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Messages - Djohaal

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931
DOH!  I stand corrected, loaded up the map and looked again and i see it now.  thats pretty odd how the magma seems to just appear from the edge, im guessing its a remnant of magma sea source tiles or something.

Can you check with the "k" button if the uppermost tile of the magma pillar is listed as magma 1/7 or magma flow? Magma flow is the magma source, while 1/7 means it is just static magma that somehow stopped flowing. I don't have the save with me anymore.

932
DF General Discussion / Re: Fan art competition!
« on: May 06, 2010, 08:50:20 pm »
Yes the king of gobblins looks badass. He needs a crown though. Of dwarven bone.

933
DF General Discussion / Re: Fan art competition!
« on: May 06, 2010, 08:44:30 pm »
Yes. Add a pair of drawbridges on the side so they can flap with a pull of that lever making the war wagon fly.

934
DF Gameplay Questions / Re: Damnit, my FPS! (Tagged Spoilers)
« on: May 06, 2010, 08:28:56 pm »
Second time this bug happens? Interesting.
Is your fort on a site with extreme cliffs? the fault should probably be on the cliff's border.

Another thread where this happened. http://www.bay12forums.com/smf/index.php?topic=56244.msg1223809#msg1223809

935
Quote
The magmafall. That rectangular pillar of magma on the east sits on the exact corner of the map. It seems to be static and its cause is unkonwon for me, toady might like to check on this.
That rectangular pillar of magma just looks like a magma source to me, coming in from the map edge then falling n z-levels to the sea.

Its not magma, it is glowing pit tiles...  At least when i was looking at the map there was a column of glowing pit tiles in that position and no magma running down the side.

It is magma, I saw it as red numbers here. And glowing pits in stonesense parse to purple floor, not magma tiles.

936
DF Dwarf Mode Discussion / Re: Water Fortress!
« on: May 06, 2010, 08:24:15 pm »
I used to have that problem of uncreative fort project until I managed to master most aspects of the game. Once it gets less difficult to manage a proper fortress efficiency stops being a concern and you can give yourself the luxury of doing inneficient projects that look pretty.

On passages, use two-wide corridors everywhere but mining areas or other small acess stuff. For major passages use 3-wide.

937
DF Dwarf Mode Discussion / Re: Water Fortress!
« on: May 06, 2010, 08:18:20 pm »
Then get out of the habit. Be creative. it doesn't hurt.  ;)

And cistern = reservoir for all purposes in DF.

938
DF Dwarf Mode Discussion / Re: Water volume, flow, and absurdity
« on: May 06, 2010, 08:17:14 pm »
you could make it as a fixed-chamber system with a bajatrillion pumps to make it flow fast enough. The lake itself would be the main chamber, and there would be a secondary cistern that would hold the dynamic volume of water. A system would alternate huge sets of screw pumps (I think you'll need some TEN screw pumps in paralel for this, if not more, if you want the volume to vary more than once per year)  that would pump water in and out of the lake. An additional system would have to be set up to supply the extra water that would be lost due to the lake's natural behavor.

One thing that DF didn't implement yet is flow capacity for pressurized water (eg, water above one Z level of the duct). No matter how wide or tight the duct is, all water will insta-teleport through it to the end. You can drain the whole ocean into a cavern in a mere one game step if you breach its bottom into a cavern.

939
DF General Discussion / Re: Fan art competition!
« on: May 06, 2010, 08:03:10 pm »
While that is quite a war wagon, I pictured something like the whole fort on wheels. Something really irrational like a large chunk of rock hollowed out with halls and such on giant wheels (or even walker legs) terrorising the country...  :P

EDIT: Oh and where's the carp?

940
DF General Discussion / Re: Fan art competition!
« on: May 06, 2010, 07:55:02 pm »
On IRC we were discussing about constructing your own wagons in fort mode. I managed to quickly make the idea degrade into forts on wheels, fueled by magma and moved by windmills in the roof and running over kobolds and elves with its wheels. Someoene draw this, now.  :P

941
DF General Discussion / Re: Defining "Dwarfy"
« on: May 06, 2010, 07:03:33 pm »
Personally I never regarded dwarves as evil. I consider them utterly insane and maniac, but no ethical judgement about them.

942
DF Dwarf Mode Discussion / Re: Water Fortress!
« on: May 06, 2010, 05:49:33 pm »
I once had a fort which had a entrance path that was connected to a 20-z level cistern. I'd push the lever and oops, there go the gobos outside. :P

943
DF Modding / Re: Ironworks
« on: May 06, 2010, 05:48:33 pm »
Is that three of us that think alike with adding tiny punctual improvements to vanilla DF without ruining taking the "vanilla" off DF?  :D

I have some plans in the cooks for a mod that would go a bit like "DF+", with add-ons such as this, but no whacky excessive stuff like omfg 20 new races.

944
DF Modding / Re: Ironworks
« on: May 06, 2010, 04:53:51 pm »
Makes sense. And I want some epic looking workshops while you are at it  :P

What about magma versions of some of these workshops?

945
DF Modding / Re: Ironworks
« on: May 06, 2010, 04:19:34 pm »
Yes I would be interested in such add-ons for ironworking so long you don't add some silly stuff such as "tool" objects that are required for reactions and yadda.  :o

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