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Messages - moki

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541
DF Dwarf Mode Discussion / Re: Terrifying Glacier. No Food.
« on: December 23, 2009, 08:23:02 am »
Real dorfs would gladly pay 30.000 for a stack of dwarven rum roast (made of finely minced dwarven rum, finely minced dwarven rum, minced dwarven rum and finely minced dwarven ale)... if you do have booze, go make some biscuits. Or don't if you need the booze for drinking.

Unicorns are not that dangerous, or at least less dangerous than  some wolves. They menace with a deadly spike of unicorn horn, but they are cowards and will only attack when you manage to corner them. Hunting unicorns with crossbows has very little potential for more Fun.
Also, dogs, if you do have enough to grill a few. A most useful and self-replenishing ressource, giving you meat, bones for crossbows and bolts, leather for armor and fat for delicious +dog tallow biscuits+.


542
DF General Discussion / Re: Graphics : The duel.
« on: December 22, 2009, 07:57:09 pm »
I play with the MikeMayday set... I found it easy to start with the prepackaged gam and then got used to it. I never liked the standard non-quadratic curses set, though the 16*16 is pretty ok. It's only a question of being used to it or not.
I'm currently working on my own 16*16 tileset that's kind of similar to the Mayday set in style, but has no real "pictures" for objects. It's not very easy, but I'm trying to have tiles that look like game objects but are still easily recognisable as the letters they are... abstraction without too much abstraction, don't know how to explain it.

543
DF Dwarf Mode Discussion / Re: Dwarven Science: A Demonic Idea
« on: December 21, 2009, 10:06:33 am »
Nah... they are the same, but these clowns don't ever leave their homes. There's no way to see them in fortress mode, unless you embark right were they live. You'd need an underground circus, a worldgen clown /at his home with the gobbos), a massive amount of luck (to have male and female) and some modding to make them breed.

544
DF Dwarf Mode Discussion / Re: HFS exposed at the surface possible?
« on: December 21, 2009, 05:40:43 am »
It would make for an interesting embark situation...  :o
...but it's like finding a 2x2 desert-glazier-forest-ocean site with  magma, river, interesting underground stuff, GCS and war with everybody... rather unlikely.

545
1. Liasons don't need to eat. I usually have very busy mayors who let the broker wait for a few months and I never saw one becoming hungry. He'll reach your fort and start crawling behind your mayor, waiting for a meeting, eventually (unless there are more wolves, goblins or other unfortunate accidents)

2. Traders will still come. You just can't order stuff from the mountainhomes anymore, because that's the liason's job.

...and before you ask: Just killing the poor guy will not bring you a new one next year. There's only one liason ever and if he's gone, he's gone forever.

546
DF Dwarf Mode Discussion / Re: Engineering a trap for nobles
« on: December 18, 2009, 12:16:22 pm »
Well, Yeah, if you find assigning rooms or workshops to specific dwarves to much intervention, there is no way to divide them, no matter if it is a noble, regular worker, military or something else. When thinking like that, even giving work orders is intervening and should not be allowed... and dwarves will do nothing at all, without you telling them to do something, that's how they work.

547
DF Gameplay Questions / Re: Obsidian floodgates will block magma, right?
« on: December 18, 2009, 12:04:11 pm »
That would be a bug/glitch... everything under <b-C> is  completely indestructable, including <F>ortification (except for cave-ins or deconstruction with <d-n>). I've used almost every random kind of stone in magma and none did melt. And I heard of people constructing walls and floors of ice blocks that held back magma.
I suspect, whatever you did, you did not press <b-C-F> to build the fortification or it wasn't finished, when the magma came and melted the rock lying around, making you believe, the fortification melted.

548
DF Dwarf Mode Discussion / Re: Engineering a trap for nobles
« on: December 18, 2009, 10:14:56 am »
Nobles do sit around in their rooms, doing nothing quite often. Building a pressure plate trap on the only way to the room, should work, as no other dwarf should enter a nobles room randomly (at least, if  there's nothing inside, that could generate a job)
Think of this:

^+++++d->to noble's room

^=pressure plate, connected to...
+=bridge (a lot longer than displayed; 15-20 tiles should be enough for anybody)

Urist McUselessNoble walks over the pressure plate on the way to his room, the bridge opens 100 ticks later, dropping him into whatever you like, preferably magma.

549
DF Dwarf Mode Discussion / Re: Scale in Dwarf Fortress
« on: December 18, 2009, 09:47:30 am »
There's enough room for any number of elephants, kittens, dwarves and and all other creatures in one tile (when the elephants are tamed, of course, and when at least one creature is lying down), as well as any number of items, stones or whatever you wish... determining the scale of a tile has been tried many times, even with calculations of how much water a dwarf drinks (none, hopefully) and how much volume this would take up in a square of 7/7 water.

About 6 feet (about 1,80m) is my guess... I imagine my tunnels and constructions to be about that high, though I can't explain a size 20 creature (about 20 feet/6m?) getting inside.
The in-game scale is very abstract, so you can use whatever size you like for modelling.
If you think, your dining hall should be higher than a small exploratory tunnel, though they are both 1 z-level, then make it so. If a 3d-picture of your fort with exact blocks for tiles is all you want, you can us Visual Fortress and save a lot of work.

550
DF Gameplay Questions / Re: A Faster Way to Loot the Dead?
« on: December 18, 2009, 09:26:37 am »
You could build a battle zone that's no more than 20*20 tiles, where all the fighting will take place. Build retracting bridges over a pit there. Pull the right lever, and all the loot will fall right into the stockpilie below, wher it can be sorted and put into bins... didn't try it yet, but I think, it's a great way to stop dwarves wandering around too much.

551
DF Gameplay Questions / Re: Map size - What size do you play on and why?
« on: December 17, 2009, 05:09:48 pm »
I usually play 5*5 and sometimes 3*3, if I find a location with everything very close together. 30-50 fps with 120-150 dwarves, magma and flowing water is very playable for me.
3*3 can be a bit too small sometimes and my aboveground fortresses fill the whole map rather fast while almost the whole underground is dug out. 5*5 is more than enough for anything, in my opinion.

I can't even imagine playing a 16*16. Aside from being unplayable fps-wise, the dwarves would never do jobs on the other side of the map because the become thirsty, hungry or tired halfway across it.. I like to build a fortress, not a giant landscape with a little fortress in the middle.

552
DF General Discussion / Re: Just about the worst thing I've ever seen.
« on: December 17, 2009, 01:38:26 pm »
I guess the other dorfs still drank the beer later... would someone hand me the brain bleach, please?

553
DF Dwarf Mode Discussion / Re: Engineering a trap for nobles
« on: December 17, 2009, 01:10:57 pm »
@Dorf3000: I like that idea... I'll have to see if there's enough space up there for this kind of setup. Water pushing stuff and especially creatures is a not very well documented feature, so I'll have to do some experiments first.

I'll build something simple first and go for the more interesting stuff later. Nobles are impatient and I don't want to keep them waiting too long ;)
I didn't think of the delay for bridges and floodgates. That makes it a lot easier. The plan looks like this now:

OOOOOO
O+++^d
O+OOOO
O+++LO
OOOOOO


O=walls
d=door (not really needed, but should stay closed when the trap is not in use)
+=bridges, connected to the...
^=pressure plate
L=lever, set to be pulled. it doesn't do anything but make the lever-puller walk over the pressure plate, which opens the bridges. He has to walk 5 potentially deadly tiles to the lever and 5 more on the way back. There's only a small chance, he'll be on the tile with the lever when the bridges open. Some calibration, as suggested by NecroRebel could be necessary, but with 5 tiles (times two), it should work for most dwarves.


@Shades: The easiest way is building a lever, assigning it to the noble in question via the <P> menu and setting it to be pulled. It's also the only dependable way I know of.

@Sir Iryn: That's too easy for a sophisticated trap and ballista arrows are expensive... I think, I'll include a narrow corridor for elven caravans and immigrants with a ballista at the end. I didn't try, but I heard, a ballista arrow can go through an infinite number of creatures, so it would be wasteful to use it on a single dwarf.

554
DF Dwarf Mode Discussion / Engineering a trap for nobles
« on: December 16, 2009, 05:29:23 pm »
I had a question in the "what's happening in your fortress?" thread, but didn't want to derail it, so here it is again: Is there a way to drop a dwarf (noble) down a shaft (about 25 levels) with the following conditions:

1)
No dust from a cave-in. There are stairs all along the shaft and I don't like my useful civilians to fall off and into the depth.

2)
Should be easily reloadable/rebuildable. I don't want to spend all year rebuilding the trap for the next year's nobles.

3)
The noble should activate the trap himself, either with a lever or a pressure plate, or multiple if necessary. Suicide sounds so much nicer than murder ;)

4)
It should work automatically without me or other dwarves doing anything (especially manually locking doors and pulling levers)


the shaft looks like this:

XXXXX
X...X
X...X
X...X
XXXXX

X=stairs
.=empty space


The first plan that made me ask this question, worked like this: A supported floor with a support in the middle, on that support an unsupported floor (accessible with grates) and a lever. The lever is connected to the support. When it's pulled, the top floor with the lever-puller falls down and punches through the lower floor, producing a giant cloud of dust that makes dwarves fall from the stairs further down. The first and only pulling of the lever killed 6 and 2 more in a following tantrum... I'd like to avoid that in the future.

I specifically want to drop nobles down the central staircase, where everybody can watch. Drowning, burning, smashing, starving or dropping somewhere else is no alternative, but I'm alway open for better, overly complicated and dramatic ideas. There can never be enough interesting ways to kill stuff.

555
Take a look at his character... maybe he's just really lazy.
I never observed this behavior for growers.

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