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Messages - Rat Of Wisdom

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121
DF Dwarf Mode Discussion / Re: Operation Burning Scyth
« on: February 05, 2010, 08:52:47 pm »
Now you need to create flow and get all your power from your shiny new MAGMA wheels.

122
DF Dwarf Mode Discussion / Re: Building through a river
« on: February 05, 2010, 08:49:13 pm »
Aaaah of course.

Well, incorporating Quietust's input, I suggest you tunnel up to the waterfall, dam it with floodgates upstream, construct your tomb entrance (might I suggest a 3x3 stairwell in the center of your river, simply an up/down staircase surrounded by walls, provided the river is at least 5 tiles wide?), make absolutely sure it's floodproof (might want to extend the tower 1 z-level above the river's surface to be sure, and ensure bridge access) and release the floodgates. Voila, an entrance surrounded by rushing water.

123
DF Dwarf Mode Discussion / Re: Building through a river
« on: February 05, 2010, 08:00:55 pm »
Well, water attempts to return to its original level, which in the case of a stream with a waterfall is the level of said waterfall. But presuming you pump it out fast enough, this shouldn't be an issue. And I'm pretty sure pumps reset the original level to whatever level the pump is on. Anyone care to confirm?

(Also, this begs the admittedly undwarfy question of why you don't just dig a tunnel underneath the river from the side.)

124
DF Dwarf Mode Discussion / Re: I feel dirty. But why am I grinning?
« on: February 05, 2010, 07:39:48 pm »
How'd ya guess?  ;D I have wondered what a dwarven mecha would be like. Like a dwarven version of the Gawain, Mordred, or Shinkiro. What would they do to it?

Anyway, I'm contemplating what horrible thing to do.

I'm guessing it'll be a fair few main releases before vehicles are implemented.

I'd imagine any vehicles would be a question of allowing the physics system to deal with things bigger than one tile moving around in a (semi-) controlled fashion, and mecha would require fluid (rather than radial) joints for the hips (and shoulders for that matter), or the legs would work but the thing would never move forward.

Power plants would be pretty simple if steam power were implemented, I'm thinking a dwarven nuclear reactor and a windmill setup, if dwarven physics remain suitably far-removed from reality that might even work indefinitely with a condenser.

Float Systems are right out, at the very least until an entire lift/drag system is implemented, and we may be on Pentium 10s before that can ever happen, what with all the calculations that need making. And Landspinners might be impossible to do owing to weight, unless the chassis are made from Hidden Fun Metal. (Wood is another option, but they'd be fragile.)

Conventional weapons should be doable with remotely-operable siege engines and individual item physics (a device comes to mind that pushes a single ballista arrow/stone onto a hatch that then opens and drops it into the center square of an engine linked to a cockpit lever) and hadron cannons and the like would be equated by dwarven coilguns, which would require some simulation of electrical current and magnetic fields.

Druid Systems however are already implemented :D Floodgates disappear entirely when not in use, link 'em each to a lever and you wouldn't even need a genius-level intellect to activate the appropriate ones owing to the pause button.

Yeah I give these things way too much thought. But then isn't that why we're all here...?

125
DF Dwarf Mode Discussion / Re: I feel dirty. But why am I grinning?
« on: February 05, 2010, 07:13:13 pm »
Diablous, your avatar makes me grin and wonder if you too have had the idea of mass-producing dwarven mecha as instruments of killage. ☼cave spider silk cape☼, ☼cave spider silk mask☼ and custom profession "Black Knight" optional.

126
DF Dwarf Mode Discussion / Re: I feel dirty. But why am I grinning?
« on: February 05, 2010, 04:37:47 pm »
device to automatically detect children using weight-sensitive pressure plates

Holy hell, this is awesome. Plans please?

127
DF Modding / Re: Modding in gunpowder
« on: February 02, 2010, 04:25:57 am »
Ah, that's exactly what I needed to know. Many thanks.

It appears that you're required to use the smelter for any funky modded reactions :( Fortunate, because I don't have any glass with which to build an Alchemist's lab, but not very realistic. You ninja'd my observation!

Bummer about the booze too :( But I could presumably give the new material the same "ignites" token as bit.coal and lignite? I'll have a look at that.

I do hope Toady implements explosives... I don't need to see handguns or anything (hardly necessary, with good marksdwarves, although perhaps more cost-effective versus things without organs depending on how it's implemented) but the possibilities for demolitions, landmines, explosive siege ammo, cannons, blowing oneself up accidentally and suchlike are sufficiently dwarfy. But yeah that's probably a discussion for another board ;)

128
DF Modding / Re: Modding in gunpowder
« on: February 02, 2010, 03:38:59 am »
A durr hurr. Moving now.

Rat O'Wisdom cancels Move Topic: Sleep

129
DF Gameplay Questions / Re: Corpse disposal
« on: February 02, 2010, 02:54:04 am »
For everything but dwarves and pets, build an atom smasher. (Might be helpful to designate a 1x1 dump zone under it, ensure it's the only active one, and dump the corpses from the z-stocks menu. That way, any dwarf with 'refuse hauling' enabled will help out and it'll all be done a lot faster. Speed is important to prevent unhappy thoughts from friends/pets rotting.) Then, you'll have less to entomb, which you should do with aforementioned dwarves and pets because otherwise their friends/owners will get emo.

Alternatively, ensure that less stuff dies :P

130
DF Modding / Modding in gunpowder
« on: February 02, 2010, 02:18:46 am »
So, I've got some saltpeter, I can make charcoal anytime, and I'm currently trolling my dolomite layers for pockets of brimstone in gypsum. But, like dwarven nuclear reactors, the best I can do is a pretty little mock-up of a black powder device.

My question: how would I go about editing the game files to make "gunpowder" a substance producible in discrete units from an Alchemist's laboratory from, say, 5 saltpeter, 2 charcoal and 1 brimstone? (Naturally, this would be a similar operation to smelting alloys; ie. with 8 input stones it would return 8 bars (or bags or whatever) of powder.)

Furthermore, could I then cause this substance to react explosively to fire, like booze apparently does but which I've been fortunate enough not to see do so firsthand?

(This may lead to later questions on modding and constructing a fuse, but we'll burn and blow up that bridge when we come to it. Also, of course the question of whether or not black powder should ever make it to a main version is still open to discussion but not necessarily relevant.)

131
DF Dwarf Mode Discussion / Re: Hammers or Maces
« on: February 02, 2010, 12:09:19 am »
Hammers and axes have always been the dwarfiest of weapons in my opinion. The hammers make perfect sense, for the reason you stated, but I'm not sure why axes would... I just remember the Morian battle cry from LotR. "Baruk Khazad! Khazad ai-menu!" ("Axes of the Dwarves! The Dwarves are upon you!") However they piss elves off something fierce, and that's never a bad thing.

I use wrestlers in my fortress though ;D

132
DF Gameplay Questions / Re: wierd unit list
« on: February 01, 2010, 08:46:45 pm »
If memory serves, that tends to mean you have an underground river or pool somewhere on the map that you haven't found yet (as you would definitely have noticed if you had found it). I'm not sure how the creatures are supposed to have died, though, so I could very well be wrong.

133
DF Dwarf Mode Discussion / Re: Your favorite Dwarf.
« on: February 01, 2010, 07:45:00 pm »
Without a doubt, my favorite non-military dwarf has to be my Clerk. He's my broker, manager and hoardmaster, a legendary Appraiser, Record Keeper, and Mason, and creator of my very first artifact to boot. His five closest friends are the five other surviving dwarves from embark, and literally every other dwarf in the fortress knows his name.

*raises ☼Dolomite mug☼ to Stukos Lakishkûbuk*

My military is a whole 'nother story entirely. Three two-dwarf squads of legendary wrestlers decked out in full steel; I can't decide which of them I like best, but Kol Rakustkulin Ikalurist Dumed has been around the longest, with her friend Stukos Mosusrulush Bâsendesgir in the "Fenced Routs", and she's got the highest kill count of any dwarf (thirty-five and counting, and she's never had so much as a scratch) so I'll go with her.

134
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 01, 2010, 07:07:20 pm »
THIS JUST IN: BRACE FOR TL;DR

Most of the time, you're lucky to see one dragon in a fort's lifetime. That sort of suggestion is unhelpful and unrealistic in that there apparently is little you can do to make more dragons show up.

Oooookay. Thanks for the clarification and all, but allow me to respectfully point out the big grinning smiley behind my suggestion of more dragons. Lighten up, plzkthx.

Also, if somehow you generate a world with a gratuitous megabeast population (don't ask me how you'd go about doing that, but this is DF, you know someone probably already has), chances are all of them will find you eventually as they can move and your fort can't. And unless I'm much mistaken, Nist Akath had more than one dragon (before the Captain started using Dwarf Companion even, I believe), but whatever, you can chalk that up to either the utility or to the place being a ruddy legend if you're disinclined to believe it.

You can't. The wiki article in question is rated D for Dwarf, and should not be taken literally.

Hmm. Well, thanks for clearing that up. You'd think the made-up bits would have fairly little overlap with bits describing actual gameplay mechanics though. Oh well, according to the decorations article you can decorate repeatedly as long as you use different materials so that'll have to do.

How do I get my military dwarfs to wear things like Steel Helms or Steel Boots?

First, forbid all your armor from the Z-stocks menu. Then, order them to wear cloth armor, watch them to make sure they take off everything and forbid each piece as it comes off. Then pause, order the squad to the desired armor level, unforbid exactly those pieces of armor you want (it might help to do so with exactly enough for the entire squad, no more and no less) and unpause. They should head straight for the stockpiles and don the gear you want them to.

Or are all beastmen bugged to not reproduce?

If this is true, Toady needs to implement mecha. WHO THE HELL DO YOU THINK WE ARE? =D

135
DF Gameplay Questions / Re: The Little Questions Thread
« on: January 31, 2010, 07:45:07 pm »
Heh. Yeah, unlike NetHack, tame dragons in Dwarf Fortress DO breathe fire. Although the fact that it's technically tame apparently doesn't do you much good after it roasts its first friendly. Also don't forget to roof the pillbox, unless I'm very much mistaken dragons fly...

Also, update on my quest to make a blingin' spike o' doom: did the solitary confinement trick, and it still doesn't work. Yet the "Unfortunate accident" article on the wiki clearly suggests a "nice masterwork steel spike encrusted with rubies". :-\

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