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Messages - Trekkin

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3046
DF Gameplay Questions / What to set up first?
« on: July 18, 2010, 03:17:48 am »
When beginning a new fort, I'm always intimidated by the number of things that, to judge from the wiki, need to be built or otherwise begun immediately. Farming capacity for the inevitable migrant influx, defenses for the inevitable goblin thieves/ambushes/sieges, and properly dwarfy underground living/manufacturing space all vie for the attention of my miners, and i can never decide what to make them do in what order. Therefore I ask you: how do you direct your digging at the start of a new fort? What are your priorities?

3047
DF Dwarf Mode Discussion / Regarding the third dimension
« on: July 17, 2010, 05:36:07 am »
Have the boundaries on z-levels changed in the new version? I have found references on the wiki to large changes in the number of pure rock levels available below the surface terrain, but whenever I actually generate a map and move my viewpoint to its boundary, it seems that there are roughly the same number as in 40d. Is there a setting somewhere in the init files to change this, or is it perhaps dependent on the discovery of the cavern systems?

3048
DF Gameplay Questions / Multiple Tables in Dining Rooms
« on: March 17, 2010, 01:05:06 pm »
If I make a dining room that has more than one table, do I need to designate each table as its own room or does each table in the room area designated from one table count as a dining room table for dwarves to use?

3049
DF Gameplay Questions / Re: Dwarf blinking grey means what?
« on: March 17, 2010, 01:03:33 pm »
I just discovered this game a couple days ago, and I've ignored all my other games because of it.  :P

Dwarf Fortress tends to do that.

3050
DF Gameplay Questions / Vermin and Grates
« on: March 16, 2010, 08:33:21 pm »
If I build a vertical grate and push water from a cave river up through it by pressure, will cave fish and cave lobsters come up through it?

3051
DF Gameplay Questions / Re: Nobles only
« on: March 15, 2010, 01:24:21 pm »
So it's impossible to create a "last dwarves" world by any method that will still give nobles?

3052
DF Gameplay Questions / Nobles only
« on: March 15, 2010, 12:51:47 pm »
I'm trying to design a world in which my fort will recieve only nobles from the world. No non-noble immigrants, no caravan. Is this possible?

3053
DF Gameplay Questions / Re: underground tree farm
« on: March 15, 2010, 12:41:33 pm »
Tower caps can take upwards of a year to grow.

3054
DF Gameplay Questions / Re: Where do nobles come from?
« on: March 15, 2010, 11:07:00 am »
So just to make absolutely sure I understand this before I make my masterpiece fort (kinda making one last hurrah for the current version before DF 2010 arrives and I switch to that):

If my dwarves are the last seven dwarves remaining in the world, I get every noble but the king with sufficient population and created wealth?

3055
DF Gameplay Questions / Re: Where do nobles come from?
« on: March 15, 2010, 10:56:13 am »
So  nobles actually need a working civ to come from?

3056
DF Gameplay Questions / Where do nobles come from?
« on: March 15, 2010, 10:40:46 am »
The title says most of it, but more specifically, in what shape does dwarfanity (dwarven humanity?) have to be to make nobles? Does my dwarven civ have to still exist? Can nobles arrive from other civilizations? Can nobles spontaneously generate from wealth and dwarf pop like little purple rats?

Formatted in another way, will nobles show up if my embark represents the last seven dwarves in

A. The world
B. The civ we embarked from

3057
DF Gameplay Questions / Re: underground tree farm
« on: March 15, 2010, 10:26:37 am »
Unless there's natural rock between the top z-level and the tile in question, it's above ground. So once you remove that cieling it's above ground. That said, unless you're on a biome that supports trees and bushes (not mountain) you won't get any spontaneously growing, so it's more for farming aboveground plants in a way that doesn't trigger cave adaptation.

Of course, if you find multiple soil layers and produce an underground-now-aboveground area that has a full wall of soil beneath it they'll grow, but they're already doing so on the surface so...

3058
DF Gameplay Questions / Re: Who cares of injured work animals?
« on: March 06, 2010, 04:15:00 pm »
If his injuries will not heal, you can chain him in your entryway as a sacrifcial ambush detector; even a blind dog who's unconscious half the time can do that. I generally set up several such detectors, moving the more injured ones forward so they die first. Of course, when my ballistae start sweeping the entry corridor it's something of a moot point...

There is no dwarven ASPCA, and for that I thank Armok...who probably destroyed the dwarven ASPCA.

3059
DF Gameplay Questions / Re: Your first year layout
« on: March 06, 2010, 04:08:49 pm »
Whenever I embark someplace where something will want to eat my dwarves quickly, I find one of the little mini-mountains that normally sprout up in single tiles near big ones, and dig into that so I can use it as a pocket fort. The whole lower level is dug out after the longest three-tile entry corridor I can make; the back gets dug downward via ramps and curves around to form a nice long 120-tile entryway so I can use ballistae with impunity once all the necessary space is dug out to transfer everything from the pocket fort to the main one.

It's inefficient, but it keeps my main mountain from having abortive pocket forts everywhere.

3060
DF Gameplay Questions / Re: safe magma pumping
« on: March 06, 2010, 04:04:31 pm »
If you're really worried just route power to them from above; magma from a screw pump works like water, and as long as you don't fill your channel completely the magma will never touch the axle.
As an aside, if you don't want to waste iron on screw pump parts green glass will pump magma indefinitely. Wood works for a time too.

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