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Messages - Dr. Hieronymous Alloy

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151
DF General Discussion / Re: [Quickfort] Version 2.00pre5 released
« on: June 19, 2011, 09:00:10 pm »

Please do share your standardized fort layout. There are not very many complete fort layouts floating around (mostly bits & pieces) and I'd love to look at your design.


What I think I'll do is get this draft of my standard fort finished out, make sure I've corrected the last few typos, add some explanatory notes to each .csv,  put the whole package together in a .zip file, and then post it here in the thread together with a link to the fort on the map archive. It's not exactly a revolutionary design -- basically, I took all the fractal designs on the wiki, regularized them so they were made up entirely of 3x3 workshop-sized rooms, and arranged them around a central  double-helix spiral ramp staircase. There's a storage level I designed to snap on top of the workshop fractal without connecting to the central stairs, and then I used caramel's circular bedroom plan for my bedrooms level (to force dwarves to take the central stair to eat/sleep).

The general shape of the fort is the same every time, but I vary it depending on the site and the plumbing (water, magma, etc.) My plan this time is to run a waterfall right down the center of the spiral staircase, so every dwarf gets a wash on a regular basis. The only real downside to the setup is that it takes up a 3 x 3 block of map tiles and really ends up with more room than any fortress not running on a supercomputer could ever need, but the extra space is necessary for aesthetics :P

152
DF General Discussion / Re: [Quickfort] Version 2.00pre5 released
« on: June 19, 2011, 03:23:24 pm »
Thanks for all the work that goes into maintaining this utility -- it's probably my favorite Df utility to date. I would say it's saved me untold hours of time, but frankly it's just enabled me to spend untold hours "perfecting" my fortress layouts in successive and near-constant re-drafts.

Speaking of which, is it just me, or is the old quickfort .csv repository now down? I've got a fairly standardized fort layout I usually use (largely based on the fractal patterns in the wiki, modified for useability and efficiency etc.)  and I'd like to upload it, but I'm not sure where to upload it to.

153
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 18, 2011, 09:29:39 pm »
if you "want" it to deconstruct just dont build it save the resources for a magma cannon

Need to have something there so the dwarf building the fortification doesn't stand in that square and get trapped behind the magma flood.

154
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 18, 2011, 08:10:34 pm »
If you attach non magma safe-mechanisms to a magma safe-whatever, will the building/support/et cetera also deconstruct when the mechanisms melt?

Yes, if the mechanism installed at the device isn't magma-safe, the device will deconstruct when the mechanism melts.  Note that when you connect a lever or pressure plate to a target, two mechanisms are requires, one of which goes in lever or pressure plate and the other in the target device.  Only the one in target needs to be magma-safe.

If you *want* the whole mess to deconstruct, can you just use non-magma-safe mechanisms throughout?

155
DF General Discussion / Re: [Quickfort] Version 2.00pre4 released
« on: June 18, 2011, 06:40:31 pm »
Is there any way to *rotate* a quickfort blueprint? Either with a command or by some sort of copy/paste on the original CSV?

156
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 18, 2011, 04:29:55 pm »
second question:

Is granite magma-safe? I'm relying on a granite door to eventually burn, but apparently it just won't.  I placed it north of a constructed fortification, to keep the dwarf building to the south, on the theory that the magma would just flow through the fortification, incinerate the disposable door, onwards. But the door seems to be holding the lava like it's perfectly magma safe, even though the wiki lists granite is non magma safe. What's up?

157
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 18, 2011, 10:42:56 am »
If I run magma under a frozen brook to melt it, how much water will that generate? Will the brook tiles keep generating a constant water flow, or will I just get the few tiles I un-freeze?

Only the tiles you unfreeze.

To get constant generation, you need to run the magma all the way along the brook to the edge of the map where the water enters (NOT exits!) To do this, dig to the second-last square and then engrave fortifications. This allows the magma to flow off the edge and thus heat up the generating squares.

Hahaha! Thank you, engraving fortifications is going to be the bit that makes it work. Will I need a constant flow of magma in there due to magma flowing off the map through the fortifications?

Of course, I'll still need to figure out what to do about the water being stagnant, since it's from a swamp biome. . . .I wonder if freezing it cleans it?

158
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 18, 2011, 10:03:34 am »
If I run magma under a frozen brook to melt it, how much water will that generate? Will the brook tiles keep generating a constant water flow, or will I just get the few tiles I un-freeze?

159
DF Gameplay Questions / Re: Stagnant Water in Well.
« on: June 16, 2011, 12:40:38 pm »


I wouldn't have the foggiest idea how to move water to another biome or even what would seperate different biomes.

Well, the simplest way is that if it's inside a mountain it's probably not marsh. Look at the wildlife in your setup, see where the plants change.

A simpler strategy would probably be to just pump water up from the cavern level instead.

160
DF Gameplay Questions / Re: Stagnant Water in Well.
« on: June 16, 2011, 11:26:28 am »
It's marsh biome that makes water stagnant, right? Maybe try running the water to a different biome, *then* running it through a pump in that other biome, see if it becomes clean.

161
Think of it as Jenga: Mines of Moria edition, and you're not too far off.

162
DF Gameplay Questions / Re: wich bedroom desing should i use?
« on: June 14, 2011, 07:40:03 am »
I've been a fan of this layout for a long time:

The rooms from my circular based fort.



Spoiler (click to show/hide)

I made a quickfort dig plan for it, which you can get here:
http://drop.io/quickfort/asset/caramel-s-circular-bedroom-plan-csv

163
Not just sand. At this point, with the new metals scarcity, it wouldn't hurt to be able to search for specific metals (e.g., cassiterite), either. Or maybe for a masterwork adamantine weapon.

164
Found this thread in a search trying to find if a few specific bugs have been fixed, so apologies if I'm necro-bumping.

There are a few bugs I'd really like to see fixed though.

First, there are a couple of weapon-balance bugs that I feel break the combat system as it's currently implemented, at least for fortress  mode, specifically

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2712 (whips cut through masterwork steel armor like butter)

and

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2327 (blunt weapons not effective at all)

Second, there are a few bugs that just seem to have essentially "turned off" major game features. For example,

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2036 means that exotic animals are untrainable, since the Dungeon Master doesn't work.

or

http://www.bay12games.com/dwarves/mantisbt/view.php?id=4133  (good/evil plants don't exist any more).

Finally, there's the lag bug described here:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=4207

Where the game is apparently checking every thought every dwarf has for expiration, every frame. So as dwarves accumulate thousands of "talked with a friend recently" thoughts, lag skyrockets.

There are a lot of other areas that need general work -- for example, interaction between military & civilian equipment -- but those few bugs right there are the ones I find particularly saddening, either because they can undeservedly kill a fort (one goblin lasher squad taking out an entire masterwork-clad military) or because they turn off game features I really enjoyed playing (I still want a fortress with an army of tame giant war eagles. One day!)

165
DF Gameplay Questions / Re: Current Bugs & Workarounds
« on: June 13, 2011, 08:33:07 am »
Is the whip/lasher bug fixed yet? That's why I quit playing last time. What about the "two left gauntlets" bug with military gear?

Whips and scourges are still overpowered, but the "two left gauntlets" problem has been fixed.

Whew, that's a relief. Is there any workaround for the whips bug? Maybe editing the raws somehow? Seriously, spending years of gametime to train up and equip a squad of axemen only to have them all taken out in ten frames by a lasher squad is more "fun" than I really need again =(

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