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Messages - dragon0421

Pages: 1 ... 6 7 [8] 9 10 ... 19
106
DF Dwarf Mode Discussion / Re: Tower cap farms
« on: November 06, 2009, 10:50:48 pm »
Trees never grow directly adjacent to each other. You can, and should, make smoothed pathways on every other row and column for woodcutters, to prevent trampled plants. Use plant gatherers to remove bushes and maximize tree growth.

Remember to dump lose stone.

Water pressure can be frustrating if you have a large farming area to get muddy, so make sure you are supplying excess water, possibly from multiple angles. Remember to build a shut off valve and drain. Keep the farm closed off from the rest of your fort until you are done flooding the farm.

107
DF Gameplay Questions / Re: Quit making babies! ;>.<
« on: November 06, 2009, 03:35:36 am »
It's a dwarfsplosion!

108
DF Gameplay Questions / Re: How do you scale your agriculture?
« on: November 03, 2009, 03:54:02 pm »
You could always sell and offer away excess food.

109
DF General Discussion / Re: My weirdest Artifact.
« on: November 01, 2009, 02:29:29 am »
I'm pretty certain artifacts aren't immune to bridges dwarven atom smashers.

Well, that doesn't really count. Atom smashers are a bug.

110
DF General Discussion / Re: So, um, when is the next release?
« on: October 23, 2009, 10:19:49 pm »
I asked a couple days ago in the Future thread and Toady responded that his goal is by the end of the year. But it will be done when it is done.

111
I'm seeing a lot of green in those feature lists :)

Perhaps it is taboo to ask this, but is the next patch coming out in the near future? I'm holding off on playing DF until the next version is released because certain 40d limitations are bugging me too much, and they'll be fixed in this next version.

112
DF General Discussion / Re: Wealth from war: Is it unbalanced?
« on: October 12, 2009, 12:04:03 am »
Removing GCS from loot lists would fix 90% of the problem relatively easily.

The last 10% would be fixed if blood stained, vomit covered, combat torn, clothing was completely worthless (and could potentially give more functionality to clothiers and soap makers).

113
DF General Discussion / Re: Khazad development snapshots - 250
« on: October 08, 2009, 05:33:51 pm »
So umm...how does this thing work?

I couldn't find a readme and the OP seems to be lacking in explanation. I downloaded and ran it and I get a black screen with "Khazad" in the middle, and some buttons that open another set of buttons that seem to do nothing...

114
DF General Discussion / Re: The future
« on: September 29, 2009, 10:59:26 pm »
Amusing hyperbole aside, I don't see graphics being that taxing if the code utilizes multiple cores and games-grade graphics cards, which it currently doesn't. If today's DF used all of my PC's hardware, it would have no lag problems, and my PC is almost 2 years old.

115
DF General Discussion / Re: The future
« on: September 29, 2009, 01:57:28 am »
I'd really like to see up to date graphics added once the gameplay is polished. Toady can and should make some serious money on this game, but it needs eye candy to make it mainstream and sell-able to a wide audience.

116
It can be done with a bit of engineering. Use lots of floodgates and drains that lead to the bottomless hole, with stairs, ramps, grates, and fortifications to stop dwarves from being swept away. Over-engineer where ever possible, preferably with plenty of pumps and waterwheels. Give your levers a sense of logic so you remember which lever opens which gate. Get plenty of cats to mitigate the webs.

Quote
An above ground river will fill up to the level of the above ground river, but will an underground river fill space in the same manner? If so will it fill to the highest level generating water for the UG river? Some other mechanic?

UGRs aren't always 7/7. I once had a fort with one that actually dried up before reaching the pit, without my tampering with it. Water kept coming, but at such a low amount that it would evaporate. However if yours is already 7/7 everywhere, diverting some of it probably won't have much of an effect.

Without knowing what your plans are in more detail and what the map looks like, it's hard to give specific advice.

117
DF Dwarf Mode Discussion / Re: Most Awesome Tunnels
« on: August 30, 2009, 09:35:16 pm »
If you turn on reveal tunnels in the init or the worldgen advanced settings, you'll see them on the embark screen.

What icon are they represented by for the Mayday tileset?

118
DF General Discussion / Re: FotF: Dwarf Fortress 40d15
« on: August 30, 2009, 05:10:28 pm »
Copy the whole raws folder replacing the old one, do the same with data/art and edit init.txt to make the game use proper files.

Great to hear it straight from the source, thanks! And keep up the great work!

119
DF General Discussion / Re: FotF: Dwarf Fortress 40d15
« on: August 30, 2009, 04:32:59 pm »
Can I install Mike Mayday's tileset on this version? And if so, how do I?

120
DF Gameplay Questions / Re: Workers refuse to build anything.
« on: August 30, 2009, 04:16:36 pm »
Your situation sounds similar to one I was in. Try building a floor (to be disassembled later) along side the bridge.

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