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Messages - Vermadus

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16
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 28, 2010, 05:44:11 pm »
I know magma wont leave the map when its on the border of the map, but what about water? I mean water originated from a aquifer.

Can axles/gear assemblies be submerged in water/magma? I guess for magma you would need magmaproof gear assemblies.


17
DF Gameplay Questions / Re: Liason problem
« on: February 28, 2010, 03:30:50 pm »
Yes, the problem lies with the liason. The dwarven one. The human liason hopped by and there were no problems here. Sadly they do not trade bauxite.

Considering that the liason is going to use up dining hall space for the rest of his life, is there any other way to get my hands on some bauxite?

I require 4 bauxite stones, and i woudn't mind very much if this can be aquired by messing with the raws. Ideas?

18
DF Gameplay Questions / Re: Liason problem
« on: February 28, 2010, 12:51:55 pm »
Nope, my leader has no job for a good while now, but two seasons later, the diplomat still idles in my dining hall. He doesn't even folllow my leader, or anyone for that matter.

19
DF Gameplay Questions / Liason problem
« on: February 28, 2010, 09:55:01 am »
at the second visit of the liason, halfway around the meetings my leader went stark raving mad due to a tantrum spiral. The liason left being not amused.

Now, a year after this, fortress restored somewhat,the liason returns! Sadly, all he seems to do is idle at my dining hall instead of conducting meetings to get me some precious bauxite.

I've assigned the new leader dwarf to manager/treasurer/broker. But the liason doesn't seem to care, and neither does the expedition leader.

How can i force my liason to have these meetings?

20
DF Gameplay Questions / Re: Frightening is not
« on: February 24, 2010, 05:58:49 pm »
You could change the minimum savagery to 30-40, it tends to help to create terrifying biomes.
You might also want to change Savagery Weighted Range (80-100) to something like 500 then, for some big clusters.

And if this doesn't seem to work, you can always try to embark on a terrifyng stream/river. Bwhahaha.

21
DF Gameplay Questions / Re: Using windmills to power the screw pump
« on: February 17, 2010, 09:45:43 am »
Alright, the problem is fixed! It seemed to be a combination of having to channel and the order to build the vertical axles(nice tip!)

Thanks everyone.

22
DF Gameplay Questions / Re: Using windmills to power the screw pump
« on: February 16, 2010, 01:33:14 pm »
Pumps don't work like that.  If you are pumping say, north to south, then the square directly north of the pump needs to be a channel or grate.  Other then that it looks like it should work fine.

Oh damn! You're right. i'll fix this atleast, and see what it does then.

EDIT: Fixed the pump, placed it one z-level higher. The power transfer problem still remains though. Something goes wrong when i try to transfer it downwards. I've tried vertical axles and gear assemblies, all no go.

23
DF Gameplay Questions / Using windmills to power the screw pump
« on: February 16, 2010, 12:30:01 pm »
Hello! Recently i've jumped into the wonders of pump stacks and whatnot, and since manual pumping is for elves, i have tried to power the screw pump by windmills. But, it doesn't seem to work!

I have uploaded the map here:http://mkv25.net/dfma/poi-21507-questionmarkquestionmark

On the top are windmills, below that are axles and gear assemblies, which are all active.
Below that is a axle which is inactive, and so on, all the way downwards.

How do i make it work?

24
DF Dwarf Mode Discussion / Re: Floating up ramp
« on: February 16, 2010, 06:32:37 am »
You can always download Gibbed's Dwarf Fortress Tweak, located here:
http://dwarffortresswiki.net/index.php/User:Rick/Tweak

And then get the For each Tile module, which is here: http://dwarffortresswiki.net/index.php/Utility:For_Each_Tile

In the for each tile module there is a button where you can remove the buggy ramps.

25
I've had that trouble before too, i had been messing about with the init and the game would only eat CPU, but not work.

The simplest solution is to download dwarf fortress which includes a tileset, like Mayday's set.

It can be acquired here: http://dffd.wimbli.com/file.php?id=1840

26
DF Gameplay Questions / Re: Obsidian Farming
« on: February 10, 2010, 11:46:58 am »
Thanks guys! my questions are answered

27
DF Gameplay Questions / Obsidian Farming
« on: February 10, 2010, 11:37:27 am »
I was reading the wiki on obisidan farming but tqo questions remain unanswered, namely:

What happens if you pour magma over water?

If, for say, on the same z-level, the magma was north, and the water is south, it would create a wall on contact and thus block off the rest right?

28
DF General Discussion / Re: Challenge: Soap Tower
« on: December 08, 2009, 03:08:31 am »
That's quite a steep deadline
Well i better get started!

29
DF Gameplay Questions / Re: Mountain leveling buggyness
« on: December 05, 2009, 01:15:41 pm »
If you want to mass dump, forbid, claim, undump, hide, unhide, try hitting d-b. However, have you been playing with bridges? sometimes stuff thrown by bridgeapults get stuck in air.

Well, d-b-h helps alot, thanks! How i could have missed this functions remains a mystery, but now i know it atleast a few things will get alot easier, thanks!

The rocks in mid-air problem still remains of course, but i suppose i can manage now.
I haven't done any bridge-a-pulting on this map

30
DF Gameplay Questions / Mountain leveling buggyness
« on: December 05, 2009, 12:34:25 pm »
Recetnly i've been trying to level out my 6 Z-level mountain, which honestly took more effort than expected.

anyhow, It's finally levelled out, but i have one problem, namely this:


For some reason there seem to be stones hovering in mid-air, and i was wondering how to make them dissapear. anyone here has ideas? ( besides the hide function, hiding then one by one is madness )

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