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Messages - monk12

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6841
Note to self; try this.

Hail the OP!

6842
Hey Toady, What's your favorite DF drink? Are you a Dwarven Rum man, or a Strawberry Wine guy? Or some MYSTERY THIRD OPTION!?!

6843
DF General Discussion / Re: Month end work.... what is it?
« on: July 29, 2010, 07:33:03 pm »
It's drinking beer all day, obviously.

Nah man, it's whisky.

Sewer Brew.

Hm, think I'll mosey on over to the dev thread and ask the Toady One his brew of choice.

6844
If things go south, you can begin a reclaim attempt, which will show you where on the World Map your embark was. Then, just regen and go to that spot for a pristine embark.

6845
DF Dwarf Mode Discussion / Re: Is dwarf fortress communist?
« on: July 29, 2010, 07:12:34 pm »
Hitler failed because he didn't have magma at his disposal

Man, now I want to play a Call of Duty mod where you are a dwarf infiltrating Hitler's Secret Underground Fortress Laboratory in order to foil his plot to build a Magma Cannon to destroy London with. The Zoo and Arena levels alone would be well worth it.

6846
You cannot get ye bones.

I lol'd

But yeah, I'm fairly certain that the only way to get bones out of that is to butcher the corpses/skeletons, and due to Dwarven Ethics that is currently impossible.

6847
I dug down and in only two layers I hit warm stone.

I'm not exactly sure how to deal with magma. The last time I dug into it my miner died.

Is there some particular way you're supposed to dig around magma in order to set up magma forges?

As long as the magma stays above 4/7 all you need is an open space above it for the forge.

The center tiles of the workshop/furnace must not be open to the magma on the Zlevel beneath it.  Any of the 8 edge tiles will do.  It's preferable to have the north tile be the channeled one for magma smelters, and either the east or west one for magma forges, simply because the building layout covers up the channeled tile.

And of course, the reason this is preferable is to keep various inhabitants of the Magma Sea out of your fortress, as well as cut down on Stupid Dodging Death Syndrome (SDDS)

6848
DF Dwarf Mode Discussion / Re: Is dwarf fortress communist?
« on: July 28, 2010, 10:51:34 pm »
-snip-
CORPORATE
-snip-

That is the best, and most unique, description of the situation I have heard yet. It's also historically accurate for the colonies of the British/French/Spanish empires in the New World, where the goal was to expand influence and turn a profit.

Hm, I wonder if future developments in the Caravan Arc will lead to the Monarchy instituting a Mercantile system, and showing up with an army to punish offenders, with the possibility of revolution or civil war? Because that would be awesome.

6849
It is worth noting that right now, DF is less a game and more a toy. It's pretty easy to set up an impregnable, self sufficient fortress right now. The best way to get enjoyment out of DF is by indulging your creativity, either by building elaborate megaprojects and aesthetic fortress layouts, or by limiting yourself in some way to try and do the same tasks in other ways.

I've been working on elaborate trap designs, myself- I'm still a n00b at mechanisms and plumbing systems, so big drowning traps and water towers is proving a good mental challenge for me. Personally, I'm eagerly awaiting the next big steps in the Army Arc and Caravan Arc, so that fighting is more challenging and more meaningful, as well as having caravans bring me things I can't do without. Right now there are only a few things I can't get by without, but once the world has more stuff in it then imports/exports will have meaning. Particularly, I look forward to there being more kinds of crafts that have uses other than trading away.

6850
DF Dwarf Mode Discussion / Re: Spiral Ramp Design: Will this work?
« on: July 28, 2010, 10:28:53 pm »
Color coded floor tiles! Of course! Why didn't I think of that?

Finally, a use for all those groups of 4 cobaltite blocks that get made in the middle of the Shale Block Storm.

The first thing I do in a new fort now is disable all types of stone except the ones I want to use for general construction. No cobaltite blocks, microcline doors, orthoclase tables...

><

See, its stuff like this that gets me, when I realize that there already exist tools to do things I've been doing the long way around via forbidding, dumping, or whatever for years. If only I could see it this clearly the first time...

Is there a Protip thread around here somewhere? I seem to remember reading crap like this back in 40d, but the thread died long ago.

6851
DF Dwarf Mode Discussion / Re: Spiral Ramp Design: Will this work?
« on: July 28, 2010, 12:06:18 pm »
Color coded floor tiles! Of course! Why didn't I think of that?

Finally, a use for all those groups of 4 cobaltite blocks that get made in the middle of the Shale Block Storm.

6852
DF General Discussion / Re: Brooks, oh detestable brooks!
« on: July 27, 2010, 06:35:51 pm »
Just channel every suface tile, and hey presto! it's now a stream!
But then you end up with those annoying channeled ramps, and it takes time out of actual fortress widening...
You sure? As far as I remember channeling brooks leaves no ramps, and besides, brook floors are the same as regular floors, and should not leave ramps that came out of nowhere.

If I recall correctly, channeling out the middle tiles left no ramps but the tiles next to the shore did. Actually typing that out makes me realize that that it is likely a bug, so I guess next fort I'll try to duplicate it.

6853
DF Dwarf Mode Discussion / Re: Spiral Ramp Design: Will this work?
« on: July 27, 2010, 04:01:47 pm »
The last time I did something like this, I centered the spiral on a 2x2 square space instead of on a single square. This accommodates the ramp and the wall supporting the ramp without ruining your OCD tendencies. It does mean that the rest of the fortress is based on 2 and 4 wide hallways instead of 3 and 5, but I find that more useful for caravan management anyway. Also, central waterfall ftw!

6854
DF General Discussion / Re: Brooks, oh detestable brooks!
« on: July 27, 2010, 03:34:19 pm »
Just channel every suface tile, and hey presto! it's now a stream!

But then you end up with those annoying channeled ramps, and it takes time out of actual fortress widening...

I don't embark on brook much anymore. Right now I'm actually on a lake, which is a fun an novel experience.

6855
DF Announcements / Re: Dwarf Fortress 0.31.12 Released
« on: July 25, 2010, 09:55:21 pm »
ALL GLORY TO THE HYPNOTOAD!

Check's in the mail!

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