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 - Sphalerite

Pages: 1 ... 450 451 [452] 453 454 ... 470
6766
With the new custom workshops, a challenge comes to mind:

Mod every workshop to require magma.

6767
DF Gameplay Questions / Re: The Empress's new clothes?
« on: December 16, 2009, 03:36:47 pm »
It's possible that your queen isn't a member of your civilization.  This happens due to strange things happening in world gen - you can even end up with a non-dwarf rulers.  DF doesn't handle immigrants who aren't proper civilization members properly, weird stuff like this can happen.

6768
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 16, 2009, 02:34:51 pm »
1) - apart from smoothing and carving enravings/fortifications, is there anything you can do with map border tiles?
Not that I've been able to determine.  You can't dig or channel them, but you can smooth, engrave, or make them into fortifications.
Quote
2) - If you cover the edge of the map with a series of drawbridges which are then raised, what will happen to the incoming creatures/invaders/merchants?
If there are no accessible tiles at the edge of the map, creatures, invaders, merchants, and immigrants simply won't ever appear.
Quote
3) - if you leave only a couple squares on the edge unblocked, will the people that try to spawn on the blocked squares not spawn or be funneled into these areas?
Yes, if there are only a few tiles accessible everything will spawn in them.  Often at the same time, with hilarious results.
Quote
4) - If I were to have a fortress that has an entirely military population, would there be any problems with assigning a military person as a broker (to trade for food/booze)? how would I be able to activate mechanisms with my dwarves (since they cannot pull levers anymore)?
I don't know, I've never tried a fortress with a 100% military population.  Would be interesting, at least until everyone starved to death.

6769
I know that you can't build downwards, so in theory if you had a map whose entire bottom was open chasm tiles with a few empty Z-levels above them, you could never build anything in those empty Z-levels.  I don't think it's possible to ever have terrain like that without some tweak utility however.  I also don't know if the sides of the map count as support, or if the entire map would just instantly fall into the chasm.

6770
DF Dwarf Mode Discussion / Re: Trick for lazy embarking.
« on: December 16, 2009, 01:24:13 pm »
I like this idea... but what happens if you don't deconstruct the wagon?  Will it "cave-in"?  Will it fall safely or deconstruct on it's own?
I haven't tried that.  I suspect that if the wagon is treated as a building, when you dig out the ramps under it the floor tiles under the wagon will not be removed.  Then when the last solid space is dug out the floors will cave-in, crushing several of your miners in the process.  The wagon should deconstruct like any falling building and scatter its contents.

6771
DF Gameplay Questions / Re: Auquifiers (cavein) driving me crazy
« on: December 16, 2009, 01:17:24 pm »
Actually, cave-ins of natural rock walls won't destroy natural or constructed walls they fall on, although natural or constructed walls can be left entombed in the solid rock once it finishes falling.  Constructed walls collapsing will deconstruct to blocks, but only after they finish falling - they'll punch through floors on the way down.

And stairs will support any number of stairs, floors, or walls.  Ramps don't support anything, as many miners have found out the hard way.

Bridges can hold up other bridges, but nothing else.  You can also end up with bridges floating in midair if you retract them and then deconstruct what was used to support them.

6772
DF Gameplay Questions / Re: Auquifiers (cavein) driving me crazy
« on: December 15, 2009, 02:59:16 pm »
The useful thing to remember when cutting through aquifers is that smoothing walls stops water from coming out.  That's no help with soil layers, but if you're drilling through a multi-layer aquifer in conglomerate or similar water-laden stone, you can set up pumps to remove enough water for a dwarf to get in there and smooth the walls to cut the water off.

6773
DF Gameplay Questions / Re: Auquifiers (cavein) driving me crazy
« on: December 15, 2009, 02:49:25 pm »
What's on layer zero?  Do you have any floors bridging the gaps?

Can't build constructions downwards.  You might be able to drop a dwarf into the open space somehow and have him build up from there.

6774
DF Gameplay Questions / Re: Auquifiers (cavein) driving me crazy
« on: December 15, 2009, 02:41:15 pm »
Did you turn off cave-ins in your init?

I can also day from experience that the cavein method described in that image doesn't work.  Ramps don't block fluid, so carving the walls to ramps in step 8 will re-flood the pit.

6775
DF Dwarf Mode Discussion / Re: Dwarven science: Bridgeapaults
« on: December 15, 2009, 09:57:33 am »
Wasn't it so that both flung OBJECTS up, but CREATURES could not be flung up by either bridge?
Sorry.  Neither type of bridge will throw creatures up, only to the sides.  Both types will throw objects upwards and to the sides.  Actually, further experimentation has revealed that the pattern of thrown objects is fully three-dimensional, with objects being flung downwards as well as upwards, expanding in a cube form until striking an obstacle or reaching a certain distance from the starting point.

6776
DF Gameplay Questions / Re: Smoke alarm
« on: December 14, 2009, 04:59:58 pm »
Kobold thieves don't set off pressure plates, but goblin babysnatchers and ambushers do.  And they definitely aren't revealed by stepping on the pressure plate.  My current fortress has a series of pressure plates just before and linked to retracting bridges over deep pits.  Many times I've been watching and seen a pressure plate trigger for no apparent reason, followed by the bridge retracting and goblin corpses appearing out of nowhere at the bottom of the pit.

6777
DF Gameplay Questions / Re: Smoke alarm
« on: December 14, 2009, 03:13:41 pm »
Pressure plate set to detect enemies under a hatch holding back magma.  That'll set ambushes and babysnatchers on fire without you having to know they're there first.

I do know that hidden creatures flung off bridges don't appear until they hit the ground and die.  I expect flaming creatures would appear as a trail of smoke until they died.  I'll have to go build this and see now.

6778
DF Gameplay Questions / Re: Dp boulders spawn?
« on: December 14, 2009, 02:20:03 pm »
No.

6779
DF Gameplay Questions / Re: Question about dragons.
« on: December 14, 2009, 01:58:09 pm »
A tame dragon will behave like any other tame animal.  It will hang out at your meeting room, with all your other tame animals.  So no, you can't station it somewhere on the map other than by chaining it, and you can't make it part of your military squads or give it an administrative position, unfortunately.

6780
2. Playing in a freezing environment, I did what appeared to be the obvious way of melting my frozen river: I pumped magma into a channel one level below it. The water melted all right, but froze again mere days (of in-game time) afterward, despite there being a 7/7-deep reservoir of magma below it. What did I do wrong?
Apparently, magma has to be moving in order to keep nearby ice melted.

Pages: 1 ... 450 451 [452] 453 454 ... 470