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Messages - dragon0421

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226
DF Gameplay Questions / Re: molten rocks and pet populations
« on: June 27, 2009, 02:00:54 pm »
I'm only speculating here, but maybe the magma has to move.

228
DF Gameplay Questions / Re: framerate stuttering
« on: June 26, 2009, 02:12:25 pm »
Butcher the unneeded animals roaming around.
Get rid of excess stone.
Turn off the waterfalls you made (must be done by your dwarfs, there isn't a game off switch).
Use smaller maps.
Upgrade your computer.

229
Don't settle on what works according to game mechanics. Make actual defenses as if it were a real fortress (the more complicated and convoluted the better!). If the game exploited game mechanics, every ambush/siege would have a bunch of miners and you'd be screwed. Even a novice miner would be able to destroy a fortress in no time.

My thoughts on natural mountain walls are to leave the outer walls undisturbed so the enemy can't pin point a weakness, and then I shore up the weakness by building a wall layer or two to fortify it. I know that this is pointless in game terms, but it's more realistic.

230
DF Gameplay Questions / Re: Alternative magma safe mechanisms
« on: June 23, 2009, 05:54:18 pm »
Quote
It's not an assumption, it's based off the RAW files, which have melting points (and other data, like tile color and associated stones, etc) for every stone/ore/gem.

Where can I see the relevant data? Is it possible that this is something people assume based on mistaken reports?

This all seems like something Toady overlooked among the myriad details; is this easily modable?

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(And, actually, in RL, there are several alloys and metals whose melting temps are higher than their ores.)

I understand why that could be (I'm no geologist, but I am studying chemical engineering), but they're at least more likely to be magma safe than most stone that does not produce magma safe metals.

231
DF Gameplay Questions / Alternative magma safe mechanisms
« on: June 23, 2009, 05:10:47 pm »
I've read the wiki and it states that only bauxite and adamantine mechanisms are magma safe. How much has this been tested?

Iron, platinum, and nickle floodgates are magma safe. It would be logical to assume their ores would make suitable mechanisms. Has anyone tried using hematite, magnetite, limonite, platinum, or garnierite mechanisms?

I'm tempted to experiment myself, but if it has been repeatedly tested by the community (or confirmed by Toady) I'd rather not waste my time.

232
DF Dwarf Mode Discussion / Re: What d'all think?
« on: June 23, 2009, 04:25:31 pm »
Looks good so far, but a little too symmetrical. I'd add some buildings to the courtyard and maybe a tower off to one side. If you're going to have an external fortress, don't go half ass. Move your underground operations above ground to give the courtyard buildings a function.

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I'm actually looking for an underground river, as you can see I'm low on wood and I need barrels and bins (and I'm making IRON ones now -_-)

It looks like you have a lot of rocky space above ground. Try flooding it to make it muddy with the river/stream you already have.

233
DF Gameplay Questions / Re: Vein Locations
« on: June 23, 2009, 04:11:20 pm »
The wiki page on stone is an excellent place to start learning about that stuff, as well as the pages on the various ores.

[REDACTED], though, doesn't show up in any particular stone layer. It's a map feature, like an underground river or magma pipe, so it shows up regardless of the stone around it.

I've read (and experienced on my own) that often magma bioms have different rock types than non magma bioms. Most notably, bauxite is usually not present in bioms with magma (which is why I always buy a couple dozen at embark). I've also read that hematite is present near magma, but not magnetite.

234
Can't you just include the whole game download? I don't want to risk screwing up my own save, and the whole game isn't big enough to take any significant time downloading for those of us with broadband.

235
DF Gameplay Questions / Re: Population Caps.
« on: June 20, 2009, 11:42:39 pm »
It's a soft cap. If you have a cap set at 50, but have 49 dwarfs, you qualify for an immigration wave which could easily be 30 more dwarfs. Once you're at or beyond the cap, you should stop getting waves, though I've read that occasionally you add a dwarf or two anyway.

236
DF Gameplay Questions / Re: Haulers not hauling
« on: June 20, 2009, 11:35:46 pm »
Once I had a cluttered smelter with a nearly empty custom stockpile. Turned out I had BLOCKS enabled but not BARS *facepalm*

It's usually something small and easily overlooked.

237
DF Suggestions / Re: A suggestion on poop handling
« on: June 19, 2009, 09:05:02 pm »
Excrement can be a source of saltpeter (an already existing item) if left to rot and refined correctly. Before mass gunpowder production, this was part of the process.

I for one would love to see crude black powder rifles in the game, and poop harvesting could be one of the steps (as ridiculous as it sounds).

238
DF Gameplay Questions / Re: Dwarf Flesh = Delcious?
« on: June 19, 2009, 05:06:52 pm »
If being bloodthirsty is a "feature," these creatures shouldn't be tamable.

239
DF Gameplay Questions / Re: Going from Wrestler to Marksdwarf
« on: June 18, 2009, 12:50:13 am »
Did you make quivers?

240
(Is it safe to assume you've read the wiki? Starting w/ "pressure" and "screw pump"?)

The wiki on screw pumps isn't very good. The only real way to learn how to use them is to experiment. I recommend saving beforehand and neglecting the rest of your fortress so you can direct all efforts on figuring pumps out. Then once you want to do it properly, load your save by ctrl alt del (what's with that anyway??).

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