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Messages - gtmattz

Pages: 1 ... 128 129 [130] 131 132 ... 144
1936
DF Dwarf Mode Discussion / Re: CRACK! (splash) There goes the wagon ...
« on: January 06, 2010, 09:21:53 pm »
s'ok, im going to have a go at this map as i have not had any experience with freezing environments yet, thatnks for posting the worldgen :)

1937
DF Dwarf Mode Discussion / Re: CRACK! (splash) There goes the wagon ...
« on: January 06, 2010, 09:06:55 pm »
... I found an excellent spot that had two magma pipes...

Dude you got me all excited with that there, but then I genned the world and its a pipe and a pool   :-\

1938
DF Dwarf Mode Discussion / Re: The Practicalities of Fire Imp Defense
« on: January 06, 2010, 08:53:34 pm »
^^^ You should have read the original post, imps apparently do not fire through fortifications or over channels, thus rendering the pillbox concept unworkable.

1939
DF Gameplay Questions / Re: Magma proof pump materials
« on: January 06, 2010, 08:28:48 pm »
Have you accidentally restricted your dwarves from going outside?  I know that on more than one 'fat finger' occasion I have managed to set 'dwarves stay indoors' inadvertently, which would cause exactly what you are describing.

1940
DF Gameplay Questions / Re: The Little Questions Thread
« on: January 06, 2010, 08:27:04 pm »
HFS Question..

Spoiler (click to show/hide)

1941
DF Gameplay Questions / Re: Lava and mass selling
« on: January 06, 2010, 08:15:40 pm »
I've made a map which had magma drain through fortifications underground, in 40d11.  It worked fine.

go try it again... it does not work.  you can drain into a chasm or pit etc, but you cannot drain magma off the edge of the map.  If it DID work, then maps like snaketribues and the 3 or 4 maps I have made magma moats on would not be possible...

1942
try re-designating the stockpile, being sure to make a food stockpile and then disable everything but prepared food, instead of making say, a custom stockpile, and enabling prepared food?  I have had this problem before and removing my custom stockpile and tweaking a food stockpile fixed it.

1943
DF Gameplay Questions / Re: Dwarven physics - flooding room
« on: January 06, 2010, 11:47:17 am »
Or, you could skip the floodgate and have a small (possibly diagonal) drain back to the reservoir.  As long as it drains slower than the pump pumps, and you've either got power or a skilled and strong operator, the chamber is flooded while the pump is on, and automatically drains when the pump turns off.

Hey, I like this idea, I am going to have to try it out.

1944
DF Gameplay Questions / Re: Tower Caps are confusing me
« on: January 06, 2010, 11:15:17 am »
They should grow on the peat, however it may take a bit of time as they do grow quite slowly on un-irrigated soil.  If you irrigate it they should start popping up like mad, even faster than over irrigated rock in my experience.

1945
DF Gameplay Questions / Re: Dwarven physics - flooding room
« on: January 06, 2010, 11:13:53 am »
Use a floodgate as a release valve on the lowest level which diverts the water into a drain of some sort (chasm, pit, edge fortification etc).  Pump the room full, wait for the goblins to die, then pull the lever on the release gate and the water will recede.

1946
DF Gameplay Questions / Re: Tower Caps are confusing me
« on: January 06, 2010, 11:11:44 am »
Pools will also trigger towercaps, and what you have described can only be a pool.

As for only growing on your entrance, I am assuming that it is soil, and that the area you dug out lower is rock?  Towercaps will grow naturally on any subterranean soil, but to get them to grown on rock you need to muddy it (which is what I am assuming is wrong with your lower chamber).  You will also need to clear out any rock to allow the towercaps to mature.

1947
DF Gameplay Questions / Re: Picking a new site to play...
« on: January 05, 2010, 06:23:35 pm »
To generate a world which is more likely to have a site like you want, use advanced world generation.  I found this parameter set to be pretty good; lots of volcanoes and magma vents, and lots of rivers.  You can further change that one with:
Code: [Select]
[RAINFALL:66:100:400:400]
[DRAINAGE:30:66:400:400]
Which will give lots of forests.

Does increasing the forests make elves start appearing on that parameter set?  Because I really like that one, but I also really enjoy drowning elves, and they never seem to be around in worlds generated with that.

1948
DF Gameplay Questions / Re: Changing Keys?
« on: January 05, 2010, 04:51:05 pm »
Possible to change it elsewhere/ any way that I wont have to remap the keys everytime I close and re-open dwarf fort?

I am pretty sure you can save your changes by pressing 's' while in the keybindings.

1949
The first thing I do in all my fortresses is build the trade depot as a drowning chamber.

1950
DF Dwarf Mode Discussion / Re: POINT AND LAUGH.
« on: January 05, 2010, 12:23:23 pm »
After designating a couple screw pumps situated on the edge of the ug rivers drain pipe to be removed in order to use them elsewhere, a full half of the population of my fort (15 to be precise) falls down the ug rivers drain before I notice, tantrum spiral ensues...

Point & Laugh.

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