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Messages - AncientEnemy

Pages: 1 ... 54 55 [56] 57 58 ... 63
826
DF Gameplay Questions / Re: Wall Grates?
« on: February 28, 2009, 06:48:14 pm »
oh, one caveat, vermin-type fish (the type your fisherdwarves catch) will still come through. but not the large animal-type fish like carp. this however wont have any effect on the 'cleanliness' of your water :)

827
DF Gameplay Questions / Re: Workshop/stockpile area layout?
« on: February 28, 2009, 06:44:12 pm »
this is actually quite similar to my fortress designs, here's my current fort:

http://mkv25.net/dfma/map-4825-threewinds

i tend to build a cross of 5 adjacent 9x9 rooms. stockpiles in the north and south wings, workshops on the east 4 to a level (one in each 'corner' of that room with related functions, i.e. kitchen still tanners and butchers in one room), and social areas (sparring areas/dining/barracks) on the west. then as my fortress expands i begin building the more expansive noble rooms on higher levels. that map shows a general idea of what i'm talking about, although it's somewhat cluttered (that cluster of workshops on the lower level is a bunch of glass furnaces set to collect sand to have enough to supply my legendary glassmaker) as my fort was much less organized then.

i find using a relatively small (when it comes to x/y dimesnions) that spans multiple z levels cuts down on alot of hassles, since in absolute terms even the two most 'distant' points in my fort are something like 30 tiles apart. 9x9 rooms also seem to be my magic number, odd numbers let you subdivide things very neatly, such as having 5 workshops in an X


i also try to keep my workshops as close to their relevant stockpiles as possible. the carpenter shop is right next to the wood, with the furniture pile just south of that. then the still is adjacent (Albiet one level down) to the furniture pile, with the food pile to the north. the butchers shop is near the bone pile, with the craftsdwarf shop adjacent 1 level above. the piles of captured narrow armor/lavish meals are right next to the trade depot, the stockpile of my building materials is at the base of the tower where they will be used, etc

828
DF Gameplay Questions / Re: Retracting bridges and catapulting?
« on: February 28, 2009, 06:32:27 pm »
maybe i'm misunderstanding the issue, but if you just want a dump that will fall down a level, you can just designate a garbage dump zone around the channel itself, and any dwarf dumping there will simply toss the item in question into the channel (as long as the dump zone is adjacent to at least 1 tile of open space)

829
DF Gameplay Questions / Re: Wall Grates?
« on: February 28, 2009, 05:00:30 pm »
yes, they will. so will verticle bars and fortifications

830
DF Gameplay Questions / Re: Cave adaptation
« on: February 28, 2009, 04:53:02 pm »
durr this is why i shouldn't post at 7am after getting home from work.

i'll just put my meeting hall on the roof of my tower

831
DF Gameplay Questions / Cave adaptation
« on: February 28, 2009, 12:47:28 pm »
the wiki says that occasional/brief exposure to light will not prevent cave adaptation, but what about very frequent brief exposure, such as leaving an area the dwarves will constantly have to travel through open to the sun?

832
DF Gameplay Questions / Brooks
« on: February 28, 2009, 10:44:02 am »
how does a brook work with regards to water 'flowing'?

1. does the water actually spawn/fill from one side of the map and exit/drain off the other?

2. If I managed to completely block the flow would it fill up and overflow it's banks (assuming i channeled out the magic "brook" floor tiles)?

3. what about if I made a new course for it and then blocked off its original path, would it still function and flow through it (not just fill it up like a pool)? (i guess this one doesn't so much matter but i'm interested)

4. is there any way to tell which end is the 'source' on a flat map?

833
DF Dwarf Mode Discussion / Re: Strange artifacts!
« on: February 28, 2009, 10:22:22 am »
Mazeangel the Hide of Tweeting, a turtle bone cabinet.

Encrusted with limestone, decorated with turtle bone and encircled with bands of dog leather. menaces with spikes of steel and rhyolite. on the item is an image of a Alder in Rubicelle. on the item is an image of a fly in iron.

weirdest combo of materials, name, and images i've gotten yet.

834
DF Gameplay Questions / Re: Sealing off a magma channel
« on: February 27, 2009, 12:18:07 am »
ooh, cool.

835
DF Gameplay Questions / Re: Sealing off a magma channel
« on: February 26, 2009, 10:17:53 pm »
sweet. thanks

836
DF Gameplay Questions / Sealing off a magma channel
« on: February 26, 2009, 08:14:06 pm »
I have some magma filled rooms running my forges, and i'd like to seal them off from the channel that connects them to the top level of my magma pipe, since i'm going to be pumping magma out of it soon and don't want my forge magma to drain back into the pipe. would the following method work:

Code: (side view) [Select]
__p__
XXhXX
mmmmm
XXXXX

_ = floor
p = channeled tile designated as a pond
X = Walls
h = open tile with a hatch on the floor
m = magma channel

basically the plan is to build a hatch over the tile of magma that I want to turn into obsidian, filling the tile with the hatch with water via a channel above marked as a pond, then opening the hatch and letting a block of 7/7 water fall into the magma below. would this work and turn that tile of magma into obsidian?

any other ideas?

837
DF Dwarf Mode Discussion / Re: Floor hatch
« on: February 26, 2009, 05:32:12 pm »
yeah i hope i'm phrasing myself clearly: all the various trap components and things you can link up don't just send a "toggle" message when they get activated. they all send an On or and Off message. when a door/floodgate/hatch recieves an ON message, it opens, regardless of whether it was open or shut before.

838
DF Dwarf Mode Discussion / Re: Floor hatch
« on: February 26, 2009, 05:25:03 pm »
build a new plate, and set it so that it's Activated by a little bit of water on it, and Deactivated when there's more... how to explain:

read the 'levers' page on the wiki, it helps alot. doors/hatches function the opposite the way you'd expect when hooked up to a pressure plate. for example, if you have your pressure plate set activate when it has 4-7 water pressure on it, and link it to a hatch, that means it will OPEN the hatch when there is 4-7 water on the plate. what you need to do is set a plate that will activate when there is 0-3 water on it, so the hatch CLOSES when there is 4-7.

839
DF Dwarf Mode Discussion / Re: A True Loss...
« on: February 26, 2009, 05:07:49 pm »
same here, I have backups as... well backups. Recently I had a fledgling fort in an area I really like get corrupted (every time the trader came it would crash), and ended up playing from a backup. and if I get wiped out by a siege (I can't bring myself to just sit behind locked doors, I've gotta fight it out), sometimes I like to go back and replay it just to see if another strategy would have saved me. also it's nice to have a fully functional fort available in case I want to test how some game mechanic works without having to build a whole new fort for it.

840
DF Gameplay Questions / Re: Stupid Marksdwarves?
« on: February 25, 2009, 09:38:23 pm »
ah, thanks. i broke them up into one-dwarf squads and they cut it out.

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