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Messages - Trekkin

Pages: 1 ... 195 196 [197] 198 199 ... 210
2941
DF Gameplay Questions / Re: I hold with those that favor fire
« on: August 21, 2010, 09:59:06 am »
I haven't played with fire in 0.31, but in 40d, objects made out of lignite/b-coal/graphite would take about a year to burn out, and intruders would normally have little time to be on fire before being killed outright by the heat just from standing in a tile next to them.

Thanks much. What about cloth items? Wood? Could I keep a steady stream of organic junk falling on my fires to keep them burning permanently?

It seems, having built five grates in a line and walked all manner of animals across them, that animals need to hit a flaming object, violently, before they will catch fire.

2942
DF Gameplay Questions / I hold with those that favor fire
« on: August 21, 2010, 07:45:18 am »
I've noticed on the wiki under trap design that a grid of lignite floor grates is said to serve as a fire trap, burning to death those goblins that encounter it. I suppose my understanding of fire is poor, and in defiance of grand dwarven tradition I thought I'd ask before torching my entryways:

1. Do goblins and kobolds path through fire as though it's not there?
2. How does smoke affect FPS?
3. How fast will an animal/goblin burn to death?
4. can an entity step on a tile with fire on it and not be lit on fire, assuming it's flammable? What about an armored goblin?
5. Will lignite objects really never burn out?

At this point I'm planning on digging out a channel in which to put the grates and having a bridge descend over the open space above it for when I want caravans to pass through, with a second such system several dozen tiles back and un-bridged by a pressure plate set just in front of the first grid to catch goblins retreating from the deaths of their more adventurous comrades. Might this work?

2943
In general, locking a door, unpausing, and unlocking the door will reset the pathmap, which can solve some of the more mysterious "i have reagents but dwarves aren't going for them" problems. Also, forbidding and unforbidding the items in question can clear them to be used if they were previously mysteriously unusable.

Both have worked for me before to clear up steel production.

2944
DF Gameplay Questions / Re: Magma hunting information
« on: August 21, 2010, 03:49:15 am »
In DF2010 there is magma on almost every tile, if you go down far enough. Just dig a single up-down staircase all the way down until you hit either magma or semi-molten rock, in which case go sideways. If you hit anything else (spoiler), stop and go sideways until you're in normal rock again, then resume.

Once you breach it you can see where to dig further exploratory breaches.

2945
DF Gameplay Questions / Re: underwater
« on: August 20, 2010, 11:24:51 pm »
Again, you probably can't, but you'd need pumps or magma.

Incidentally, if you just want to stop rotting/"forced to endure the decay of a friend", you don't need to recover the body. You can just destroy it via cave-in.

2946
DF Gameplay Questions / Re: underwater
« on: August 20, 2010, 11:08:00 pm »
You can't build underwater, unfortunately. If you want to build anything there, you'd need to drain the water, perhaps locally by building rings of screw pumps and walls in the spaces from where the pumps draw water. Alternatively, you could use magma to construct obsidian caissons, or cave in walls to make the chamber then drain the water from inside it.



2947
DF Gameplay Questions / Re: Traction bench troubles
« on: August 20, 2010, 11:04:15 pm »
The trivial solution is to drop magma or a floor on the troublesome patient.

That said, I've had this happen as well and I can't help but wonder if it isn't related to the previously fixed bug where doctors couldn't move their patients to traction benches. What happens if you deconstruct the bed he's on and build a traction bench there?

2948
DF Gameplay Questions / Re: Pathfinding and FPS
« on: August 20, 2010, 10:35:54 pm »
Thank you, and i will search more exhaustively in the future.

2949
DF Gameplay Questions / Re: Fishing...
« on: August 20, 2010, 10:34:45 pm »
Can someone devise a good method of catching whales and other creatures that turn up in oceans? Swimming hunters? Underwater cage traps? I'm clueless.

I know of two methods. By far the more reliable is the standard + shaped wall set with traps at the center junction, repeated vertically to the top of the water. Add drawbridges to the outside to make toggleable exterior walls to drain the trap for catch removal.

You can also try the inorganic version of the tactic used by the bladderwort Utricularia vulgaris to capture insects IRL and build an evacuable chamber connected to the water by a bridge, hatch, or similar, hoping that the water flow will pull in nearby animals, at which point you drain the chamber. I've never had much luck with this, short of building massive false floors to waterways, but you might.

2950
DF Gameplay Questions / Re: Are walls magma proof in 40d?
« on: August 20, 2010, 09:53:11 pm »
All constructions are utterly indestructible except by cave-in or removal, no mtter the material.

2951
DF Gameplay Questions / Pathfinding and FPS
« on: August 20, 2010, 09:21:13 pm »
Is dwarven pathfinding a drain on FPS no matter the path, or do certain formations of open space and blocked space require more calculations?

For instance, my current fort is largely a warren of 1-tile-wide pathways with as few junctions as possible. Is this better for pathfinding than building a fort by carving out wide passages? Does length factor into pathfinding problems?

See below. never mind.

2952
Stop fluid flows and kill dwarves.

Actually, someone needs to test if bedridden dwarves still path. If not, one could have a full-size fort running on as few dwarves as possible treated as though it were a small fort by the CPU.

Atom smashing items has never done much for me.

Build floor tiles over the arrows.

2953
DF Gameplay Questions / Re: Upgrading from 40d to 2010
« on: August 20, 2010, 09:14:02 pm »
Channeling still works as you know it, with one exception- if you channel out a floor with a wall below it, and there is also a wall on the same level adjacent to that wall, you produce a ramp out of the first wall. Channeling into the magma sea from above works in exactly the way you'd expect.


2954
DF Gameplay Questions / Re: Trap question, Help please!
« on: August 19, 2010, 03:45:18 am »
Are you still getting people trying to clean them? Traps with melee weapons jam occaisionally.

2955
DF Gameplay Questions / Re: Trap question, Help please!
« on: August 19, 2010, 03:11:28 am »
Interesting question; I've had things like this happen before with goblins torn to rags on traps. Your dwarves will decide they can't reach the tiles (no idea why) and won't consider items on those tiles to be accessible even though they can in fact access the space. However, they still count the items as existing, and thus your cook decided to take one.

If you lock and unlock a door, that resets the pathmap. That might help. I've never found an absolute solution, though.

The good news is, items on your traps don't affect their utility or detectability at all. Goblins will see a multitude of pureed goblin corpses on the same tile, assume no foul play whatsoever, and happily walk on it with predictable results. The only concern is that thieves can at times steal from those tiles without problems, which can lead to kobold raiding parties.

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