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Messages - Grimlocke

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1846
Well, im 'working' on this at the moment, but im running into a lot of problems being unable to use pressure plates. The best traps I can make now are just things like doors behind pressuresed magma.

Also, a question, can adventurers see through glass doors and other non-window furniture? Because I know they cant see through glass walls.

1847
DF General Discussion / Re: Can't Wait Any Longer Donatathon - Over $2000
« on: November 19, 2009, 06:46:46 pm »
Donoted the remaining 20.02 euros on my paypal account to the cause.


Look at Paypal being cheap though.
I had to enter the amouth in USD, so after donating 29.09$, paypal insisted on taking 0.01 euros from my bank account!
As 29.09$ is 20.02106031 euros.
The cheap bastards round off their numbers wrong to make 1 cent profit. Bankers and busynessmen are such lowly people  ;D

On another subject entirly, you dont need completelly different tastes in games to like both DF and the Total War series, the living proof being me.

1848
I noticed that my dwarves tend to store prepared meals without using barrels, perhaps the larger stacks simply wont fit?

Am not too sure about this one, but if you have a food stockpile filled with barrels, then that might be it.

1849
Spoiler (click to show/hide)
Aye, contruct a temple of lag at 2fps.

I once made a worldgen param set that makes worlds that has tons of sites like that one, it was a 33x33 one, with 200 mountain peaks, maximum elevation variety and the elevation mesh at 1,0,2,0,4.
You could embark on a mountain peak, getting all these crazy mountain peaks and plateaus. Made a hermit fort in one of the peaks, was fun, but scrolling through z-levels took ages.

And, for those who didnt know yet, setting volcanism range to 50-100, variation to 1600-1600, and mesh to 1,0,0,0,8 gets you lots of magma without the above problem.

1850
DF Dwarf Mode Discussion / Re: Map request
« on: November 19, 2009, 11:35:21 am »
Hmmm, lots of yellow sand and limestone... yellow and white... your trying to make beer fort! A noble effort indeed.

Though I dont have such a map, I can tell you that finding it without tweaking worldgen params would be a pain in the arse.

So, you might want to gen a world with very little rain and either very little or very much drainage (dont remember which one, but its easy  enough to find out).

If you dont want the world te be entirly made of dessert (understandable, as dessert wouldnt supposrt elves or humans) then you will want to the mesh parameters, I could cook you up something if you dont know how, but finding the site might still be a pain as im note sure whether you can see the number of soil layers from the embark menu.

1851
DF Dwarf Mode Discussion / Re: Holy crap that's evil...
« on: November 19, 2009, 11:28:25 am »
Hmm, baby annimals fall through down stairs when they are born? Did you confirm that yet? If so, that would be convenient.

Ideas I had were all a lot more complicated, like chaining down the mature females and flowing water over them to wash away their young to their young, but retrieving the corpses without me having to turn the flow on and off is a pain. Lots of cancelation spam.

So, the next idea is to make a shaft, surrounded niches in which the female annimals are chained, and with the shafts rim lines with bridges which the chained annimals cannot reach, and which automatically get retracted back and forth, thus flinging newborn annimals down the shaft, into the butchery, then into the tannery and stockpiles. Its a rather convenient desing, as you can make it any number of z-levels tall with just 1 shaft and 1 repeater device. Though probabaly a lot more complicated then the down-stair thing.

I havnt build the last one though, my latest fort ran into some trouble. Or rather, the throuble ran into my fort. Literally, and the trouble was modded and most wicked indeed... I had only 6 dwarfs, but luckily a dozen immigrant were willing to sacrifice themselves to allow 3 to survive.

1852
DF Dwarf Mode Discussion / Re: Little concessions you make
« on: November 19, 2009, 11:12:31 am »
Took out all the loamy-silty-sandy-clow-lame etc layers, as seaching for a decent site is just a painin the arse. Should be fixed next version with easier acces to magma.

Also reduced microline and orthoclase frequency down, got tired of half of my fort being made of the ugly stuff. Though it doesnt seem to help much in some layers...

Dont realy need any modded training weapons, I kinda have fun making them from silver and decorating them decadentally.

Very rarely I smelter some lame missing fey-mood product, but thats realy only with things like:

'Oh look, your accomplished weaponsmith/expert armoursmith has a strange mood! He grabs the strongest steel, the shiniest gold, the softest giant cave spider silk and... aww, no SHELLS! tough luck, cause there isnt enough metal on the whole map to make another dwarf like that!'

Thats just a bit too lame to digest for me.


Other then that I relish the misery messyness and choas my dwarfs cuase. Nothing more dwarfy then gateways full of blood, vomit, bones and socks!  ;D

1853
DF Dwarf Mode Discussion / Re: High Attributes
« on: November 19, 2009, 10:16:44 am »
This once more illustrates that the best diet for dwarfs consist of constant labour and misery!

That way they make very few friends and loved ones, and most of them wont realy care it about anymore anyway ;D

The bummer is of course: children. You cant make those work of serve in the military, and thus by the time they are grown up they are all expert or something in their social skills, and friends with everyone on the fortress. I allways have these rampaging ultra-mighty kids murdering my adult dwarfs and wrecking floodgates and bridges.

Which illustrates that making dwarf soup out of children is hedonistically correct! (same for nobles, but we all knew that).

1854
DF Adventure Mode Discussion / Re: Lost an Eye. AGAIN D:
« on: November 19, 2009, 03:18:47 am »
not so sure about the above, my legendary miners in fortress mode seem to continue gaining abilities such as strengh, agility, etc even well after reaching legendary.

Does a single level 20 skill and some fledgling social skills get a dwarf to have his abilities around level 4?

1855
DF Dwarf Mode Discussion / Re: How Is This Newbie Doing?
« on: November 18, 2009, 10:10:20 am »
Well, certainly doing way better then my starvation ridden first fort, though you did do more preperation them I did.

Though no doubt you will be running into things that make you think 'gah, had I known that earlier!', but thats part of the 'fun'  ;D

1856
DF Dwarf Mode Discussion / Re: Assigning war dogs to Champions.
« on: November 18, 2009, 10:06:11 am »
Wardos realy arnt usefull for actualy combat... I only give them to my marksdwarfs and important civilian dwarves.

They allways get either killed or maimed horribly at the first ambush, but its master has a much better chance at running away.

Though it would be neat if I could put my other war annimals on my elite/champion/master soldiers, like dragons, beakdogs and ice wolfs. Actualy, about this, does anyone know a way to reassing a pet owned by a wounded dwarf to an unwounded dwarf? The sworddwarf which I assinged my dragon to had his arm maimed, and now I cant reassing my dragon. Not even by setting and unsetting the dragon to be butchered, which normally works fine.

Also, my champions and even my other soldiers that are in the army for a few years tend to have '(s)he doesnt realy care about anything anymore' in their personality list (gee I wonder why ;D), so a few dead pets probably wouldnt hurt much.

I had dwarves with that masacre berserk children in a fort breaking down from tantrums, who had half of their friends, children and family killed and who were 'quite content' with thier lives.

1857
DF Suggestions / Re: Pipe Organs: The Choice Instrument for Dwarves
« on: November 16, 2009, 09:35:26 am »
Combining a huge open hall in the mountains, a massive loads of metal pipes, bellows and maybe even magma into something that just makes music.

Sounds more then dwarven enough to me. Idd realy like making one of those into a meeting hall, would have a lot more flair then mist generators. (which wouldnt keep me from making both in the same room, obviously).

Though I dont realy know what part the magma would play. Maybe in case the organ playing dwarf is a bad one?

1858
DF Suggestions / Re: What spells should be in when magic is finally made?
« on: October 26, 2009, 10:45:13 am »
Quote
cheap as the dwarven perpetual motion machine

Hey, dont mock the dwarf generator, those things are fun as hell to build  ;D
(and the only way to power my rediculous machines that require 1000+ power units to work without reducing my fps to some whimpering number below 10)

Quote
Wizards that fire high magic spells at enemies for explosive results would be no different than loading up your fortress with 50 marksdwarves and absolutely annhiliating anyone who comes near.
False argument, that one is a faulty game mechanic that will be worked out before the magic arc is even there. Current faults dont excuse adding new ones.


Silly quotes aside, the people here should keep in mind that by the time that magic arc comes around, which will be after version 1, the games raw files should make it more than possible to add in your own system of fireball flinging fools.

As for my own oppinion, its luckily roughly the same as toady has now; no cheapened system that includes things like fireball shooting or turning-armies-to-stone-spells.
I think that would utterly destroy the feel the game has now. I simply find it utterly un-dwarven. Dwarfs should stick to metal and stone working, the magic they should know should restict itself to that. It could be their crazy moods, but maybe also kind of alchemy system.

The alchemy system could be a bit like medieval alchemy with some magical elements attached. The dwarves nor the player should be able to fully understand it, and its mechanics should be randomly generated. Its results should be just as random, and most of all, FUN! (rather then some generic magic system that could only replace the military system we allready have)

It should require tools like stills, furnaces, scales, buckets, bellows, vials and whatnot. Ingredient could be those rare(r) but useless stone types like cinnabar, brimstone, anhydrite, etc, but also lye, potash, water, metals, annimal and plant extracts and, never to forget, magma!
 
It could do stuff that lets you make semi artifacts, like less powerfull versions of the magical artifact that are allready planned, or just produce utterly useless things like pink plumt helmets, or sorta usefull things like dyes. Its another discussion whether it should or shouldnt produce primitive explosives like gunpower or some fictional equivalent, but I think it could be fun as long as its uses limit themselves to things like wrought-iron bombards and hand cannons (these are quite ineffective, but quite fun, and scared the crap out of enemies with their noise and smoke. If you dont know much about medieval uses of gunpower, dont comment).

Sideffects should depend on the skill of the dwarf (unskillfull dwarf => bigger chance of !!dwarf!!), but also on the ingredients used (using sulphur should spread stench, using plump helmets and microline shouldnt cause explosions, using cinnabar over a long time should kill your alchemists). If smoke/gas dynamics are added, things like chimneys could solve some problems (or let you accidentally funnel your toxic feums into the air-tight trade depot where the elves just so happen to be).

The game should generate the reactions upon worldgen, it is after all a random fantasy would generator. Part of the game should be aquiring various ingredients and seeing what happens when you mix them together.

I immagine it could be fun, I might try to mod it in once the raws would allow me to.

1859
DF Dwarf Mode Discussion / Re: Fluid Logic Practical Applications?
« on: October 20, 2009, 05:40:35 am »
Personally I preferr to use magma rather then water, and keep my traps small and quick. That way they are a lot less likely to turn a usefull dwarf into soup.

Currentelly im trying make a corridor with checkerboarded plessure plates and grates. like this:


====================
^#^#^#^#^#^#^#^#^#^#
#^#^#^#^#^#^#^#^#^#^
^#^#^#^#^#^#^#^#^#^#
====================


Above the corridors are pumps and gears, like this:


% % % % % % % % % % % %
%%% %%% %%% %%% %%% %%%
 %   %   %   %   %   %
 *** *** *** *** *** **
   %   %   %   %   %
% %%% %%% %%% %%% %%% %
% % % % % % % % % % % %


Each pressure plate will activate the section of 6 pumps above it.

Now, the idea is that each pump only drops 1 7/7 block of magma through the grate. The magma shouldnt ever stay in the corridor or the enemies wont path through it anymore, and it will melt their iron ore armour.

The magma that falls through the grates should be pumped up to the main storage basin by pumps that can be kept running constantelly, but to prevent that from overflowing I plan on adding a buffer system.

I plan on doing that by making each set of 3 pumps draw from a buffer below it, which is only 3 tiles in total surface. Another pump will fill the buffer from a main storage basin, the main pumps shouldnt pump while the buffer pumps pump. pumpss...

I divided the pumps in sections like this:


% %
%%%
 %
 ***
   %
  %%%
  % %


The central gear is connected to a power source, and is triggered by the pressure plates below.

The outer gears are connected to a prussure plate in the buffer basin. If the buffer is full, its engaged. If it isnt, its disengaged. Each outer mechanism only works for the group of 3 pumps it is directely attached to.

It should be possible to reverse the corridor by linking all central gears to a lever. As courtesy towards the elves.

This is a pretty practical purpose, though of course no more effective then a corridor lines with weapon or cage traps, it should be funny as hell to watch goblins try to storm through a magma shower corridor, and it shouldnt burn my dwarves unless they stand very close to the goblins.

1860
DF Dwarf Mode Discussion / Re: How Deep can my Wells Be?
« on: October 20, 2009, 03:35:55 am »
I love these forums, someone can fill my screens height with calculations on some random trivial matter and be revered as god for it.

More on topic: I think its safe to assume that when dwarves tie up annimals with chains or ropes the dwarves dont use all of the rope or chain. They would just use enough that the annimal can move 1 tile away and no more.

Still, if a rope is 1164 height units long, then a few dozen annimals wandering around with ropes tied to their neck (or upper body, according to their inventory) must be inconvenient as hell. I accidentally did that with some of my annimals after deconstucting my temporary lifestock storage, and did it on purpose on my dragon to decorate it with a masterfully made chain. My meeting area must look like spagetti now.

That length would also mean that chains must be thin as hair... as they only have so much metal in them as it takes to make a shortsword or a bucket.

Also, I think Toady's water levels range from 0 to 7 to make them fit in a 3bit variable. I dont think he has a very clear idea about the scale of a tile, at least thats what I heard in on of the podcasts, do correct me if in wrong.

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