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Messages - Dorfus

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91
DF Gameplay Questions / Re: So it floats?
« on: January 26, 2010, 03:52:03 pm »
Well I managed to figure it out but the 'floor on top of the wall' was on the z level below the floating strip. Also, I had build stairs adjacent to the support to build the strip which I later removed, including the up stair. The up/down stair was on the same level as the 'floor on top of the wall' (one level above the wall itself) but neither it nor the wall was directly underneath the floating strip. It's a moot point at the moment since I removed my scaffolding the usual way but if anyone's still interested I've probably got a seasonal save I could fire up to take a screenshot.

92
On the right is the very beginning of my grandest dining hall. It may be hard to make out but the central column is completely hollow and the gold tipped towers are 2 of 6 to be build. The wall just behind them is as high as it will be. Towards the back on the left, the spikey tower is my living quarters.

Spoiler (click to show/hide)

93
DF Gameplay Questions / Re: So it floats?
« on: January 25, 2010, 06:43:58 pm »
So you can support N, S, W, E, U, NU, SU, WU, EU? I see

94
DF Gameplay Questions / So it floats?
« on: January 25, 2010, 04:37:33 pm »
Alrighty then, a bit of a conundrum. Can the tops of walls or floors on level z support a strip of constructed floor on z+1, adjacent (not directly on top of either) and high in the sky? It would appear so.

I was under the impression that walls could only support things directly above them and that floors couldn't support things above them at all. To clarify, on level Z I have:
Code: [Select]
FFFFFFF
.......
WWWWWWW

The W is the TOP of a wall (the bit that looks like a floor, the wall is built on z - 1), F is a constructed floor and . is empty space.

On z + 1:
Code: [Select]
.......
FFFFFFF
.......

So from the side it's

Code: [Select]
F
W.F

Why haven't the floors fallen? The wiki says diagonal support isn't featured and there is nothing directly underneath any of the floating tiles. Caveins are on in the init and have been from the moment I started the fort.


EDIT: Nevermind, fixed it. Turns out you CAN support floors diagonally and upwards. I had up/down stairs on level Z and they were supporting floors above and north of them without anything on Z+1 at all. Replace the rightmost F of my first diagram with an X and you have the picture.

EDIT 2: Interestingly a strip of floor collapsing onto constructed up/down stairs far below it does not destroy them but appears to fall straight through them. Shame, looks like it's a whole lot of d-n for me to get rid of my scaffolding.

95
I may be a strange one but I never have trouble finding work for immigrants. I limit my cap to 100 and of those

3 work in the kitchen, with maybe 2-3 apprentices training up when stocks are high
2 work on crafting, including bone, rock, leather, cloth and wood - they produce trade goods from day one until I need bolts
2 are skilled masons for building nice quality tables/chairs/doors for my dwarves to enjoy
2 are miners - it starts out slow but 2 legendary miners are fine for me
1 mechanic - after the first immigrant wave or so I deliberately get someone to start churning out mechanisms for bridges/traps/other
1 quartermaster
assorted nobles
1 carpenter - he makes bins and beds etc
1 smith - I embark with a weapon/armor smith and keep him nice and safe tidying up the fort until later
1 woodcutter with 1 apprentice, sometimes, depending on how dangerous a life he has
1 doctor to look after all my injured dwarves

The other many dwarves are either military, hauler or jacks. My military can consist of up to around 20 dwarves depending on the danger I'm in. Jacks are a team of dwarves I use for anything and everything I need that isn't hauling. Helping mechanics rig up bridges, helping build walls/floors, assisting the hauling, processing things for moods, etc. Haulers are just that - haulers. I recently made a point of giving all of my haulers a little skill in weapon or armor smithing and as a result I now have a legendary weapon smith and armor smith from their ranks.

As a guide, with 115 dwarves I have 20 children, 30 haulers, 10 jacks and 16 dwarves in the military. If a dwarf goes moody and becomes legendary, I keep him nice and safe as needed (current fort has two legendary gem setters :()

Also, incase anyone things I have an inefficient fort, I don't. I keep my haulers busy in pump gyms, large scale masonry or specialised hauling (such as gathering a stream ores for the smithy or moving all the blue rocks near my next construction).


96
DF Dwarf Mode Discussion / Re: lemming rush moments
« on: January 12, 2010, 12:24:41 pm »
In my first efforts at above ground fortressing I was halfway through building a tower when I got sieged. I pulled up my drawbridge knowing some haulers and other idiots were trapped outside so I ignored the messages of people getting struck down and trying to rest. Turns out one guy for no reason I can fathom ventured to the top level of my tower where I'd only built a floor, got killed by crossbow siegers and then the whole fort, including all my skilled dwarves, rushed to nab his stuff and got themselves injured or killed in the process.

I was left with one unharmed legendary gem setter with my woodcutter, carpenter, masons, farmer, brewer, cook and crafter all in bed or dead. My military were dutifully standing guard over by the raised drawbridge.

97
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 11, 2010, 03:30:34 pm »
My third member of the hammerforce141 squad of dwarves has finally decided his slightly injured arm is fit for use again. He spent years in bed while his two friends ran around smooshing elves and treants and has finally jumped up again. NEVER MIND THE MANGLED LUNG! I seriously thought he was in bed for the horrible red mangled lung but no, it's the yellow arm that had him moaning. Now he sprints everywhere fit as a fiddle despite constantly complaining of being winded. At least I know that dwarves care more for dexterity than they do for respiration.

98
DF Gameplay Questions / Re: Keeping Dwarves Busy
« on: January 11, 2010, 10:51:18 am »
I love megascale masonry. I usually have 100 dwarf fortresses with about 20 in the military, 5-6 on food production, 2 on trade goods, 1 on mechanics and 3 on mining. The rest are split into haulers and masons. The masons ONLY haul stone and do masonry/architecture, haulers haul everything else. The speed at which my masons can put together a stockpile and build a wall or a floor is astonishing. I do a mass designation of 50 or so tiles and they get it done in about a minute @ 30 fps.

It helps immensely to have them train their toughness up on pumps or the like. Compared with my unskilled haulers my masons can drag stone around far more quickly.

99
DF Dwarf Mode Discussion / Re: I'd like to get into this game, but...
« on: January 04, 2010, 09:36:45 pm »
I'm not convinced that it's totally out of proportion. It doesn't happen every day but it's to be expected that the exceptional stories are the ones most recounted. My first ever tantrum spiral saw a legendary hammer dwarf knock kids up and down my hallways and my first ever encounter with fire imps led to a pig tail sock rush that killed more than half of my haulers.

I find there to be two very satisfying elements to the game. The first is the flexibility within the game for megaprojects. The second is the way in which things can all go terribly, horribly and spectacularly wrong. I like watching my dwarves slowly construct a giant pyramid and I like watching my marksdwarf dodge a team of crossbow wielding goblins just to smack them to death with a dwarf bone crossbow. The game is just nice :)

100
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 03, 2010, 02:17:37 pm »
My new above ground tower fort is starting to take shape. It's taken me two years to dig tunnels to allow farming and I've finally walled off some tree areas for peaceful woodcutting. No military to speak of really, just two wrestlers. I'm hoping I can wall off the outside world and live a shut-in life in harmony for all time. Still haven't found the underground river either, though I'm told it's here somewhere... three wounded died of thirst so far.

101
Well it'll have to be on hold for a while anyway since I just lost every dwarf to a nasty siege. Teach me to give traders huge profits. I'll keep my fort shallow and simply wall off the mountain bits. As long as I put walls on every z level of the mountain that faces my fort within a reasonable distance, they won't be able to shoot into my fort. Plus it could be a long term mega construction idea, settling my fort within the walls on the mountain in layers, like minas tirith from lotr.

102
Well, I might try it when I get some more dwarfpower. The only reason I wanted to do it is because my fort backs onto a mountain which is fairly tall and I'm building a castle like enclosure for my dwarves to farm and chop trees peacefully. I was worried about invaders on the mountain firing down into my fort so I guess I'll just go with plan B and build my keep taller than the mountain so if they can take pot shots so can I. Thanks guys.

103
Hmm, well, if you put it that way... How can I stop the magma from spilling around the edge though? I can't build a wall there to stop it.

104
I see, so no matter what I do there will always be a way down from the mountain to the plain. Since I can't build walls around the edge either I have to accept I might have nasty things on my mountain. Very well, thanks for your help.

105
I've been led to believe that migrants, invaders, etc. all spawn at the edge of the map. I've heard of people controlling where they spawn by preventing access to the edge of the map in certain places. My fort consists of flat land with a mountain in a corner. If I remove all ground level slopes up the mountain (thus making it inaccessible) will invaders/caravans/migrants cease to spawn on the mountain itself?

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