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Messages - Astramancer

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346
DF Gameplay Questions / Re: Forcing Caravan Spawn Location
« on: April 09, 2010, 06:49:29 pm »
I'm not sure about the new version, but...

you can build bridges all the way to the map edge, this lets you do elevated highways (only path from depot to edge is elevated.

You can also use these to make 'walls' on the map edge, just set the impassable part on the edge, install a mechanism, and lever it up to make some impassable terrain.

347
DF General Discussion / Re: Cows are milkable!
« on: April 04, 2010, 09:53:26 pm »
Would you get molten bronze?

348
DF General Discussion / Re: The Jasper of Infinity
« on: March 22, 2010, 06:30:33 pm »
I believe that practical time travel is an impossibility.  What I mean by practical is that you can travel significant distances in time and space (unless time is somewhat anchored to mass, in which case, traveling back in time but not space doesn't mean you end up in the cold vacuum* of interstellar space).

My reasoning is thus: Historical events of note are not overrun with tourists, and there are lotteries where nobody wins.

If something can be done, it can be done again, and since time extends for a very, very long time, if practical time travel was possible, we'd be overrun.

*note: vacuum isn't cold.  It isn't anything which is the point of being a vacuum

----------------------

Now, to get back on the topic of infinite recursion:  I hope you're not trying to get the universe to take a Core Dump.

349
DF Dwarf Mode Discussion / Re: Glassmaker Strange Mood - But no Sand on Map
« on: February 15, 2010, 05:46:42 pm »
I've also had random tiles of sand show up inside of underground pools - though it may have been caused by tower caps growing, dying, and disappearing before I found the pool.

350
DF Dwarf Mode Discussion / Re: Dwarfy things you do in real life
« on: February 14, 2010, 08:08:54 pm »
Hmm... 

I have samples of copper, bisthmuth, hematite, and pyrite sitting on my desk, does that count?

I have three cats.  Two of them adopted me and were brought inside (and moved from Texas to North Carolina) as a result.

351
DF Dwarf Mode Discussion / Re: Vaults
« on: February 14, 2010, 08:02:03 pm »
You could always make the vault behind (or below) your barracks, which is also the only way into your fort.  Then you can watch (and scream at your dwarves) when a kobold sneaks in past a dozen dozing champions and makes off with your artifact adamantine battle axe.

Don't worry, they'll still be sleeping when the smith who made it goes berserk and kills half your dwarves.  They'll probably be sleeping right up until the tantrum spiral makes it's way to the barracks and murders all of your champions in their beds.

352
In case you're not up to randomly searching for something that you may or may not have the right keywords to find...

Dwarf fortress assumes your embark is square when it decids where stuff comes from when they enter your map.  As such, rectangular embarks behave ... strangely... when something is supposed to spawn along a short edge.

They came from the middle of your map, because is your map was square, that's where an edge would be.

353
DF Gameplay Questions / Re: Urst McMiner and the case of the missing magma
« on: February 13, 2010, 06:34:24 pm »
Moral of the story:  put the booze stockpile there.

(Or install a door, either way, right?)

354
DF Gameplay Questions / Re: two tiles wide walls? why?
« on: February 07, 2010, 06:38:25 pm »
Also, you might want a 2-tile wide wall so that if you ever decides to put marksdwarves up there, you can build one tile wide fortifications without issue.

355
DF Suggestions / Re: Designate animal for recovery
« on: February 04, 2010, 10:22:30 pm »
you could always assign them to a cage and just remember to empty the cage every once in a while.  And I'm pretty sure they path to and hang out in the meeting hall on their own.  Mine always do, anyway (except cats, anyway)

356
DF Dwarf Mode Discussion / Re: Ice + Magma = infinite water?
« on: February 04, 2010, 09:19:39 pm »
So yes, magma and ice can mean infinite water.

This is because 1/7 water becomes an icy floor, and 2/7-7/7 water becomes an icy wall, and an icy wall melts to become 7/7 water.  So you can gain a maximum of 5/7 water/tile each freeze cycle.

I read a thread about someone who had a glacier at the edge of a biome and so the edge melted for a month or two out of the year, which mean the glacier actually expanded because the leading edge would re-freeze into more ice than it started with.

357
DF Suggestions / Re: Mechanical Relay
« on: February 04, 2010, 07:30:53 am »
Gear Assemblies transfer Power to and from windmills and waterwheels.  They can be turned on and off.

What he's suggesting is something similar for lever and pressure plates.  You link the lever to the relay, and the relay to the bridge.  Pull the lever, the bridge goes up.  Link a pressure plate to the relay, and you trigger the plate, and the bridge goes up.  This way you don't need physical access to the bridge to make additional triggers (as he stated, important for things that may be inaccessible later, probably due to being submerged, possibly in lava)

Or, more complicated, you have an automatic drowning chamber that uses pressure plates and bridges to contain the gobbos and dump tons of water on them.  If you put a relay between the pressure plates and the bridges/pumps/whatever, then you can just pull a lever that disengages the relay and now you can safely enter the drowning chamber without the risk of a stray gobbo drowning all your sock collectors.

I like it!

358
DF Gameplay Questions / Re: Traders and heavy forest
« on: February 02, 2010, 11:06:54 pm »
Though the trade liaison doesn't always spawn with the wagons, so he could still end up on the opposite side of the map from your guards.

359
DF Gameplay Questions / Re: Remove supports under floor safely
« on: January 31, 2010, 03:32:40 pm »
Keep in mind that if you're going to collapse something using supports, you shouldn't have a dwarf deconstruct it (as it will end in tragedy), but you can link a lever to it and pull the lever to deconstruct the support.

360
DF Gameplay Questions / Re: Magma vs. Supports
« on: January 31, 2010, 01:07:42 pm »
Yes.  It will.

As a general rule, Constructions can only be destroyed by cave ins and the Remove Construction designation.  Everything that's NOT a construction (stuff lying around, place furniture, such as grates and doors) will be destroyed by magma if it's not magma-safe.  However, this is only if the magma makes it into it's tile.  So a wooden door can hold back magma indefinitely, until someone opens it.  Then the magma gets into the tile with the door, and sets the door on fire.

If, for some reason, you need a support to be submerged in magma without failing, you need to make it from something magma-safe (iron, steel, nickel, bauxite, ect).  Also, if you need that support to be remotely removed by a lever, the mechanism you use in the support must also be magma-safe - with means it has to be made of bauxite or raw adamantine.  The mechanism in the lever doesn't really matter, unless it's also going to be submerged in magma at time.

If you don't ever need the support to deconstruct, just make a wall Construction out of whatever rock (or wood!) you want.

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