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Messages - ungulateman

Pages: 1 ... 59 60 [61] 62 63 ... 69
901
DF Modding / Re: Advice on which graphics mod to use?
« on: January 25, 2010, 07:15:23 pm »
Well, apart from the 3d-ness, RantingRodent's set covers what you're looking for, and it also has graphics for some mod creatures as well if you decide to play with mods. It's further down on this page or on the second page if it gets scrolled back.

902
DF Dwarf Mode Discussion / Re: Legacy of a Civilization
« on: January 25, 2010, 11:21:59 am »
A hole in the ground, with a surveying platform over a canyon near the dining halls and tides of rats swarming all over the food stocks.

903
DF Gameplay Questions / Re: Making a fountain?
« on: January 25, 2010, 11:16:49 am »
Depending on whether you want a waterfall fountain or a birdbath style fountain, I may be a able to help.

Waterfall fountains either require pumps or a natural waterfall. Either way, dig out the area you want the viewing area / entrance to your dining rooms / etc. In the area the water flows thtough, put down floor grates to let dwarves walk over but liquids still pass through. (This water should be part of the waterfall or lead to a cistern where the pumps draw their water from.) A pump stack will be required if your water source is below your fountain.

Code: [Select]
====#====
====#~~~~~~~~~<o
====#====
The # represent the grates, which are over channeled sections. The dwarves path through the mist generated by the drop.
Code: [Select]
===========
=~~~~~~~~~===
=~~~~~~~~~~~~o>
=~~~~~~~~~===
=============
One z-level below. This is your cistern, plus water supply for your pumps (the o>).



As for birdbath-fountains, no idea, sorry.

904
I can't run d16 (driver issues I think), but I'm fairly sure they're compatible anyway.

And yes, Bisasam's set is brilliant. :)

905
The [HOMEOTHERM] tag may be killing them in world gen - raise that number to around the other magma creature's homeotherm stat, or delete it if they have none.

906
DF General Discussion / Re: New HFS Sneak Preview!
« on: January 25, 2010, 10:55:32 am »
[PREFSTRING:appearance in Monty Python sketches]

907
DF Dwarf Mode Discussion / Re: I am so excited for the next version!
« on: January 25, 2010, 05:04:36 am »
Oh, get over it. I'm excited, but I can still put up with three sets of chain mail in the grap of one wrestler, while all the other wear none.

908
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 25, 2010, 05:02:48 am »
^ Isn't possible - you have to have at least some soil to embark anywhere. You likely weren't digging in the right embark tile.

909
DF Dwarf Mode Discussion / Re: Working with Magma
« on: January 25, 2010, 04:59:30 am »
Leave it alone until you're ready, that goes without saying.

Read the wiki article on magma for more info apart from what I say.

Using magma safely requires two Z-levels unless you want your forges on the surface (hint - you don't). For this diagram, I'm assuming you use the first two layers, but you probably want to work further down a bit.

Code: [Select]
.,.,`.`,`.`.`~~~
#############~~~
#############~~~
#############~~~

The surface is unimportant for now. The first layer you use for smithing needs to have a narrower magma area than the next Z-level. Dig through until you are a few tiles short, doesn't matter. The next level down, dig until you are two tiles away from the magma. On the second-to-last tile, smooth and carve a fortification. Install a door, wall or floodgate locking this layer away from the rest of the fort, unless you like floods. I prefer walls as they can't be deconstructed by building destroyers. On the layer above, channel out the last square on the layer below. This will give you a tunnel full of magma, prevented from flooding your fortress thanks to walls being indestructible. On the layer above again, channel out holes every three tiles or so so that magma runs underneath. Since magma furnaces / forges need an empty space (with magma at least 4/7 deep below it) to work, this will provide them with the necessary power. The fortification you carved prevents fire / magma men from reaching the floodgate / door to deconstruct it, and fire imps (which may get pushed through) can't destroy those buildings, you are safe from flooding. Fire imps may pop up through the chanelled holes, but this is unlikely. Stationing a military dwarf nearby to protect your smiths is wise if you haven't killed the imps yet.

TL;DR: Use doors / floodgates / walls, channel out holes for power, use fortifications ( and/or grates) to stop enemies from coming through.

Have a nice Fun.

ungulateman

EDIT: Dammit, ninj'd.

910
Generally, a central staircase with more staircases from important room to important room works. I do like taking a natural rock formation and turning it into a room for a noble though - in one of my underwater forts, I hollowed out a small "island" (water above, but on that z-level there was a small bit of soil connecting it to the "mainland") underneath the water into a noble's room.

Like so:

Code: [Select]
>#~~~~~~~~ - surface
X###~~~~~~~ - water
X######~~~# - "island"
X==========^ - dug through here

911
DF Dwarf Mode Discussion / Re: I am so excited for the next version!
« on: January 25, 2010, 04:30:15 am »
I'm looking forward to the hilarious bugs the new version will introduce.  I don't know what they'll be yet, but I'm sure there will be some good ones.

yeah, the bugs will be great. ever since "dwarves clean cosmetic layers" was added in, ive been eagerly anticipating the consequences of a dwarf, perhaps an injured dwarf, getting confused over what his "cosmetic layers" are and attempting to clean out the inside of his intestines or kidneys. i can imagine some interesting things happening when an external layer is torn off, and the one underneath becomes the new external cosmetic layer. im sure that problem is going to appear somewhere, if only in a mod. imagine some poor dwarf in a hospital bed with a nurse attempting to hold him down and get at his innards for cleaning purposes. 

Bump chikka wow wow.

912
DF Adventure Mode Discussion / Re: Playable Dragon
« on: January 25, 2010, 04:25:35 am »
^ Only in the Dig Deeper mod. I've tried it in a vanilla version of DF, and you can't breathe fire.

913
DF Bug Reports / Re: [Website] still has copyright 2009
« on: January 25, 2010, 04:14:39 am »
Well, wait patiently!

914
DF Modding / Re: Creating a "Pyromancer" (or icemancer)
« on: January 25, 2010, 04:07:22 am »
@Zsword: That's the thing that annoys me - almost all movies / games / books use "mancer", as that is what most people associate with the manipulation of magic / magical abilities. So I go very Latin-Nazi on people who use "mancer" when I don't get enough sleep.

Have a nice day.

915
^ Interesting, I'll consider adding it. With a new version coming out soon, I've kept most of the mod fairly simple.

I'll upload the new version with the Lizardmen and Skaven civs soon. Still ironing out the bugs.

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