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Messages - Cal

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46
DF Dwarf Mode Discussion / Re: Artifact weapons
« on: January 13, 2010, 08:00:17 pm »
I couldn't pass up the coolness factor and he's killing things as well as my axeman does with his adamantine axe, so I don't think it matters much.

47
DF Suggestions / Re: 'Hell' Biome.
« on: January 13, 2010, 03:10:31 pm »
I love the idea! I know this isn't quite on topic, but didn't Toady say something about limiting sky z-levels so there aren't the vast amount of useless ones anymore in the next release?

48
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: January 13, 2010, 02:26:47 pm »
I've never had artifact stolen so I'm not sure, is it still in the artifact list you can pull up with 'l'?

49
DF Gameplay Questions / Re: How high till a creature explodes on impact?
« on: January 12, 2010, 07:00:26 pm »
If you had a large drop with a grate at the bottom followed by another few z-level drop underneath that, would they explode on the grate while blood splatters beneath it? Also, with more item parts, will the small pieces fly down through the grate as well? That would be cool.

50
DF Dwarf Mode Discussion / Artifact weapons
« on: January 12, 2010, 12:49:21 am »
I just had a dwarf make a bone spear artifact.
Olumkebul Usurorshar Zarut: Dispersesparkled the Spoils-Web of Insanity, a chaos-dwarf bone spear.

My question is how good would this be? "Other" material weapons have a damage modifier for 50% but how large is the bonus for an artifact? I'm going to venture a guess that it would be better than my spearlord's current steel spear but now that I've got a legendary weaponsmith, I think he's going to make some adamantine weapons for me. Do artifacts conceivably have the 2000% damage bonus that would make a bone spear equal a masterful adamantine spear?

Edit: I did do a quick search on this but didn't turn up a whole lot of info. I guess I'm just looking if anyone has newer information (I've only been playing for a little less than a year and have only been browsing the forums for a couple of months) On a side note, how cool would it be for my (hopefully soon Champion) spearlord to kill more chaosdwarf invaders with their own bones?

51
DF Gameplay Questions / Re: Adam+Eve Challenge question...
« on: January 10, 2010, 02:27:14 am »
I'm doing something similar right now. Not quite Adam+Eve, more like Noah+company without the flood (which would have been a cool idea to do *with* the flood.) Essentially, I set my pop cap to 25 and let a few waves of migrants come. I think the last wave came and brought me to 31. Now it's 8 years down the line, I'm up to 41, lots of children and I'm fending off the goblins and bugbears (CivilizationForge mod) and just waiting for that 12th year so I can get a few more in the military.

52
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: January 06, 2010, 11:29:55 pm »
This is far from my best artifact (Which is still the one I posted quite a few pages ago) as it's only work 20k or so but I thought it was damn cool, never had one like it made before so I had to post it.

Spoiler (click to show/hide)

53
DF Gameplay Questions / Re: Magma proof pump materials
« on: January 06, 2010, 06:38:22 pm »
Also anyone know why my dwarfs wont drag the dead do coffins or crap sitting outside inside.
My fort is a Above ground fort mybe because of that?

o > r > o

Options, refuse options, gather refuse from outdoors. Some other handy stuff in that menu as well but yes, have to enable them getting junk from outside.

54
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: January 05, 2010, 11:31:32 pm »
I use the Civilization Forge mod and enjoyed getting a breeding pair of Ice Drakes from the Frost Giants on my last cold map so I decided to make some more, Forest, Sand, Mountain and Water Drakes, just started in a temperate area, no Sand or Mountain Drakes survived the world gen but I'm hoping to see a Forest or Water one or get a hippie trader to bring one.

55
Also, I thought light has a static finite speed?

Light moves faster/slower in different mediums, possibly only slower with c being the maximum speed of it in a vaccum. In water for example, light moves at about 0.75c (correct me if I'm wrong but I think it's at least close to that.)

56
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 30, 2009, 09:24:52 pm »
none are tasked for other purposes (such as being hauled to a stockpile)

That's probably the reason, I have that problem all the time when working with small amount of things or bars that were just recently smelted.

57
DF Gameplay Questions / Re: Magma Pipe
« on: December 20, 2009, 12:10:22 pm »
For question 1, magma pipes are not static in size, one level might be (roughly) 20x20 and then a level up or down from that may by 15x15 or 25x25 (again, roughly, I'm sure you know they're not square) so to find out mine upward and over towards what you think the center is, when you find the cap, which will be an open space area with visible magma, it will reveal the entire magma pipe or pool.

For your second question, let's take a smelter for example:

-X-
---
---

That's the shape of the smelter with the X being the blocked space, beneath that blocked space you need a channel and in the channel at least 4/7 level of magma. The channel only needs to be in that one space, the rest should be normal floors. So, dig out a long pipeline up to the edge of the magma pipe (not into the pipe just yet) leading out towards your fort, I tend to do something like:

#########
                #
#################
                #
#########

With enough room for multiple smelters, forges, kilns and glass furnaces for expansion in the future, the # simply being dug out spaces, if you keep in mind that the buildings are all 3x3, each fork should run under the middle of your line of buildings, that way whatever tile you need to channel out will get filled with magma.

After you get your tunnel for the magma to flow set up, you're ready to let the magma flow, almost.

          |MM
#####|MM
          |MM

the # is again the dug out spaces with | being the wall right next to the volcano and M being the magma. You can place a floodgate and link it to a lever in the # spaces if you want, this lets you stop the flow from the volcano after your channel is full but it isn't really needed unless you're planning multiple magma things like moats and the like where you need to stop the flow right near your smelters and open another channel to fill the moat. From that depiction, you'll want to go up a level, preferably where the volcano is smaller than the level your tunnel is on so that you can have a miner stand next to the spot where the # meets the | and channel it out, letting the magma flow into the tunnel. Seal the downward stairs first, either with a locked door or hatch over the stairs so that your miners don't for some reason go back down and get killed (it's happened to me before) then channel out that space and enjoy smelting/forging with no fuel.

58
DF Gameplay Questions / Re: Magma flow speed? (by frames/steps)
« on: December 19, 2009, 09:53:45 pm »
In my latest fortress I was having the same problem, I was filling a moat with lava along with a spot for forges and a part of a mega-construction (4 story 'apartments' for nobles which have channels around the edges and will have windows in there before I fill it with magma) and was having the problem of the lower parts filling but the actual moat would get a bit then 'dry up'. I originally had a 1 tile wide, 1 z-level channel but I then changed it to a 3 tile wide, 2 z-level channel and that filled a LOT faster. I know magma doesn't respond to pressure like water does but just having more there seems to make it flow better.

59
DF Gameplay Questions / Re: Map size - What size do you play on and why?
« on: December 19, 2009, 09:46:40 pm »
I go with either 5x5 or 6x6, whichever has both running water and magma (seems to be a lot of peoples answer) I prefer underground rivers because the only thing I keep above ground is a decent sized tunnel with my trade depot in it and stairs downward. Also, I like to have the psuedo-chasm you get with the 'end' of an underground river for draining purposes. I should try out a smaller map sometime if I can get water and a pipe on it.

60
DF Modding / Re: Civilization Forge Mod
« on: June 13, 2009, 06:09:33 pm »
Great, thank you.

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