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Messages - donald

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1
DF Dwarf Mode Discussion / Re: Reclaim Awesomeness in .40.03
« on: July 18, 2014, 10:57:30 am »
Cool. That entrance is much nicer looking than what I usually make, except is it reachable by wagons?

Nope it's not (well it is now, after I posted the screenshot my miner dug out a 3X3 passage in the nearby sand).  What madness possessed the early settlers of that fortress still eludes me.

2
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 18, 2014, 09:04:45 am »
One of my wrestlerdorfs threw another into the ground while sparring, caving his skull.

Real damn smart move.

Related story:

A child threw a temper tantrum yesterday and punched my mayor through the skull.

Despite being found guilty, he was never sentenced.  I assume he pled insanity.

3
DF Dwarf Mode Discussion / Reclaim Awesomeness in .40.03
« on: July 18, 2014, 08:53:29 am »
Haven't posted here in a long time but the ability to reclaim historical fortresses in the new version got me so excited I had to share!

In 125, I reclaimed a fortress from around the year 40 that had been overrun by a forgotten beast.  The fortress came complete with a giant two-story roofed above-ground structure containing a trade depot, a rampway down to the fortress itself, which takes up many, many floors, a paved roadway through the Caverns and 135 forges.  Curiously, the forges are constructed from raw stone and a steel throne.  This must be ancient forgotten dwarven smithing lore at work.  There was a giant olm wandering about the caverns, which could have been disastrous, but it wandered into the old fortress so Urist McClever just locked it in a room.  After I wall off the ramps so nothing more can get in, we will be trapping it to tame as a pet.

I really like not only the flavor of reclaiming a forgotten mountainhome, but the jumpstart you get on the fun by having bedrooms and workshop areas already carved out for you.

Does anyone else have some fun stories to share of the new reclaims?

Some screenshots here:

Spoiler (click to show/hide)

4
DF Dwarf Mode Discussion / Re: World gen for island embark?
« on: September 04, 2012, 11:43:58 am »
I was thinking the same thing, and had been time-consumedly browsing across each 16X16 area on the embark screen.  Exporting sounds like it would make a lot more sense.  Will try that with a few, thanks!

Edit: well, so far still no luck, but it's a lot easier to scout a map now at least.  I'm wondering if there is some process in world gen that wipes the island off if it shrinks to a certain size.

Also trying increasing the Elevation X and Y var, in hopes that it will create some island patches with high elevation next to low and the low will get eroded away, leaving the high patches as the new island.  But not having a 100% handle on world gen, I don't know if that logic is sound.

5
DF Dwarf Mode Discussion / World gen for island embark?
« on: September 04, 2012, 11:32:30 am »
I read a thread recently about someone embarking on an island, which sounded pretty neat, so I set off myself with the idea of trying to generate a world with an island on it small enough to fit the entire embark site on (IE visible water on all 4 sides of the embark).

So far I've managed one world with an island that fits into a 15X15 embark.  I'm thinking it might not be all that bad, given that I won't have invasions and goblinite bringing down my FPS, not to mention lack of migrants.

But I'm wondering if anyone has any ideas for world gens that might increase the number of small islands and give a better shot at a smaller embark.  So far I'm mostly increasing the erosion cycle count, with the hopes of causing big islands to dissolve into small ones during world gen.  I've also pumped up a few of the river related variables (afraid I don't remember which).  I've gone back and forth with full/partial edge oceans, but it doesn't really seem to increase the total amount of water that much - I just end up with less lakes/inner oceans when I do so.

6
DF Dwarf Mode Discussion / Re: One stockpile to rule them all
« on: August 18, 2012, 10:55:42 am »
I thought you can't have one stockpile giving to more than one other stockpile?

I read the same thing and can confirm that the wiki is incorrect in that regard  (it says "Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn. ").  I revised it to reflect that.

I had a mini One Pile similar to what i2amroy talked about set up, to get my caravan indoors quickly.  I set up two one tile wood stockpiles, set both to pull from it, and both did successfully.  I then set up two more one tile wood stockpiles, each taking from the same one-tile wood pile, and both worked as expected (tier2 #1 pile filled from tier1 pile, tier1 refilled from tier0, then tier2 #2 refilled from tier1, and tier1 refilled from tier0).

7
DF Dwarf Mode Discussion / Re: One stockpile to rule them all
« on: August 18, 2012, 12:00:34 am »
Make some "tier negative 1" stockpiles in many places where junk tends to accumulate.
Have those stockpiles load minecarts that will dump into the One Pile, and save haulage time while making it a quantum pile!

Thats a good idea. A sort of series of collective dwarven recycle bins (Do your part to keep WreckedPlanks clean!) with regular pickups. I havent gotten into minecarts much yet but i could see that being my excuse to do so.

8
DF Dwarf Mode Discussion / Re: Balanced trade goods?
« on: August 17, 2012, 11:53:37 pm »
I suggest occupied animal cages. You could think of your dwarves as a sort of zoo merchants, trapping and supplying the world with exotic pets, like fluffy wamblers, unicorns, or er...trolls. Or if you're of a particularly evil bent, fill them with your own dwarves (*cough* children and babies *cough*) and be a slave trader. I don't know if the game will let you sell a dwarf cage though tbh.

I'm not sure what value creatures have specifically, so you might have to use a little imagination as part of the challenge. Though high value metal cages will likely fetch enough credit to make it possible.

9
DF Dwarf Mode Discussion / One stockpile to rule them all
« on: August 17, 2012, 11:39:24 pm »
I've been toying with this idea but haven't had time to give it a shot yet:

I would, instead of creating multiple 'tier 1' stockpiles (stockpiles which give but don't take), hollow out the majority of an embark tile on a central z-level to be the One Pile, a 'tier 0' stockpile which accepts ALL goods. Other stockpiles must then ultimately take from there, either directly or from another pile which takes from the One Pile.  (Refuse might have to be an exception if that designation causes rot as I've read before somewhere.)

This would lend a tremendous level of organization to dwarven inventory control. Problems with clutter accumulating on the floors due to full stockpiles would go away as the One Pile would serve as buffering capacity for all the others.  Workshop stockpiles could be tweaked on the fly, knowing stuff you've disabled would have a place to go (ie if you wanted to make some cool nether cap beds for those hot summers, just disable all other wood in your carpenters pile and away it goes back to the One Pile).  You would have to have two wood piles normally for this, one closer to the workshop taking the desired wood from the other; now the One Pile serves as that first pile for every workshop.

It would also be needlessly complex, labor intensive and time consuming. I'm wondering if anyone has tried this before or can see any downsides?

10
DF Gameplay Questions / clown parts in refuse pile
« on: August 17, 2012, 09:35:01 am »
Wondering if anyone knows how certain clown parts are classified.

I currently have the following in a refuse pile set to accept all skulls, bones, shells, teeth, horns and hooves (all of which I think/thought should be craftable refuse):

Spoiler (click to show/hide)

The pile is next to a craftsdwarf workshop, and I've set it to decorate with ivory, horn, pearl, shell, make totems, and decorate with bone.  None of those tasks take from the nearby stockpile, however.  Ivory, horn, pearl and shell all return "needs unrotten body part...", so I know it's none of those.

The dwarves hauling the parts didn't get burnt, so I don't think it's just because they're too hot.

11
DF Dwarf Mode Discussion / Re: Will falling objects hurt flyers?
« on: August 14, 2012, 03:41:54 pm »
The carnage at the bottom of the shaft:

Spoiler (click to show/hide)

It's taken out about 20 of them in 3 shots of the dirty sock pit of death, but that conga line approaching the shaft doesn't look too promising that they'll all wait for me to reload, so it looks like I'll have to seal off the shaft and then come up with another means of clownicide after I drop the last load on them.

The main failure to rack up a higher death count was just getting all the clowns in the shaft at once, rather than the payload.  I didn't plan for the dawdlers stopping to look at the scenery on their way to the tasty dwarven morsels above.

I was thinking that with a taller shaft, I could just stockpile trap components at the top, designate them all for dumping and let my dwarves turn it into a manually filled waterfall of spiked doom.  Dangerous, of course, but possibly quite entertaining.

EDIT: Adding this one because it made me laugh.  "Rabbit! ARGGGHH!"

Total clown kills after 4 drops: 50.  A little better design and it could pretty well demolish the initial circus.

Spoiler (click to show/hide)

12
DF Dwarf Mode Discussion / Re: Will falling objects hurt flyers?
« on: August 14, 2012, 03:09:13 pm »
And some results!

Things have mostly gone as expected, though I lost the miner due to bad timing closing a bridge on my part.

The clowns are trickling up the chute, and have met with my first load of dirty laundry.  The socks mostly seem to tear muscle and rip bits of shell off, while the raw stone is absolutely devastating.

My big problem now is the fact that the bridge which would have allowed me to reload my pit of death deconstructed while trying to close with a clown on top.  I'm left with 3 more loads of ammo to drop down before I have to seal off the top of the death pit and re-tunnel another one to clean up survivors.

The next few loads are mostly stone and some other misc debris, while the ultimate load contains something like 20 silver statues, 20 rock statues, 10 each copper ballista arrowheads and spiked silver balls, plus more rock.

A few logs from the first drop:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

13
DF Dwarf Mode Discussion / Re: Will falling objects hurt flyers?
« on: August 13, 2012, 12:22:17 pm »
How are you going to uncap the circus?

I'm planning to dig into a cotton candy shaft, then as soon as the fun appears, send all civilians indoors.  The miner (if he can make it) will escape via an accessway, which I will then seal off with either an artifact floodgate or a raised bridge, forcing the fun to go up the tunnel of love.

I'm also going to put an artifact floodgate (I think I have two) near the bottom of the shaft, so I can seal the shaft off while I reload the deathpit at the top, assuming nothing in between is alive.

14
DF Dwarf Mode Discussion / Re: Will falling objects hurt flyers?
« on: August 13, 2012, 11:57:02 am »
Thanks for all the help!

Construction commencing.  I'll post results as soon as they're acquired (hoping today, if work doesn't get in the way of Fun).

15
DF Dwarf Mode Discussion / Will falling objects hurt flyers?
« on: August 13, 2012, 11:28:52 am »
So, yeah...pretty much just that.  Does anyone know?

The reason I ask is because I've recently found a cotton candy vein (praise the miners!) and was considering building an approx 50 z-level 1X1 shaft going straight up from it before I breach the fun below.  My idea is to place about 5 retracting bridges on top of the shaft linked to levers, designate each for dumping, and load them up with used socks, chunks of raw marble, goblin skulls, etc.  And then with the fun starts to bubble up, start clicking off the levers.  In theory, it sounds quite amusing, but if falling debris won't harm flyers, the fun sadly goes up in a different way.

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