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Messages - Patchy

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1036
DF Gameplay Questions / Re: Elves and freezing
« on: July 27, 2010, 05:37:58 pm »
Pretty much. I play almost exclusively in tundra/glaciers and the only animals I have are what I bring with me or capture.

1037
Hey Ironhand, 1,024 pardons if this has been asked and answered already, but is there a fairly convenient way to check out how a tile will look in-game with a certain color scheme without having to try to check it out in-game?  Like, color-replace this or that in GIMP, or do this or that with the alpha...?

(I'm working on converting large numbers of plants into the graphics scheme, and herb bushes and such are resistant to easy and quick in-game testing because of the way they work.  Any tips would be great.)

Actually, yes there is.

http://www.bay12forums.com/smf/index.php?topic=54669.0

Quite a handy lil program, I actually recoloured a large number of the stones in phoebus graphics set. And the raw tile selector helped immensely.

1038
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 26, 2010, 07:21:44 pm »
To be honest, this is where bearded dwarf ladies was introduced to me. Until DF, the fact that a dwarf lady might have a beard never really occurred to me. And it wasn't until neverwinter nights that I had ever seen a game even depict a dwarf lady, and they did so without the beards there. So yeah I guess my view of them is coloured by the nwn beardless depiction of them. Just offering up a viewpoint here of someone who has never read discworld or lotr, and paid only a little attention to the movies when various friends dragged me out to the theatres to watch it with them.

1039
DF Dwarf Mode Discussion / Re: How many dwarves doing what?
« on: July 25, 2010, 10:14:52 pm »
Well I got an old comp, so fps is a constant issue for me. I set a 30 dwarf pop cap which usually nets somewhere between 40 and 60 dwarves max. As far as industry numbers go, usually 2 to 3 on most of them. 1 or 2 of which is full time highly skilled, and an extra to be trained as backups in case "fun" happens. I find its usually enough to get the essentials of every fortress goin and maybe 1 or 2 other industries while leaving enough dwarves for hauling and military duty.

1040
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 25, 2010, 09:28:59 pm »
Hehe, that lineage 2 dwarf looks more like a halfling or as others have said a small human.

1041
DF General Discussion / Re: Desktop icon
« on: July 25, 2010, 04:33:41 pm »
Hehe, yeah thats kinda cool. And he does look like he's thinking about doing something you probably don't want him to do, like mine his way into that magmaduct that runs right next to your legendary dining hall.

1042
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 25, 2010, 04:29:04 pm »
Yeah, I know that in game density doesn't make any difference with races. I jus tried to describe how I viewed the dwarves XP

1043
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 25, 2010, 04:10:41 pm »
I think of the female dwarves like NW_Kohaku's dnd example. Probably cause thats what I'm used to seeing back when I played Neverwinter Nights and a female dwarf joined the party. Bout as tall as they are wide, broadshouldered, a bit heavy, a bit busty, and beardless. Just in general I think dwarves weigh more than a human, dwarves are jus really compact and heavy set, really dense I guess.

1044
DF General Discussion / Re: Who here plays DF without sets?
« on: July 23, 2010, 12:44:33 am »
I started with the ascii for an attempted fort or 2, but found the ascii jus didnt suit me very well. So I went searching for grapic packs and found maydays and used that through my 40d time. When I switched over to 2010 I started using phoebus graphic set. I do prefer graphics for the nostalgic nes/snes feel, but I can use and understand the normal ascii as well as any other graphic set, it jus takes me a lil more time to figure everything out be it a different graphic set or ascii.

1045
DF General Discussion / Re: Dwarf Plushy!
« on: July 22, 2010, 11:53:53 pm »
That is very cute. You should help him build a pillow block fort to live in.

1046
DF Dwarf Mode Discussion / Re: Ice in a mold
« on: July 22, 2010, 11:27:05 pm »
I've done something similiar to this before, back when I was playing 40d. Built an ice fort in a 2 biome tundra, 1 with aquifer for water the other half was dry. I dug out a 60x60x10 cavern in the dry half with jus a soil floor over the whole thing. Pumped in water from the aquifer till it was full, and channeled the soil roof out. Insta ice fort, and then use bucket brigades to pretty up the entrance and construct a few ice pillboxes.

I did want to actually make a natural ice-palace above the ground at one point, but never got around to it. Didn't want to use init file fiddling to keep water liquid while filling a mold, and most definately didn't want to bucket brigade an entire above ground palace lol. So I did concoct a plan for it, but like I said it never put in motion so I dunno if it'd work. Maybe you can give it some thought, and maybe even solve the problem I encountered in my planning phase that I never quite worked out hehe.

So without further ado, my crazy scrapped plan from back then for an above ground natural ice structure.

Build a mold as normal with an extra lvl below what you want frozen, with whatever material you have handy, but take time to place retracting bridges on every floor of the mold. After you get that all done, pump magma into the 2nd floor from the top, essentially right under the top floor you want frozen. Don't pump in too much though, you want the magma to be moving about so that it keeps water liquid above it. Now you pump in your water onto the top floor, and because the magma is moving about below it, it won't flash freeze yet. Once you got the top floor full, retract the bridges under the magma in the lower room. The magma falls 1z lvl to the next floor down, and the water on the top freezes and the mold walls support it. Now re-extend your bridges and pump water into the room that was jus vacated by the magma, followed by dropping the magma again and flash freezing the next floor. You work your way from top to the bottom like that. Finally you get to the bottom level, you did build that extra basement floor right? Dump your magma there flash freeze your last floor, and the ice should now be touching the ground and supported by that. You can now deconstruct the mold.

The big problem I ran into though, was the pump stack to get the water up there. Was the water gonna flash freeze in my pump stack or not. I had started to try and work out an extra complicated stack with magma in it to keep the water liquid as I pumped it up to the top of the mold, but never got past that part cause I sorta moved on to 2010 at that juncture hehe.

Just in case you missed it the first time though, this is completely untested and I did hit a snag in the planning phase with the pump stack for the whole thing. I may revisit this crazy plan at some point in the future, I dunno yet. Also sorry for the wall'o'text, if you can figure out what in the world I was thinking with this project back then, let me know how it goes XP

Though in all honesty it'd probably be easier if less dwarfy to use the init file "temp OFF" to keep the water liquid till you're ready to freeze it in your mold. Cheers and have fun.

1047
DF Suggestions / Re: This is DWARF fortress, not TURTLE fortress.
« on: July 22, 2010, 07:41:37 pm »
Probably echoing what others have said. But I do like the caravan ambushes, though with the goblins it's likely that they forced the elves/human traders to smuggle them into your fort. The digging of tunnels I already put my 2 cents in on the main thread for that. And removing the brook tile wouldn't do anything anyways... I think. I haven't seen anything path through a water aqueduct unless it was a fish, fb, some other aquatic animal, or hfs.

On the other things like bad thoughts for not meeting the siege, not too thrilled with that one. As I am quite prone to ignore them for the first year or 2, until my various killing chambers are completed (Gobbos siege at 30 dwarves here, very low pop cap to save fps). But I suppose it would get me to kick my military training priority up a few notches hehe. It'd also kinda be silly as I sometimes collapse a section of my entry tunnel behind me, thus leaving no trace that my dwarves were ever there on the surface. So how would my citizens even know that the gobbos were lookin for them up above.

1048
DF Suggestions / Re: Collapse walls by lever
« on: July 22, 2010, 07:07:50 pm »
I like the idea. It's really annoying sometimes when I want to make an opening bigger than 1 tile into a magma pipe or body of water, and this would solve that problem.

1049
Like completely?

Spoiler (click to show/hide)

1050
O_o ......... there is no words to describe this. You've found the holy land of Armok.

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