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Messages - fizmat

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1
DF Suggestions / Re: 14/14 total depths per tile.
« on: February 12, 2010, 12:21:57 pm »
The main problem I have with increasing the range of fluid depth is that we wouldn't be able to display the fluid depth as a tile if it's more than one digit.
0123456789ABCDEF
Hex to the rescue!

2
DF Suggestions / Re: Dwarven Microcontrollers
« on: January 23, 2010, 05:24:31 am »
You know what "wire mod" for Garry's mod for hl2 is? Garry's mod lets you spawn and weld together objects from any Source engine game you have, like barrels and ropes and soda machines and wheels, (and enemies) while wire mod adds things like physically represented logic gates/wires to create for example auto-aiming turrets (that you can in turn weld to dumpsters with wheels to create your army of dumpster-tanks). If we get that kind of thing in DF it will become the most sandbox game ever and implode the universe by 2012.

We can already create calculators from gears, but no real application for them sadly, like firing ballistae in complex patterns mathematically predicted hit the siege with the most probability. (aka bolt-kata). So I think having more things (optionally) controllable by levers/gears will be necessary first, because we can already make logic, just nothing to use it on.

Too bad I never bought Garry's mod (eats too much time even when offline) so I never actually played with wire mod, could only create non-automated dumpster tanks = (

3
DF Gameplay Questions / So it's a monopoly?
« on: January 21, 2010, 01:09:34 pm »
I just got to economy and noticed all 8 newly-built shops a owned by the same dwarfette: Ast Gigingeshud "Flierfortress", my "Admin" (aka Mayor/Manager/Hoardmaster/Broker). So does political power lead to economic power, or did she just have nothing to do besides buying shops because she doesn't have many labors active and is legendary three times over?

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 11, 2010, 06:22:17 am »
http://mkv25.net/dfma/map-7784-showerwalled
First siege of my second fortress. Thankfully no marksgobs.
Catching mermaids is still a distant goal and fps is already around 30...


5
DF Gameplay Questions / pond-casting obsidian
« on: January 11, 2010, 03:00:11 am »
I read in a topic somewhere that if you fill-pond from directly one z-level above magma it solidifies, but any higher and it doesn't. Can anyone confirm? Because I'm trying to cast a dam (for trapping mermaids), and finding out it won't work when I'm ready to cast is not very fun.

Expected casting process:
Code: [Select]
z0:      z1:      z2:
777777   ~~~~~~   ......
###777   ##+~~~   ++i...
####77   666+~~   ======
###777   ##+~~~   ++i...
777777   ~~~~~~   ......
7  ocean water
~ water surface
#  cast wall
+  cast floor (above wall)
=  built floor (scaffolding)
i  currently active pond zone
6 magma (probably not constantly pumped so that bucketdwarves have time to dump water on top of it before it flows over the whole ocean)
. open space

The pond-filling is used to create walls that control the flow of magma, the dam itself is cast by sea water.
The method works in deep oceans (you'll need to cave-in lower parts of the dam and re-cast the upper parts on top of them).



6
DF Suggestions / Re: Artifacts made from food and booze
« on: January 05, 2010, 05:31:03 pm »
If it provided food and drink for the rest of that dwarf's life, that would be a good thing.

Artifact soda for amphibian dwarves, ice cream for magma immunity forever...

7
DF Dwarf Mode Discussion / Re: Growing Glaciers?
« on: January 02, 2010, 05:28:10 am »
I think I get what happens. The key here is short summer, smooth ice just started the whole thing. Water melts and spreads to adjacent free place, but doesn't have time to evaporate before freezing. Next time it thaws there's two 7/7 water, etc. Because freezing doesn't respect conservation of mass.
Side view:
Code: [Select]
first summer
   7         232
"""7""" -> """7"""
winter
  ###
"""#"""
summer
  777       34743
"""7""" -> """7"""

What I don't get is where mist comes from. Does this somehow grow up z-levels?

8
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: December 29, 2009, 10:47:07 am »
Merpeople should be visible on the map, dispite underswim. From my experience at least.

You need to embark on a good ocean (not lake) and possibly you will need a low amouth of savagery due to their 'benign' tag.

I think it's just that you can have exactly one herd of wild animals on the map at a time, and that slot is filled by 3 whales that just float in the middle of the bay, not moving. When I'm casting the dam gonna try to scare them away with magma (failing that will just encast them in obsidian).

Will I need to mod mers to be tameable (and tame them) for them to breed?

9
Fizmat, have you ever tried introducing somebody to DF? A game that basically requires a separate wiki to play will turn a large majority of people off. It's easy to forget how damn confusing it is from a newbie's point of view (especially if they didn't find the wiki), but try to put yourself in a new player's shoes. That's why I wrote that bit about starting up DF for the first time. Also, note that I'm not saying tutorials must be in the next version, but that the community should help prepare for when they are added.

Em, I "introduced" myself just about 2 weeks ago, my biggest problem was the lack of numpad on my keyboard. But then, I love reading game wikis (got a pretty good idea what Nethack ending is all about despite being crushed by the castle bridge on my best attempt). But yeah, I tried using in-game help (?) before dismissing it as almost useless.

10
What do you, bay12ers? We've got time to kill before the new version, so why not spend some time working on the future of DF?

The interface is... quirky, yes. Maybe not a total overhaul, but it could use some organizing so you can navigate without having to remember each time "Kitchen is controlled in stocks, using dyed cloth - in orders, bookkeeper precision - in nobles". Needs to be more straightforward - no guessing (and wiki-ing) where to look for each specific feature. It doesn't take long to memorize them all, but until then you just can't really play.

The lack of tutorials don't have to be resolved in-game. It's not like you get DF on a CD and have to buy a magazine just to get a walkthrough ;D There are good tutorials linked right on the wiki main page, and without the community DF is rather boring anyway... The forums' projects and challenges is what adds direction now, the community tutorials teach quite well too. Maybe a tutorial can be implemented at some time, but I don't see a desperate need in one.

11
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: December 26, 2009, 04:02:05 pm »
Code: [Select]
Outdoor Animal Populations (Including Undead)
42510 merpeople
Ok, there's a big bunch of precious bone containers floating merrily somewhere in my world. Problem is, I don't see any. Is it possible they're in another ocean, not the one I embarked onto? Building a catching system to get only whales when it's finished is not very fun. Maybe i should've genned a world with just one ocean to be sure they're in my biome... Alternatively, they have "UNDERSWIM", so perhaps I just don't see them?

Anyway, breaching the aquifier and fighting thirst is fun enough for now. And yes, I haven't started a farm or dug under the aquifier yet, and it's already winter.

12
DF Dwarf Mode Discussion / Re: Do some Dorfs just love being homeless?
« on: December 26, 2009, 03:44:50 pm »
Most likely they spent all their money on food or something (shops). No rent doesn't mean free food. And they get evicted when they go into debt even if zero rent is set.

13
DF Gameplay Questions / Re: Safe fishing with an underground river?
« on: December 25, 2009, 06:28:56 pm »
I don't know if grates and the like let "vermin" fish through. But that's not important, fishers catch fish from the biome's invisible fish supply, not from the actual water.

14
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: December 25, 2009, 12:38:29 pm »
I fully endorse the mermaidapault in any and all applications.

The main problems with a mermaidapult are:
1) It can't fling creatures up z-levels, only items. So you can't fling them out of the river easily.
2) We can't control the direction, it flings randomly.
I'm not saying it's impossible to use a bridge in the process, just not the way you would use it in real life.

As for merefarm-in-a-river, pressurized water doesn't push creatures/items, only diffusing water does.

I am trying to catch some mermaids now, but I just embarked and can only see 2 whales. Oh, well, as a first try that'll do. Also finding a site with magma (for easier in-sea building) and a river (for a farm like you proposed) on a shore(which can't be entered into the site finder) would've taken some time. Just magma on a shore is easy.

--Edit: If we drop merepeeps down a lot z-levels so they explode we get more bones, right?

15
DF Gameplay Questions / Am I doomed? Dragon vs 3 wrestlers...
« on: December 21, 2009, 03:28:52 pm »
Got a pretty good first fort running, smelting gold and growing plants and butchering donkeys. Have walls and a moat with a bridge, first ambush got killed by guard dogs. Then one of the liasons drowns during moat widening. (Ok, it was a bad idea to channel right next to a bunch of haulers carrying chopped wood inside).

Now, the problem: dragon. She's on the other side of the 2-tile map, but! I have no traps, at all. And exactly three novice marks who are also champion wrestlers and no tag hammerers in leather with bucklers. Can I take the dragon, or do I turtle behind the bridge and try to shoot it?

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