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Messages - aepurniet

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46
DF Gameplay Questions / Re: So I was making a room...
« on: June 09, 2011, 06:57:37 pm »
Look up water pressure on the dwarrf fortress wiki.

47
DF Suggestions / Re: Ability to type names in when assigning a room!
« on: June 05, 2011, 12:24:47 pm »
UI suggestions? I'll be over here on my space ship heading to my moon ranch by the anything like this gets implemented.  I (and everyone else) would love a concentrated effort by toady to increase the usability of the UI, but he doesn't seem interested.  I for one would bet something like that would greatly increase the install base of DF, and in turn help him with donations.  But first the dead shall walk the earth.  Also it seems toady is ignoring dwarf mode for a little while.  Pastures, eggs, and bees are nice, but they are unbalanced and uneeded.

48
DF Suggestions / Re: An alternative skill system
« on: June 05, 2011, 12:11:46 pm »
This system is a base to some great possibilities.

each sub skill will be represented by a bit, or a collection of bits (a sub skill such as stone mug quality can be 3 bits giving a numerical value to this subskill)

Each subskill will have some sort of affect. Eg. Chisel 1, could increase the chisel portion of a job by 2%.

Each job will involve a collection of sub skills.  Those sbskills will effect how long each job takes, the quantity of the output, and the quality of the output. A crappy butcher should produce less output than a good one.

Certain subskills can increase by repetition.

What would be really cool if we had tools for jobs, certain subskills could be associated with tools.  Tools (depending on their material and quality) could influence job speed and output qantity / quality.  Jobs could also be comprised of job stages, each stage would use a collection of subskills.  Certain stages could be optional (like smoothing or sanding).

I would love a total job overhaul, and this type of skill system would be perfect for it.  Seems like everything in DF is heading toward accurate simulation, we should no longer have dwarves making stone blocks with their beards, and somehow getting amazing at making statues.

49
DF Suggestions / Re: Designated pond source
« on: June 05, 2011, 05:52:13 am »
Sorry doble post

50
DF Suggestions / Re: Designated pond source
« on: June 05, 2011, 05:48:39 am »
This is already possible with a pond zone and a water source zone.

51
DF Suggestions / Re: An alternative skill system
« on: May 29, 2011, 04:31:54 am »
Awesome suggestion. This is a great system! Hope something like this gets implemented.  It would be a really great way for a ton of new and cool features be implemented. My head is going nuts thinking of all the possibilities.

52
i see one problem, there are no down ramps, only up ramps.  if water is on a square that is a ramp, it is already at the lowest level it can be. if it could go lower it already would have been there.  water never hovers on a down ramp, it would just fall down to the next level, and then it would be on a up ramp square.

53
DF Gameplay Questions / Re: Limiting population
« on: May 22, 2011, 11:31:56 pm »
dont even dig a farm, you can just collect surface plants. dont hunt or cook, provide your dwarves with the bare minimum, i dont make barrels and just keep the original booze barrels filled with surface plant grog.  after two waves go nuts, you should have 14-18 dwarves.

watch out for kids though.

im running the 0.31.25 on win7 64bit.

54
DF Gameplay Questions / is fat or tallow flammable?
« on: May 22, 2011, 07:35:33 pm »
like it says on the tin, i was wondering about lining some walkways with this and then trying to set them on fire by pumping magma underneath them. (or on them).

55
Forgot if glass is magma safe or not, but build the whole thing out of glass blocks for extra bonus points.

56
This will totally work.  Hatches should provide a quick way to fill the walkway with magma.  You will have to block the lower doors (its gonna be either the entrance or exit.)  I don't think you need draw bridges at all. Drainage of the walkway can be done by opening a drain at the bottom near the entrance / exit.

Drainage can be lightning quick if the magma is pressurized.  If magma is not pressurized, you can prepressurize it by creating a cistern above the walkway. If you go that route, then filling can be done with just one hatch at the top.

To make this a little more automatic, use a double helix strucutre where people exit and enter at the top. Prepressurized magma won't over flow that way. The only manual thing will be draining.

57
DF Gameplay Questions / Re: Stone type management
« on: May 21, 2011, 03:00:10 pm »
I like to qantum dump all stone, then unforbid one type and that gets used for jobs.  This means I don't run mason jobs while mining. As soon as stone is set to be dumped you can restart mason jobs.

58
I have a dwarf restricted to a burrow, there is a ton of stones to haul to a stockpile, in the same burrow too. He haul stones as expected, but he also spams a lot of 'cancel job, items misplaced messages'. I guess he first try to target a stone outside the burrow, cancel it, then fall back to a stone within the burrow...

Yeah burrows are buggy in that regard.  I only use them for sealed rooms with source stockpiles for their jobs, along with some food and booze. (To force milling of dimple dye plants and prevent them from making flour).  I'm probably gonna use a similar setup for gem decorating.

59
Are these retractable or raising bridges?  Are the 1x? and hovering, or do they overlap some of the floor? If its the later then maybe something on the floor is blocking them. I noticed some rocks on the floor, can you get those out of the way and then build?

60
DF Suggestions / Re: Damage from steam
« on: May 19, 2011, 06:22:59 am »
Please boil some water (like for tea) and put your hand over the spout as it whistles.  Tell me if you get some damage from that.  (Don't actually do this!).  Older skyscrapers in new york have steam heating, if one of those pressurized steam pipes burst and the steam hit you, it would melt your skin right off.  Pressurized steam can transfer more heat than direct contact with most fires (which is actually hot air, and exhast gases, like CO2).

I don't have an opinion about steam's inclusion in the game though.

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