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Messages - Mechanoid

Pages: 1 ... 110 111 [112] 113
1666
DF General Discussion / Re: So i just printed the world map...
« on: October 03, 2006, 06:30:00 pm »
quote:
Originally posted by PvK:
Not if you invert the color values, rather than the map itself...

Mountain ranges are greyscale. White becomes black. Light grey becomes dark grey.

1667
DF General Discussion / Re: So i just printed the world map...
« on: September 28, 2006, 05:26:00 pm »
quote:
Originally posted by Nakar:
<STRONG>Considered taking it in Photoshop or something and doing a color invert? Black becomes white and all that.</STRONG>

Mountain ranges would look like pits.  :(

1668
DF General Discussion / So i just printed the world map...
« on: September 27, 2006, 09:54:00 pm »
Holy crap, dont print the world map.

It'll take up to or beyond 10 pages full-size, and even then you're going to be spending alot of ink on those pages due to the black background on the text characters. Basically, the entire page is painted black, with colored text characters over top. So you're going to shrink it down to 2 pages to avoid all that wasted ink... Only that you'll shrink it so much, you can barely read it when it finally is printed, and you'll definitely not be able to read it in a darkened room.


Wait for DF to have a improved, printable map feature. Yes, export the map and look at it in Paint... But dont print it.


1669
Do that and record it, please.

1670
DF General Discussion / Re: Adding Purring Maggots
« on: February 04, 2008, 12:16:00 am »
Remove the tag for the [PET_EXOTIC] i think
[And your home fortress needs to have access to them via a chasm]

[ February 04, 2008: Message edited by: Mechanoid ]


1671
DF General Discussion / Re: my small keep
« on: September 23, 2006, 06:27:00 pm »
quote:
Originally posted by arthurx:
talking about rooms i set up 3*3 room for my dwarves yet they complain of "not sleeping in a proper room" and being "waked by noise"? is it because i did not use doors to seal the rooms up?

If your dwarves arn't getting enough sleep, it's because your workshops are too close to the beds. All workshops when used generate sound, which can be heard 4 tiles away. Mining generates sound too, to an amazing distance of 16 tiles.

You are correct about not sleeping in a proper room. If ALL of the borders of the room do not touch a wall or door, it will not be a proper bed room. And NEVER put two beds into the same room and make them bedrooms; it will quarter the quality of that room.


1672
DF General Discussion / Re: User manual
« on: August 22, 2006, 02:06:00 am »
Lava should burn through wooden doors if it doesn't already... Afraid i can't help you with much of anything, except for the examples of early fortresses.

1673
DF General Discussion / Re: world difficulty
« on: August 21, 2006, 06:30:00 pm »
Attacks also seem to be completely random.

I played on a sinister map a few versions ago and the only creature that came to bother me was ONE werewolf, and all he did was kill my metalsmith then bugger off to the southern most area of the map. Conversely, i've played on a "wilderness" or a "calm" map where i was continually under attack almost all the time past the first year.


1674
DF General Discussion / Re: Horrors from the deep
« on: August 22, 2006, 08:07:00 pm »
Ya, just make one corridor/choke and mass ballistias behind fortifications.

Pfft, n00bs... Never played Tower Defense or Matrix Defense on StarCraft before?  :roll:


1675
DF General Discussion / Re: New to the game
« on: September 06, 2006, 01:23:00 am »
You can also disassemble the starting wagons for 3 wood per wagon.

1676
DF General Discussion / Re: New to the game
« on: September 06, 2006, 12:00:00 am »
1) NEVER, EVER, EVER use the "Embark now!" in Dwarf Fortress mode. Always plan out your initial group of dwarves; the amount of food you start with is pathetic.

2) Dont worry about ores in your bedroom. It'll improve the quality of the room, and if the dwarf likes that material, the room will make him happier.

3) Farming is critical, but more importantly are the people that work the farms. The better the Field Farming skill (Grower) the more crops you'll get for every seed that farmer planted.

4) Plump helmets are godly. Always take 20 or more seeds with you. Every helmet that's eaten gives you about 1 or 2 seeds, which means 1 or 2 more plump helmets. They can be cooked (but wont give seeds; that's being worked on, fyi) and brewed, and can be eaten without preperation. The perfect dwarven food.

5) Make booze at the Still. Alcohol is critical to your dwarves' survival. Without it, your dwarves WILL work slower, and be unhappy. For the first year, yea, you can get away without booze... But when you get 50 dwarves, you'd better have some.

6) Tower Caps need to grow for 3 years before they can be cut down for wood... The larger the area you flood the earlier on, the sooner you can get a good supply of wood. Flooding these large areas also allow underground plants to grow, a form of secondary farming.

7) 7x7 Rooms collapse. Watch your designations and room sizes.

8) You'll end up clear-cutting the entire surface eventually, so you might as well get a start on it now.

9) Group buildings which work well, together. Dont build a tannery on one end of the fort and a leather works on the other. Dig a 6x6 room, and lay down the tannery and leather works next to one another, dedicating the rest of the space to a "Leather" stockpile. Do the same for the Loom and Cloth Workshop, and cloth pile.

10) If you're going to store things like bodies and bones underground, lock the refuse away behind a door, otherwise you'll get purple stink-clouds pissing off your entire dwarf population. And for the love of god, dont chasm it unless you have a good military or trap presence. Alot of creatures dont like getting shit dumped on them.   :D


Fun fact: As long as you have a mining pick and a healthy, skilled dwarf, a plump helmet, and a mug of beer, you're never out of the game. [In fact, it's entirely possible to start the game with only one pick, and survive just fine... But dont do this until you're really good.]

[ September 06, 2006: Message edited by: Mechanoid ]


1677
DF General Discussion / Re: Where does iron ore usually show up?
« on: August 21, 2006, 04:46:00 am »
I can see the sub-title of that image being:


Maphacks: When you really need them.
 :D


1678
DF General Discussion / Re: Where does iron ore usually show up?
« on: August 21, 2006, 04:01:00 am »
For the deposits, try looking north and south of your initial starting location BEFORE the river, and alot more between the river and the chasm. There are also rumors of having a functioning lava-powered forge/smelter in the game, but so far i dont think anyone's been able to create one; basically it'd save you loads of coal/charcoal (and thus, wood) Otherwise, i'd suggest you tighten up your search pattern; there are awfully big holes in it.


Also, what the hell is that huge pool of red on the map, outside and to the north of your fort?!    :eek:

Hope i've been of some help.

[Edit: Also, be sure to have a large military presence when you start to build that metal bridge... It could get deadly very quickly after crossing the lava stream.]

[ August 21, 2006: Message edited by: Mechanoid ]


1679
DF General Discussion / Re: World Trading
« on: December 03, 2007, 01:12:00 am »
It's a good idea, but the only way to get alot of changes done at once to the world would be to make it semi-multiplayer...

- Server generates map
1. Server distributes map to users.
2. Users alter map on a personal basis.
3. Users upload their personal map once finished -- IE: one fortress game lasting 5 years
4. Cut-off date comes, received maps are compiled into a new whole map -- Maps submitted past cut-off date are not accepted for compilation.
5. Goto 1.

#4 is the problem area. All fortresses must be placed and appended to the same map according to their positions on that map. Obviously only the first fortress submitted for a local area would be appended to the compiled map to prevent fortresses from overwriting one another. I dont even want to think what the program to do that would look like, let alone keeping it up to date for every dwarf fortress version.   :eek:

[ December 03, 2007: Message edited by: Mechanoid ]


1680
Me being smart:
Maybe there's a hole in the waterskin?

Me being helpful:
It's probably something along the lines of that "Mother seeking infant; getting water" bug that was killed a while ago, where the mother Dwarf is torn between grabbing her kid, and getting a drink from the well. It's likely similar to the Military personel... Return to his post, or filling his drink container; a tough choice! (Water Skin? No way in hell i'd drink from something called that!  :p )


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