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Messages - Shoku

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196
DF Dwarf Mode Discussion / Re: No seeds available for this location :(
« on: November 19, 2010, 07:12:58 am »
I can't pretty well eliminate any worries of seeds in hauling: I had a field like this with a stockpile for seeds immediately to the side of it. Checking the bins with k there were a great deal of seeds in the stockpile.

I also ran into an issue where I cannot produce pig iron -_-
Plenty of everything I should need but it doesn't show up in the list and if I use the manager it gets canceled due to not having any "stone". Checking for anything marked dump or forbidden was the first thing I did, and very thoroughly.

There's some buggy crap at work here  ::)

197
DF Dwarf Mode Discussion / Re: When embarking, how do I maximize goblins?
« on: November 19, 2010, 06:48:08 am »
They're visible on the map as purple pi symbols.
Proximity to the things isn't going to give you the kind of increase you're looking for though. At most it has a meager effect but more likely it just lets them start showing up sooner rather than more often. If you actually kill what they sent quickly they may send the next group out sooner but really you can't consistently make a big difference like this. The light modding options however do have the kind of effect you were after.

198
DF Dwarf Mode Discussion / Re: Blood Management
« on: November 19, 2010, 06:43:44 am »
There's no real way to get rid of the stuff so you've got to set up wading pools before there's ever a mess or else it will just multiply in your hallways endlessly.

If we could actually assign dwarves to go around cleaning tiles the way you can tell them to smooth or engrave them then it would be absolutely trivial to deal with but as it stands? With only cleaning enabled they will idle rather than do anything.

As for washing schemes there lies the small problem of how you can't remove the crap. Even with the best possible use of water you'll just end up with about a million little piles and spatters on the same tile.

Now, if you set up your entire fort so that you can lock down every section to flood it with magma and drain it then you may stand a slim chance against this crap but you can't do that around engravings or the bedrooms so you're still screwed even if you manage this massively oversized project to handle what was just supposed to be a little mess.

199
DF Dwarf Mode Discussion / Re: Least Dwarfy Dwarf Ever
« on: November 18, 2010, 01:39:43 pm »
Really though, just install an zoo. Or better yet break into modding a bit and give him some elf bone trinkets.

200
DF Dwarf Mode Discussion / Re: Thoughts on this layout please
« on: November 18, 2010, 12:57:26 pm »
If you want to grow sweet pods you basically have to have a lot more land available. You can only harvest them once a season so compared to the other plants they end up in rather short supply. If you've got some dedicated farmers you might set a good share of tiles to grow them but any seeds planted too late are wasted (I think?) Really if you've got even two 5x5s you could lay off plump helmets any time sweet pods were growable and be fine.

201
When drawbridges are raised, they are effectively walls.  That is why they aren't destroyed by building destroyers.  And to a certain extent, having a 5-z dry moat is actually better than a 5-z moat filled with water, since aquatic creatures can path through (on the other hand, having water only at the bottom drowns enemies so you don't get job cancellation spam unless the enemies can swim).

While in fairness there isn't a practical reason to do this, it could certainly be interesting.
That's not "why" they aren't destroyed. When closed floodgates are effectively walls and they go down just fine. In older versions something like a dragon could knock over a raised drawbridge, which is why so many people started using moats. This is no longer the case.

I could not catch to reason for a bridge deconstructing in one of my recent forts but I have reason to believe that building destroyers have the ability to destroy them as they are changing states. Still a pretty low worry- If you're cutting it that close next time surely the dwarves will just neglect to pull your lever even longer.

Weeeelll... then how about:
z0:
###_###
###_###
###D###
###_###
###<###
z-1:
~~~~~~
~~~~~~
~~~~~~
#######
____>___
BD destroys the door, magma falls down on them.
Edit: or, in case doors can't support liquid atop of them, use statue instead of the door.
That would work equally well on any dwarves wandering through and even with restricted traffic zones they will no doubt go a throwing themselves into peril after awhile anyway unless the door is forbidden. With the door forbidden nothing will think they can path through it but you could still get the creatures that actively seek out doors and things to bash down, which I think was most megabeasts.

202
DF Dwarf Mode Discussion / Re: Don't mix cats and magma
« on: November 18, 2010, 02:07:20 am »
The problem was not mixing cats and magma. It was not mixing cats and magma much earlier.

203
DF Dwarf Mode Discussion / Re: A sad underwater end
« on: November 17, 2010, 02:30:20 pm »
Man that was hard to read.

Um, don't flood a moat until it's dug out all of the way? Or at least undesignate any digging after you've flooded it.
Did you tell them to channel multiple levels? That's often very unsafe. You've got to have them dig channels/ramps through a whole level before you tell them to dig the next.

204
DF Dwarf Mode Discussion / Re: Imba zombie deer?Bug?
« on: November 17, 2010, 02:27:15 pm »
Give your military move orders instead. You should be able to get them to at least go to the entrance and then if there's some kind of barrier they can't get past you can work out where it is.

205
DF Dwarf Mode Discussion / Re: An interesting thought an admantine
« on: November 17, 2010, 05:16:06 am »
The metal crossbows and such may still use wood for the actual arm portions. Back in 2d I think you had to have bowmaking enabled to get metal crossbows but that was simplified for the z axis versions. Maybe later we'll have to put wood and string together as some unit before building the body of the crossbow around it.

206
Creative Projects / Re: An Otherworldly Ark
« on: November 17, 2010, 05:00:35 am »
No, there's obviously selection. Right now there are enough bacteria of some of the more common species on Earth that basically every possible single base mutation happens on a fairly short timescale. (Can't recall if it's a few weeks or more like a year.) They literally try everything- but that doesn't actually change them a whole lot. You try everything in reach, natural selection takes a turn, you try everything in reach again, and so on. After a thousand generations your line ends up pretty different from the line that came from your twin sister (or not.)

But as for the size that's a matter of having organs. Bacteria colonies have physical limitations and I judged the size of ole burger particularly on how big the exposed ring would be compared to the unexposed area of cells. Plus some bias from C. elegans.

-

I've done enough art projects to know that you don't really have such extreme tunnel vision. If you're having a hard time thinking of other things go back to tactile paper and pencil and just draw like that. I made three really different forms without even adding any significant organs to octobrachius and they were different enough that I had to think for awhile. Changing just one or two things subtly is easier, is it not? I went with extreme because you seemed stuck not seeing anywhere else it could go but you've become almost hostile since then.
But hey, if you can't do small then don't. Big is fine and I've got all those prompts that basically ask for fairly big changes.

-

Fascination is the first draw but if you like hearing me talk about how life works it's informative too.
The lack of motivation to do this isn't a matter of things being un-fun to draw. The project has been slow and instead of making things go faster we just wait instead. You want things to happen without doing anything. I'm familiar with the feeling but I also know that nothing will happen if I don't keep trying.
I can't really fix this so if you want to be leave the project thanks for your contributions so far.

207
You can't really propel things with water like that, no. If the water is spreading out it may push them just one tile but there's no way to "hit" them with a lot of water. With pressure it's just as if the water suddenly condensed out of the air- there's no horizontal component.

208
Ghosts in particular were just a spoiler right after release. In particular Toady didn't declare them in the devlog so we all took that to mean they were FUN we shouldn't deprive others of. From here on out I wouldn't say it's too big of a deal to not mention ghosts in thread titles and that- anybody new won't really equate ghosts being very different from things like zombies.

As for hell, you've got to have a lot of things going right in a fort to really reach that so it's really out of the newbie reach and as such we sort of try not to tell people about it prematurely. Anything else that takes the same sort of effort to get at should probably not be brought up too casually.

209
DF Dwarf Mode Discussion / Re: Why is this game turning out so.. easy?
« on: November 17, 2010, 04:13:50 am »
Find an embark with skeletal horses. You will increasingly wish you had walled yourself in.

210
Creative Projects / Re: An Otherworldly Ark
« on: November 16, 2010, 08:27:03 pm »
Yeah, we're simply not going to through this with a world that's got reptiles that came from some worm while there's a whole group the size of mammals that came from a jellyfish. One thing is going to become more successful but right now we haven't fleshed out the ecosystem enough. Can you picture one of these things taking over what another one does right now? Probably if you pick two of the ones that just try to eat the same kind of thing but really what is there but the size of things they eat?
We need to address more of the prompts to get to a better point for that.

-

The simple sketch doesn't have to be the end point. You can draw the general shape of a dog in a few seconds but you could spend hours and hours drawing out the details of variations of dogs. The simple outline would quickly get us into new territory and then we can flesh it out from there. Stuff IS disconnected right now because like you've said, life tries everything. We need to get a little closer to that sort of everything before we can thin the herd and cause the more interesting developments to take place.

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