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Messages - HAMMERMILL

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376
DF Suggestions / Re: Ironsand
« on: November 05, 2009, 12:06:19 pm »
This isn't realistic in the slightest.

Black volcanic sand doesn't have any iron content. The "iron sands" the japs used back in the day was basically eroded magnetite.

Think of iron ore as magnetite, limonite or hemetite ground up into sand and put under a fire.

Volcanic black sand like those famous beaches in Hawaii doesn't have iron in it. Its just finely ground volcanic ash and glass and rock.

377
DF Dwarf Mode Discussion / Re: Stonemanor
« on: November 05, 2009, 11:56:05 am »
The bottom of the temple should reach to the lowest Z-level. From the top of the pyramid to the lowest z-level should ensure that anything dropped from the precipice should explode on impact.

You'll probably have to re-do your dwarf-face but I think it would be worth it.

378
DF Gameplay Questions / Re: Underground Parks
« on: November 05, 2009, 11:13:41 am »
Just designate a big square of ramps, from the top to the bottom where you want your indoor garden.

When its down there, I believe you can build dirt roads on stone layers, unbuild them and it will create soil aboveground trees and shrubs can take root in.

making the rock muddy, building farm plots and unbuilding them also creates plant-friendly soil if I'm not mistaken.

Build a glass roof over the whole deal and you should have what you are trying to accomplish.

That won't actually work - all you'll end up with is rough stone floors. In order to get soil down that far, you'll need to drop existing soil walls via cave-in.

Yep you're right. I just tried it out with muddy stone floors and it doesn't work. Building and unbuilding dirt roads is what you do to make breakless aboveground farms, but aboveground plants don't grow in muddy stone floors even if its aboveground light and its a unbuilt farm plot.


379
DF Gameplay Questions / Re: War with Elves
« on: November 05, 2009, 10:47:06 am »
The best way to provoke the decadent elves is to simply agree to enter into one of their frivious tree-cutting limits that their diplomat puts worth and then deforest the entire map for the glory of socialist productivity, to break the agreement and they will go to war with you.


380
DF Gameplay Questions / Re: Underground Parks
« on: November 05, 2009, 10:44:00 am »
Just designate a big square of ramps, from the top to the bottom where you want your indoor garden.

When its down there, I believe you can build dirt roads on stone layers, unbuild them and it will create soil aboveground trees and shrubs can take root in.

making the rock muddy, building farm plots and unbuilding them also creates plant-friendly soil if I'm not mistaken.

Build a glass roof over the whole deal and you should have what you are trying to accomplish.

381
DF Gameplay Questions / Re: Stealing stuff from caravans...
« on: November 05, 2009, 10:40:18 am »
Whenever I treat the elves with fat profits they come back with 7 donkeys loaded with wood, a single stack of strawberries and nothing else

50 logs is worth close to nothing so its really easy to keep the elves estactic about the trading.

382
DF Gameplay Questions / Re: My First Self Destruct Mechanism
« on: November 05, 2009, 10:37:10 am »
Magma is nice and all, but it takes forever for it to burn everyone to death.

I like the "earthquake machine" self-destruct mechanism more myself.

Just undermine your fortress and carve it out so your entire fortress is resting on a single support connected to a lever.

Pull the lever, rocks fall down and everyone dies.

383
Other Games / Re: DoomRL
« on: November 05, 2009, 10:32:39 am »
Eh. I still play Doom, multiplayer and singleplayer with Skulltag and I design levels for it. A Doom rouge-like doesn't sound like much fun at all.

384
DF Dwarf Mode Discussion / Re: How to fill a lake....quickly!
« on: November 05, 2009, 10:30:37 am »
Brooks don't have a ton of water flow behind them, so its slow to fill up no matter what you do.

385
Curses / Re: Conservative Crime Squad
« on: November 05, 2009, 10:28:33 am »
Well, the gays would just be sent to ungayification facilities to free them of their sinful ways. Chemically castrated and whatnot untill they are healthy again.

With women, you'd just be relegated to doing their traditional roles as mothers, secretaries, registered nurses and strippers. So most skilled workers encountered out on raids would be males. No lady cops or firemen or nothing. The few that are workers should be no older then 30, as they'd be expected to be married, barefooted and pregnant by that age.

Just think of C+ as the 1950's paradigm taken to an extreme.

As for curfews, I suppose most raids take place in broad daylight, where there are more targets to shoot and whatnot. Whats the fun in blowing up an abortion clinic or the welfare office when nobody is there?

386
DF General Discussion / Re: Worldgen cookbook
« on: November 05, 2009, 10:12:13 am »
Getting a site like that with magma and ideal rock layers is still a crap shoot though.

Well, increasing Volcanity should help with that. I once got a volcano on almost every mountain tile once when fiddling around.

Maxing out volcanic variance to 1600 and 1600 helps. Increasing volcanoism(?) causes all the rock layers to be the crappy volcanic type that doesn't have good metals. You have to shoot for sedimentary layers (especially the flux types) with magma, which is always a crap shoot.

Increasing the river start points to extremely high levels is great because almost every tile will have atleast a brook running through it.

So it almost always takes endless experimentation to get the perfect world. I've come close a few times, but the sites with the best embark zones, always have the worst problems with civilizations wiping each other out, since there isn't a good buffer zone between the civs. The stupid elves and goblins always die on my world gen since they are always in conflict with the humies and dorfs.

387
DF General Discussion / Re: Should game contain pregenerated world?
« on: November 05, 2009, 10:07:02 am »
Maybe a better solution would be to modify the "Create new world now!" so that its smaller, 65x65 world with more variation and relevance to a newer player. The default world it cooks up now is kinda clumsy and boring, huge oceans and huge stretches of boring, awful, un ideal example of a world.

 It should be modified after the sort of world gens players cook up for themselves to maximize the the number of better embark sites and create a world that usually ensures all of the races surviving worldgen with a strong dwarven civ that has access to all the cool stuff a player might want to import. It should have almost every terrain type from deserts to forests to glaciers and, It should also be somewhat predictable in its outcome so that generic advice can be followed.

Anyways, I think improving the default world gen would be the best idea. It takes some serious effort and time to create a world to specifications thats a bit overwhelming for a new player. While the current default world gen parameters generate crappy worlds nobody here would want to use.

388
Thats some pretty cool stuff, its a 65x65 small world too, right?

389
DF Dwarf Mode Discussion / Re: Your most hated nemesis
« on: November 04, 2009, 06:20:40 pm »
It was a carp in a lake that killed about 6 or 7 dwarves over a period of years. It got a full name and a bunch of honorifics and titles. Stupid dwarves ignored my indoor wells and kept trying to get water right where this carp lurked.

I think I finally killed it with a squad of marksdwarves. I was worried the stupid dwarves would walk up to the water's edge to fire and the whole squad would be wiped out, fortunately I only lost 1 marksdwarve in the assault on that carp.

390
DF General Discussion / Re: Worldgen cookbook
« on: November 04, 2009, 06:15:46 pm »
I've found that setting elevation variance to maximum and increasing the erosion cycle and starting riv a bit will create alot of worn down mountain tiles, where all of the mountain features are crammed into this tiny, eroded excuse for a mountain with all the features in this 2x3 site.

Getting a site like that with magma and ideal rock layers is still a crap shoot though.

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