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Messages - Scarpa

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451
DF Gameplay Questions / Re: Adjectivize the no-adjective skill level
« on: June 25, 2009, 05:50:12 pm »
I think "Journeyman" would be more accurate. Might be a more modern word than desired, though.

452
DF Dwarf Mode Discussion / Re: Regicide
« on: June 25, 2009, 03:58:32 pm »
I had a king go melancholy because I was too lazy to make actual nice rooms and overlapped every noble's bedroom/dining room/tomb/office over one artifact statue. He couldn't handle a 'lesser's pretentious burial arrangements'.

Spoiler (click to show/hide)

453
DF Gameplay Questions / Re: Is there a feature that
« on: June 25, 2009, 03:22:11 pm »
Are you asking how not to get caught or how to regain some productivity?

For the latter I haven't figured it out yet. Even if I'm not playing the game I'm planning out my fortress in my head or lurking on the forum.</posting from work>

454
You can hit 'x' during the select a cage step and it'll expand into more a descriptive list.

If unassigning the dwarves doesn't work after building them you can try hooking levers up to them.

455
You can set skill levels in the workshop profiles.

Just setup a 'training' area with workshops that only allow "talented" or less or something like that for training up new guys.

456
DF Gameplay Questions / Re: Waterfall advice needed
« on: June 24, 2009, 04:11:38 pm »
*facepalm*

See the 7/7 water on the left a Z-level down? That's what the waterfall drains into. So I'm basically dropping water onto an already full pool.

The whole pool drains into a bottomless pit but I guess I'll have to dig a special drain down a couple more z-levels just for the waterfall.

457
DF Gameplay Questions / Waterfall advice needed
« on: June 24, 2009, 03:52:15 pm »
I'm working on transforming an underground pool into a towercap forest/dining hall/statue garden recreation area, and my first attempt at a waterfall has gone poorly.

Since I'm not really in the mood to work today I thought I'd solicit advice.

Here's the setup. Top pic is Z+2 where the water comes in. Bottom pic is ground level of the dining hall where I attempted to have the water drain.
Spoiler (click to show/hide)

As you can see from my mspaint skillz the primary problem is the water fricken splashed all over the place, muddying up my polished floors. :'(

The original plan was to have the dwarves walk through the waterfall to get to the dining hall, and I may still do that, but I want ideas on how to avoid the splashing. Hopefully the grates aren't the issue because one of them is an artifact Hematite grate that I'd like to incorporate into the design.

I tried to look through DFMA for designs but I didn't find any that were quite like I wanted. Lots of waterfalls *near* dining halls/stairs, etc but I didn't find a waterfall that dropped right into the hall.

I'm not tied to that particular entrance, either. I may open up holes in the wall on all 4 sides eventually as the whole cavern is the 'room', I mainly wanted the walls for aesthetic effect and to help define the dining hall room size.

Thanks!

458
DF Gameplay Questions / Re: Help! Ive lost my Artifcats!
« on: June 23, 2009, 03:06:50 pm »
Can you zoom to them via the stock screen?

- Go to the 'z' status screen
- Go to the 'stocks' section
- Find the right category
- Hit 'tab' to expand the list into individual items
- Highlight an artifact, hit 'z' to zoom to it

Does that work?

459
Woo, just noticed the update for 40d9 and similar versions.

I'm working on a project that's not quite as awesome as teta's but I'm certain it's a fair bit taller.

What update? Where is it? I'm trying to get 3Dwarf to work with the Mayday version and Mike Mayday told me in an email that 3Dwarf doesn't work with 40d11 which DFG is based on.

I don't know about anything official but I got it working on d11 using some memory offset information from other utilities and posted the changes earlier in this thread:

http://www.bay12games.com/forum/index.php?topic=608.msg572535#msg572535

460
DF Gameplay Questions / Re: Help! Ive lost my Artifcats!
« on: June 23, 2009, 01:57:29 pm »
Can you zoom to them via the stock screen?

- Go to the 'z' status screen
- Go to the 'stocks' section
- Find the right category
- Hit 'tab' to expand the list into individual items
- Highlight an artifact, hit 'c'

Does that work?

461
DF Gameplay Questions / Re: Vein Locations
« on: June 23, 2009, 01:21:11 pm »
Only criteria for adamantine is a mountain biome, I think.

I am fairly certain it's not tied to a specific layer or cluster of stone.

462
DF General Discussion / Re: Age of DF gamers
« on: June 23, 2009, 09:59:48 am »
I fit the hypothesized demographic!

31. My boys will be playing before release I'm sure, they're 1 and 3 now. The toddler already 'plays' via stabbing dwarfs on screen with his finger.

463
DF Dwarf Mode Discussion / Re: HFS question (spoilers, obviously)
« on: June 22, 2009, 10:51:25 pm »
I think I'm going to setup a siege trap with these guys. My plan is to dig out a room directly above the demons, then dig a long winding path to that room. Some well placed bridges, supports, constructions, levers and one chained kitten will serve to trap the goblins in with the demons and then I can see who wins.

I have dealt with been annihilated by SoF before, so I'm pretty sure I can take these frog guys as long as I'm prepared.

464
DF Dwarf Mode Discussion / Re: HFS question (spoilers, obviously)
« on: June 22, 2009, 04:53:45 pm »
OK. Well, glad I experimented with a copy of my fort.

On the plus side it looks like releasing the demons means you have an ambushing force waiting for someone to kill. On the minus side I forgot about a backdoor entrance AND forgot right next to that entrance was a door holding back a river. On the plus side I recruited my entire force of 80 dwarves, many of which were super buffed from endless partying. On the minus side it didn't work and the little green demons tore through my militia quite easily.

"Your strength is broken."

All in all good Fun and potential for *so* much more.

465
DF Dwarf Mode Discussion / HFS question (spoilers, obviously)
« on: June 22, 2009, 03:17:37 pm »
I have a map with the HFS pit in the opposite corner of where I'm building my fortress. I've just finished my curtain wall and have an underground river and a magma pipe so I'm pretty much completely self sufficient at this point and have no real need for trade, immigrants or anything else from outside.

What I want to know is how HFS behaves if you breach the pit from outside your fortress. One scenario I'm thinking is to send a sacrificial miner glassmaker out there to dig a set of stairs straight down into the pits after I've sealed up the fort. Will I then have a force of demons running around the map destroying everything they see?

Another idea is to dig the staircase down to just above the pits, then install a lever operated hatch over the stairway before breaching them. Then when a siege comes I can use the lever inside my fort to release the 'shock troops' as it were.

Will either of these ideas work?

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