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Messages - The Architect

Pages: 1 ... 123 124 [125] 126 127 ... 137
1861
SGVII: Now with more murder!

1862
General Discussion / Re: Zombie preparedness
« on: November 06, 2009, 04:49:26 pm »
First: no one said iron is hard to refine. However, I did say gold is hard to refine and that I doubt any hobby survivalist has the knowledge to do it.

Myth: Lead kills you.

Lead doesn't kill you. It doesn't even hurt you until you consume a large amount of it, through constant skin contact over a period of years or through directly eating significant amounts of it. You could intentionally eat small amounts of lead the whole time the zombies are there (given the time it would take a body to decompose) and not die, though you would suffer some brain damage. Lead poisoning isn't something you can get by walking through a place where lead is mined, unless they have come up with some drastically idiotic process which somehow vaporizes lead (a hard thing to do, by the way). You would have to sleep on a bed carved out of solid lead or eat with lead plateware to get lead poisoning in a lead mine.

It's perfectly safe to have everything in your house painted with lead paint, as long as you don't allow your children to chew the furniture. The only other issue with lead paint is that paint tends to become dust (and thus breathable) when a structure is demolished.

1863
...bump.

In 12 hours Kenbo gets the turn where I left off.

1864
hah...

Sorry to mock your predicament, but you're the only one struggling on with this ridiculous map/folder.

Just making humans playable and not trying to hack them into the main civ is the proper way to play a human mod. Will do it this weekend.

1865
General Discussion / Re: Zombie preparedness
« on: November 06, 2009, 04:06:43 pm »
Lead is common, very dense, and cheap because it has relatively few uses and a low melting point. Gold would make excellent bullets, being both extremely dense (about 2x as dense as lead even) and a little harder than lead, with a higher melting point (it would deform much less when fired). What a waste of flashy jewelry material though! We need to LOOK GOOD when fighting zombies! Oh, and you'd have to get pretty creative to effectively refine, melt and mold gold with nothing but wood and a hobby survivalist's knowledge.

1866
Go big or go home. It would be very undwarflike to revert. It's not impossibly hard to create a repeater spike trap that can be closed for merchants, is it?

Edit: you have enough captured critters to make a critter repeater, so it's not going to be that difficult.

1867
Life Advice / Re: Space colonization[IRL]
« on: November 04, 2009, 07:09:56 pm »
Don't know what we'd do for fun, though. I imagine that we'd have to spend a good deal of time working out in order to account for the low gravity. After that, I guess we could just play DF on NASA supercomputers ;D

5,000,000 FPS!

1868
General Discussion / Re: Signs you may be a boring person
« on: November 04, 2009, 07:07:53 pm »
I have a suggestion for the list. The idea is as follows, but it will need some formatting and review to make it coherent and clear:

Some people are very bad about relating everything to themselves as if the only important factor of a conversation is how it relates to them. While relating yourself to the discussion is an essential part of conversation and is one of the few ways you can contribute, they fail to listen to what anyone else says, and thus often miss the point of the conversation and/or fail to keep up with what's being discussed. Story-toppers are one form of this.

This is truly a killjoy trait and I would argue it as a trait of a boring person, if only because it tends to end conversations and ruin social situations in general. Such people have all of the social symptoms of a boring person, even if they can be interesting themselves or have interesting things to relate.

1869
General Discussion / Re: Zombie preparedness
« on: November 04, 2009, 05:56:47 pm »
We should use nukes to do cosmetic surgery on the man in the moon!!!!

1870
Ah, that second one is a really neat idea for replenishing a water source. What do you do with the water you produce?

1871
Architect: Toady doesn't go in for quick-and-easy patch jobs. When he fixes an issue, it generally means reworking it from the ground up so it stays fixed.

Unfortunately, this does mean that playability-wise many quick fixes are completely ignored.

Yea, his modus operandum is pretty clear in that respect. Forgive me if I misspell the Latin.

If by the economy you mean The Economy, I'm pretty sure that's a huge issue, that'll take an extremely long time to get shipshape. But if you're still talking about coal, then at least you can mod it yourself to make it a [LAYER_STONE] or whatever.

Actually, for all we know, this sort of thing may have been fixed in passing and not even been mentioned, eclipsed by the grandeur of the underground   (I_I)

That's a possibility, and I'm hopeful to see a lot of changes that haven't been mentioned. As far as economy, I'm talking about the literal game economy, not the placeholder that is used currently to create an internal economy for the dwarves. Balancing that will undoubtedly come after the major issues like coal, food/ale value and production, and metalsmithing input => output are settled.

1872
Cool man. Looking forward to that update. Got a teaser for us in the meantime?

1873
You aren't on a very cold glacier, so lucky you. If you were on a true full arctic map it would never work. To fix the issue of pumping one square of 7/7 at a time, I suggest you restrict the area you are pumping into to one square. You could always hook up a hatch or door/floodgate to release the water.

1874
Depending on how cold your glacier is, this model won't work. Just a preliminary warning so you know to have a backup plan. Also, a repeater won't help at all; anything of this kind needs to be manually managed. My advice is to go ahead and create a basic ice-drop cistern to last you while you work on this. Depending on where you place your beds, all wounded dwarves will always die as water can't be transported to them across a freezing z-level. Contrary to what you would logically expect, water always freezes instantly on a freezing tile. The only option to prevent this would be to create a magma reservoir directly beneath the path from the water source to your barracks/beds where dwarves are resting, and under that area as well to raise the temperature enough for water to be delivered and consumed.

Drinking from the source is not a problem even if the dwarf is standing on a freezing tile; only transportation and flow are impossible. I haven't experimented enough with magma beneath an ice floor to know if the floor will melt in addition to the walls, causing all of your water to collide with magma and create obsidian, steam and ice. If it does, you will also need to construct a stone floor for your reservoirs.

To answer the question posted while I was typing (I'd like to point out that this is a repetitive posting of that information): "No." Only squares that would be "warm" if they were stone will melt. In some odd cases magma heats squares 2 tiles away, but I believe this takes quite a while to happen and if you are adding and removing magma then you will have to wait each time. Also, magma never heats squares 2 levels away vertically. Basically in order to use magma to create warm tiles, the water must always be directly above the magma. This makes using magma with ice very impractical and not at all versatile. Since you can't create a thin wall (much like a floor) you can't effectively use magma to heat horizontally.

Depending on how horizontal heat transfer is handled, you may be able to circumvent this by putting magma on BOTH sides of a channel, heating the area 2 tiles away faster. This also has not been tested. One way to circumvent all of these problems *COULD* be a diagonal channel.

1875
Hey Sava, I hate to be rude but whats the status here? Done yet?

It's time to submit a turn or turn it over to Kenbo.

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