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Messages - Cogmeister

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16
DF Dwarf Mode Discussion / Re: A Fishy Contest
« on: May 27, 2009, 01:18:24 am »
I think, for it to be a legit aquarium, you need to have dwarf access. walling off an ocian and proclaming its an aquarium is well, not. now you could have two walled off squares, the inner being the aquarium the other being the viewing hall.

Ofcourse. That was never my suggestion - what I meant was more to the effect of having some tunnels through large, walled-in sections of the ocean, like those aquariums you can walk through. Not what I'll be doing, but still.

17
DF Dwarf Mode Discussion / Re: A Fishy Contest
« on: May 26, 2009, 11:40:33 pm »
Thanks, Flash. One question, though. Was that advice for the in-ocean aquarium idea that I scrapped? Because it seems to be. If I do try this, I'll be using the idea I detailed some time ago, and basically pass the ocean through my indoors aquarium, let the water out, keep fish in, and repeat as necessary for a while.

18
DF Dwarf Mode Discussion / Re: A Fishy Contest
« on: May 26, 2009, 09:36:39 pm »
'Righty, just checking.

Anyway, I'll probably start a fort for this, assuming I can find magma, sand and an ocean on the same map. Basically, a beach with magma somewhere in there. Shouldn't be too hard. Then I just need to strain the ocean through my aquarium :P


...Why do I have the horrible feeling that this system will backfire and possibly explode?

19
DF Dwarf Mode Discussion / Re: A Fishy Contest
« on: May 26, 2009, 09:02:29 pm »
helpful stuff

Thanks. honestly, it was mostly theoretical questions (though I didn't know fish couldn't be tamed, never tried before). Merfolk, however, would still be neat. Also, if the ocean does freeze.. well, my crazy idea involved carving into the ocean with a LOT of miners while it's frozen, year after year, and placing green glass blocks there produced during the rest of the year. Eventually, the ocean would be full of glass walls and tunnels, and I would call that my aquarium.

Crazy, I know, and lots of work, so I won't be doing that. Still not sure if I'm signing up for anything but the devil's advocate position :P

Oh, and even without using an underground river, the merfolk question is still entirely valid. Oceans have them, after all.

20
DF Dwarf Mode Discussion / Re: A Fishy Contest
« on: May 26, 2009, 08:00:24 pm »
Couple questions.

Do any fish in the game have building destroyer?

Do merfolk and frog/olm/eel/whathaveyou men count as fish?

Do the fish all need to be tamed? Because there are ways to get them in an aquarium from the ocean or whatever without any dwarven intervention after the setup, beyond pulling levers and pumping, which would eliminate the need for taming unless some of them can blow buildings up. They'd scare your dwarves, but still.

One last question: To oceans ever freeze?

I might be tempted to stop being lazy and do some insane version of this myself.

21
DF Dwarf Mode Discussion / Re: A Fishy Contest
« on: May 26, 2009, 10:18:30 am »
Question: do we get more points for using clear glass as opposed to green glass or does it not matter?
Clear glass does not cout towards presentation but green does. And on a side note, I do like live fish rather than undead so if we have a tie between two aquariums and one has undead then I will probably choose the live fish. ::)

Clear glass is harder to make than green glass, so giving bonus points for green glass seems a bit odd. Just saying.

22
DF Dwarf Mode Discussion / Re: A Fishy Contest
« on: May 26, 2009, 08:48:49 am »
So I'd like to suggest something that may or may not work. Make your aquarium. Make two channels connected to it - one so that water from the ocean comes in, another under a grate (which is itself under a hatch) that takes the water back out. The way out, if you're not using a hatch, will be floodgated, as will the way in. Again, hatches are ideal here as they close faster.

Water comes in from the ocean, and brings fish with it. Water flows right out again, but the grate leaves fish inside. As they get water pouring through the whole time, the fish shouldn't airdrown - not that it's an issue if you use undead fish. Once you've reached the requisite amount of fish, close the hatch over the grate, and, once the aquarium fills up, close the hatch letting the water in.

The hatch over the grate, by the way, is so that you can stop water from leaving, but whatever you do, fish stay in. Also, this, if it works (feel free to shoot down and flame me as you see fit if it doesn't), should apply to rivers and brooks as well.  If you have one of these as well as an ocean, than good. More variety in fish.

Why yes, I am way too lazy to do this myself. Anyways, good luck to all involved, feel free to try this, and, ofcourse, rage away as you like if it turns out that I've failed completely :P

Oh, and I think that's the biggest post I've made on this forum. Glee.

23
DF Dwarf Mode Discussion / Re: Best Fortress Random Name
« on: May 25, 2009, 01:54:47 am »
Dwarfmurdered. Turned out to be rather prophetic, thanks to a bunch of hippos.

24
DF Dwarf Mode Discussion / Re: What are the good types of nobles?
« on: May 24, 2009, 08:26:31 pm »
Dungeon masters. And if record keepers count as nobles, than I dedicate this post to every last one that locked themselves in a room to keep an account of the entire fortress's stocks :P Useful dwarves, those.

25
DF Dwarf Mode Discussion / Re: Most dangerous occupation?
« on: May 24, 2009, 04:46:41 am »
Soapmaker/Cook.

So I had lots of fire imp fat. Then I had lots of fire imp tallow/soap. And lots of burning dwarves.

This was actually completely intentional, but nevermind that >_>

26
DF Dwarf Mode Discussion / Re: Lame artifacts!
« on: May 19, 2009, 12:16:14 am »
My first artifact was from a secretive mood that hit a carpenter. A carpenter/woodcutter/axedwarf/woodcrafter that was one of the starting seven, actually, and generally awesome. I got all excited thinking I'd have an awesome artifact. Instead, I got The Oily Zeal. A cedar grate encircled with bands of cedar and larch, which menaced with spikes of larch.

Worth only 4800, but for some bizzare reason, engravings of it started popping up all over my fortress. Weird, but semi-neat.

27
DF Dwarf Mode Discussion / Re: Best place names
« on: May 13, 2009, 04:37:33 am »
Dragonchunk the Mule of Crucifixion, a brook. No, really.

28
DF Dwarf Mode Discussion / Petrification trap
« on: April 24, 2009, 07:42:42 pm »
Just an idea, and more for flavor than anything else, but here's something I came up with.. remember, it hasn't been tested yet.

Get a small room with a floodgate to release magma on the front, grates all along the ceiling (or hatches, if you can place them vertically), and a floodgate to release water on each side. The grates are all keyed to one lever (I think that's possible. I'm new and moderately clueless). Basically, when some invaders or some such thing walk over the grates, pull the lever. This drops them down, and traps them. Proceed to pull some more levers, releasing magma followed by water. This fills the chamber up with obsidian, hopefully trapping/encasing whatever it was you dropped. Yes, I know magma would kill them already, but this is far more dwarfy.. and might even get around fire immunity, I don't know.

Make sure you have another way to access the pit so you can mine out the obsidian later, to clear the room if nothing else. Oh, and this might well make a neat trap to put in trade depots too (killing elf merchants and such).

Thoughts?

29
DF Dwarf Mode Discussion / Re: Hypocritical Treehuggers
« on: April 23, 2009, 04:01:43 am »
Wait, that's hypocritical? And the fact that they sell you large amounts of lumber isn't?

30
DF Adventure Mode Discussion / Re: Your starting build?
« on: April 20, 2009, 05:09:36 am »
Expert hammerdwarf
Armour User
Shield User
Novice Ambusher


...Yes, I specialize a little.

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