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Messages - Malicus

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586
DF Gameplay Questions / Re: Weird Scan line?
« on: December 18, 2009, 05:00:17 pm »
The method I use to resolve that is to press Alt.  I usually press it twice, but maybe I actually only need to do it once.

587
DF Gameplay Questions / Re: Draining an Ocean
« on: December 17, 2009, 08:22:19 pm »
No, it wasn't swirling around.  I kept seeing 1s (above the ramp leading further down) in my tunnel one z-level BELOW sea level.  Below that was 7s.  Still, I'll have to try it again later.

Edit: I tried it again, but the ocean on my embark site was only two z-levels deep (and most of it was only one z-level).  I should have looked for deeper.  However, the water entered the aquifer from below, and it still instantly drained the top z-level where the water was two z-levels deep.  Due to the small amount of water drained, I didn't notice the slowdown when it happened.  I'll try to get more conclusive results next try.

Edit 2: I'm trying with a deeper ocean.  I dug a ramp 2 z-levels below an aquifer such that it started leaking water, then I sacrificed a miner to pierce the ocean from below with another ramp.  ...my CPU is still working on this.  I don't think that miner has even died yet.  I supose I can't get anything really conclusive out of this until it finally works through all that water so I can see it myself.

I think it's working, though, since when I alt-tabbed to DF and the window finally showed up, I saw a bright blue 7, a dark blue 7, and a period representing open space right next to each other, suggesting serious drainage.

Edit 3:  It's still going, but now I've lost the entire top z-level of the ocean, and there is most definitely not that much mined out down there.  I believe it's safe to conclude that you CAN, in fact, drain the ocean upward into the bottom of an aquifer.  And what I saw in my first experiment?  It was what an infinite source of unpressurized water being drained into an infinite capacity drain SHOULD look like.


Edit 4: ...wait, crud.  I found something that invalidated my experiment.  I screwed up.  Time to try AGAIN.

Edit 5: Okay, I tried it again elsewhere, this time making sure that the aquifer was not channeled from above in the same tunnel where the ocean flows in.  The aquifer is on the same z-level as the lowest z-level of ocean.  I dug a ramp under the aquifer so that it would leak, then I sacrificed a miner to dig a ramp under the ocean.  The ocean flooded the tunnel immediately, but it did not drain.  That's probably as expected.  Then I dug a channel into the aquifer from above, making sure that the ocean water had no way to reach it from above this time.

I then engineered a single floor tile cave-in above this channel to knock out the floor below the aquifer that I couldn't get to (but which it was leaking through).  When I had a dwarf pull the lever to trigger the cave-in, the game ground to a halt for a while, and when it allowed me to pause and look around, the ocean had begun draining as it did in the struck-out section above (where I did something stupid).  Therefore, an ocean CAN be drained into an aquifer from below, provided you also have access to the top of the aquifer and said aquifer is only one z-level thick (not counting the leaky z-level below it).

588
DF Gameplay Questions / Re: Draining an Ocean
« on: December 17, 2009, 06:26:43 pm »
I tried this a little earlier today, and the ocean DID appear to be draining -- but there wasn't quite enough space (due to water appearing at critical points while I was digging the drain) it seems, because the ocean refilled too quickly to be drained with my setup.  Then again, I didn't REALLY want to sacrifice a miner, so I pierced the ocean at the top (which means that water pressure wasn't doing much to ensure that maximum drainage was happening).

Also, I used a cave-in to pierce the floor of the aquifer.  It's a quite annoying and dangerous dwarven way to drain the ocean, though, since piercing an aquifer from the bottom introduces all sorts of problems.  Maybe if you pierced it from the top and then let the water back out...

589
DF Gameplay Questions / Re: Embark Map is completely flat
« on: December 16, 2009, 10:57:25 pm »
I'm confused as to what you thought it meant, myself...

Did you think it meant the entire region tile?  An embark site CAN be made that large, but most people don't do that.

590
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 15, 2009, 01:24:48 am »
So, one of my dwarves died of thirst. I have no clue where he may be. Is there some way I can find him quickly, or should I just scan the map until I find his tiny little body?

EDIT: One more question I have. My map is full of obsidian. This would mean there is a magma source somewhere on the map, correct?

You could scan the stocks (under 'z') to see if you can find his corpse and zoom to it.  Your stockpiles might need to be updated by a recordkeeper if you have more than nine corpses on the map, though.

And no, obsidian does not definitely indicate magma.  Obsidian is a stone that appears in layers in areas with high volcanism, but it does not guarantee magma.

591
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 14, 2009, 11:38:50 pm »
I think they are. The up ramp and down ramp above it provide support, I believe.

This is incorrect.  I just tested this by embarking then constructing a wall, constructing a ramp next to the wall, constructing a floor on top of the wall, then deconstructing the wall.  The floor caved in, knocking out the dwarf doing the deconstruction.

As such, digging ramps COULD cause a cave-in if the level above is already mined out but still has floors or otherwise unsupported walls.

592
DF Gameplay Questions / Re: Bridging and Island for trade
« on: December 14, 2009, 07:29:36 pm »
Why are you still worried about building?  As was mentioned earlier, you don't need a physical bridge to bridge civs to another landmass.  You just need a "bridge" of embark sites.

593
DF Gameplay Questions / Re: Advanced World Gen question - Flatworld?
« on: December 14, 2009, 02:33:18 am »
This won't help make the world flat, but I recall that if you set the minimum elevation to be higher than sea level (which is 100 or 99, I forget which), then the number of aquifers in the world will be GREATLY reduced.  You obviously won't have any oceans if you do this, of course.

594
Other Games / Re: TOME: Troubles of Middle Earth
« on: December 11, 2009, 06:45:18 pm »
Though you need to do some editing to that mod somewhere, since the coordinates for one of the exits to the orc cave got reversed, so it plunks you into the middle of the ocean.  I can't recall exactly what needs to be changed.

Also, didn't we have another thread on ToME not TOO long ago?

595
Other Games / Re: "8 awesome free games"
« on: December 09, 2009, 03:25:26 pm »
How did Planeshift get on that list?  Unless it's changed MASSIVELY since I last played it (which admittedly was quite long ago)...  Well, it was basically a near-forced-RP grindfest hellhole when I last played it.

596
Other Games / Re: Haven and Hearth, 2.0!!!
« on: December 08, 2009, 05:02:15 pm »
Hrm.  For some reason, I'm actually considering playing again.  Hopefully not as much as before, though.  Maybe I'd join Nishatham.  What all would I be able to do there?  Also, I checked #DFHH and nobody is there.

597
DF Dwarf Mode Discussion / Re: On the execution of cats
« on: December 08, 2009, 12:39:36 am »
You've never lost a dwarf to an atom smasher?

Here, "safe" is defined as "not at risk of being adopted by a furry terror".  That's how my priorities are, at least.

598
DF Dwarf Mode Discussion / Re: On the execution of cats
« on: December 08, 2009, 12:00:35 am »
Either way, any dwarf adopted by a cat is lost to me.

599
DF Dwarf Mode Discussion / On the execution of cats
« on: December 07, 2009, 11:12:13 pm »
The catsplosion article on the wiki has this to say:

Quote
Trading. This is the only 100% safe way to get rid of stray cats in a cage.

However, this is untrue.  Why is it that nobody has considered atomsmashing the cats while they are still in the cages?  Granted, it's not efficient because you lose the cages, but it sure gets rid of those cats.

600
DF Gameplay Questions / Re: Simple Healing Utility
« on: December 07, 2009, 10:25:49 pm »
Orz is someone kowtowing.

O being the head, r, his torso and arms, and z, his legs.

Also, dwarf companion has a d16 version now.

Wrong.  I meant the aliens in Star Control 2.  ...it's kind of sad that nobody got the reference.  Eh, I have nothing to add to this thread, anyway.

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