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Messages - gtmattz

Pages: 1 ... 40 41 [42] 43 44 ... 144
616
DF Gameplay Questions / Re: How To Farm in 0.31.x (DF2010)
« on: November 12, 2010, 05:27:54 pm »
I was mistaken about muddying murky pools, after watching closely I saw that it didn't work. However, I built stone floors over it then deconstructed them, and the plot I was able to build there could cultivate both surface and subterranean plants.

My guess is that you did some excavating of the pool walls and had some floor tiles above overhanging portions of the plot giving you the option for underground plants.  If you had continued and actually assigned seeds to be planted on that plot, you would have found that nothing at all will get planted there, ever.

617
DF Gameplay Questions / Re: How do I get goblin ambushes?
« on: November 12, 2010, 05:19:20 pm »
You wont see the goblins (or anything else) on the dwarf mode civ screen until they have already shown themselves on the map, usually a year or so in, but occasionally it can take longer, especially if you do not amass a large amount of wealth.

If you have invasions turned on, and goblins show on the embark screen, then you should eventually get ambushes and sieges.  I think there may have been a version a few back where goblins were broke and would not invade, but in .16 the goblins definitely attack.

618
DF Dwarf Mode Discussion / Re: Mining Levels and % ore lost
« on: November 12, 2010, 05:15:34 pm »
Tiredness, thirst, and hunger also factor in.  if you have a legendary who is really in need of all of those things you may notice and occasional miss.

I am sorry, but you are smoking crack...  those do not factor into the mining return at all, maybe you think you saw it happen, but it did not.

619
DF Dwarf Mode Discussion / Re: Magma Teleportation
« on: November 12, 2010, 05:08:25 pm »
I am pretty sure he did this because IT IS DWARFY.... :o

620
I was just wondering if you were ever planning on making the text more readable. On my last install I was running a pretty old graphics set which seemed to have no trouble having both an icon for wells and the letter "o".

The problem you are describing is not something that is under the control of Ironhand, it is Baughn and Toady who are working on the TTF implementation, and as such is something that Ironhand is waiting for just like everyone else.

621
DF Dwarf Mode Discussion / Re: Water reactor
« on: November 12, 2010, 04:36:14 pm »
I think you've just introduced an even greater confusion in terms.

I am not sure what you mean by this, Shoku explained fairly well exactly why many peoples reactor designs do not work as they think they should.

622
DF Dwarf Mode Discussion / Re: Water reactor
« on: November 12, 2010, 04:23:55 pm »
EDIT: Alright, if you really feel the need to use Flash...

That is not Hyndis' personal website, that is the Dwarf Fortress Map Archive, a place where all DF players can upload the exported images of their fortress...  Maybe you should get a little more in-tune with the community before being so pompous about things...

623
DF Dwarf Mode Discussion / Re: Danger room training
« on: November 12, 2010, 02:50:36 pm »
Take a bunch of dogs with bad stats (fat,weak, etc..), make them into wardogs, assign the wardogs to your trainees.  By the time they are trained up the dogs should all be dead, and the trainees should all be immune to loss ("just doesnt care..." in their description) from witnessing the doggie carnage, thus making them tantrum free...

624
DF Dwarf Mode Discussion / Re: Water reactor
« on: November 12, 2010, 02:26:59 pm »
Make sure to actually click the link for the reactor POI on the left, as hyndis' link takes you to the dorms for some reason.

Hyndis's reactor room is a good example of a properly expanded 'v-reactor' design, I see nothing about it that should cause problems, and I am not sure what you mean about small scale, that design uses 50 water wheels, that is a crapton of power (5200 sounds about right from looking at it), and containment? well the reservoir under the pumps is enclosed, so it works off a fixed amount of water, so there is no real danger of flooding.

625
DF Dwarf Mode Discussion / Re: OMFG MAJOR MAPGEN ERROR >>MINOR SPOILERS<<
« on: November 12, 2010, 02:21:43 pm »
Also, I reached the 'circus' for the first time, but I'm waiting to release the 'clowns' until I find some 'cotton candy' and my military get strong enough.

I think you may be mis-using this terminology, since to find the 'circus' one has to have already found the 'cotton candy'...  The 'circus' is NOT the magma sea, but what lies beneath, down through the 'cotton candy' elevators

626
DF Dwarf Mode Discussion / Re: Water reactor
« on: November 12, 2010, 12:38:12 pm »
I didn't think orientation was an issue, the question was whether a narrow in-line channel would provide the proper flow to power wheels, and that presupposes they're all on the same axis.

Probably not, if you could manage to get the entire length of the channel to have between 4/7 and 6/7 water at all times then it might work, but good luck with that.

627
DF Dwarf Mode Discussion / Re: Water reactor
« on: November 12, 2010, 12:04:16 pm »
Well, if you're familiar with the experimentation, would this work if the wheels were in-line down a straight channel?

The orientation does not matter.  What matters is getting each wheel to have at least one tile of water which has the 'flow' tag beneath it.  Doing that with one huge chamber of water being circulated is iffy at best.  The v-shaped reactor that I linked to above does just that, however, and does it quite reliably.

I have spent hours upon hours experimenting with reactors, and the only thing I came up with that was even close to as reliable as the standard reactor on the wiki was a series of steps 3 deep over which I pumped water.  The water would cascade down each step and due to the fact the steps were only 3 tiles, the water would not fill to 7/7 so there was always at least one tile of water with flow under the wheels.  The only problem with that setup was that it ate all my FPS.  Trust me when I suggest you use the v-reactor, I know from personal experience that other designs just don't get the job done like the real thing.

628
DF Dwarf Mode Discussion / Re: OMFG MAJOR MAPGEN ERROR >>MINOR SPOILERS<<
« on: November 12, 2010, 11:55:17 am »
Why is this is a map error?

How is this NOT a map error?  :o

Its not unheard for minerals or gems which are generally found deep within the earth to have exposure on the surface.

This isn't the first report of Cotton Candy having a spiral reaching the surface, but its not really that common.

It is most definitely an error.  If you try and re-gen that world and embark on that same exact area, you will not get the spires.  The exposed spires and even occasionally exposed magma sea, seem to be related to something in memory not getting cleared properly causing oddities in worldgen.  If this was something which could be consistently repeated I would guess that it could simply be worldgen creatively applying minerals, but since it is completely random wether your world will have these spires, and completely unreproduceable on the same worlds, it is most definitely NOT normal behavior for the game.

On that note, I would embark there and not consider it cheating.  If you don't turn off invasions things should get pretty interesting right quick once you start mining the bluemetal.  Also, my personal experience with this was a map with 2 spires that extended 15 z levels above the floor and were hollow all the way to the bottom.  I decided to see if there were any demons at the bottom so the first thing I did was went down the tubes with some staircases.  It turned out that hell was completely deserted for whatever reason.

629
DF Dwarf Mode Discussion / Re: Water reactor
« on: November 11, 2010, 11:11:36 pm »
The problem is not the connections, the problem is that you are doing it wrong.

You have too large an area below the water wheels with just one pump providing movement of the water.  Tons of past experimentation has shown that generating flow is hit and miss, and the larger the area you are trying to make flow, the harder it gets.

What you really want to do is set up multiple 'cells' of the standard 2-wheel reactor design shown on the wiki.  Each cell works with a small contained amount of water and provides full flow beneath the water wheels.  This design ends up using more interconnecting hardware, but since all the water wheels are working at maximum efficiency it is not a big deal.


630
DF Gameplay Questions / Re: Orpiment + magma = boiling magma?!
« on: November 11, 2010, 07:00:30 pm »
If this is true, the chances are realgar will behave the same way, is it has identical stats in the raws.

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