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Messages - Ubiq

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841
DF Dwarf Mode Discussion / Re: What do you do with YOUR nickel?
« on: July 03, 2010, 03:03:37 pm »
I'm not quite sure how Dwarves can extract it from garnierite so easily (a maximum of 34% nickel content by weight does not a compelling ore make), but these are the same alcoholic manic-depressives that can build an inverted fractal pyramid, so what do I know?

That's because you're looking at it from a Age of Fairy Tales standard where the only ore we have left is the stuff dwarves wouldn't even use as a paperweight. Sure, garnierite has about a 34% yield at most now, but back in the day (before the end of the Age of Heroes anyway), it was pure nickel.

842
DF Dwarf Mode Discussion / Re: Fun with Megabeasts
« on: July 03, 2010, 11:19:05 am »
Go to the creature's entry in the raw folder and add [CHILD:][GENERAL_CHILD_NAME::] with the spaces filled with whatever you want their name to be and what age they become an adult. You could also add [COMMON_DOMESTIC] to the entry as well if you really want to get a quick start on breeding them; they're appear on the embark screen, but probably at an insanely high price seeing as how Giant Cave Spiders start at 1251 even for one without training. Of course, there's also a chance of an immigrant showing up with one for free.

843
DF Dwarf Mode Discussion / Re: What do you do with YOUR nickel?
« on: July 02, 2010, 03:06:03 pm »
Make a giant nickle with Urist Jefferson on one side and a castle on the back.

844
DF Dwarf Mode Discussion / Re: Polite dwarfs
« on: June 29, 2010, 03:59:08 pm »
This really needs to be reworked into an actual feature; food handlers would be a much, much more effective way of handing hungry and thirsty workers than the current system.

A thirsty miner down in the depths?

Have a vendor carry some booze down there.

A mason starting to get hungry will working on the walls?

A friendly wagonhop can take care of that. They can bring the food out, the mason eats, and gets right back to work.

845
DF Suggestions / Re: Evil Biome: Ghosts
« on: June 28, 2010, 04:09:11 pm »
those undeads are benign, meaning they wont attack, just scare the crap out of your civilians (bad thought: haunted by a ghost recently/lately)
they can float through any constructed thing (like constructed/nonnatural walls, floodgates and closed doors)

Besides the notion of unburied dwarves coming back and destroying them with silver weapons, couldn't this be more easily accomplished by creating a ghost vermin that teleports around its biome rather than having the ability to path through a constructed object?

846
DF Dwarf Mode Discussion / Re: The Motherload *Here thar be spoilers*
« on: June 28, 2010, 01:32:38 pm »
Build a surface city out of olivine and roads out of gold blocks.

Huh... come to think of it, the game really does need some flying monkeys.

847
DF Dwarf Mode Discussion / Re: Forbidding stone.
« on: June 27, 2010, 05:10:59 pm »
Go to the workshops, hit 'k', and reclaim the stone that your masons' workshops were made out of. That should clear it up.

Forbidding stone through the stock screen forbids workshops made out of that stone; it'd be easier to change things through the economic stone screen as you don't have to worry about what the stone was already used for.

848
DF Dwarf Mode Discussion / Re: Loam Monster?
« on: June 27, 2010, 03:47:21 pm »
Urist: What the Haychevis is this supposed to be?
Urist: Oh, nice eye, sir. It's a finely crafted loam monster figurine.
Urist: It looks like somebody jammed some sticks into a bag of potting soil.
Urist: Sticks of the highest quality only and it's actually imported loam, not mere potting soil.
Urist: What? Look, there's the company name right on the back. "Gorilla of Roses Potting Soil Firm, est. 2 AoM."
Urist: It's mint condition.
Urist: ...
Urist: Limited edition.
Urist: ...
Urist: Look, do you want it or not?
Urist: ... yes.

849
DF Dwarf Mode Discussion / Re: Strangest Embark Sites?
« on: June 20, 2010, 09:18:17 pm »
I had one embark that was the shore of a lake with a river about two thirds of the way down the lefthand side of the map. My wagon was right on the shore of the lake; my dwarves moved around for a few seconds and then the game locked up for several minutes. At first, I thought, oh great, everything thawed out at once as I've had this happen before whenever a lake froze or thrawed out.

After it finally started going again, I noticed the lake was gone. Well, sort of. Apparently the river itself was three or four z-levels under the surface of the lake and the result was that the lake flowed offscreen enough that its surface fell to the same level as the river. So there was the lake surface several levels down with 7/7 water on most of the surface. Considering that the lake was about half the map or better, that's a lot of water leaving the map at the same time.


850
DF Dwarf Mode Discussion / Re: Obsidian Dam
« on: June 20, 2010, 09:07:33 pm »
Once my reservoir is full, and the winter freeze comes, will my entire reservoir freeze, or just the surface layer? If it's the whole thing, I may need to build some magma pipes below what will eventually be the surface of the lake to keep it thawed.

The whole thing will freeze solid. You could always build a roof over it though and keep it from freezing. I had one fort on the edge of a lake that froze over for several of the winter months including the water directly below the well that stuck out the side of the cliff. I eventually built walls around and a roof over the well and the tiles directly below remained liquid the next winter.

You could building a bridge over the water to prevent the water from freezing, but I don't think that worked the last time I tried it.

851
DF Dwarf Mode Discussion / Re: Aquifers
« on: June 19, 2010, 08:37:42 pm »
Just go into the raws folder and remove the [AQUIFER] tag from any entries in the inorganic_stone_layer.txt and inorganic_stone_soil.txt files. Any worlds generated after will be pain in the aquifer free.

852
DF Dwarf Mode Discussion / Re: I have created a monster !
« on: June 19, 2010, 12:38:12 pm »
Sadly slade armored cow die fast  ;)

Dwarf Champion: You fight like a dairy farmer!
Bronze Colossus: How appropriate; you fight like a slade-armored cow!

853
DF Gameplay Questions / Re: Series of newbie questions
« on: June 18, 2010, 04:22:58 pm »
Irrigation is easy if the biome freezes during winter. Just dig out rooms for the farms on the top level, channel holes equal to 1/7 the size of the room, and dump water from above starting in late autumn. The 1-2 deep water will freeze since it's outside which will generate enough water to flood the entire room to depth 1 when spring rolls around.

The C is where I put my channel, and it has a blue down arrow on top of it which I take for a downward slope. I've tried removing upward slope but that doesn't seem to work, and I can't put a door there. Can I then put a floodgate there instead? You also mention flooring over it, I don't understand how to do that, could you elaborate?

Remove upward slope removes a slope from the z-level it's on. The only way to remove a slope from the level above is to channel out the walls it is in contact with, but that'll just create more slopes. Since you don't want to use it anymore, it'll be better to just wall it off. You could put a floor there by pressing b-C-f and then putting a door or floodgate there after the floor is build, but it's probably better to just wall it off (b-C-w). The less outside entrances you have, the better generally speaking. The last thing you need is a dragon or Titan flying down into the pool and walking in through your back door.

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level -1 Storage. Ideally my finished goods would be right underneath the trade depot, and then the rest of the storage areas would be laid out to be right above the appropriate workshop that is below them. Additionally the farm level would probably be here as well, right next to the main food storage.

level -2 Workshops of all kinds. Also, potentially the animal pens and such. Maybe the dining room as well, although that might go up to level -1 near the food.

Everybody builds in their own way and it's best to go with whatever you feel most comfortable with. There's no right or wrong way to design a fort really. I will say, though that you'll make trading go a lot faster by digging out a stairwell directly next to your trade depot. One good option would be to build five down staircases on the side of the depot opposite from the tunnel that leads to it, and have up/down staircases directly below.

854
DF Gameplay Questions / Re: Series of newbie questions
« on: June 18, 2010, 01:31:43 pm »
4. How do I hide stone on the ground? I heard there is a way, but I can't find the option, and I'd rather not bother clearing it out of the way.

Hit 'd-c-h', select the things to be hidden, then hit enter. You can also use 'k' to examine the item and 'h' to hide it, but that takes a while. If your stock screen is fully updated, you can hide stone through it as well, but it'll also hide any buildings made out of that material.

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5. Is there a way to get rid of a channel? So I drained a murky pool to irrigate my farms. Although instead of putting a small hallway up next to the edge of the pool so I could put a door at the end, I just put in a channel between the single wall. I can't seem to remove it, or dig it... or anything. It just says it is a slope downward.

You can designate the slope to be removed by hitting d-z, but that'll leave your dwarf trapped down there unless there's a staircase or another way back up. The easiest thing to do is simply floor over it or cover it with a grate or hatch if you still want to leave the space open.

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6. Another: Correct me if I'm wrong, but there's no real way to put a trade caravan zone both inside your fortress, and behind doors right? Since they need three spaces wide, If I want them inside, I have to leave a 3-wide tunnel open until at least the spot where they set up.

There's no way to put three doors in a single line right now anyway so, no. You could use, as previously suggested, a series of floodgates connected to a lever or for metal bars if you want a portcullis effect. Drawbridges are also a good option so long as you remember to set them so it blocks the entrance when raised. .

855
DF Dwarf Mode Discussion / Re: Statues and engravings
« on: June 17, 2010, 11:15:17 am »
It's amusing when you get a mason who has a grudge against another dwarf as that seems to make it much more likely that they'll crank out statues of the latter dwarf surrounded by things that they hate.

This is a fine statue of Urist McUrist, Sarvesh MacSarvesh, and fire snakes. Urist McUrist is surrounded by the fire snakes. Urist McUrist looks terrified. Sarvesh MacSarvesh is giggling in the background.

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