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Messages - Trekkin

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3031
DF Gameplay Questions / Convalescence
« on: July 24, 2010, 09:02:40 am »
I've currently got a dwarf who had the good fortune to be in a hospital when a goblin got to her, and she's been sitting there for about a year now sans a lower arm and a lower leg with all her wounds treated and currently yellow, apparently constantly unconscious. How long will it be before she gets up, if ever?

3032
Will it affect him at all? What about in combat?

3033
I've got a farmer who leaves behind a constant two tiles of something that shares the sand icon wherever he walks;the last two tiles through which he walked look like sand but nothing shows when i loo(k). The only oddity i can find is that his guts popped out a while ago...is he dragging his guts behind him???

And why didn't they put them back inside when they sutured him?

3034
DF Gameplay Questions / Re: One-square-wide shaft up/down
« on: July 22, 2010, 11:19:19 am »
The cave-in method works, but you really don't need to bother. Assuming you don't worry about flying creatures, just dig a one-tile wide staircase next to the channel, and when you channel into the lake on the bottom z-level, also remove the upward stairs there. You dwarves should remove them from the top, leaving you with a z-level from which nothing can escape.

3035
DF Gameplay Questions / Fish sucked into resevoirs
« on: July 21, 2010, 12:14:17 pm »
I have noticed in the past that artificial resevoirs filled via screw pump also contain fish, and I'd like to use this to pump fish-populated water more closely into my fortress. If I pump it into a different biome, effectively halfway across the map, will fish still spawn in the water as long as a direct connection to the source remains?

3036
DF Gameplay Questions / Re: The speed of medical care
« on: July 20, 2010, 06:01:59 pm »
A hospital placed to ensure minimum walking distance it is, then. Incidentally, are ballista bolt impacts still as invariably fatal as they were in 40d? It occurs to me that dwarves in their line of fire may well be the most common injury i have to deal with, and it may be a moot point to put the hospital in close proximity to them.

3037
DF Gameplay Questions / The speed of medical care
« on: July 20, 2010, 03:26:59 pm »
I'm trying to place a hospital in my fort, and given its space requirements, as well as those of its attendant water piping, it occurs to me to ask how long dwarven healthcare takes, as the hospital only needs to be close to everything else if the travel time is significant compared to the time of treatment.

In short, how long does it take from when a dwarf is first brought into the hospital for that dwarf to no longer be in danger of dying due to injury?

Related: do dwarves have any concept of triage?

3038
DF Gameplay Questions / Re: Ice=Rock?
« on: July 20, 2010, 07:48:06 am »
I can confirm the bizarreness of ice as stone. It's not considered a material that can be stockpiled and thus dwarves will never fetch it unless specifically ordered to do so for a construction or dumping, but once used as a building material it's just light blue rock.

I'm guessing it's not magma-safe, but it's a moot point since you can't build anything that can melt with it.

3039
Do you have enough of a metal industry to make metal bolts? Maybe those would work better.

Of course, if you have a lot of wood to spare, ballista bolts are to goblins what goblins are to crossbow bolts. Even catapults might do something, and they'd save on wood.

3040
I've had similar things happen, and it's worthwhile to build a cave-in system over your hospital to re-injure dwarves that slip through the cracks in the system. Just keep dropping boulders on them, or preferably near them, and eventually the med dwarf will wake up and go treat them.

3041
DF Gameplay Questions / Re: Melting Ice without Magma.
« on: July 19, 2010, 10:20:04 am »
When a wall collapses, it falls to the next level down, when it hits the floor, if there is nothing underneath the floor tile (like a room has been dug out below) then the wall will break through the floor and fall down to the next level and this will repeat untill it reaches a level with a floor and support below the floor.
The problem that was always run into in previous versions when attempting to farm was that the cave-in would replace the floor on the impact site with the floor of the falling material, here ice--which, on falling, would turn into water. This meant that there was no floor on the impact Z-level so you couldn't farm on the same space into which you just collapsed the ice, which in turn made collapsing only ice floors useless as the water would be 1/7 on the now-unfarmable tiles and could not spread elsewhere. I was wondering if now caving in ice preserves the floor it hits, assuming it doesn't go through it.

3042
DF Gameplay Questions / Re: Melting Ice without Magma.
« on: July 19, 2010, 07:14:32 am »
Does collapsing ice walls onto rock still destroy the rock floor, making it unusable for farming?

3043
DF Gameplay Questions / Caverns in worldgen
« on: July 18, 2010, 08:14:18 am »
Having played around a lot with worldgen in 40d and a bit in it here, I'm still in the dark as to how caverns are handled, and the wiki, while very thorough in describing what to expect from caverns, is a bit sparse on the subject of their generation. Thus, a bevy of questions:

1. How do they handle elevation changes? If I have a mountain next to a valley, will the cavern system(s) likewise adjust in height to match, at either a constant distance below the surface or a constant proportion of above-cavern to below-cavern space?
2. What about the magma sea? Does it too retain a constant elevation despite surface features?
3. How do the various variables for cavern worldgen interact, especially those for the Z levels that act as a vertical buffer between cavern systems? Are those buffers absolute, or in what fashion do they vary?

I suppose I'm just asking whether the caverns and magma sea are generated and the terrain dropped on top of it or if the terrain is generated and the caverns generated beneath them.

3044
DF Gameplay Questions / Re: What to set up first?
« on: July 18, 2010, 03:29:52 am »
many thanks.

3045
DF Gameplay Questions / Re: Starting out.
« on: July 18, 2010, 03:29:03 am »
If the mechanics and hydrodynamics of resevoir area give you trouble, you might try a trick I've used when i didn't have time to create a proper irrigation system: simply hollow out the area you want to farm in and a connecting tunnel close to the river as before, but instead of a floodgate, channel out the tile three tiles away from the river/brook. build a pump on top of the connecting tiles and flood the farm area, then deconstruct and rebuild the pump in the opposite area to drain it into the brook. It's twice as labor-intensive but also frees you from worrying about how to get a fixed quantity of water to spread into a given area before evaporating.

For multiple farm levels, it's possible to adapt the technique to flood just the bottom level, then pump it back up and out through each successive level.

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