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Messages - blastrogath

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1
It seems that some all of the DL links on "http://www.lazynewbpack.com/linux/" are dead.

2
http://www.youtube.com/watch?v=1_jJmQWs7nk  A bit slow to get started, but awesome.

3
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 16, 2010, 11:19:36 pm »
All I want is square tiles and a decent aspect ratio on my window.
[WINDOWEDX:80]
[WINDOWEDY:50]
[FONT:curses_square_16x16.png]
All I changed was Y from 25 to 50 and the font to curses square 16x16.  It changes the window size, but not the number of tiles.  I don't want theatre bars or tall tiles!

Spoiler (click to show/hide)

WOOT, figured out a workaround!  [BLACK_SPACE:YES] messes it up, no clue why!  If you have the dreaded black bars, set this to NO.

I suspect it has something to do with the movie though, since it's the ONLY part of the whole thing that ends up getting stretched.

4
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 16, 2010, 11:09:41 pm »
All I want is square tiles and a decent aspect ratio on my window.
[WINDOWEDX:80]
[WINDOWEDY:50]
[FONT:curses_square_16x16.png]
All I changed was Y from 25 to 50 and the font to curses square 16x16.  It changes the window size, but not the number of tiles.  I don't want theatre bars or tall tiles!

Spoiler (click to show/hide)

5
DF Dwarf Mode Discussion / Re: I need a challange...
« on: May 16, 2010, 12:44:12 am »
BONUS CHART

Every season you don't complete a project, roll d100 for your king's reaction!
Spoiler (click to show/hide)

6
DF Dwarf Mode Discussion / Re: I need a challange...
« on: May 15, 2010, 11:59:35 pm »
I think roll charts should use a d100, and they MUST have a reroll option! 

If you roll twice on type you must combine the requests, for example with tower and hall build a structure with a hall and a tower.  Rerolls can trigger more re-rolls.

Roll for type and shape if needed.  For every season until it's complete, roll once on the "bonus" chart. 

Type
Spoiler (click to show/hide)
Shape
Spoiler (click to show/hide)
bonus chart: coming soon!

7
DF Dwarf Mode Discussion / Re: ok wow
« on: May 15, 2010, 10:51:56 pm »
My dad found a lake full of stalagtite/stalagmite pillars 50 levels tall, the highest uninterupted drop was 48 z levels.  There are not words for how much I love what's been done to the underground!  :D

I haven't yet been so lucky, but I dig down less agressively than he does.

I don't know what exactly openness does myself, I haven't had a chance to experiment yet.  I'm sorely tempted to crank that and interconectedness to 80-100 in worldgen.

8
DF Dwarf Mode Discussion / Booze Moat
« on: May 15, 2010, 10:45:36 pm »
Is booze a fluid in DF2010?  If so: does anyone know how to liberate it from the barrels?

I was thinking of having a high dump point leading to a steel grate above the moat 40 or so levels below.

9
DF Dwarf Mode Discussion / bathysphere question
« on: May 14, 2010, 10:24:39 pm »
Now, I know if I cause a constructed wall to cave in, it deconstructs into blocks/stones/etc.

If I cause a natural stone wall to fall on the other hand, it falls as a wall.

If I make a bathysphere by carving it out of stone, and shut the "door" via a cave in, when I drop the bathysphere does the interior stay as an open volume?

10
DF Dwarf Mode Discussion / Re: Dwarfish Creations of Awesomeness
« on: May 14, 2010, 10:12:19 pm »
I'd build it of stone blocks for one reason: constructions deconstruct, so I can fill it with delicious magma.

11
What might make more sense if you want magma (and this is what I did) is to spend effort early on to find a volcano.

I got magma up on z level 245, savana down at 149, and the magma sea starts at about -15.

My fort is on a small rise isolated from the moutain the volcano is on, I'd need to get several z levels of magma going before it hit the base of my walls.

12
Not exactly what you're looking for, but DF Designer might help.

Looks useful for planning but lacks any of the features I'd need it to have for overall fortress design.  I tend to carve fortresses out of mountains, so I can lay out all the digging easily enough in game once I figure out the shape I want.

13
For for doing rotations at any angles. http://df.magmawiki.com/index.php/DF2010:Road

I don't get what you're refering to there, roads only build as rectangles aligned with the grid as far as I can see.


OK, here's what I figured out for with a spreadsheet:

the triangular helix describes 2 circles, and thus 2 cylinders, yes?  An inner completely filled cylinder, and the outer partially filled cylinder.  I figure an interior cylander radius of 10 will do me, so the outer radius is 20.

I need to plot X,Y for all the points of the triangles. Using (sinX * 20) and (cosX * 20) for each angle X gets me those, I only need 45 degrees worth and I can mirror it to all the other points since I'm using 15 degree rotations.

I use a spreadsheet of (TanX * Y), for every angle X [15,30,45,60,75] and width Y(1 through 46, since 46 is the length of the sides of the triangle).  This gives me a plot of heights to widths for all the connecting lines.

I could make a similar plot for circles using a (sinX * Y) and (cosX * Y) for each angle X and raduis Y.

14
Block off the lake using delicious magma.  Just one more reason for all those bauxite pumps!

As for the cave ogres: make 2 walls at the edge of the map.  Magma goes in between them.

15
Does anyone know of some decent software to help me map out shapes other than rectangles on a grid?  I want to make a fort that's a helical triangular prism and I was hoping to save on graph paper. 

I already figured on rotating it by 15 degrees a floor so I only have to map out a quarter turn and I get sides lining up with the grid often.

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