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 - AncientEnemy

Pages: 1 ... 53 54 [55] 56 57 ... 63
811
DF Dwarf Mode Discussion / Re: I thought this was kinda neat
« on: March 02, 2009, 07:14:31 am »
bleh, i've already disassembled the thing. but most of the time there would be literally no water at any of the pump exits except the top, with the occasional 1/7 or 2/7 flickering for a moment somewhere along the line, and then being re-absorbed into the system. surround the floor with grates and it's virtually lossless

812
you can make a tower of pumps with no floors/walls whatsoever to contain the water and it'll still work, only dropping the occasional tile of water which is usually sucked right back into the pump :D

http://mkv25.net/dfma/movie-1143-wall-lesspumptower

813
Dwarves like to feel the mist, not actually stare at the waterfall itself, IIRC.
Quote
Falling water produces the mist, not the landing of it.
do they have to touch the mist to get the thought?
does the mist spread outward from where the water falls? if so how far? or does a dwarf actually have to walk through a waterfall to enjoy it?

814
hmm, reading up on it and it's the -mist- they like huh?

does that mean they only get happy thoughts from wherever the waterfall lands? or does falling water leave mist in the air as it falls? could I do the same thing I was planning except not build the windows?

815
I've got my glass tower fortress going nice and steady, and even though it's not quite so tall yet (only 7 floors high or so), i'm thinking of skipping ahead in my designs, to my artificial waterfall.

basically the idea is to have a pump tower up through the center of my tower, and have water cascade over the roof and down the walls (which are made of windows). but will dwarves get the associated happy thoughts if the falling water in on the other side of a window? i know they can see enemies, will they see my waterfall?

816
DF Gameplay Questions / Re: trader access
« on: March 01, 2009, 10:11:40 pm »
ah, i didnt realize they could come in -on- a ramp

817
DF Gameplay Questions / trader access
« on: March 01, 2009, 09:45:11 pm »
I've doodled some examples because I can't seem to adequately explain this without getting alot of basic but un-helpful replies about traders needing 3 tiles of access.

I have an almost completely flat map, with a small ridge that goes up 1 z level along the southern border, like this:


Z0:Z+1:

If I were to completely mine/channel out the Z+1 level, leaving a 1 tile wide wall like this:

New Z0:

would traders ever be cut off from my site if they tried to spawn in the south, since there's the 1 tile wall i can't do anything about? or will they automatically choose one of the accessable sides of my map to arrive from?

818
DF Dwarf Mode Discussion / Re: Best Fortress Random Name
« on: March 01, 2009, 04:32:32 pm »
The names themselves aren't particularly amazing, but the trend with the randomization was awesome:

My first tower fortress, randomized: Ritewind (which i stuck with cause It was going to be a tower and I liked the idea of the winds whipping past)

My second tower fortress which i -forgot- to check the name on before embarking turned out to be: Postwinds (probably means 'post' the object but all I think of is Post- as in After-). didn't last long as it was at the intersection of three massively carp-infested rivers.

My most recent glass tower fortress, again random: Threewinds

This game is so cool XD. My triple-legendary marksdwarf/wrestler/hammerdwarf i've nicknamed The Fourth Wind, my fortresses's greatest hero. he gets all my artifact armor :)

819
DF Gameplay Questions / Re: Cave adaptation
« on: March 01, 2009, 04:20:51 pm »
I don't suppose there's a way to get the dwarves with the cleaning labor to clean up vomit is there? (it's odd that they'll waste all kinds of time 'cleaning' archery targets to no apparent effect but happily traipse past pools of vomit)

820
DF Gameplay Questions / Dining room
« on: March 01, 2009, 04:19:26 pm »
I haven't been designating dining rooms for tables yet, just putting a meeting area zone in the area with the tables/chairs. i was wondering how it worked specifically:

1. if i designate a dining room but don't assign it, will the first dwarf to use that table claim it like they do with bedrooms?

2. if a designated dining room contains other tables and chairs that are just set to 'free', will they still count as being part of that dining room when a dwarf uses them?

2a. i.e. if the designated dining room has an artifact or two constructed in it and counts as 'royal' or whathaveyou, will dwarves eating at the additional tables in that dining room get the associated positive 'ate in an awesome dining room' thoughts?

821
DF Gameplay Questions / Re: How do you stop Migrants?
« on: March 01, 2009, 04:10:33 pm »
essentially, no. popcap is pretty much the only option. unless you can run your fortress without generating signifigant wealth (which is hard considering anything you mine out or build is more wealth), immigrants will continue to arrive with the cats and legendary fish dissections skills.

822
DF Dwarf Mode Discussion / Re: New to DF
« on: March 01, 2009, 02:55:38 am »
Quote
He is just overwhelmed by the shear scope.
this we can help with
Quote
but he claims that it is just 'too nerdy' for him
this we can't. you've got to -want- to break into DF, and it's unlikely you're gonna get someone with a natural aversion to it, especially on those grounds, into the game.

823
DF Gameplay Questions / Re: Cave adaptation
« on: March 01, 2009, 02:46:57 am »
well, i moved my meeting area to the top floor of my tower.

the green squares are glass flooring.

guess what the wavy tiles are


824
DF Gameplay Questions / Re: Giant eagle danger for tower forts
« on: March 01, 2009, 02:37:37 am »
do flying animals not show up on the U menu? i'm pretty sure i've got some kind of birds flying around up in the air around my tower, but i don't know what they are and i've never managed to catch them on screen with v to look at em.

825
DF Dwarf Mode Discussion / Re: New to DF
« on: February 28, 2009, 07:02:52 pm »
I would recommend the following:

make him a new install with a graphics pack installed, and go through the init and streamline everything.

set him up a basic embark package focusing mainly on the basic 'get everything going' skills, and give the dwarves Novice levels in skills you wouldn't otherwise give them, just so they'll start with that labor enabled and he won't have to spend time figuring out how to enable architecture labor on a dwarf just so he can build such-and-such. I actually still do this just for the convienience.

perhaps even start a save with the bare basics already set up, build him a functioning farm, food stockpile, some beds, a small dining area. In my experience one of the major hurdles to my newb self was just figuring out those things. Name the dwarves so they're easier for him to keep track of.

turn him loose on that and show him the wiki.

when i get around to it I think I may write a 'your first fortress' article of my own, but much more simplistic. the current article is definately very helpful, but i find that (As often the case with people trying to teach someone) it still has a tendency to overload you with information, and it's difficult for the beginner to understand what exactly they should be doing when presented with so many things they could do.

Pages: 1 ... 53 54 [55] 56 57 ... 63