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Messages - Sphalerite

Pages: 1 ... 460 461 [462] 463 464 ... 470
6916
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 16, 2009, 10:38:47 pm »
The cave crocodiles, after spending about a decade sitting at the far end of the cave breeding but otherwise making no trouble for my fort, suddenly decided to swarm up the one corridor I had dug to the lower river level.  They filled the twenty consecutive cage traps I had filled that corridor with and made it up to the lower living level.  I hastily enlisted half my fort's population ... but for some reason, the crocodiles turned around and returned to the river peacefully after trashing the dungeon master's rooms.

Meanwhile, while the crocodiles were making trouble, a snakeman managed to get into the water-powered repeated which drives the main defense bridge ... in the middle of an orc siege.  I managed to raise the emergency bridge, never used since it was first installed, to stop the siegers from making it into the fortress.

The siege has since left.  The passage to the lower river level has been sealed.  I am currently digging a magma channel to purge the crocodile population with fire.  It's the only way to be sure.

6917
DF Dwarf Mode Discussion / Re: Gorwing things other than plump helmets
« on: October 16, 2009, 12:00:53 pm »
Do you have the seeds?  I think the standard embark only gives you plump helmet spawn, so you may need to use a custom embark to get seeds for other plants.  Or, buy them from a caravan.

6918
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: October 16, 2009, 11:56:19 am »
I found something in the raws;

Quote
ore of mercury, powdered gives vermilion dye
[MATGLOSS_STONE:CINNABAR]
[NAME:cinnabar][COLOR:4:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:SHALE:VEIN:100]
[ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
[ITEM_SYMBOL:'*']

Is this from Dig Deeper or vanilla Dwarf Fortress?

Just checked my copy of vanilla DF (40d11).  That note's in there, so this is not a Dig Deeper modification.  Of course at the moment there's no way to powder ore to make dye in either vanilla DF or DD, so it's an irrelevant note.

6919
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: October 15, 2009, 02:53:18 pm »
Wouldn't making the whole thing out of wood upset them more?
I dunno, seems to me that making it out of still recognizable wood wouldn't be as bad as using materials whose manufacture requires wood to be burned and made into ash or coke.  Well, the steel could be made with coke from coal, but the idea works better if you use wood-derived charcoal instead.  Plus, clear glass lets you see the pulsing magma blood inside the flower.

6920
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: October 15, 2009, 02:07:24 pm »
Orcs ended my first Dig Deeper fortress.  I didn't realize Dig Deeper Orcs could open locked doors.  Urist McDwarf cancels live:  Interrupted by Orc

My current (second) Dig Deeper fortress has an elaborate, overcomplicated system of water-powered bridges, metal floodgates and pits.  It usually manages to destroy any invader before they can get inside.  Cheesy I know, but I'm building a megaproject and don't want to have to dedicate half my population to the military.  Even so nearly all of the deaths I've had in the fort have been due to orcs and my failure to appreciate how dangerous elite orc archers can be when taking target-or-opportunity potshots at dwarves atop the walls or deep in the invader trash collection pits.  I seriously underestimated how far they can shoot.

6921
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: October 15, 2009, 11:41:10 am »
I think Cacame would best be characterized by a flower with magma for nectar.
...Megaproject!
For optimum offense to the elves, make as much as possible of it out of steel and clear glass.

6922
DF Gameplay Questions / Re: Why aren't my waterwheels working?
« on: October 15, 2009, 07:42:51 am »
I've noticed weirdness with what the game considers flowing water.  I had a fortress with a similar line of a dozen or so waterwheels over a channeled waterway attached to a cave river and ending at edge-fortifications some distance away.  When I let water in DF didn't count the wheels as powered until the water reached the edge-fortifications, even though the water under the wheels was solidly 7/7 well before that.  I'm not sure what conditions need to be met before a water flow will count for powering waterwheels.

6923
DF Dwarf Mode Discussion / Re: Resource limitations to skilling up
« on: October 14, 2009, 01:29:42 pm »
If you capture a group of wild animals of the same species and both sexes, and confine them in a room (but not in a cage) they will breed more.  Through clever use of remote-controlled doors and drawbridges you can arrange a controlled, inexhaustible supply of wild animals.  You just need to be sure when releasing them hunting that they can't make it to the map edge, which they will attempt to do at any opportunity.

6924
DF Gameplay Questions / Re: A few questions, mostly about magma.
« on: October 14, 2009, 01:15:12 pm »
Magma pipes refill, but slowly.  If you set up a magma waterfall that pours into a chasm, you'll probably end up emptying the pipe a lot faster than it can refill.

6925
DF Gameplay Questions / Re: Sustainable dwarven fishing.
« on: October 14, 2009, 08:45:01 am »
Would your point be disproved by the fact that the waterwheel plant I dug out parallel to my brook is filled with shad?
Have you caught any shad, or do you just see them popping around in it?  What you catch from a water source isn't always related to what you see swimming in it.  Vermin fish will teleport around to any water on the map, but AFAIK you'll still only catch turtles out of non-brook tiles.

6926
DF Gameplay Questions / Re: Few minor questions
« on: October 14, 2009, 08:00:30 am »
Last question though. I have two wells inside my fortress that some of my dwarfs use but others are intent on running half way across the map to the river. Is there any way I can tell them to stop drinking fish water and just use the wells?
A dwarf will only use a well if it's not currently in use by another dwarf.  If both of your wells are in use and someone is thirsty, they won't wait till the wells are free.  They'll run to the river.  Your solution is to make more wells, or better yet brew more booze.

6927
DF Gameplay Questions / Re: Suspension bridge?
« on: October 13, 2009, 03:00:52 pm »
Yes, a floor will support an adjacent wall constructed over empty space.

6928
DF Gameplay Questions / Re: TrapAvoid and Pressure Plates
« on: October 10, 2009, 08:47:23 pm »
No.  Pressure plates count as traps for [trAPAVOID].

6929
DF Gameplay Questions / Re: Dwarven mass suicide ;-(
« on: October 09, 2009, 09:52:30 pm »
Traffic areas don't make map tiles non-pathable, so I doubt they'd affect where immigrants appear.  It would be really nice if you could control where immigrants and diplomats appeared by designating a spot on the map edge high-traffic, but I'd be really surprised if the current version worked that way.

6930
DF Gameplay Questions / Re: Dwarven mass suicide ;-(
« on: October 09, 2009, 12:46:54 pm »
True.  Immigrants, animals, ambushes, diplomats, and whatever will only spawn on a tile that is clear of magma, trees, bridges, chasms, or other non-pathable contents.  So if you completely wall off the entire map border other than one spot, immigrants will always spawn in that spot.  So will ambushes and wild animals, which can make things entertaining.

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