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DF Gameplay Questions / A map with "character"
« on: September 01, 2008, 02:04:09 am »Undead Skeletal Fire Imps
Damn this map! First Elephants and Large Sloping cliffs (my wagon went on a ride down three floors before stopping), then a Weaver of all things withdrawing from society (naturally wants thread to loom, which I didn't get as I bought a pile of cloth instead. Silly me) and now Skeletal Fire Flinging Doom imps!
*sigh* This is gonna either be a very long map, or a tragically short one...
DF Gameplay Questions / Re: Wealth and Immigration
« on: August 31, 2008, 10:54:13 pm »Interestingly enough, they travel from one Oasis to another, and then to any nearby pools, even though they don't drink. Do you think it's a habit that living camels possess or do you think they're the dead camels of some caravan endlessly following their old route?
DF Gameplay Questions / Re: Wealth and Immigration
« on: August 31, 2008, 07:45:27 pm »I think I can take that, though I will be hurting for wood.
Thanks for the help.
DF Gameplay Questions / Wealth and Immigration
« on: August 31, 2008, 06:23:40 pm »In Summer of the second year, bam! 7 -> 29 From a wealth of ~36000.
This is tough, but livable. I don't got that much in the way of wood, but I make do.
However the Blacksmith immigrant spent about four seconds by the wagon before getting a mood.
He then goes and grabs a few bars and creates Nefenknikuz "Fanciedpride" a Platinum Anvil
worth 547200 (Platinum, studded with platinum, bands of silver and spikes of Billon)
Any idea how many logs I oughta send my Soap Makers out to gather for the next wave of immigration? On that note, How does wealth influence immigration? I know that lots of money means lots of immigrants, but I got 22 from 36k, and as of this message I sit at... 585841, a fair chunk over 10 times or so. (15.16 times says the calculator)
Anyone sit down with some save files and see what immigration needs what value?
Thank you for your time,
Mick E Finn
DF Modding / Re: Symbolic graphics tileset idea
« on: March 10, 2008, 02:37:00 am »DF Modding / Re: Symbolic graphics tileset idea
« on: March 10, 2008, 02:36:00 am »Patience gentleman, good things come to those that wait.
DF Dwarf Mode Discussion / Re: Man it's hard to bathe a dwarf.
« on: March 05, 2008, 01:44:00 pm »Now here's a question to all you dwarf washers... anyone dump soap in yet? I still haven't been able to make any. I have no spare wood...
DF Dwarf Mode Discussion / Re: Man it's hard to bathe a dwarf.
« on: March 03, 2008, 07:05:00 am »LSTAR: the theory is that the oil, when applied would be scraped off, taking the accumulated detritus with it.
DF Dwarf Mode Discussion / Re: Man it's hard to bathe a dwarf.
« on: March 03, 2008, 03:29:00 am »Abyss: Linking to automate tends to make the descending bridge turn random dwarves into pate. This is sometimes bad.
Mlittle: How do YOU get the blood and vomit (and ichor, ooze, et al.) off your dwarves? I got's ta do somethin!
BishopX: Water to a solid 4/7 means swimming, which makes a massive bottleneck after so many dwarves. Remember the whole one dwarf kneels down and the other climbs over? Bad idea in water.
Ibu Muffintakers: Ever dump soap into your waterfall's water source? Does it help?
So much to clean...
DF Dwarf Mode Discussion / Re: Man it's hard to bathe a dwarf.
« on: February 28, 2008, 02:25:00 pm »N35t0r: I've tried a few grates, but I think babies are too small and slip through, like vermin does.
DF Dwarf Mode Discussion / Re: Man it's hard to bathe a dwarf.
« on: February 28, 2008, 01:43:00 pm »Using a retracting bridge, not a flinging one. Less entertaining but less injuries. Drop people in and that should do it.
Also, when you have surplus of useless dwarves(AKA no job peasants), designate a single square for a meeting place and use the random slacker dwarfs to "calibrate" the Flingify()-ing.
An Odd Thought: does having the dwarf briefly swim help? Aka have just a little bit of water in the swimming range endlessly floating about, causing the dwarf to briefly swim a bit before leaving. I'll have to test this when I get home.
Another Odd Thought: does [d]umping soap in help? Now I'll have to make some and see...
[ February 28, 2008: Message edited by: MickEfinn ]
DF Dwarf Mode Discussion / Man it's hard to bathe a dwarf.
« on: February 28, 2008, 01:39:00 pm »code:
TOP VIEW:
------------------ 33333
|D | --> 33333
------------------ 33333<SIDE VIEW:
------------- ------------
|___Pool____|
X <-- Hatch to drain water.
|
|
--------------------> To River/Sewer/Aquifier
Step 1.) Either use a natural pool, or if it's too warm, build the washing station underground so the water don't evaporate. Call this the landing zone. For a dwarf not to drown don't fill the pool too much. 3/7 is enough to clean most of them.
Step 2.) Draft the dwarf into his own personal army of one. Make sure his loins are ungirded, so keep him in his feelthy clothes as you don't want the bugger losing anything in the pool. March him onto one end of the bridge.
Step 3.) This part takes practice. Your Flingify() must not throw the dwarf too short nor too far. As I'm not certain yet if the weight of the dwarf (aka how much stuff he's got on) affects his toss range, it's best to remove it from the equation by keeping the dwarves unarmed and unarmored.
Step 4.) Launch the dwarf into the pool.
Step 5.) If you have not fired the dwarf too short and stunned him, or too far and bashed him against a wall, he should be in the pool, not drowning (as it's 3/7), and only mildly stunned. If everything works out, he'll have no more goblin blood splatter or vomit on him, and his clothes will instead be soaked in water. When he/she is unshaken, undraft them, and they oughta march out and go back to work and be only mildly upset at the dunking.
I have tested this, and for the most part (barring the accidents, and the one time the baby was literally thrown out with the bath water, stupid hatch drain), it seems to get most of the filth, though I've had a couple dwarfs fail to be clean without repeated dunkings. But eventually I get em clean-ish.
A lot of work yes, but you get tired of seeing blood and vomit all over your masterpiece clothes.
[ February 28, 2008: Message edited by: MickEfinn ]
DF Dwarf Mode Discussion / Mules, Horses, CARTS!
« on: December 30, 2006, 02:58:00 pm »Reminds me about my grandfather in the coal mines. If we can create Carts, with mules or horses assigned to pulling them. Like bins with a ten capacity for stone or ore. The dwarves grab rock and/or ore, dump it into the cart, and then when it's full it's pulled out, either by the animals alone, or with a dwarf leading them.
Either with Cart tracks for simple back n forth hauling, or an assignment flag for ore/stone piles to have the carts dumped when they reach the pile.
It's nice, realistic, practical, and at least makes horses and mules do something than get eaten or drowned when the floods come.
Heck, a bin could get a couple wheels put on em and be made into a cart, though bins do have a thing about emptying at the moment...
Ah well, anyone see anything bad/wrong/horrifically improbable about this idea? If not, I'm throwing this in the suggestion pile. I just wanna see if there's anything I'm missing.
DF Dwarf Mode Discussion / Re: Metalsmiths and Butcher shops...
« on: December 24, 2006, 11:59:00 pm »And while I have read parts of the wiki, I couldn't find anything where a metalsmith takes a butchers shop and becomes a legend in the furnacing business.