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Messages - Nitrousoxide

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1
DF Gameplay Questions / Re: Magma hitting water
« on: April 05, 2009, 12:55:14 am »
I'm revisiting my obsidian tower idea and I think I might be able to fully automate it's construction XD
I want to bask in the awesomeness of this. vid or it didnt happen!

this is the only video i have of it, the pouring of the ground floor:

http://mkv25.net/dfma/movie-1161-obsidiantowergroundfloor

You would be better off dumping your magma in from above because then you don't need to rebuild your pumping operation for every level that you want to make.

2
DF Dwarf Mode Discussion / Re: Fortress styles
« on: April 02, 2009, 10:58:56 pm »
I suppose it all depends on how people think dwarves would live.
I imagine dwarves to be a proud race, with over-the-top mountainhalls, complete with 5 story high dining halls, an XBOX-HUEG room for the king/mayor/nobles to sit/attend meetings.
Basically, I imagine that dwarves all fancy themselves to be kings.
And I kinda base my fortresses around that.

This is how I approach my fortresses.  My entrances are carved into the mountain side, are several stories of smoothed rock tall, and have giant 4 tile pillers leading up to the roof of the main entrance.

Imagine the inside of Mines of Moria from the Lord of the Rings movie with the giant pillars.  Yeah, that's what my dining hall should looks like, with streams of water flowing down from 4 stories above and a clear glass pillar in the center where magma flows down, giving light and heat to the room.

My dwarves ought live in rooms fit for a king (I turn off rent).  The king must have a giant hall, again, several Z-levels tall, with giant engraved pillars either made out of marble or obsidian.

There should be a giant shaft that leads all the way down to the depths of the Earth at the center of which is a giant 5 tile wide piller around which stairways lead to the bottom.  Across this pit there should be giant 5 tile wide and 10 tile long bridges that can be retracted to separate the levels off from the main stairway.

At the bottom of this pit there is magma

This is a fortress fit for dwarfs.

3
DF Dwarf Mode Discussion / Re: Double wall for engraving?
« on: March 30, 2009, 09:32:20 pm »
Use the space that would have gone into walls by just making the rooms 1 or two rows bigger.  You get the same benefit from an expertly detailed floor as you do a wall.  As such, the floor that is where you would be placing that extra wall is just as valuable to your fortress.  Not only that, but it makes the room bigger and allows for you to place more stuff in there.

Really, there's no reason to do double walls at all.

4
Fixed.

Spoiler it Nitrousoxide.  Someone, finding out about
Spoiler (click to show/hide)
could look up where to find it, find out what's in it, and then have it ruined for them.  Not everyone has such short forts.

I'd certainly call it fun stuff, and it's hidden.

Except Adamantine isn't HFS.  HFS is
Spoiler (click to show/hide)
not Adamantine.

5
It's a single one, actually.  A pair exists as two separate items in DF.

Also:  Put a spoiler in the title of the thread, and call
Spoiler (click to show/hide)
HFS.

My first experience with adamantine as it applies to feys resulted in an
Spoiler (click to show/hide)
anvil, worth over 1 million dwarfbucks.  I used it to make my first magma forge, which caused its value to count twice: once in furniture (cause it was an anvil) and once in architecture (cause it part of a building).  So basically one artifact resulted in a +2million dwarfbuck increase in my fort's value.

Edit:  Oops.  Didn't put spoilers around my own stuff.

Adamantine isn't HFS.  HFS is well... Hidden fun stuff, so it refers to something else that'll do your fort in.

Adamantine won't, in and of itself cause any problems for your fort.

Personally, I really don't give a shit about spoilers.  I've never dug that deep anyway because I can't stick with my forts beyond a few years.  I just ended up looking up HFS on the wiki to see what it was.

6
DF Dwarf Mode Discussion / Re: GIGANTIC HOLE
« on: March 26, 2009, 07:46:29 pm »
Foul, disgusting, abominable Microline!!

While it can be annoying in your fortress at the wrong place, it makes for a far nicer looking road to your fortress gates.

7
DF Gameplay Questions / Re: Training agility
« on: March 25, 2009, 06:56:29 pm »
Put everyone to work as pump operators.

Then let them stand around for a few seasons chatting.

You could also try leveling up their swimming skills by creating a 4/7 depth pool of water for them to wade in.

8
DF Gameplay Questions / Re: Strewn clothing?
« on: March 25, 2009, 03:39:15 pm »
Magma.

9
DF Gameplay Questions / Re: Trading sand?
« on: March 25, 2009, 12:16:52 pm »
I think you need an underground water supply (like an underground lake or river).  Then you take a bucket and dump it on some tile.  When the towercap tree finally grows there it will turn that tile into sand from which you can collect for your glass furnaces.

I'm planning at some point to create a garden underground using towercaps to turn the rock into soil/sand, and then open it up to the sunlight so it'll grow grass and surface trees.

Maybe with careful pruning I could make an "underground" tree maze.

10
DF Dwarf Mode Discussion / Re: GIGANTIC HOLE
« on: March 25, 2009, 12:08:26 pm »
If I encounter a vein of precious metals I just keep the natural walls on either side of the hallway or room I had already planned, and then from another Z level dig up (or down) into the vein.  This way it doesn't impact the fort proper (and could indeed add to the value if I'm engraving especially valuable stone.)

11
DF Gameplay Questions / Re: Can't Smelt Pig Iron / Steel?
« on: March 24, 2009, 11:34:39 pm »
Yep, steel is basically iron alloyed with carbon so it needs extra carbon to be made in the form of coal. Pretty cool actually. Somewhat tree-unfriendly though!

Of note, the magma forge has no advantage for smelting steel.  The coal which you use in a regular furnace is able to double as the additional carbon for your reaction.

12
I don't seem to be able to get *quite* the same world as everyone else.



The world that gets gen'd when I run your woldgen data doesn't have the same evilness as the OP, nor does it have the same rock strata.

The actual formation of the cliffs is EXACTLY the same though.

13
DF Dwarf Mode Discussion / Re: Melting Metals
« on: March 23, 2009, 11:10:38 pm »
Am i the only one thinking about artifact adamantine weapons laced with blood?
Too bad its impossible, since adamantine or any decent metal won't melt on magma

You could mod the melting point of Adamatine, submerge it in magma so it melts, than after you drain the magma, return it's melting point to where it was before.

14
Saves from 40d are compatible with 40d#.

Saves from 40d# are compatible with 40d.

All mods should work the same as well, but some external programs like Dwarf Manager or Reveal.exe won't work

On the plus side, you should experience improved fps in 40d# since it makes some significant improvements to the graphics code base.

15
QuakeIV has mandated the construction of a black bronze file of this tileset for his personal use.

I'm not sure what exactly you're looking for.  The image is right there.  Just save it to your data/art folder and change your init.txt file to point to it.

It won't work in standard 40d because it doesn't support PNG files and transparency.  You'll need a numbered version (40d#) to actually use it.

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