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 - Nitrousoxide

Pages: 1 2 [3] 4
31
DF General Discussion / Re: PTTGV5 : Transparent Tileset! [40d1+]
« on: March 17, 2009, 11:39:14 am »


I changed the walls, since otherwise they would look like this, which I think looks terrible. Just a mass of white, blech:


And the barrels mentioned eariler:


Could you upload your modded art file?  I prefer yours to the OP.

32
DF Dwarf Mode Discussion / Re: bolt/bar return ratios
« on: March 16, 2009, 11:00:22 pm »
oh ho ho ho...

Imagine making an entire fortress out of adamantine...

33
DF General Discussion / Re: $^^%$ing stupid dwarves
« on: March 16, 2009, 10:23:38 pm »
turn off all of their attack behaviors.  The standard settings have them attacking whatever is within range.

34
DF General Discussion / Re: $^^%$ing stupid dwarves
« on: March 16, 2009, 10:14:56 pm »
If your dwarf is being chased you can draft them, put them in their own squad and station them back at your fortress.  They'll run directly back there instead of freaking out and running in circles.

35
DF General Discussion / Re: Dwarfiest music
« on: March 16, 2009, 08:31:51 pm »
I like a lot of minimalist stuff for Dwarf Fortress.  Minimalist stuff is very repetitive and can really give the feeling of industry or a bustling city in the industrial age, which in my mind goes perfectly with the industrious dwarfs.  These sorts of songs just make me think of stout mountain folk pounding away on their hammers or factories loudly running churning out loads of goods.

Phillip Glass is a great composer for this purpose.  He has an ironically named piece entitled "glassworks" that works well.
http://www.youtube.com/watch?v=imbwn6iVryQ

Steve Reich works well too.  His stuff probably sounds the most like a busy city.
-I Place The Eternal Before Me
http://www.youtube.com/watch?v=LzD0tSKUipc

-Two Fanfares
http://www.youtube.com/watch?v=ImtNeubWatc




36
DF Dwarf Mode Discussion / Re: Magma Flooding.
« on: March 15, 2009, 08:26:48 pm »
Your magma is transported to your moat at 1 Z level higher than your moat. Thus, it will overflow. Try it with water, you'll get the exact same thing, only quicker.

You need to make all of the magma the same Z level if you want to eliminate any chance of food. Do all of the height adjustments at the source of the magma using iron pumps and windmills.

He needs to get over the brook though.

I suggest you keep your current setup, but drop the magma down 2 z-levels after the brook and then pump it back up one to bring it into the level of the moat

37
DF Gameplay Questions / Re: Smoothing/Engraving Stone
« on: March 14, 2009, 09:57:29 pm »
Smoothing trains up the same ability that Engraving uses to determine the quality of the work, so it's best to smooth everything first (and with only a couple of dwarfs at most so the experience is concentrated), then start engraving.

Anything your dwarfs can stand on allows them to reach the floor underneath.  This means chairs, beds, cabinets, etc all allow you to smooth and engrave the stone under them.

38
DF Dwarf Mode Discussion / Re: AWESOME starting Location at last!
« on: March 10, 2009, 09:15:31 am »
Just download 7zip

39
DF Dwarf Mode Discussion / Re: AWESOME starting Location at last!
« on: March 10, 2009, 09:06:13 am »
I'm requesting an upload of the save as well.

40
DF Dwarf Mode Discussion / Re: Obsidian Swimming Pool
« on: March 09, 2009, 08:12:35 pm »
I'm almost certain that light/dark and inside/outside are identical at present - a constructed roof will not and cannot make an area 'inside' (as stupid as that sounds).

"Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to outdoor sunlight. Indoor sunlight will not treat, nor will it trigger, cave adaptation. An outdoor area to fight cave adaptation may be accomplished by having a meeting area or statue garden exposed to sunlight, with no roof.

Occasional or brief exposures to sunlight cannot prevent cave adaption. "

http://www.dwarffortresswiki.net/index.php/Cave_adaption

41
DF Dwarf Mode Discussion / Re: Obsidian Swimming Pool
« on: March 09, 2009, 10:38:38 am »
If you put a roof over the pool it'll turn on the "indoors" tag.  Dwarfs who are indoors do not combat cave adaption.  As I understand it, putting bars over your roof will turn the area covered into "inside."  Doesn't make much sense to me.  What I was planning on doing with the pillars at the top of the shaft was just having one tile walkways leading directly between each other and leading to the closest bit of the surface.

Spoiler (click to show/hide)

42
DF Dwarf Mode Discussion / Re: Obsidian Swimming Pool
« on: March 08, 2009, 04:33:05 pm »
Hey, that's my fort you linked there! :D

I've done a few experiments with the grass and muddy floor. The grass doesn't grow just on muddy obsidian - the brown bits between the grass in my Chamber T are muddied ground and as you can see, no grass ever grows there even though it's Outside and Light. You can check that even a few years later it's still just muddy ground, no grass. There's also a little muddied channel under the bridge done exactly to check if the grass will grow.

Now if you want to drop the grass down from your soil level, it will require some planning. You'll have to channel the ground all the way around the bit you want to drop but also note that it only has to be channeled like that on the upmost level - after channeling it will just fall down where you want it.

What I'd suggest you do is channel a circle, drop it to where you want it to be and then dig your swimming pool in side that circle of grass.

Also note that aparently there's a bug somewhere that if a soil layer drops through rock layers it changes into that rock layer for the purposes of farming - but the grass will still grow on it, only no trees. It can also be used as a sand collection zone if you happen to drop a sand layer down (as mine is used).

I hope what I said makes sense  :D

Aye, that helps a lot.  Thanks for the help.

43
DF Dwarf Mode Discussion / Re: 134 z-levels
« on: March 08, 2009, 11:41:33 am »
The underground pool means that there is an underground biome.  You can build your own underground river by diverting the stream underground near its source

44
DF Dwarf Mode Discussion / Re: Obsidian Swimming Pool
« on: March 08, 2009, 12:24:41 am »
I don't think you can drop the grass down. If you can muddy the tiles where you want it to grow and those tiles are exposed to sunlight, it'll grow on it's own in most biomes.

That would make things a lot easier.  I'd just need to flood the whole floor and smooth over the areas I don't want anything growing.

45
DF Dwarf Mode Discussion / Re: Obsidian Swimming Pool
« on: March 08, 2009, 12:23:09 am »
For a pool to be a swimming pool it needs to be regulated at a constant 4/7 depth, 5/7 is a hazard.

Because the waterfalls will constantly be adding water I'm planning on setting the pressure plates to open half the drains at 4 and the other half at 5.  At 4 if I set it up correctly it should be filling up very very slowly.  At 5 it should immediatly trigger the additional drains to open and bring it down to the appropriate level.

Whatever the case may be, I'll make it so the water falls can't fill it up faster than it can drain with all of the drains open at once.

Edit:  On second throught, if I'm going to have 4 water falls, than 4 drains ought to be just the right rate of drainage.  I could set one to close if it gets too shallow and have a 5th one open if it gets too deep.

Pages: 1 2 [3] 4