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Messages - Trekkin

Pages: 1 ... 200 201 [202] 203 204 ... 210
3016
DF Gameplay Questions / Pump layouts to build into a lake
« on: July 28, 2010, 11:10:03 pm »
I've run into an underground lake just after embark, which for reasons of the layout of my whole fortress I need to build down through, rather than around. I've seen on the wiki that aquifers may be pierced using screw pumps, and I'd like to do a similar thing here, but I can't figure out how to take seven dwarves (six, really, since one needs to build the wall/stairs) and power enough pumps to drain a hole in the lake so I can build walls to hold the water back. Is there any sort of standard or proven layout to incrementally pump small portions of the lake bed dry so that walls may be built there to act as a dam, eventually sealing off an area?

The lake's only one z-level deep, if that helps.

3017
DF Gameplay Questions / Re: How long do dwarves need coffins?
« on: July 27, 2010, 11:31:07 pm »
So I can just designate the body for dumping into a magma pit garbage dump, without ever assigning a coffin, and there will be no problems?

3018
DF Gameplay Questions / How long do dwarves need coffins?
« on: July 27, 2010, 11:10:56 pm »
I'm currently experimenting with building fortresses right above the magma sea, and this has led me to wonder if the dwarves would suffer unhappy thoughts from their coffin-encased fellows being given over to the fiery blood of the mountain via cave-in or reusable flooding chamber. So how long after a dwarf is encased in a coffin do his friends and family care about what happens to his remains?

3019
DF Gameplay Questions / Elves and freezing
« on: July 27, 2010, 03:38:10 pm »
Do elves still bring only dead animals if your fort is in a freezing biome?

3020
DF Suggestions / Re: Armor + mechanism = prosthetic
« on: July 27, 2010, 01:04:29 pm »
Which is entirely consistent, if we assume a sort of generally medieval technological base. All it would do functionally is hold the position to which it was last set, but even that requires some sort of internal armature capable of variable resistance to applied forces. It doesn't have to be animate, just capable of being manually moved and then staying put. I was simply suggesting that there's a certain elegance to taking something already shaped like the part in question and building the armature into that.

3021
DF Gameplay Questions / Re: some beginners questions
« on: July 27, 2010, 05:36:14 am »
Smoothing floors unmuddies them. Bizarre, perhaps, but there you have it. So does building constructions on muddied rock. That said, if you want constant 1/7 water across a region, remember that you can set pressure plates to work on specific levels of liquid, and that they work like levers. having a pressure plate interrupting the action of a screw pump works, but then again 1/7 water is tricky because it doesn't move.

To remove stone quickly, catapults are always a wonderfully efficient solution, especially if you want siege operators for defense. If not, try zoning a dump and designating the items for dumping. They'll be forbidden so you'll have to reclaim them later to use them.

You can set the amount of barrels assigned to a particular stockpile and the contents of each stockpile in its menu, so yes it's possible to set the barrels used for each food type. However, the option to reserve barrels via /* on the main stockpile screen is a lot less headache-inducing.

As for thieves, tether one animal on either side of a three-tile hallway and the thieves will always bump into them. It's best not to use your best war animals for this so that if you forget come an ambush/siege it's not a problem. Incidentally, goblins aren't immune to traps, so it might be worthwhile having them try to sneak past several menacing spikes. When you see goblin corpses randomly popping into visibility at your fortress entrance you know it's working.

3022
DF Gameplay Questions / Re: Fluid mechanics: Pushing things.
« on: July 27, 2010, 05:26:45 am »
Really, moving a large volume of fluid is the best way, although it's worth keeping in mind that 7/7 liquid does not flow, so it might work to have a pressure plate and floodgate to keep the volume in the waterway being used as transportation to 6/7. However, a rock cannon requires momentum that at present just can't be gained from moving water.

3023
DF Suggestions / Re: Armor + mechanism = prosthetic
« on: July 26, 2010, 11:37:51 pm »
That was what i meant. I know it sounds mechanical, but i didn't intend it to sound any more functional than the hook/peg leg stereotypical prosthetic, which is itself a step up from nothing. This is the same step up functionally, just less glaringly obvious cosmetically and doesnt require producing a new item or range of items. Then again, anything made of metal and used in lieu of a limb walks a fine line between the few examples we have of medieval prostheses (Gotz von Berlichingen) and increasingly fantastical steampunk.

3024
DF Suggestions / Armor + mechanism = prosthetic
« on: July 26, 2010, 11:19:12 pm »
I've been noticing a lot of dwarves who are severely reduced in utility by having bits of themselves removed, and as such have been wondering at how prosthetics beyond crutches might be implemented, especially since every dwarf's needs would be unique- you can't make a prosthetic hand for someone missing a finger, nor for someone missing an entire forearm. Thus, I suggest armor be used as the basis for replacement limbs, perhaps with a mechanism added as a means of transforming the motions of the remaining limb/torso into some semblance of the replaced function. In effect, the missing limb would be armored as though it still existed, at which point it regains some functionality, perhaps proportional to the quality of the mechanism employed.

Just to clarify, I'm NOT suggesting some form of steampunk deus ex machina replacement, just a more cosmetic version of the hook as replacement hand that dovetails nicely with how armor covers various portions of dwarven anatomy as needed...and we end up with dwarves with metal arms/legs.

3025
DF Gameplay Questions / Re: Ballistas and Catapults
« on: July 26, 2010, 10:02:03 pm »
For training, build catapults. For actual defense, use ballistae if anything.

Catapults basically turn stones into grenades lobbed through the air on the same z-level. As the rocks are flying and aren't therefore considered to be in the same space as ground-based things (I think), they won't hit anything that doesn't take up the entire space like a wall until they reach their destination, at which point they do damage in a small radius. Ballistae shoot prepared bolts in a straight line that will go through anything on the same z-level until they either hit a wall or are destroyed by going through too many things. If you go through the effort of tipping them with steel heads, they tend to be very deadly indeed, especially if you trap your target in a hallway as has been suggested.

That said, you want a set of three masterwork parts firing a masterwork bolt to have any hope of precision (dwarves apparently believe in accuracy through serendipity) so be prepared to go through forests of wood in training and then production. In all, its inefficient but supremely satisfying, especially if you don't want to deal with the death, injury, and subsequent tantrum-fest that a military can engender.

As a final note, if a bolt or stone drops a z-level on impact before hitting a floor, it's saved. This can be of great use in trying to salvage precious, precious masterwork bolts, as well as in making nice compact siege operator training centers by pointing catapults at a wall, channeling away the space directly in front of the wall and building a stairway next to it back up to the catapult.

3026
DF Gameplay Questions / How does education work?
« on: July 26, 2010, 09:48:59 pm »
Now that military training and civilian attribute gain are apparently fixed I thought I'd ask a question that's been bugging me for some time: What do the Teacher and Student skills do? Is it just a military thing or can civilians also teach? The wiki only says that the two skills both increase the rate of learning; exactly what is being learned is not mentioned.

3027
DF Gameplay Questions / Sealing the caverns
« on: July 24, 2010, 10:30:11 pm »
In an attempt to make the caverns in my latest fort safe for tree farming, I'd like to seal them off completely from the map edges with walls. This raises two questions:

1. Will trees still grow within the sealed areas?
2. Will various monstrosities still spawn within the sealed areas?

3028
DF Gameplay Questions / Re: Convalescence
« on: July 24, 2010, 12:19:41 pm »
Unfortunately, my hospital is right above several z-layers of rather important things, and her bed in particular would cut a path right through the entry corridor walls, so a cave-in wouldn't be feasible.

I think I'll end up forbidding beds to move her to my meeting area before she heals up completely. She can make friends and boost happiness.

3029
DF Gameplay Questions / Re: Surviving in the cold
« on: July 24, 2010, 10:17:56 am »
You can also drop the ice at least one z-level to melt it, should you ever be without magma.

3030
DF Gameplay Questions / Re: Convalescence
« on: July 24, 2010, 10:14:11 am »
Are there any jobs a conscious dwarf can do without moving, then?

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