they make their attack almost immediately after spawning.

665
DF Gameplay Questions / Re: Too many wrestlers?
« on: March 23, 2009, 11:02:52 am »
someone correct me if i'm wrong cause i'm half asleep but i think if a wrestler (unarmed) and a dwarf with a weapon start sparring, they just end up wrestling.

also, there's the standard sparring bug where they end up with a peice of someone's armor stuck in one of their hand and it prevents them from using their weapon correctly.

unequip everything (armor/weapon/shields) from your intended spear/sworddwarves, put any dwarves you -want- to be wrestlers on duty, and re-equip your weapondwarves. they should start sparring properly.

666
and before you ask:

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With the bottom-level revealed.
This. solid rock wont fall apart like built walls when it falls

669
DF Gameplay Questions / Re: Building the pumping tower.
« on: March 22, 2009, 07:40:21 pm »
Right, but I'm also hooking up my waterfall, so I need to figure out how much water the waterfall will use, then how much extra well space I'll need to dig.

well the waterfall will use up to 2*(however many z levels of pump tower) tiles of water (one tile on the way up through the pump and 1 tile of falling water).

i don't understand why this would require a bigger well, if anything it means you don't want your well to be too big because when there's water wrapped up in the system the well will have less than 51 tiles worth of water in it, and you don't want it to dry out (although eventually you'll probably have to supplement the waterfall with buckets, as little bits of water get lost here and there to evaporation)

basically you want the reservoir to be just big enough to avoid water 'splashing' out on it's way down

670
DF Gameplay Questions / Re: Building the pumping tower.
« on: March 22, 2009, 07:37:07 pm »
or alternatively you could build a well of whatever size you like and manually fill it with buckets (this actually doesn't take that long with several dwarves, you just make a bunch of 1x1 pond zones and each one will generate a fill pond job)

671
DF Gameplay Questions / Re: Building the pumping tower.
« on: March 22, 2009, 07:33:06 pm »
well i'd say just count the tiles at the source but you already did... so just build that many tiles or more of well :o

672
DF Gameplay Questions / Re: Go, battleroach!
« on: March 22, 2009, 07:25:06 pm »


I don't know. but that sounds awesome. I had a similar idea with dropping dozens of puppies on an invader

673
DF Gameplay Questions / Re: Building the pumping tower.
« on: March 22, 2009, 07:14:37 pm »
or it was a bug, or something else overlooked. either way, in general as long as a power supply stays safely built the order of building shouldn't matter. you can check easily after you build it if it's working, just hook up another gear assembly for the on-off switch and see if it's powered, then hook up your devices later on

674
DF Gameplay Questions / Re: Building the pumping tower.
« on: March 22, 2009, 07:00:21 pm »
huh. I confess i rarely use windmills but the last one I used I built a gear assembly first and then a windmill on top of it and it worked just fine (actually, it was for a mini-waterfall)

675
DF Gameplay Questions / Re: Building the pumping tower.
« on: March 22, 2009, 06:54:23 pm »
for windmills or waterwheels as long as it has support when you build it you're fine, and the order doesn't matter. you can connect a lever to a gear assembly and shut it off to keep the mill/wheel disconnected from the rest of the system while you build it (just make sure you don't connect it a gear assembly that's supporting anything, turning off a gear assembly also makes it stop supporting stuff)

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