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Messages - shadowform

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301
DF Dwarf Mode Discussion / Re: Fire less dangerous?
« on: April 09, 2010, 01:37:28 am »
Well...  they aren't necessarily forgotten because they're dangerous.  Sooner or later, Binky the Dread Mouse will show up in all of his two foot glory, breathing bursts of flame that are conveniently enough to warm the undersides of the stone tables your dwarves take their meals on.

302
DF Dwarf Mode Discussion / Re: I want gold weapons.
« on: April 09, 2010, 12:28:18 am »
go into the metagloss file for your metal ores, find gold, and add the [WEAPON] tag to gold.  that worked in the old version, should in 31.01.

If you're going to do this, increase the Impact Elasticity higher. A lot higher. From about 600 to a bit greater than lead actually [I have mine around 4000]. Or else you're going to be finding foreigners with gold warhammers going to town on your populace.
...or you could not mod this and then arm your military with golden hammers..

which is actually pretty Dwarfy, imo.

303
DF Dwarf Mode Discussion / Re: This game scares me sometimes...
« on: April 09, 2010, 12:25:47 am »
I think you know what you need to do.

Name him 'Harry' and make him a mason.

304
DF Dwarf Mode Discussion / Re: New water system?
« on: April 06, 2010, 07:10:59 pm »
I DO actually have a fort like this!

The main 'fortress' consists of six stories, three plumbing and three filled with living quarters, workshops, etc.  It's...  actually not as impressive as it sounds, mostly just a large 'C' shape ringed with structures.  A 1-tile wide grated aqueduct runs through the center of the main tunnel in every work floor.

The aqueducts are fed from a large reservoir, something like 10x15x30 tiles (with a few unused for supports for the walkways above).  A maintenance stairway runs down one side, covered by a locked hatch (to prevent maintenance from flooding), and a grated drain at the bottom allows the reservoir to be drained...  slowly.  The drain uses the old trick of digging to the edge of the map, smoothing the edge, and then carving fortifications to allow water to drain off into nothing.  I'd like to imagine I'm creating an aquifer somewhere.

The reservoir has two methods of feeding the aqueducts that run through the fortress: first are sets of three pumps...  which work remarkably fast and because I designed them wrong, will flood the fort if I ever turn them on again.  Make sure they're pumping water UP onto the aqueduct level so there won't be pressure issues, or you'll flood your fortress.  It also helps to plan ahead and use lots of doors in the main hall until you're absolutely certain that you aren't going to accidentally flood your fort when you fill the aqueducts.

The aqueduct drain system, which also functions as a slower fill, is a series of diagonal openings with floodgates installed to allow water to either slowly trickle in or out.  Each floor of aqueducts acts separately, meaning it's possible to drain one floor without draining the others.  Since they all hook directly into the reservoir instead of having their own separate drains, though, draining one of the aqueduct levels essentially means draining the reservoir.

As for filling the reservoir, it's just a pretty simple task of finding a nice river or ocean and re-routing it to serve your purposes.  If you want the water to be drinkable, remember that salt water needs to be passed through a pump to filter it and then becomes re-contaminated if it touches natural stone.

It's definitely a big project, but it's also REALLY fun to try and pull off, and once you get it running it looks really impressive.

305
DF Dwarf Mode Discussion / Re: Economy Made Worse?
« on: April 06, 2010, 06:59:56 pm »
I think the reason medical dwarves are so underpaid is that, barring incredibly large forts or ones where there are massive numbers of dwarves constantly being injured, medical professions are really part time deals.

306
DF Dwarf Mode Discussion / Re: Of living underground, and magma
« on: April 06, 2010, 06:51:52 pm »
Barrels actually only take one bar of metal in the new release, which actually makes them VERY much a viable source of storage, especially if you find a decent fuel and copper vein.

307
DF Dwarf Mode Discussion / Re: The hive, A dwaven experiment lab.
« on: April 06, 2010, 03:47:31 am »
I had an idea not too long ago about a fortress built as a succession of 'cells' that could be sealed off from one another with a few levers.  Essentially it was a series of globes or towers submerged in magma (or even just free standing could work, if you were lazy) with walkways running between them.  A few diagrams-

Code: [Select]
===BBB=== F0
+D+++++D+
+D+++++D+
+=+++++=+
+D+++++D+
+D+++++D+
===BBB===

===^=^===F1
+++|+|=++
+++_+_=++
=========
++=_+_+++
++=|+|+++
===V=V===
F0 is the walkway, with D for doors and B for bridges (raised preventing flow, and lowered to allow flow).  The above floor is engineering, which contains pumps to clear out the walkway to re-allow access.  Note that the design has the two segments separated to ensure perfect seals.  Both ends of the segment have to be cooperating to open a walkway: north side controls north pumps/bridge, south side controls south pumps/bridge.  If either bridge is open, then the walkway remains flooded.  Since magma doesn't react normally to pressure, substituting water would require flooding the tunnel through a diagonal link (to reset pressure), which means slow flooding, or using another set of pumps outside to pump water in to equalize pressure.

Put it on hold when the new version came out, but I might pick it back up if the pathfinding bugs don't get a fix in the near future.  It's aggravating to have to constantly save and load just to get my miners to mine.

308
DF Dwarf Mode Discussion / Your new standard embark loadout
« on: April 02, 2010, 12:33:47 pm »
Mine used to be:
-anvil
-1 pick
-6 copper bars
-26 of each alcohol (delicious free barrels)
-1 of each 2-value meat
-80 turtles
-10 of each seed
-10 cheap leather
-10 bauxite
-2 cats
-enough wood to make the elves cry

Now, I'm debating if I want to embark with just 500 units of cat blood, not unlike the 1 hat / 14 grandfather clock challenge in Oregon Trail.

What is your new loadout?

309
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 02, 2010, 11:33:57 am »
I have a question:

Why do giant tigers have the [trAINABLE] tag?

310
DF Dwarf Mode Discussion / Re: Wait, what?
« on: March 31, 2010, 12:52:54 pm »
I once built a giant statue of a middle finger in front of my fort out of wooden blocks...

My reasoning was that ash can be useful (potash -> pearlash -> clear glass furniture), charcoal can be useful (steel), but wood blocks have no use other than building the giant 'screw you' statue.

That, and I'm going to build something fun out of ash later.

311
The only downside to cheating in a SP game is you don't get to really brag about how awesome you are for winning the game. Well, you can, but everyone will roll their eyes at you.
I would even argue with that.    The creator of Undergrotto admitted to modding his dwarves for [SPEED:0], fiddling with raws to eliminate large quantities of unwanted stone, and even using Tweak to alter constructed ramps to natural stone ramps, as well as altering normal stone floors to sand floors (necessary both to create his beach and to give him a sand source for glass).  All the same, I think it's hard to deny that the fortress is less of an achievement for it - his intended goal was not to challenge himself through lack of resources, danger of being wiped out by goblins/orcs, and so forth, but rather to present a fortress that was nothing less than a visually stunning masterpiece.  To this end, he succeeded.


312
I don't get the point here, couldn't you just forge then melt then forge? What's the point in just turning it into stacks of one?
It melts into the same quantity regardless of how many bolts are in the stack.

313
There's one trap on DFMA that freezes goblins in ice as they march through a thin tunnel.  It's a clever, and possibly unintended, use of game mechanics as well.  Does that make it cheating?

Admittedly, the fact that melting individual bolts into material can produce more material than was originally used to make the bolts is unusual, but in a world where lava does not have pressure, giant eagles can fly, fish routinely kill sapient creatures, and cannibalism is considered less of an atrocity than cutting down a tree, I don't think that real world physics or logic really apply.

314
DF Dwarf Mode Discussion / Re: Project: Atrocity
« on: March 22, 2010, 03:43:51 pm »
I don't think magma actually lights things on fire unless they're being worn.  I've tried.  It just pushed some leather clothing around a bit.

Anyway.  The following is a by no means comprehensive list of the things I've seen so far on these forums that could qualify for Project Atrocity:

-Elven torture camp (already mentioned)
-Death pit (freezing map; goblin captives were stripped of clothing and dumped in a pit to freeze in the open air)
-Slow, painful death traps (dozens of traps of nothing but whips)
-Living entombment
-Using live prisoners as target practice
-Large-scale merperson butchering operations



315
It's not cheating.

...kind of like how quantum stockpiles, atom smasher defenses, and goats chained at the end of a labyrinthine hallway filled with traps aren't cheating either.  It's a clever, and possibly unintended, use of the game mechanics.

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