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Messages - Fishbulb

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211
DF Dwarf Mode Discussion / Re: Farms and traffic
« on: January 12, 2010, 09:59:19 pm »
I believe the answer is the same as for unbarreled food sitting in food stockpiles: No, wear-and-tear does not apply. This is distinct from shrubs and saplings, which do get trampled by foot traffic, if I remember correctly.

Nevertheless, I obsessively designate my farm plots as restricted-traffic areas anyway. Because I'm a weirdo.

212
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: January 12, 2010, 09:57:20 pm »
That's going a little overboard, even for me. After all, where does the water come from in the first place? Either murky pools, which by definition are murky, or from streams and rivers meaning the water's so full of carp waste and offal you could probably burn it for fuel in your smelter.

Obviously we need to petition Toady to add water purification to the game.

213
DF Gameplay Questions / Re: Problem with stockpiles/dumps
« on: January 12, 2010, 02:33:05 pm »
Dwarf-owned items get inherited by the next of kin when the owner dies. If the owner was married, the surviving spouse now owns the crap precious heirlooms.

You can check ownership of an item by viewing its description. If it's owned, there will be a note of it at the top of the screen.

214
DF Gameplay Questions / Re: How high till a creature explodes on impact?
« on: January 11, 2010, 11:37:32 pm »
I used a 10-level drop pit for a while, on goblins. When I first built it, I was pretty lazy with the excavation, so each level had a one-tile perimeter of floor around the open shaft. I think the open part was about five tiles across, maybe six. Goblins dropped ten levels to the bottom would fling chunks up to the perimeter floors on the third, fourth, fifth level up. So ten levels will definitely result in an energetic detonation at the bottom.

Then again, once I built an aboveground tower that went something like 16 levels up, and tested it by dropping a stray mule off the platform at the top. There were pieces, but they didn't go flying a great distance. Just a neat pile of gore, maybe three or four tiles across.

So either (a) it's pretty random, or (b) goblins and mules react differently to ballistic interludes, or (c) there was some other difference at play.

I guess the other thing to consider is whether you want an impact to result in complete dismemberment, or whether you just want at least one limb to fly off or something. The complete-dismemberment approach has a practical side to it, I believe. If I remember correctly, each severed body part will decay into its own stack of bones, so you can keep the archery ranges well stocked by ensuring terminal velocity.

This is … um … kind of disturbing, now that I think about it.

215
DF Gameplay Questions / Re: why in the world?
« on: January 11, 2010, 11:29:42 pm »
Yeah, I do thread my utility shafts through my forts, typically. I always have one giant shaft under the open water — whenever open water is present, obviously — that runs straight down to the bottom z-level, and my water pipes branch off that. I've experimented with doing something similar with magma, filling it with pumps at the highest possible z-level to create a pressure column, but those experiments haven't gone very far, mostly because pump-pressurized magma only works as long as the pumps are actively pumping, and pumps seem to suck magma out of the pipe faster than the pipe generates new magma to replace it.

It's really just the power thing that bugs me. I know it's ridiculous, but I guess I like my forts to be neat and tidy in that respect, and having to have two-tile-wide vertical shafts to run power annoys me. It's not tidy.

You can mock me for this OCD tendency if you want, but trust me, I've mocked myself for it plenty already. It's absurd.

216
DF Dwarf Mode Discussion / Re: So uhm. Orcs. A little help. :o
« on: January 11, 2010, 11:24:52 pm »
Or just increase the triggers for one or both entities. I think I read they range from 1 to 5, with 5 being "later," but I don't know any more specifics than that. Presumably they map to some defined values for population and wealth and such, so it should be possible to tune the gobs and orcs so they don't attack until you're worth their while. Or something.

217
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: January 11, 2010, 07:17:59 pm »
I just noticed another eccentricity of mine: I always, always smooth the inside of magma and water pipes and power conduits. Always, no exceptions. I haven't the foggiest idea why. These are places that, once they're finished, my dwarves will literally never go, and yet I'm compelled to smooth them anyway. I'm really weird.

218
DF Gameplay Questions / Re: Farming Question
« on: January 11, 2010, 07:11:41 pm »
That's my theory as well. Not that I don't believe you, Lav. It's a big game, and if you say you've seen it happen, then I believe it happened. But once I had a meeting area set up on the z-1 level, with the surface level channeled out to expose it to the sky. Cave-adaptation-prevention measure, y'see. Something bad happened and I have the stay-inside order, but several of my dwarves stayed in the outdoor meeting area instead, all crowded around the edge. I started seeing "Urist McConfusingDwarf cancels drink: forbidden area" messages and the like. Eventually I figured out that I'd failed to cut down all the trees on the surface, so when I designated the area for channeling, a few edge tiles had remained un-channeled. So they were "subterranean," technically, while the others were all "above ground." The dwarves there couldn't go into the fort proper, because getting there meant leaving a permitted tile to go into a forbidden tile.

Maybe something similar happened with your miasma? Maybe the actual remains that were generating the miasma were on subterranean tiles?

219
DF Gameplay Questions / Re: why in the world?
« on: January 11, 2010, 07:01:08 pm »
What Moki said, but with one caveat: You don't technically need a second set of stairs if you're digging up from beneath. This is how I do all my plumbing, because I'm an anal-retentive jerk who hates having more of the map dug out than is technically necessary. I have my dorfs carve up stairs on the bottom level (or I construct them if the tile's already mined out), then I have them dig up/down stairs upwards until they get where I want the pipe to go. Then I have them remove the stairs from the highest level to the lowest by designating the stairs for channeling.

This works great … except for power conduits. Infuriatingly, dwarves seem only to want to install vertical axles when standing orthogonal to them on the same z-level, which means there's no obvious way to install a vertical axle (or gear assembly for that matter) inside a one-tile vertical pipe. At least, none that's so far been obvious to me; maybe I'm missing a trick?

220
DF Dwarf Mode Discussion / Re: So uhm. Orcs. A little help. :o
« on: January 11, 2010, 06:57:02 pm »
I happened to look at the Orc entity tags for Dig Deeper recently. I forget what the default setting was, but they can be set to be active in any or all of the seasons. I changed mine so they'd be inactive in autumn, because I was feeling wimpy and didn't want them interfering with Dwarf Christmas. Later, I changed my mind and set them to be inactive in spring, because I wanted to try to score a breeding pair of exotic animals from the elves.

221
DF Gameplay Questions / Re: why in the world?
« on: January 11, 2010, 03:27:04 pm »
I don't use ramps for big excavations any more; I use stairs. It's makes it a two-step process instead of just one (you have to designate each level of stairs for channeling after all the stairs are carved), but it's seemingly foolproof and more FPS-friendly on my computer.

222
DF Gameplay Questions / Re: Pests be gone
« on: January 11, 2010, 03:25:04 pm »
I'm not sure if this is related to Dig Deeper or if this is a feature of unmodified DF, but one time I embarked on a blighted evil map and lost both cats in the initial fighting with the skeletal camels or whatever they were. So for the first year or two, my fort was cat-less.

Sometime during the cat-free period (sorry I can't be more specific; I'm doing this from memory) I ended up with a massive bat infestation. There were bats everywhere on the top level of my fort, which happened to be where the food stockpiles still were. I don't know whether they spawned outside and flew inside, or whether they spawned inside, or whether they had anything to do with the food stockpile or what. But since there were no cats to kill them, they just swarmed like mad for a while, then vanished of their own accord.

It was kind of neat, frankly. I wish I knew whether it was caused by something or whether it was just a random event.

223
DF Gameplay Questions / Re: Farming Question
« on: January 11, 2010, 10:58:59 am »
Thirded. I believe that miasma is controlled by "above ground"/"subterranean," not "inside"/"outside."

Similarly, "Dwarfs stay indoors" actually means "Dwarfs stay in subterranean tiles," not "Dwarfs stay in inside tiles." Which makes the order worse than useless if your fort has some dwarfoformed areas that used to be outside but are now smoothed obsidian. Fortunately that order is being replaced in the next release by a whole different alert system. Or so I read.

224
DF Gameplay Questions / Re: Farming Question
« on: January 10, 2010, 09:33:56 am »
Once a tile has been exposed to the sky, however briefly, it will always be above ground, forever and ever, even if you construct a floor over it. Even if you cast two levels of obsidian over it and mine out the bottom one, those bottom tiles will still be above ground.

In other words, each map starts off with a given number of subterranean tiles, and that number can never increase. It can decrease, if you dig channels or ramps from the surface, but it can never go back up again.

225
DF Gameplay Questions / Re: Newbie question
« on: January 09, 2010, 05:40:04 pm »
If we're talking about goblin stuff and not dwarf stuff, then no, it's not a matter of ownership. At least I'm pretty sure it's not.

The distinction between clothing and armor is a subtle one and can be very confusing. Clothing is classified as a finished good, for stockpiling purposes. It's categorized as footwear, headwear, handwear and so on. Armor is different; it goes in armor stockpiles. It's also classified as footwear et cetera, but it's not clothing, and dwarves won't put armor items in a finished-goods stockpile or vice versa.

Goblins (I think) come equipped with both armor and clothing items. So if you want your dwarves to stockpile that crap valuable loot, you'll need appropriate piles.

Alternately, you can mark it all for dumping, after setting up a dumping zone over a hole filled with magma. Clothing vaporizes instantly. Iron and steel armor, unfortunately, does not, so if you're trying to keep things tidy, you'll have to melt those down in your smelter.

How a magma-fueled smelter can melt items that don't melt in magma in the first place, I've got no idea.

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