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Messages - gtmattz

Pages: 1 ... 129 130 [131] 132 133 ... 144
1951
DF Gameplay Questions / Re: Tips?: Maximum Security Magma Forge
« on: January 04, 2010, 07:57:08 pm »
I guess the only way to be sure is to make a fort with magma under a natural floor and an artificial floor, abandon, then pay a visit as an adventurer.

Or recruit some dwarves and station them on the floor and let them stand there for a couple years (modded my dwarves for this to make them not eat or sleep etc so they stand in one place for the whole time)...  which is what i just did and had no injuries with constructed or natural floors...

Still skeptical here.

1952
DF Gameplay Questions / Re: Tips?: Maximum Security Magma Forge
« on: January 04, 2010, 07:11:54 pm »
Magma under a floor can heat the floor enough that if a dwarf stands there long enough, their shoes can catch on fire, feet receive burn injuries, etc.  It doesn't always happen (may be based on the specific heat of the floor?), but I've seen it.

I'm not too sure that this is true...  I routinely have large areas over magma, with meeting areas even, and have never had a dwarf get burned from simply standing around on a floor over magma.  Maybe your dwarf stepped in a puddle of magma or something?

1953
DF Gameplay Questions / Re: Finding stone layers?
« on: January 02, 2010, 11:39:59 pm »
I simply use the reveal ultility on my maps first thing.  I save before running reveal and then after checking things out and making some notes of general locations of stuff I end task on the game through the windows task manager so that the changes from running reveal are not saved allowing me to play the virgin map, but with a better idea of whats hidden below.  And if the map sucks, I just delete the region folder and generate a new world et-cetera.

1954
DF Gameplay Questions / Re: Speed vs Size
« on: January 02, 2010, 11:36:55 pm »
This application's performance is not what it can be.


Yeah, and what is emblazoned on the startup screen that you are forced to read every time you run the game???  Thats, right.  We are playing an alpha release of the game, so I am fairly certain there is much code to be optimized yet, so keep your pants on.

1955
DF Gameplay Questions / Re: Killing off 6 of the 7.
« on: January 02, 2010, 09:37:47 pm »
I am suprised nobody has suggested an atom smasher.  It is simple fast and best of all, no mess!  Simply create a raising bridge, attach it to a lever, pull the lever to raise the bridge, then recruit all your unwanted dwarves and station in the area under the bridge (the area covered by the bridge when its down) and then pull the lever with your hermit...  POOF your 6 unwanted dwarves disappear forever.

1956
DF Gameplay Questions / Re: Tips?: Maximum Security Magma Forge
« on: January 02, 2010, 02:03:00 am »
I don't trust the forbidden square method since I've heard stories of creatures moving or shooting around diagonally without a problem. Hence I always dig a tunnel then block it - using either water to turn part of the tunnel to obsidian, or making a cave in. This has the advantage of making a safe magma pit to dump trash in, also.

There is nothing not to trust since absolutely nothing in game is able to shoot diagonally across z levels.  Once the workshop is built and the impassible tile is over the hole you are as safe as if the hole had never been channeled.  As for fortifications, well I have had imps get through fortifications on more than one occasion so, IMO, they are much less trustworthy.

1957
DF Gameplay Questions / Re: Irrigate the desert
« on: December 31, 2009, 05:02:12 pm »
What happens if you irrigate a subterranean/dark area - and then expose it to open air and put a greenhouse roof in?

If I understand correctly, that area isn't "desert biome" any longer.

What you are talking about is a method for planting above ground crops underground, it does nothing to cause plants/trees to spontaneously grow in a desert biome however.  I wasnt sure about it so to be sure I just started a new fortress and embarked on a 2x2 sand desert with no trees and went through the process of creating the irrigated dug out underground area then left the game running for a couple years... and nothing, just a nice muddy hole like the day it was first irrigated.

1958
DF Gameplay Questions / Re: Tips?: Maximum Security Magma Forge
« on: December 31, 2009, 04:40:23 pm »
Well you don't have to 'pave' anything, just dig out a chamber above some magma (find a spot toward the bottom of your magma pipe where there is a wider level of magma below a small one), then figure out about where you want your forge and smelter, then channel out the one tile for magma access and build your forge and smelters etc.  As long as you build the magma shops with the impassible tile over the channeled hole then you will be 100% safe.  The only time you are at risk is in the period between when you channel the magma access and the workshop is finished, and if you make sure your parts are all nearby the time is greatly reduced.

1959
DF Gameplay Questions / Re: My first towers - Flooring?
« on: December 30, 2009, 05:49:52 pm »
Ah, okay =)
Humm, I tried placing a staircase in my tower but it says "construction present"

Do I have to remove the flooring in order to be able to place the stairs?

Yes if you have build a floor tile in the spot where you want your stairs you have to get it out of the way first.

1960
DF Gameplay Questions / Re: Changing matgloss in a running fort?
« on: December 30, 2009, 05:26:39 pm »
I second molten rocks advice.  I do not consider it cheating because all it does is makes a bunch of stone melt at realistic temperatures, which has the added benefit of making quite a few of them magma safe.   Also you do not need to regen after applying the mod, however you may find that the mineral distribution on most maps is different when generated with the mod applied.

1961
DF Gameplay Questions / Re: Resolution ruined?
« on: December 30, 2009, 05:14:45 pm »
The menu being 'pushed up to the top' IS NOT an issue.  It is caused by the fact that the startup screen is on a fixed grid, so when going from the default tiles (which are taller than they are wide) the text gets 'squished up' to the top.  Again this is not an issue and once you are in the actual game (DF mode or adventurer) the game takes up the full screen.  This is something that applies to all 16x16 tilesets, and is nothing specific to maydays pack at all.

1962
DF Gameplay Questions / Re: Magma pipes galore!
« on: December 30, 2009, 05:05:21 pm »
I am finding claims of 2 magma pipes on a local map a bit had to believe.  I spend more time genning worlds and looking for good sites than I do playing, and I have yet to see more than one of any feature on the local map, one each of magma pipe, magma pool, ug-river, ug-pool, chasm, pit, and HFS.  Occasionally a feature may be missing, but I have yet to see 2 of any singular feature.  Until I see some concrete evidence of this I am going to continue my current assumption that only 1 of any feature is permitted per local tile.  And by concrete I mean some screenshots or at the very least some worldgen params.  Personally I think people are getting pipes and pools mixed up or are simply remembering things wrong.

1963
DF Gameplay Questions / Re: Everything I Wanted To Know About Fire
« on: December 24, 2009, 04:47:58 pm »
Unfortunately, as far as I know, the only ignition sources stem from magma, well that is if you don't count the certain 'hot headed' clowns, but those are an order of magnitude more annoying to deal with than magma.

1964
DF Gameplay Questions / Re: how do i place notes
« on: December 24, 2009, 04:40:11 pm »
it's not working!!!!!!!!!!!!!!

Then you are doing it wrong.  Maybe try actually READING the wiki page instead of just looking at the pictures?

1965
DF Gameplay Questions / Re: In need of a few pointers...
« on: December 24, 2009, 02:37:50 pm »
A suggestion to alleviate the need for multiple floodgates and mechanisms for a wider channel is to use a 1 tile deep by however wide your channel is raising bridge, just make sure it raises in the same direction as the channel so as to properly cut it off.  This is much quicker to set up and only uses 2 mechanisms, and does not require the extra step of building the gates at a workshop.

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