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Messages - LostxInxThought

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1
DF Dwarf Mode Discussion / Re: Fireplace?
« on: January 17, 2011, 02:32:37 am »
So I'm thinking of a more, !!FUN!! way to start my fires - instead of magma, which is relatively easy to manage, I want to try and use an untamed fire-imp to start the fires for me.
two questions before I do this, though - does a fire imp's innate body temperature cause things (mostly coal, coke, lignite, etc. etc.) to ignite, or will I need to use cats and goblins to make him fireball the fuel?

and, will I need to trap again the imp between refuelings, so dwarves don't run away from the dump site? (a channel a few Z-levels up, leading into the smoke-exhaust tunnel)

I think imps are immune to smoke and fire, since they live in magma..

2
DF Dwarf Mode Discussion / Re: Fireplace?
« on: January 16, 2011, 09:50:09 pm »
So I decided to go back to 40d for this - having a magma pipe and not having to pump through the caverns will make life easier for me, and make life longer-lasting(maybe) for my dwarves

3
DF Dwarf Mode Discussion / Re: General Fortress Design
« on: January 15, 2011, 11:50:59 am »
I tend to build organically - I make space as-needed and where it fits and is convenient, I plan ahead for design features and aesthetic touches when I know about them before I decide to implement them, but I like building this way so that every fortress is different, this however is not very efficient, and I frequently have dwarves running very far our of their way to eat, drink, or sleep.

as for stockpiles - I tend to have a storage area set aside for when stockpiles overflow, but keep the main stockpiles near the workshops they're used by - the only real exception being food stockpiles being nowhere near the farms, I keep them near my dining hall - which tends to be a far walk from the farms.

burial plots tend to go in the mines - rather than having a district built for tombs, I just find old ore-veins, or hollowed-out magnetite clusters, and put the tombs there, if it's for a noble I smooth/engrave a small area around it, build some metal pillars, put a statue, and make the room out of that.

workshop spaces are built in districts, with related shops and stockpiles contained within the districs and added-on wherever I can fit them, or wherever I want to place them at the time, I build them once I have what I need (labour, materials, etc.).


4
DF Dwarf Mode Discussion / Re: Fireplace?
« on: January 15, 2011, 09:03:12 am »
Slight snag, the save got corrupted (no backup) so, this will have to wait until I get another fortress to the magma sea... :\

5
DF Dwarf Mode Discussion / Re: Fireplace?
« on: January 15, 2011, 06:11:43 am »
Lignite will burn indefinitely; without water, it will never extinguish.

good to know, I have more lignite than any other fuel source so far (save, of course, the magma itself) so I'm certain I can spare a few pieces for a relaxing fireplace (possible multi-purposed into prisoner-removal if I get it working as planned)

6
DF Dwarf Mode Discussion / Re: Fireplace?
« on: January 15, 2011, 05:45:54 am »
wow, the fires can last months?
I've experienced a few fires, but, mostly they've gone out-of-control and burned up a good chunk of my fortress, so I never timed how long it took for a single piece of coal/coke/whatever to burn, too busy trying to put the fire out and save what dwarves I can.
and yeah, I plan to have windows of some sort between the fireplace and dining hall, so the dwarves enjoying the fire won't inhale the smoke - which I don't think can travel through windows.

Thanks for the help, I can make plenty of coal on this map.

7
DF Dwarf Mode Discussion / Fireplace?
« on: January 15, 2011, 05:12:51 am »
So, after a long break from DF I've started a new fortress, and had an idea for my dining hall - A fireplace, I'm not sure of the feasibility of this, though, my plan at the moment is to have a magma pump-stack bring the magma to the dining hall level, then use a flood-gate system to drip a little magma (ideally just 1-2depth, to avoid flooding the fireplace in magma) into the fireplace and light whatever is inside it on fire, to add fuel, I'll put a pit/dump zone a few Z-levels above the fireplace to drop fuel in from a safe distance, to keep the fire from burning the dining hall and nearby dwarves, I'll have the fuel 1/magma mix 1 Z-level below the hall, then on the level of the hall some glass or gem windows (also keeping the smoke from spreading into the dining hall to avoid unhappiness and collapsed lungs, etc.) and will bring the smoke up to the surface (or to a cavern, depending on what level I put the fireplace)

my biggest concerns, at the moment, are:
What is a good fuel source? I don't know how long materials burn, so, about how long can I expect a fire to last in a contained manner this way, and ~how much should I expect to dump into the fire to keep it burning indefinitely?
Will I need a full-time team to keep it burning?


8
DF Dwarf Mode Discussion / Re: they're all dead!
« on: October 17, 2010, 07:21:38 pm »
Hmm.... was there anything frozen on the map? maybe they tried to cross some frozen water and it thawed under their feet?

9
DF Dwarf Mode Discussion / Re: Giant Dungeon
« on: October 17, 2010, 06:21:50 pm »
Just a thought - with careful pressure plate weight-limit control, could you punish this friend for daring to enter your dungeon as a non-dwarf?  ;) just to teach him a valuable lesson..

from looking at the wiki, humans do weigh more than dwarves, but I don't know how well this can be controlled for when armour and gear  weight becomes a concern...

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 23, 2010, 03:45:24 pm »
Finally got back to playing dwarf fortress (didn't have much time to the past few weeks), and started "Workedshots"
a nice area, brook down the center, the southern end was mountainous and the north was heavily forested, in early winter the mountain half froze, by mid winter it all froze, and by late winter it was all thawed again.
everything ran smoothly for a while, steady influx of migrants until 85, got a military of 10 Dwarfs, all legendary shield users and some of them got up to legendary with their weapon of choice, goblin attacks became bi-seasonal, then stopped in a few years (got scared I guess?) and my military lost one dwarf (a speardwarf) to a goblin's bolt with no other serious wounds or injuries.
by year 5 or 6, a Giantess showed up and took up residence in the tombs (which are dug in opposite the main fortress's entrance over the brook)
she hung around the coffin if my one dead military dwarf, and the military (now 15 dwarfs strong) was dispatched to get rid of her, after an unreasonably long struggle, the giantess was dead, her body laying in the tomb opposite the one she had inhabited (right where the coffin would have been, which I found very appropriate).
the injured healed within a season and the new recruits (military up to 20 dwarfs, the largest it ever got) became competent, when my second encounter worth mentioning occurred, a bronze colossus.
it took up residence in the room where the bones of the giantess still lay, and stayed there, ignoring the fortress entirely for a while, my military took the time to upgrade their weapons to metal and were sent back to cleanse the tombs of evil..
they mobbed the colossus and started hacking away, doing significant damage that the colossus didn't seem to notice, 2 dead dwarves and 6 wounded later, the colossus was finally dead, and it's remains were used to decorate the fortress entrance.

now, one year after the colossus died, my fortress has come to an untimely end by something no dwarf can overcome - a bug or corruption that causes the save to crash at the end of winter, every single time.
too bad too, It was going better than any fort I've made since 40d

11
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 10, 2010, 10:42:55 am »
4 dwarves, a peasant and her two children, and the liason, lost their lives today, while I tried to fix a mistake made setting up some millstones.

what happened, was I forgot to add up the power requirements, and found out a bit late that I was short a windmill to power the millstones. (facepalm #1)
not a problem, I think to myself, I'll just remove some of the walls built around the vertical axles, add another windmill, wall them back up, and all will be well.
I removed the wrong section of wall.. it happened to be supporting the other windmills, and the floors under them, which came crashing down on top of the peasant and her two kids, killing them instantly. (facepalm #2)
turns out, the outpost liason was wandering past there to get to my trader, who was collecting wood. He passed under the windmill platform, and his body wound up in my graveyard with the others. (facepalm #3)

Oh well, at least I got my millstones running now  :D

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 08, 2010, 10:11:15 am »
After a somewhat extended break from Dwarf Fortress, I decided to make a new fort in a peaceful river valley to readjust to dwarven behaviour...
 
Turns out it wasn't so peaceful after all, there were no goblins, but it turns out, my dwarven civ is at war with the elves... first spring, I've managed to minimise how much wealth I created because I wanted to hold off the first migrant wave for a bit, so, with only my 7 founders, the elves attack, I managed to close the gates (Cinnabar Draw bridge) before anyone died.. now to try and get rid of them.
my plan is, to activate bowyer on my carpenter, have him make 7 crossbows, and make whatever wood I have left into wooden arrows, and try to build a marksdwarf platform above my walls so my dwarves can actually see (and thus, attack) the pointy eared tree huggers.

 :) It's good to be back.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 24, 2010, 10:28:34 pm »
currently have two fortresses going.
In my 2D fortress (re-reading boatmurdered when I should have been doing chem homework inspired me to play another 2D fort) I dug out my noble's rooms, some of them are entered from outside the cavern, I also dug out some rooms along the cave river's edge, they tend to flood, but they're nice and when the nobles start whining about windows (which some surely will) they can have a view of something other than the rock walls. near the chasm's edge I put some metalworker's bedrooms, dining halls, food stockpiles, etc, so they don't have to wander too far from the magma (now that I Finally found iron - I saw 3 exposed veins on the far side of the magma flow before  I found one I could get too).

in my 3D fortress, I just embarked, and am rushing to get dug in, because there are about a dozen chasm creatures slowly walking and flying to my front gate, and my only defences are 2 miners. not much else going on yet, though if I can't get everything inside and behind some doors soon, Fun will probably be had by my 7 pioneers (and maybe the caravan).

14
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 24, 2010, 10:03:40 pm »
I found a nice embark site, 4x4, 1 non-mountain tile, obsidian mountain with a somewhat flat edge to dig into right next to the 1 embark tile of soil, and right near the (already exposed) magma pipe, great spot to strike the earth.
Once I had my workshops and farms set up, I decided to get a jump start on my defences with a magma moat.
I forgot where exactly I had put my farms, and I managed to have channelled my magma moat into my farms, food stockpile, and 5 of my 7 dwarves *facepalm*.

15
DF Gameplay Questions / Re: "Incoming King"? + Underground Fishing Q
« on: January 23, 2010, 03:42:26 pm »
For the incoming king, you do need to meet those requirements for him to come (and once you do he seems to take his time getting there)
you already have architectural value met.
For roads, building paved roads and bridges will add to that value.
For offerings, when the dwarven caravan arrives, mark stuff for trading and [o ]ffer it to the caravan, I think you can only offer stuff considered property of your fortress (so, no goblin junk, unless you decorate it)

once you have all 3 values met, (s)he and his/her consort(if he has one), advisor, and some royal guards will show up eventually, the consort and advisor need their own rooms and such too.


Edit: I forgot to add, if the caravan doesn't make it off the map safely, I don't think the offering is counted.

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