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Messages - Shrike

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361
Amazing how some of the most glitchy accidents can become a great part of the game and an awesome concept without anyone ever intending it.

Not so much, given how humans are prone to rationalize things, especially when disbelief is suspended (over a magma pit).

362
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 28, 2009, 11:59:28 am »
Haven't used the magma yet; I'm now digging out a number of near-concentric tiers in the area, and have been dropping dirt from the top down to the bottom.

Six craftdwarf stations are churning out rock crafts full time.

WHile digging out quarters in preparation for the arrival of the king, I discovered Bauxite (not so useful, since I'm using the Dig Deeper Mod), and iron. With the huge number of trees and the presence of white marble, I can make my own steel!!.... Except that orcs are my primary source of it, and my legendary armorer has been making masterwork plate mail for the troops.

I should've lowered the population cap, as my FPSs are going downhill quickly.


I also discovered the means to quickly copy symmetric patterns through z-levels with perfect alignment, so I'm quite happy about that.

363
World's. Longest. Waterslide.

364
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 21, 2009, 04:20:41 pm »
In Rockhome the Great Fortress of Blood, the big drop has been completed, placing a ring of dirt from the surface down around the pond I've made at the z-2 level.
The cistern is ready to be filled, but I've yet to dig the sewers.

Up next: determining how best to arrange workshops and living quarters, creating the permanent magma foundries, debating the overall aesthetic design, as incorporating the magma pipe will necessarily mean asymmetry, unless ....

Hmm... an artificial magma pipe on the opposite side.

After all, it's only the bottom and top that matter, right?


You could carefully mine out a pipe, building a cylinder to contain the magma, starting from the bottom and going up... Especially if it was mirrored on the other side to provide a drainage channel... and the transverse channels would be perfect for creating a magma curtain defense! 

Hm. Research is in order!

365
DF Dwarf Mode Discussion / Re: How do lava monsters work?
« on: October 13, 2009, 01:25:32 pm »
How do they work? Well, they run quite hot, like your CPU does for DF.

366
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: October 13, 2009, 01:24:40 pm »
It's an experiment to see if they can be made even as fractionally awesome as the great king.

It starts to fall apart when they choke to death on bones and start tantrum spirals. Which, being elves, I call 'Huffs' or 'Snitfits'.

367
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: October 13, 2009, 12:59:13 pm »
I play as elves.

I play as elves that hate trees and eat goblin and orc bones almost exclusively in their massive, miasma- and smoke- generating 'blighthome'.

368
I'll try to make it. It's just a busride away, after all.

369
Well, I'm certainly interested.

Too bad the UW's fall quarter just started again, messes up my DF time. Heh.

370
DF Dwarf Mode Discussion / Re: Magma Workshop District
« on: October 01, 2009, 03:09:14 pm »
Especially if I'm doing a megaproject that'll take time and will eventually house the whole fort, I have  to agree with the earlier suggestion for just digging tunnels underneath near to the magma, and then having a fortification to filter out !!surprises!!.

What I do, once the magma pipe has been found, is:
1. Scan the entire z-span of the pipe, looking for sections where a higher level is smaller than the one below.

2. dig the main feed channel below all the way to the second-to-last obsidian wall. Smooth & carve fortifications in that wall.
3. Dig branch channels. Suggest the already mentioned Tunnel, blank,blank, tunnel for smelters, and if you want to put in walls around your forges and glass furnaces, a bit more spacing as appropriate.
 
4. breach the final wall (between the fortification & magma) by channeling from the workshop floor.
5. Quickly put floors over the open tiles, to keep out !!mobile toasters!!


If you need to transport magma a long distance or more quickly fill a reservoir, you can use a shunt, where you tap the magma feed from above, place a screw pump, and dig out a tunnel to another part of the desired fill area. If you just keep track of the magma level, you can stop using the pump once the whole area is 2/7 magma, and let the rest diffuse in. Then remove the shunt. Perfectly safe, fills fast, and you can expand it if you need to without too much trouble.

For extra security, putting a bend in the main magma feed will keep !!marshmellows!! from being thrown at your metalworkers.

371
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 27, 2009, 04:27:15 pm »
I wonder. Have other people's more conservative Dwarves started holding endless meetings with the mayor and countess yelling about the changes to health care?

372
DF Modding / Re: [DEEP] tag
« on: September 20, 2009, 06:40:50 pm »
That gives me an idea.

*adds [DEEP] to Microcline*

373
So... you're saying lower the top of the pipe so that when it tries to refill, it just spills over the edges?

I like the idea, but I'm not entirely sure how to pull that off without losing a lot of my mining workforce. It also has the disadvantage of being difficult to stop. I'd need to put my entire fort aboveground, which would be a monumental undertaking. I'd been planning to migrate level by level.

There's also the challenge of getting the water down in time/quant

I suppose it would be possible to do with floorhatches to keep the fort from flooding...

Anyway, i've got a new fort site that's a volcano with a river source in a 3x3 embark, so I'll see what I can do with that.

374
No, I'm fully intending to fill practically every z-level with magma, using a pipe and a freshwater lake. (Terrifying biome, Dig Deeper mod). It's very likely I'll get bored before this project comes to fruition, and Toady will have put out the next arc by then.

I really should have used a smaller embark area. The regular size is far too large to do this task efficiently.


Really, starting over with a smaller (say, 3x3 or 2x2) map would be a far better place to make an obsidian city. Pity, it's a nice map, with lots of trees to restrict where the traders can appear.

375
DF Gameplay Questions / Re: How useful are tamed animals?
« on: September 02, 2009, 04:26:16 pm »
They generally make for more entertaining kill pits, but they'll get hurt if you let the prisoners have weaponry.

Defensively, they usually aren't hardy enough to survive long.

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