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Messages - Amalgam

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136
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 15, 2009, 11:51:40 pm »
Er, sorry if I'm being bothersome, but I think my questions were skipped... they're a few posts back. Basically:

1. I don't have any rivers or magma pits. How can I use my bridge to kill people (read: friggin' migrants) more easily? (Crushing is difficult - it's so small that I only have one tile long crush-space, so it's hard to lure people in)

2. Why did my migrant die of thirst while drowning in 4/7 to 5/7 water?

Also, I have another question:
3. How can I make a decent waterfall without access to rivers? (I do have murky pools though)

1: Make several bridges 1 tile long and however many tiles you need it to be to span the width of your entrance hall, and build several of them in strips along your hall. Like this:

Code: [Select]
##|===|## <--bridge
##|===|## <--another bridge
##|===|##
##|===|## <-more bridges
##|===|##

Link them all up to one lever. When they close, the bridges will all become solid tiles and crush anything on them. No chance they'll survive it, unless you let some slip past. You can also make a retractable bridge over a deep pit.

2: You probably wouldn't think about drinking if you were drowning, would you? Or are you asking why he didn't drown? Dwarves will prefer to swim in 4-depth water, but it's not drowning-depth. Dwarves will only drown in 5-depth water or higher, and they only have to be in shallower water for a moment to get a breath of air. Your dwarf might have gained some swimming skill by thrashing around in there too, which will allow him to stay afloat in drowning-depth water. Dwarves only need novice skill in swimming to do this so it's not entirely unlikely. I suggest you add more water and build a floor over the pool - IIRC dwarves can't breathe in drowning-depth water if there isn't open air above them, even if the water isn't completely full below it.

3: If your map has plenty of rain, water should be a renewable resource. Evaporation is the enemy here though, never let the pools get below 2 units deep or water can start to evaporate in the pools. Once that happens, rain might not be able to replenish them fast enough before it evaporates. I suggest you channel around a pool until the water spreads out a little and reaches 2-level depth, wait for it to fill up, and then repeat until you have a large pool. This will be your buffer zone. The bigger it is, the better, and if you can find a way to make it deeper as well as wider, all the better. Again, never drain it below 2 units. Pump the water into a cistern whatever size you need it, if the water in your buffer gets low you'll have to wait for it to rain and pump some more. The cistern will most likely have to be slightly smaller than the buffer to compensate for the water left behind in the channel, otherwise you won't have enough to fill it to 2 units. Keep the cistern as full as possible at all times It's kind of a pain but it should work. Once you've done that dump it out of the cistern whenever you need to.

137
DF Gameplay Questions / Re: Difference between war and ----?
« on: December 15, 2009, 10:33:52 pm »
Yeah, I think it's used to implicitly indicate conflict with that civilization, even if there isn't a formal war declared. In the case of goblins they'll snatch children and try to conquer you because they feel like it, wars are usually over some particular dispute.

138
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 15, 2009, 10:31:27 pm »
Ah, okay. Thanks for the clarification!

In other news, one of my migrants was not successfully drowned, but he eventually died of thirst.

WHILE DROWNING.

What's going on?
See, the problem is that you tried to drown him in water. Dwarves consider drinking a higher priority than breathing if you use booze.

139
DF Gameplay Questions / Re: Cannot find bauxite
« on: December 15, 2009, 10:23:33 pm »
Bauxite is green in the stones menu, you said? IIRC DF automatically disables use of economic stones for common tasks if you don't have a layer that could contain those stones, i.e. limestone will be red if you don't have that layer. I think it's pretty likely you might have a sedimentary layer, just dig around there and you're bound to find bauxite eventually. It's very plentiful.

You might find this article useful: http://dwarffortresswiki.net/index.php/Stone

EDIT: Oh, and you can do an audit to find out for sure. Basically, just dig stairs all the way to the bottom of the map near the map edges to see what the layers look like. I think clusters are usually towards the center of the map though, so if you're looking for bauxite you should probably dig a shaft there!

140
DF Dwarf Mode Discussion / Re: Challenge: Pyramid of Power
« on: December 15, 2009, 09:18:01 pm »
I might just try this myself! I'm already building a green glass (green glass is sooooo cool) tower in a yellow sand desert so this will be right at home. I'll probably make each of the four bottom ones out of gold (it should be on this map somewhere), silver (I've got galena), crystal glass (no shortage of sand) and steel (plenty of flux and iron), and maybe make the top one out of crystal glass. I've got no idea what to put in them but I could probably make tombs... Unfortunately the sum of trees in the area amounts to zip so I have to buy all the wood and charcoal off the caravans, and make coke from the coal veins nearby. I've got water too, 4x5 site. THE TOWER COMES FIRST THOUGH.

141
DF Dwarf Mode Discussion / Re: Stupid different colored rocks...
« on: December 15, 2009, 09:01:25 pm »
I tend to use the closest stone that's available - if I'm digging out a workshop in a microcline cluster, the workshop will be built from microcline. The result looks better, to me at least, and there's less hauling in the long run. If you're bookkeeper is set to the highest precision you can forbid and hide all stones you don't want to use from the stocks menu which should take care of most of the stone you don't want to use. If you're building something that's far away from the stone to begin with I recommend making a custom stockpile that only accepts the stone you need, this will speed up construction by distributing the work load among your dwarves and ensure you have a ready supply of the particular stone you need, wherever you need it. If you're having a shortage of whatever stone you need (haha, stone shortage... I crack myself up sometimes) all I can advise is that you dig more! expansion is always a good thing. Dig more bedrooms, dig more workshops, anything that produces stone and expands the fort. If you're doing a mostly above ground fort (doesn't look like it...) a quarry is always an aesthetically pleasing way to extract stone - basically an inverse pyramid in the ground with ramps leading down to lower levels. Make it as big as you want!

142
THIS one isn't a succession. There's a DIFFERENT Cat Splosion fort that is; should be near the top at the moment. 100killer9 is in line for year 6 or 7.
DOH. I misread that. Similar names, I guess? They both have screaming, except this fort has less torture and more packs.

Or something. I don't know.

143
DF Suggestions / Re: Loot Balancing/Toning Down.
« on: December 15, 2009, 08:08:15 pm »
That's just how the spoils of war are! Finders keepers, losers weepers! ;D

On one hand Foa has the right idea, but on the other hand armor can be expensive too and you don't want to deck out a bunch of new recruits in high-quality armor if you think they're going to die - you either give them cheaper armor, in which case you're still wasting your time, or send some good soldiers who won't give in to pain from a pinch. The good soldiers protect the expensive armor, and the expensive armor protects the good soldiers, see? You always give the expensive armor to your best soldiers and the cheaper armor to recruits, and spend as little money and soldiers as possible when attacking a place while still being confident you'll win, according to one school of thought. On the other hand, if they die you could lose valuable recruits and equipment - not as valuable as your elite soldiers, but still valuable, so if you have the resources you can also ensure the battle isn't lost by sending more highly-trained soldiers and eliminating the possibility of waste. I foresee some kind of scalable difficulty in sieges/ambushes sometime in the future (we already have that in a way) and more dynamics to sieges, so this might balance things. GCS silk should probably be used less on all creatures unless they're rich or are in a position of power, like nobles.

144
Heh, thanks to everyone for the comments. To everyone who said that "immigration officer" isn't quite the right term, I have to agree, I think "registrar" or "gatekeeper" might be better, I'm just bad at coming up with names for things :P

Now that I think about it, this could have be of relevance to the bustling town arc and having forts and cities look a little more alive in adventure mode and could present all kinds of conflicts and quest opportunities from all the travelers... As for framerate issues I think an init option for visitors (a cap or even an option to turn it off completely) would definitely be appropriate, but by designating a small burrow for visitors you could possibly have many visitors without them dramatically impacting fps. It could also be possible to make them meander around a little less than dwarves by making them path somewhere new only every 15 seconds or so  - which wouldn't look too odd since they're there to stare at things and lounge around, right? There could also be a limit to how far they can path and possibly have them go slower to buy more time before they have to gawk at things somewhere else. Unless, of course, there's a goblin on their tail, in which case they should scram. Not really sure how it would all work out...

145
Hey, I've been busy. Planning, and such. :P
I'll have something up tonight.

Also, it's your turn in Screamtortures... good luck...
O_o This is a succession? Oh well, I can handle a year when my turn's up, I've never done a succession game before though.

Also, good to see this is still alive. I've been eyeing this on the second page for a while and I was tempted to bump it a few times.

146
DF Community Games & Stories / Re: Community Tower...
« on: December 15, 2009, 08:20:34 am »
Heh, no problem. Also, you're aware of the ramp trick right? It's essential when hollowing out large areas because ramps are basically like reverse channels and you don't have to specially designate anything to keep your dwarves from stranding themselves or cutting off access to other tiles. Just designate a large swathe of ramps and your dwarves will do the rest. Just be careful when doing this around unsupported floors, it's surprisingly easy to disconnect them and cause a cave-in since they're not easily noticed above the level you're working on.

147
DF Gameplay Questions / Re: Moving stuff to the trade depot
« on: December 15, 2009, 08:10:47 am »
Wellll....
if you have just one catergory you want moved ( e.g.g finsihed goods)
Then hold down enter and the down arrow...
If you do it right it will automatically scroll down the page and give the pending to every item as far down as you want it do.
Hehe, that's what I've been doing! I thought I was the only one who knew about that, discovered it by accident. Hmm.

@OP: There's a macro for this I believe, but I don't know where...

148
DF Gameplay Questions / Re: Tougher enemies
« on: December 15, 2009, 08:09:27 am »
Terrifying biome with a river and you'll get undead sturgeon and other fish which are pretty dangerous. Embark by a terrifying ocean and you risk an encounter with undead whales which can wreak havoc... Though, most ocean wildlife seems to spend most of it's time around the edges of the map, so you can avoid it if you're careful. Magma pipes are also fun due to the fire imps and magma men, and if you've got a chasm you might be lucky enough to get giant cave spiders, which are hell. I think it's possible to get undead versions of creatures in features (heh) too, so be on the lookout for zombie batmen.

So: Terrifying, river, magma vent, and chasm for extra fun. There's also Rysith's orc mod which guarantees brutal sieges early on, but I don't recommend that unless you *really* like losing.

149
DF Gameplay Questions / Re: Aquifer from hell
« on: December 15, 2009, 08:03:48 am »
Is that some dwarf bones I see in the corner?

No fortress is complete without bones in the walls!
Yeah, they are :P Somehow a pump didn't get built and it resulted in a bunch of water cascading over a floor section that shouldn't have been there and pushing my dwarves off the center area. Two or three of them drowned, hence the newly installed ramps.

150
DF Community Games & Stories / Re: Community Tower...
« on: December 14, 2009, 09:49:01 pm »
Yes, there's a z-level limit, and yes you can get more levels in your map if you're near extreme cliffs.  Be carfeful with that though, if your dwarves are pathing all over a 30-level mountain it can create framerate issues.

I suggest you embark near the highest mountains you can find and have a team of miners completely mine it away until the map is flat, and then build your tower where the mountain was. This is not only incredibly dwarven, but it should supply you with all the stone (and z-levels!) you need and hopefully eliminate some of the lag. I don't recommend buying stone from the caravans since it's ridiculously heavy, thus the caravans won't be able to bring much of it. Now, there's other materials which may be slightly lighter that you might be able to buy and use for construction, glass and wood in particular come to mind. Whatever you use, you're going to need a *lot* of it, the tower is going to have to be reasonably wide to support an entire fortress. Maybe not as wide as a gobbo tower if you have enough z-levels, but you don't want to run out of space. There should always be room for expansion. Then again, I suppose you don't have to be limited to one tower...

As for arbitrary challenge rules, I suggest you don't build anything underground. By this, I mean that if it requires you to press 'b' it should not be in a subterranean area. Stockpiles, on the other hand, might be allowed.

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