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Messages - yuhhaur

Pages: [1] 2 3 ... 7
1
DF Modding / Re: Dwarf Fortress source code?
« on: December 10, 2009, 11:11:05 am »
As far as a programmer is concern, please post us a compile, build, execute screenshots and we will see your claim is applicable or not.
IMHO DF is still not open source and I believe Toady is working hard with the next release.

2
DF Gameplay Questions / Re: Df Computer Specs?
« on: October 08, 2009, 03:50:55 am »
Since the OpenGL DF 40d1x the framerate had been improved alot.

my C2D E6550 @ 2.4ghz are as fast as my other A64 3000+ @ 2.4ghz running at 60fps with 80 dorfs.

3
Have enough stone (for me it's around 220k) and it will start hard crashing.

That means you need to find a way to convert the stone into others (including air) before it reach the threshold

4
DF General Discussion / Re: Dwarf Fortress needs mirrors and sun physics
« on: October 08, 2009, 03:21:48 am »
It would be a good "path to heaven" for noble:

Urist McNoble: Isn't that this place should be frozen? Why that I had a feeling that I am in a furnace?
Urist McSolarEngineer: *Whistles innocently*

5
DF Gameplay Questions / Re: Can't dig down further?
« on: October 07, 2009, 02:59:22 am »
"The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley"

http://www.dwarffortresswiki.net/index.php/Location

6
DF Gameplay Questions / Re: Water tower plan needed.
« on: October 05, 2009, 03:53:54 am »
mine:
Code: [Select]
1╔══════╗  2╔══════╗
 ║__Xx..║   ║..xX__║
 ╠═══ ══╣   ╠══ ═══╣
 ║<     ║   ║<     ║
 ╚══════╝   ╚══════╝
_ floor
. channel
Xx = pump (X = dark green output, x = light green input
< = stair for construction/labor access
channel out the 'X' (dark green) tile
flip between 1 and 2 alternately

7
DF Dwarf Mode Discussion / Re: Best high building method?
« on: October 02, 2009, 02:11:17 am »
My way:
1.
Code: [Select]
.....
.>  .
.   .
.   .
.....
2.
Code: [Select]
#...#
.>...
.....
.....
#...#
3.
Code: [Select]
#####
#>..#
#...#
#...#
#####

LEGEND
. = floor (or wall 1 z-level below)
# = wall
>up/down stair

8
DF Dwarf Mode Discussion / Re: Walls on slope?
« on: September 16, 2009, 10:45:53 pm »
well, for the roofing problem, as long as your area is within 20 tiles in one direction, you could build drawbridges over the garden. In peace, you can have them open to let your dwarfs work on their tans. But during a siege, you can drop the bridges sports stadium style and protect your population from a deadly rain.
Now this is Dwarfy.
Time to build my skyroof with clearglass.

9
DF Gameplay Questions / Re: Make River from Aquifer
« on: September 16, 2009, 10:01:46 pm »
     ...WWW...
...XX________...
AQUIFER AQUIFER AQUIFER

LEGEND:
WWW = water wheel
XX = pump
... = open channel
___ = floor

10
DF Gameplay Questions / Re: Glass production a little slow?
« on: September 07, 2009, 03:42:01 am »
I put the magma glasswork as near to the sand collecting as possible. Then I add the following job:
1. Collect Sand, repeat
2. Make Green Glass Block, repeat
I just need 1 bag for each block of sand production. As precaution, I make 10 bags, and set up another glasswork for custom production (disc, raw green glass, glass tube, etc.) leave the first one dedicated. I designate two glassworker dedicated to the first glasswork. they will not do any hauling job.
set up a glass block storage. BIG glass block storage. let them running for about 500 blocks before starting the megaproject.
 

11
DF Gameplay Questions / Re: Brooks and flooding.
« on: September 07, 2009, 03:21:15 am »
Code: [Select]
bbb
bbbc.fccc
bbbc.fccc
bbbc.fccc
bbb
1. channel a canal out from brook, until the dot . leave the dot . unchannel and channel the other side of the dot .
2. make a ramp/stairs to the lower level. build and connect the floodgate to lever at the safe place. test it and make sure that it open and close properly.
3. close the floodgate, and channel out the remaining dot ..
4. proceed with the remaining section of the channel to your destination. you might want to use screw pump for lifting the water up.
5. when the canal is complete, pull the lever.
6. OPTIONAL connect the canal to chasm/bottomless pit output for dispose excess water. you can also build another set of floodgate+lever and shut it off, when needed you can open it.

read more under wiki for water working

12
DF Dwarf Mode Discussion / Re: Dwarven death star.
« on: September 05, 2009, 12:35:45 am »
Meh - a magnetite block has around 750 iron, so 2 of those would do it.  Not hard to find that plus magma plus flux, just takes a little looking.
[/quote]

1500 magnetite is not doable.
a 24x24 cube (with inside hollow) would takes 576(top layer, 24x24)+2024(22levels of 24+24+22+22 perimeter)+576(lower layer, 24x24) = 3176.
A sphere would take less. perhaps another magnetite block + gobbo iron factory.
+ 7000 flux (still manageable) + 7000 coal (now this is killing)

13
My booze stockpile is always larger than the food stockpile. Dwarf likes alcohol more than meat anyway.

14
DF Dwarf Mode Discussion / Re: Looking for a map. Simple requirements.
« on: August 28, 2009, 03:21:09 am »
Yuhhaur:

Your map did not even come close to resembling the screenshots when genned in d11 Vanilla w/ Cat Mouth. Not sure what happened! In Mayday d11 Pack it generated, but the bauxite and magnetite was missing like it always is with Mayday, transformed into useless microcline instead. Do you have any mods or anything that would have affected worldgen?
Indeed I am genning it with DFG17 of mayday pack of 40d11. After trying with vanilla 40d11 I found no sign of the bauxite and magnetite. So that explain Mayday had some magic in his mod to turn the blue into red. (Is he Liverpool fan instead of Chelsea?)

15
Is there any possibility to check the material type of the object (stone, wood, glass, etc) and apply the texture/model accordingly?
I wish to ask for similar query, especially the difference between a rough stone wall, smooth stone wall, stone block wall and engraved stone wall.
** at least I could not find in matgloss_stone.csv tiletypes.csv **

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