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Messages - Hazelnut

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1
DF Gameplay Questions / Re: Triggering Sieges?
« on: March 08, 2010, 09:01:14 am »
I'm in the same boat.  ;D  Took 6 fort years to get my defence design implemented for my current fort after prototyping and testing it in another fort. During this time, the humans sieged 2-3 times (a GCS ate one in year 2 apparently) and had a few goblin ambushes. All of these were quite hairy affairs where I had to rely on a combination of dwarf merchant guards and cage traps.

Was really pleased to get my defensive system online, and what happens for the last 1.5 fort years? Nothing, nada, zip.  >:(  The Humans came for peace, told them to get stuffed and killed 50% of the caravan... unfortunately the defense system is not that usable for 'friendlies'. Also sold the Elves wood, stole a load of stuff, and then killed 75% of them too.

Nothing is attacking, even though I've increased the fort wealth by a lot (coming up to 2Mil now) - maybe everything is afraid of my defences or something? Or maybe I need to kill the ~15-20 Humans and Gobbos I have in cages to get more to come?

I've been dying to test my system for real, record it and post it up on the forums for just over a week now. Getting frustrated, but don't want to post with pride about a system that I've not tested in real situations. Still, I guess it is allowing me to get more of the rest of my project done.

2
DF General Discussion / Re: The funds! The funds are holding us back!
« on: March 03, 2010, 12:29:13 pm »
Well, I can't speak for toady. As far as I know, he's still planning to integrate d#.. this is just what I consider to be a likely consequence of rushing, not something that's written in stone.

There are also people who can't play using d#, you know. Though that number should be shrinking.. it's not zero.

I guess I just wanted to highlight how much I (and others I'm sure) appreciate the changes in 40# releases. Very much!

:D

3
DF General Discussion / Re: The funds! The funds are holding us back!
« on: March 03, 2010, 08:41:24 am »
Nonono, that's not what happens.

The thought process is thus:
- Funding is down.
- Funding is down because there have been no releases.
- We must release soon.
- Thus, skip anything we can skip without compromising quality.

40d# definitely falls into that category; the game runs perfectly well without it, and his current codebase is 40d#-less anyway.

Personally, having been using #16 exclusively, I'd probably wait until DF'10 was updated with the 40# open gl stuff before playing. Resizable windows & zooming is just too nice. I had assumed it would be part of DF'10 release, and work would be happening right now to be integrating it, in parallel with the regular game bugfixes.

4
DF Gameplay Questions / Re: Levelling land safely
« on: February 28, 2010, 07:21:46 am »
Still having issues with ramps method, the other original 7 miner (legendary+5 of course) was crushed, another is badly injured and a child was thrown down 4 z's into a moat. It's not funny or fun anymore, I don't know what it is I'm missing here.

I've lost 8 dwarves since the last migration wave, many to troglodites - when they kill something my dwarves go to retrieve the bones without me noticing. Very irritating. Still, at least the GCS is now caged up in my new zoo.

5
DF Gameplay Questions / Re: Levelling land safely
« on: February 28, 2010, 07:20:44 am »
still having issues, the other original 7 miner (legendary+5 of course) was crushed, another is badly injured and a child was thrown down 4 z's into a moat. It's not funny or fun anymore, I don't know what it is I'm missing here.

I've lost 8 dwarves since the last migration wave, many to troglodites - when they kill something my dwarves go to retrieve the bones without me noticing. Very irritating. Still, at least the GCS is now caged up in my new zoo.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 26, 2010, 10:39:41 pm »

The Tower of Fu, a massive wooden statue of a middle finger facing north towards the elven lands, is completed, crafted from 760 wooden blocks of differing types of wood.  It is designated as a stockpile for lye, potash, ash, and coal.


 :D
I like this very much.

Yes, very much yes - can we see it please? :)

7
getting lots of bolts into quivers sounds good. 5 per stack and only one stack in a quiver is really not enough. (bone bolts, I have no metal to speak of)

8
DF Gameplay Questions / Re: Levelling land safely
« on: February 26, 2010, 11:56:45 am »
The problem with the ramp method collapsing has to do with boulders (and maybe trees and saplings). If you channel out the sections with boulders and saplings you don't get the cave ins.

This.

Ramps ARE the safest way to clear level large areas... AFTER you take care of the original top level very carefully.  Trees have to be cut, or the ramp will work just like a normal mined square (leaving a ceiling to collapse on you later).  I think boulders also do that, but I'm moderately sure that saplings don't (been a while, could be wrong).

But after you dealt with that, yeah, ramps are DEFINITELY the way to go.  Just make sure they are completely finished with one level before you designate the next, and you're golden.


I had thought I was doing that. By boulders, do you mean pre-existing or mined out rock from the level above (where I'd used ramps before)?

9
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 26, 2010, 09:15:50 am »
Unless it's just impossible to fill a distant magma chamber with a single manual source pump?
It's not impossible. Pumped magma acts like water in that anything added to the output tile of the pump will teleport where it can if the output tile is at 7/7, which results in an even flow of magma as long as the pump is in operation.

So it's just the path back into the magma pipe then? Crap - it would have been so easy to remove the fortification and build a wall.  ::)  Does the # of z levels of magma below the pump intake make any difference?

10
DF Gameplay Questions / Re: Long distance magma transportation
« on: February 26, 2010, 07:14:11 am »

I'm having massive problems with doing this (see post in facepalm sticky for a taste of what's gone wrong so far) - I have a magma pipe that is 5 embark tiles east and one south from my fort. Long way away. And I can only move it deep down below the valley with a brook running in between. So far spent 15+ hours playtime just trying to get magma to my forges.  ???

I decided having a nice 10x15x1 reservoir  full of magma near to my fort would be nice. Is this even possible to fill with 1 pump? Manually operated? Is a magma reservoir worth it?

11
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 26, 2010, 06:47:38 am »
I'm having an awful time with the same problem as in this thread: http://www.bay12games.com/forum/index.php?topic=50098.0

I have a magma pipe that is 5 embark tiles east and one south from my fort. Long way away. And I can only move it deep down below the valley with a brook running inbetween. At first I though this wouldn't be a problem - I'll just cut a 3 wide pipe with smoothed corners for ease of flow (makes it wider, d'oh) and be patient waiting for it to fill a 10x15x1 cistern near my fort that I could then tap into whenever I needed magma. After reading that thread (and testing it) I realised it wouldn't work, so I built a wall right down the middle of the pipe so I have both a 1 wide magma pipe and an access tunnel. Then I put a pump in to manually pump the magma into my cistern. Creating the pump took ages to build because I was being sieged by humans, as their caravan had a disagreement with the local CGS, and have no military yet - so just had the drawbridge up. Meant I was short on wood, so I only wanted to use minimum charcoal and the smith kept cancelling the pipe section. Made it out of glass in the end after months of faffing. Still no idea why with 3 bars and 4 charcoal it couldn't be made.

So channelled the source hole and installed the pump. Got it wrong because I channelled out the wall of the magma pipe behind the fortification I'd originally cut for the 3 wide pipe. So magma starts crawling down the channel. (at least I'd walled off the access tunnel correctly) Fine I thought - just a head start. So I build the pump and start pumping, hardly anything happens. I'm assuming that it simply goes back into the magma pipe though the fortification... facepalm. Unless it's just impossible to fill a distant magma chamber with a single manual source pump?

While doing this I take my eye off my other pump that's filling an irrigation chamber the other side of the map at the underground river - my only glassmaker drowns though blowback I guess. Arrggh.

Not sure how I'm going to proceed yet...

12
DF Gameplay Questions / Re: Levelling land safely
« on: February 25, 2010, 07:01:39 pm »
Thanks for the advice guys. Appreciate it, and dedicate it to the memory of Minda. (the squished one)

Just noticed that my expedition leader turned Mayor is very unhappy. Crap. Guess he liked Minda a lot.

13
DF Gameplay Questions / Levelling land safely
« on: February 25, 2010, 06:33:12 pm »

I'm having huge problems keeping my miners healthy & alive while levelling land. I'm building into a mountainside and I want to cut away some sections 3-4 z levels high. I thought (after tinypirate's tutorial) that carving ramps en masse was the safe way to do it, but I've had my mayor in bed for 2 years and my best miner squished into paste, so it's not working.

Can anyone help me with safe strategies, or will I have to micromanage channelling? I just want to designate the whole area to be cut away on a z level and have them do it without caveins. Am I missing something obvious here? Please help.

14
DF Gameplay Questions / Building destroyer (1) creatures & floodgates
« on: February 25, 2010, 01:28:29 pm »
Can Building destroyer (1) creatures destroy floodgates?

The wiki says "When the value is 1, the creature will go after hatches, doors, supports, statues, windows and archery targets only." which implies floodgates are proof against CGS's. I'm assuming they can climb stairs... ;)

15
DF Gameplay Questions / Re: underground tree farms & stone
« on: February 25, 2010, 11:24:36 am »

Thanks, looks like a lot of dumping is in my dwarves near future.

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