Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - HastyLumbago

Pages: 1 2 3 [4] 5
46
DF Suggestions / Re: Multiplayer Fortress Mode. Oh yeah, I went there.
« on: October 05, 2009, 07:25:20 am »
He doesn't.  End of discussion.

This is no less than the third time I've seen you shoot down ideas in precisely that same fashion. (perhaps not chronologically. I'm not looking up the other posts to compare time-stamps) Now, was there at some point a Word-of-God post by Toady One stating that there were certain things he was just nixing completely? Is there a handy reference chart somewhere? If there is, can someone link me to it, because it would save us all a lot of time and effort discussing impossibilities if you'd just kindly offer the direct link you seem to have to the "No way in Hell" center of Toady's brain.


On another note, the MP siege the fortress idea might be feasable after the army arc goes in. the idea that you can send an army against the populated fort of another user isn't all that different than the idea that you could send a siege against a goblin citadel. A directory for siegable locations in the save directory could be used, and a modified embark screen accessed from the main menu could deal with the points thing that was discussed. Online support isn't even necessary for this, just email a save file, and away you go. Yeah, that means there's no high-score list, and no real-time competition, and no "extra embark points for taking on a fort which has been successfully defended multiple times," but it's still a way to match wits with your friends, and in this incarnation, takes very little (comparatively speaking, if I understand the army arc) in the way of earth-shattering code revision.

47
DF Dwarf Mode Discussion / Eccentric player behaviors
« on: October 05, 2009, 05:13:30 am »
OK, so I'm no genius. I've never managed the gleaming crystal glass towers, the indoor giant waterfalls, I've never survived more than about twenty minutes after realizing there was magma on the map, and I've never breached the aquifer.

That said, I love DF, and I play the hell out of it. I've got no less than 5 copies on my compy (one completely vanilla, one with light mods for cat mouths and butcherable cats and dogs, as well as exotic-trainable beak dogs, one mayday graphics set version, one modded for super-cheatyness for epic construction testing purposes, and one which I use to screw around with various modding ideas) And I've developed, over time, a few odd little behaviors which I do for my own amusement, which have little to no impact on the game:

1. In any area I'm about to enclose in solid walls, I designate a single-tile custom dwarven wine stockpile, so that when the last wall tile is built, and the dwarf who does so is inevitably walled in, I can imagine him screaming "For the love of God, Montressor!" until he starves to death.

2. I replace my bookkeeper's table once per year, so he can have a fresh surface to chisel the records to. The old table, I move to a dedicated records room.

3. I nearly always name my first dwarfs for the days of the week.

4. Once per year, in winter, I cancel all jobs, take a few rooms I've places statues in, and designate them as statue gardens, thus encouraging my fortress to party for Dwarfmas.

So, my question is this: do any of you do similar things? What are they?

48
DF Suggestions / Re: Paper money
« on: October 05, 2009, 04:50:56 am »
I think it would be just as useful to mint chits, and designate a bank. the bank vault keeps the money, and every dwarf gets a chit.

kind of like a debit card.

49
DF Suggestions / Re: varied water changes and additions
« on: October 05, 2009, 04:44:52 am »
Well... The game isn't called "Pipe Fortress."  Some of what you suggest would require completely redoing the game (like creating shallow grades).

Update each tile of water every tick?  Please no.  I like having some sort of fps.

The shallow grades as constructions would be relatively easy to implement. Either pipe sections could be give a flow-bias direction on construction, or we could create blocks which have a sort of -dummy depth preinstalled on them. (they's behave as if they already had 1/7 water on them, for instance.

As for your fps, I understand, but it would be friendly to perhaps include a setting to switch between the every frame and random frame thing in the init file?

50
DF Suggestions / varied water changes and additions
« on: October 04, 2009, 05:22:25 pm »
A subset of the DF community seems to be very interested in doing odd precision mechanical things with water. Sadly, water behaves in a somewhat random fashion, and mechanisms which are currently used to control water often destroy portions of it, rendering many sensitive tasks unnecessarily difficult.

I propose the following changes and additions:

* remove random behavior from water entirely, except where there is no other option. I've seen people state that water does not update every tick. please make to do so?

* allow the construction of shallow grades to direct small amounts of water in a large, otherwise flat area.

* closing floodgates and doors, and lowering drawbridges, should be changed so that they move water to either side rather than destroying it. In addition, you might allow us to designate on construction of floodgates to which side they will move said water.

* More constructions to regulate water flow. I'd like to see, for instance,  something that would allow only one unit of water per tick to drop through a floor tile into the next z-level, regardless of how much water is on top of it.

* on a (much) less urgent note, I'd like to be able to loft water. graceful arcs cris-crossing over the drawbridge into my fortress just seems  awesome.

* A water-table could be added, making lower levels harder to mine out without pumping. this could change over time with rainfall, and generally would change what a good starting area would look like, as well as encouraging players to become comfortable with mechanics.

* allow a designation to clean surfaces. perhaps this could require soap. This way muddy tiles can be unmuddied quickly if we so desire.


Sorry if any of this has been gone over already. I couldn't get a meaningful result out of the search, because, you know, "water," That doesn't return a metric dwarfload of threads  ;D

51
DF Gameplay Questions / Re: For the love of god, Montressor!
« on: October 04, 2009, 04:31:45 pm »
Ah.. What dwarven fortress would be complete without bones in the walls?
Goblin bones, that is. Too bad they don't starve.

No, but if you wall them up and abandon, once their buddies come around to let them out of the wall, they'll ever-so-thoughtfully put the walls back up before they leave. Presumably it's also these rescuer-goblins who scatter everything we've produced for miles around the fortress.

52
DF Gameplay Questions / Re: Water tower plan needed.
« on: October 04, 2009, 04:19:00 pm »
Ah, I knock out wall sections for that. Since the entire thing is constructed to begin with, that's pretty trivial to do. Since you don't need to follow any real rules when it comes to placing floors, you can make a pretty impressive power plant on top of the tower.  leave two floors, one for the gears and axles, and one for the windmills. you can then consolidate the power with axles and whatnot, and run it down the middle of the tower.

Again, this requires a fair bit more power than the really efficient one on the wiki.

53
DF Gameplay Questions / Re: For the love of god, Montressor!
« on: October 04, 2009, 04:09:11 pm »
Um, Mine? Never felt the need for dead dwarfs in the walls. I usually build a separate entombment complex. Although as a point of pride, I usually wait for my dwarfs to be dead before entombing them.

The reason for this thread is that at the moment I have to have two z-levels between floors in the necropolis because of the channel I have to dig in front of the last wall section to keep my dorfs from walling themselves in with their dearly departed.

54
DF Gameplay Questions / For the love of god, Montressor!
« on: October 04, 2009, 03:47:37 pm »
OK, is anyone else tempted to place a 1-tile custom booze stockpile in any space they plan to enclose? I mean, if my dwarfs are going to insist that the proper place to stand when bricking something up is inside of said thing, then I'd at least like to get  some sort of referential humor out of it.

EDIT: Oh, right, the gameplay discussion part. Is there a way to reliably keep the little retards from doing this? I've tried designating the outside as a high traffic area, and the inside as a no dwarf zone, but no dice. the only thing I've found that works so far is to have the other side of teh wall be a gaping hole, and that's simply not always practical.

55
DF Gameplay Questions / Re: Water tower plan needed.
« on: October 04, 2009, 03:44:50 pm »

WWWWWWW
W.%%--W
WWWWWWW
W-----W
W-----W
W-----W
WWWWWWW


W = Wall
% = Screw Pump
- = Floor tile
. Open space

That's your first floor. Just rotate 90 degrees clockwise for each subsequent floor. All that's left at that point it to run power via windmills, gear-boxes and axles. You can route a lever to a gear box involved with routing power to the lowest screw pump, and it'll effectively shut down the whole tower.

Not as elegant as the 2-d vertical model on the wiki, but it's more imposing, when you come right down to it.

56
DF Gameplay Questions / Re: Moody dwarf wants block
« on: October 04, 2009, 03:28:04 pm »
OK, I've nothing to contribute to this but I swear, when I saw this topic, I totally thought the body of it was going to read thusly:

"Me: 3 foot 4. Adequate Beard. Enjoys Dwarven Wine, long walks in the Statue Gardens, Malachite and cows for their haunting moos.

You: A block of Rose Gold. Dully Shiny. Abnormally pink.

Let's make something beautiful together!"

57
Sorry I abandoned this for so long. I want to thank you all for your input, and address some things that were said directly.


Quote from: UberNube
Personally I'd build a small repeater with water (smaller is better) which cycles every couple of seconds, then have the output of that going to a large dwarven computer using water-based logic gates to do binary counting and possibly some arithmetic. This would be much more reliable and would remove many of the problems with evaporation/random water flow. As an added bonus you can link it to spike traps to display the output in the corpses of your enemies!

This is pretty much what I'm doing. The spike traps I've replaced with  crystal glass floor tiles in a level above, which display either muddy or water tiles, depending on the state of the corresponding cell. Prior to my reading of the responses, when I believed water worked in a predictable way, I had planned to use pools of varying sizes to time out various intervals, which would empty into other sized pools, and so on...

Quote from: Sir Pseudonymous
Closing doors destroy water, closing floodgates destroy water, closing and opening bridges destroy water (on the tiles the bridge occupies after its state changes).

There are allegedly 1200 ticks in a day, 28 days in a month, three months in a season, and four seasons in a year.

Hmm, useful information, even if it doesn't give me much hope for this. You say allegedly. Where does that info come from? Also is there a way to get the game to... wait, I can one-step the game while it's paused, can't I? doesn't that make it use one tick? Also, to save me the extra quote, thank you for the link, truely, even if I accomplish this,my dwarfs will be standing on the shoulders of giants...

metaphorically, of course. Dwarves don't use mounts, do they? Oh god, I need to mod this in.

Quote from: darkflagrance
In theory, if there is a risk of water being lost, you can also rig another mechanism to refill chambers from an infinite water source triggered by a pressure plate.

Yes, and using hydro-static water pressure to acivate that system could work, if I understand Dwarf Water correctly.

Quote from: Albedo
...I'd suggest "larger is dwarfier"...

Fix'd. But seriously, a larger system seems to make this worse, I think, especially when one of the things I need is for chambers to empty of water reliably.

Quote from: Kanddak
Not directly. You need to build an AND gate. Link each plate to a different door and arrange the doors in series.

I prefer the predictable timing of pressurized water. To slow things down, rely on the known 100-tick timing delay on floodgates and bridges.

I figured on using the AND gate, I just felt it would be more elegant to have the multiple requirements. as for the timing delay, I was given to understand that quality of craftsmanship had something to do with this. Does the same delay apply to triggers attached to say, a gear box? Is there a chart?

58
DF Gameplay Questions / Gurgling Calendar Project: woes and questions.
« on: September 28, 2009, 05:42:36 am »
OK, so I'm working on building a water-calendar. It's a complex set-up of different sized chambers, floodgates, pumps, windmills, and whatnot. When finished, I'm hoping to have it run  to final state once per year. I designed the whole thing on paper before I knew how most of the pieces worked, and despite having managed to get the first bit operational (a corkscrew-shaped pump tower powered by windmills) I'm not optimistic about the rest.

Basically, water seems to move predictably and very quickly, or at a crawl and intermittently. Am I right? I need a way to move water slowly in a closed system, and once the device is completed, there needs to be no dwarfish element, because I need the system not to stop working for any period of time. there there a way to slow down the flow of water, and keep the flow predictable?

Also, I know that multiple devices can be attached to one lever or pressure plate, but can a device require, for instance, that three separate pressure plates exist in a triggered state in order to function?

Finally, I'm worried about evaporation. Will water evaporate in a closed system i.e. with no access to outside air?

59
Call me Urist.

The tale I'm about to tell you, you may not believe. I know, you hear tell of the beautiful spires and mechanical genius of Uker'Rakust. And it is true that her adamantine aquaducts, vast open-air zoos, and ponderous mechanical calandar are a sight to behold, but you mustn't immigrate! You mustn't leave the Mountainhomes! Or if you must, leave for Kobemzazit, or even remote Izegagak! For Uker'Rakust? Only I escaped the last mad ritual to Armok.

Hear my tale, and know that I am a condemned dwarf, and rightly so. I am responsible for the deaths of nearly a quarter of a thousand souls. And just as sure as I stand before you today, chained and awaiting the swift justice of the Hammer, Know that I was once just like you. An immigrant. Bound for the glory and honor of improving upon a fortress seemingly destined for greatness...

60
DF General Discussion / Re: Utility for mechanical testing?
« on: September 25, 2009, 09:30:50 pm »
Also in case you don't know:
1) This should go to a modding forum, but because you're already here, ask any questions you need about changing your raws, I will answer.

Had I initially had a question about modding, I'd have tossed this there. My apologies for muddying up the forum with thread drift, I suppose. :P

Pages: 1 2 3 [4] 5