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Messages - Geb

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181
DF Suggestions / Re: Caissons.
« on: July 27, 2010, 04:13:28 pm »
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Well, the problem is that the way that this should work is that the box would just keep the water out long enough to build a serious wall... which means you need a box bigger than the wall you will build.
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Yep. If you wanted to do anything big and complex you'd have to start getting creative. The way I am imagining these caissons working would allow you to make a series of underwater pillars in a line, one small working area at a time, then you could dismantle and rebuild all the caissons to a different size as improvised dams in the gaps between pillars, allowing you to drain a very large space to work on filling in the gaps with solid stone.

Edit: actually, that's a very obvious use for them. If you can make a caisson three tiles wide, which you'd have to in order to have any usable space to work in, you make blocking most running water very easy indeed.

182
DF Suggestions / Re: Caissons.
« on: July 27, 2010, 01:50:04 pm »
Having dwarfs use a very primitive sort of caisson, just an open topped wooden box as far as the bit in the water goes, would be more appropriate for the scale of the game. Having an in game version be crude and leaky would be a good way to emphasise that it's supposed to be a temporary structure. Let water fall into the dry space occasionally, just fast enough that you can't rely on evaporation to take care of it. The bigger and more watertight types are better represented by normal constructed walls, I think.

I'm imagining it being a bit like the game's bridges, something that must be built on the edge of water, a structure that can be raised and lowered at the pull of a lever. The structure as you build it in game would be a combination of watertight box, crane, counterweight, pulley... This way it could be removed and dismantled once the underwater work was done without leaving all the components stuck underwater.

183
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There's so many of them that I think we'll start trapping them. After all there's no other means of food production around here. Unless someone wants to hunt our giant leopard friend...
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Are there no plants to gather? Snow covers them and makes them invisible, but I don't think it destroys them. It would be nice to have something available to drink other than aquifer water with rotting corpses in it.

184
I can't tell from the screenshots how deep down our corpses are. If it's only one layer down from the main fort then it could work. You could even dismantle the depot and build some walls to stop the pump operator from being washed away or drowned, and channel all the water outside.

185
In theory it should easily be possible to pump water out of a flooded aquifer pit faster than it pours in, leaving it dry enough to recover items. That plan does rather rely on there being somewhere to pump the water to though... for which you need miners. Whoops.

186
Sigh...

I lasted less than two weeks before drowning? You'll get better results if you use stairs instead of channelling ramps to go down. Stairs give you a chance to see down before dropping into it, not that it'll do us much good now.

Replacement dwarf please, when possible. When migrants come, give one of them animal trainer and trapper labours and name them Tannen.

187
I'd like to sign up for a turn on this. Can I also have a miner named Geb, with one point of Liar skill?

I'd vote for The Dismal Biles as embark location.

188
DF Suggestions / Re: Flour should come in barrels
« on: July 19, 2010, 07:53:15 am »
I agree with this both on accuracy grounds (it can be a fantasy game and a history lesson in one, they're not incompatible) and on practical grounds.

A lot of the things dwarfs do with bags just need a container, not a flexible cloth container in particular. The hassle involved in making the bags is usually not worth it for the end result. I know that I never bother with flour until a few years into the game when the traders have brought along some bags with them.

189
DF Suggestions / Re: Engraver Happiness
« on: July 15, 2010, 03:02:19 pm »
The practical result of this would be that you could create chambers of madness, where an engraver has been sent to work until they've cheered up a bit and can be trusted to doodle over the main fort. Perhaps creating a really nasty engraving gives a happy thought, something to represent the calming effect of showing your feelings. The value of this idea would be for the engraver, not for the other dwarves, so it would become a bit like a controllable tantrum.

190
DF Suggestions / Re: Sewage/Dwarf Waste
« on: July 15, 2010, 02:36:11 pm »
There wouldn't be any point including it if all it did was add more hauling jobs in the name of realism.

I think you would need incentive to do more than just designate a toilet zone, make dwarfs wade through it to relieve themselves, and make up for the unpleasant experience with a magnificent dining hall.

The only way it could be made useful enough to be worth including in the game is if you could send sewage off to a settling tank workshop to have it compressed down into blocks which you can then further refine in a smelter to get another form of fuel.

191
DF Suggestions / Re: Explosives?
« on: July 15, 2010, 02:01:51 pm »
Without having to look, I'm quite certain somebody will have mentioned before on one of the previous explosives threads, that period appropriate explosives would have been more the *whoomph* "Argh! I'm burning" type and not the *blam!* "Where did my arm go?" sort.

What the game needs is not more blam, but more ways to set things on fire, and more encouragement to use the ways we already have.

192
DF Gameplay Questions / Re: Cleaning Off Snow
« on: March 07, 2010, 08:55:37 am »
Resurrecting this ancient thread because I've got the same problem. I've built a tower on a permanantly freezing location, it's full of snow, I want it not to be. There's no room for magma in the design. Is there any way to melt the snow if I'm willing to cheat to do it and use memory hacking and/or modding?

193
Forum Games and Roleplaying / Re: rate the avatar BELOW you.
« on: March 05, 2010, 03:49:14 am »
7/10, because over 70% of all numbers chosen at random by a human contain a seven.

194
Forum Games and Roleplaying / Re: God Game
« on: March 01, 2010, 12:42:48 pm »
We've already got a system for gods rotating out. Maybe we could take a vote on a new Armok too, if rubberduck wants out.

195
Forum Games and Roleplaying / Re: God Game
« on: February 27, 2010, 03:32:03 am »
It's been over ten days since Beanchubbs posted now. I think it's safe to say we've lost him.

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