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Messages - wagawaga

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181
DF Dwarf Mode Discussion / Re: Hydrodynamics Education
« on: January 24, 2010, 03:08:25 pm »
This only happens if the u-blend is neat the end of the river, if you put the u-blend near the beginning of the river, the u-blend will fill, the river will start to drain, near the end.
You have no idea what you're talking about, please don't post silly crap that takes 5 minutes to debunk:
http://mkv25.net/dfma/movie-1877-u-bendatupstreamendofriver

Excuse me for my "silly crap" post , but I clearly recall one of my fortresses getting completely flooded up to the level of the river from a breach on a lower level, and half the river was almost dry. There had to be some other breach on the river level then.

182
DF Dwarf Mode Discussion / Re: The Military Thread
« on: January 24, 2010, 02:58:27 pm »
If I ever got a blind dwarf I would make him/her a marksdwarf. Just for the sake of seeing bolts flying in completely random directions.

Getting eye wounds is so damn hard though.

183
DF Dwarf Mode Discussion / Re: Cutting the umbillical cord
« on: January 24, 2010, 02:49:37 pm »
I thought of a similar method to kill any newborn stray animals.

Put several z-levels above your refuse stockpile a series of alcoves like you did, and designing a meeting zone over slowly-repeating retracting bridges. Just make sure this contraption is cut off from your main fortress as animals could escape and/or your dwarves could decide to meet on the bridge.

184
DF Dwarf Mode Discussion / Re: Waterworks
« on: January 21, 2010, 01:50:58 pm »
You could also try for the Waterbox challenge, where you use flood gates to actually build yourself a wall through use of fluid logic bugs.

I don't understand. What bugs do you refer to?

185
DF Dwarf Mode Discussion / Re: Ultimate lava trap!
« on: January 21, 2010, 01:48:58 pm »
So, this makes magma from a cistern fill up from under the grates due to pump-generated pressure? Great. It's particularily awesome for its size.

186
DF Gameplay Questions / Re: More underground river questions!
« on: January 21, 2010, 09:18:58 am »
I often see natural brooks tile completely empty, fisherdwarves catching tons of fish, and a channel filled with water near it full of fish vermin, fisherdwarves catching lots of fish from that too.

I think the "fish" task doesn't actually require a fish vermin: it just creates a fish reducing a number somewhere deep in memory which tells how much fish is left.

The "catch live fish" task uses fish vermins however, and if my memory is not wrong I saw a fisherdwarf waiting over the brook for fish to catch (live fish i mean) lots of time getting nothing, and getting them quite easy from the cistern full of fish vermin.

187
DF Dwarf Mode Discussion / Re: Internal doors
« on: January 21, 2010, 09:10:54 am »
Hm, I recall someone proving that on another thread. I'm trying right now with the artifact door I got just now. Too bad I can't see room value since I got no economy.

188
DF Dwarf Mode Discussion / Re: Waterworks
« on: January 21, 2010, 09:09:48 am »
If you're planning to make such a water-pusher, you should find a way to recover used water, as it eats water quite fast.

189
DF Dwarf Mode Discussion / Re: For science: absurd numbers in the raws
« on: January 21, 2010, 09:08:20 am »
Actually it's not a single item wheighing less than 1 dwarf-kilogram, but one stack of items. I've had stacks of 9999 bolts (from modded reaction) wheigh 1.

190
DF Dwarf Mode Discussion / Re: attribute boosting with Charm School
« on: January 21, 2010, 09:03:36 am »
To make immigrants into your charm school without havin them meet workers, as soon as the migrant message arrives lock your workers inside the fort. Above the charm school there should be designated a meeting area over a retracting bridge, which is controlled from inside the fortress. When all the migrants are in the meeting area, pull the lever.

The only problem is if you want to use some of the migrants as actual workers, then drafting would be the easiest solution.

About preventing early tantrums, make sure your charm school area is a statue garden. This way parties will be organized, making dwarves happier.

I think it doesn't take much space to stick in some beds, a little masterfully engraved dining room, and optionally a small mist-generator. Artifacts can help boosting up room quality.

As long as no room is assigned to a dwarf, they will all gather at the statue garden while idle (and they will be most time). Make the garden small (3x3) so they are stuck together.

Masterful prepared meals and booze from a legendary brewer should send your dwarves to pure ecstasy, combined with all the above.

191
DF Dwarf Mode Discussion / Re: Failsafe Airlocks
« on: January 21, 2010, 08:53:53 am »
The problem concerning [MISCHIEVOUS] enemies using ranged attacks does not exists, because fireballs and webs will only be shot if the creature can path to the crossbowdwarf.

The true proble is that nothing forbids the gremlin to pull that lever a second time, allowing free access to the lever room and causing the end of the world.

One possible workaround could be the resettable plate idea from the wiki, which when linked to a lever "disables" the said lever until a second one is pulled.

192
DF Dwarf Mode Discussion / Re: It's just a flesh wound!
« on: January 20, 2010, 01:37:50 pm »
I noticed that wrestlers will almost always default to "punch & strangle" rather than breaking every joint and gouging out eyes like any adventurer would.

193
DF Dwarf Mode Discussion / Re: Mud covering prepared meals
« on: January 20, 2010, 01:25:39 pm »
There is a bug similar to this, that when ice melts instead of being mined out items embedded in it go to another dimension. Will I be able to move those with d-b commands too?

194
Considering how my pc is slow, I usually start a new fort. Or i run it on my 7 dwarves (plus 20 children...) fort, where I have pretty much everything ready.

195
DF Dwarf Mode Discussion / Re: Internal doors
« on: January 20, 2010, 01:22:45 pm »
External doors will act much like a wall when designing rooms. That means that an external door will not be counted in the room value, so setting artifact doors to internal might be a good idea.

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