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Messages - Farmerbob

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241
DF Gameplay Questions / Re: River empties faster than it fills.
« on: December 15, 2012, 03:43:15 pm »
For some reason, floodgates have the same rules as walls and cannot be built close to the edge. I'd do it, but it's just more dwarfpower to fix it then I have,  and I already have a temporary solution. I'm still curious as to what it is. I'm almost positive it ain't a waterfall one square outside of the map (like I think someone said)

You might also be on the edge of a really, really hot biome?  A 4-wide river is a lot to evaporate, but if your worldgen was vanilla, max temperature for the climate is 75c, which won't boil water but will evaporate it really, really fast if the climate is dry as well as hot.

242
DF Gameplay Questions / Re: River empties faster than it fills.
« on: December 14, 2012, 09:47:25 pm »
The floors do the job for now.
Floors on the level with the down ramps? That is the easiest way of cutting access.
richtig.

Ok, so I'm going to stop my megaproject and make a pumpstack for the first time and dig to find magma JUST for TWO blocks on the edge of the map. It's not worth it.

Overkill.  It's the dwarven way.

243
I would play, but is it extremely time-consuming to do anything? I don't want to be stuck playing a game 4+ hours a day. I prefer turn-based stuff for that reason, I had a look at this one, but I'm not willing to make a stupid game my entire life :/ and you just can't compete with the guys willing to clock 12 hours a day on these things.

If you don't mind being part of an established village, you can play as little or as much as you want, typically.  Log in, tend farms, groom animals, then log off, or make 100 nails, or whatever.  You can be a small part of the village machine in that way.  If you want to live solo, well, that takes a good bit of time investment.

244
DF Gameplay Questions / Re: River empties faster than it fills.
« on: December 13, 2012, 08:22:41 am »
Magma. As far as I know, you can build a track stop one tile from the edge, so you could pour a bit of magma so they can't actually get into  or out of the water there. One on either side should be enough to do the job.

*slaps self*  Of course the solution is more magma.  Silly me.If you build a magma chute that drops magma directly into the river, you should rather rapidly generate a large , very messy wall of obsidian at the map edge, which can then be engineered as desired.  It would probably be a good idea to prepare channels for where the water will go as you pour magma out of the overhead chute...

245
DF Dwarf Mode Discussion / Re: Human kangaroo god in my fort, lol
« on: December 13, 2012, 08:13:05 am »
Is there any way to flat-out destroy the clothing? Because slashy-stabbies are the only way to kill most demons, cause, bisection or beheading. Blunt damage doesn't work on them, no organs to rupture and no pain to be felt.

The legendary macedwarf that came with the king did manage to break it's leg, both arms, and spine, but that wasn't enough after it started breathing gunk.

246
DF Dwarf Mode Discussion / Re: Walling off: Lame or Credited?
« on: December 12, 2012, 07:28:22 pm »
I've recently decided to wall off most of the map to better control access points to my fort. I am doing this mostly to protect my hunters and wood cutters from getting pwned by random ambushes. Still, I feel like this is kinda lame.

Do you think walling off is lame, or is it the credited survival strategy?

The only question here, since it's a single player game,is whether or not you are having fun.

247
DF Dwarf Mode Discussion / Re: Human kangaroo god in my fort, lol
« on: December 12, 2012, 07:25:29 pm »
Well, it seems as if the demon moved so slowly it couldn't meet with the nobles and then leave before going insane.  So I took the best 10 fighters in the fort which I had assembled a couple months before, when it was starting to leave, and went and attacked it.  No dice.  At one point I had it down to red in every extremity, with just about every major body part broken, then it used it's breath weapon, a few dozen times, eventually knocking out all 10 and slowly started beating them to death.  It had nearly fully recovered all health within 30 seconds of knocking everyone out.  Definitely a savescum moment.  I'll open the upper doors and risk letting something else in rather than making it go the long way and go insane before it can get out.

Can it even go insane? It's a demon.

It certainly can go insane.  It was about 10 tiles from leaving the map when it went berserk.

If you moved as slowly as it did, you would go insane too.  Seriously, I've seen dwarves hauling golden bins full of silver weapons or elephant carcasses faster than this thing was moving.

248
DF Dwarf Mode Discussion / Re: Human kangaroo god in my fort, lol
« on: December 12, 2012, 08:34:38 am »
Well, it seems as if the demon moved so slowly it couldn't meet with the nobles and then leave before going insane.  So I took the best 10 fighters in the fort which I had assembled a couple months before, when it was starting to leave, and went and attacked it.  No dice.  At one point I had it down to red in every extremity, with just about every major body part broken, then it used it's breath weapon, a few dozen times, eventually knocking out all 10 and slowly started beating them to death.  It had nearly fully recovered all health within 30 seconds of knocking everyone out.  Definitely a savescum moment.  I'll open the upper doors and risk letting something else in rather than making it go the long way and go insane before it can get out.

249
DF Gameplay Questions / Re: River empties faster than it fills.
« on: December 12, 2012, 07:59:32 am »
Iv been reading this two times now, and i dont see the problem.

You say the moat fills to 7/7, and its just the edge that is 1/7-3/7?

I think some of his migrants and traders are trying to cross the river at the map border and getting swept away, or hurt, or stuck mid-crossing etc.

I'm not sure how exactly that would work, never had a map edge problem I couldn't cure with just building across the river, but if his map is actually spawning things in the middle of the river...

250
DF Dwarf Mode Discussion / Re: Human kangaroo god in my fort, lol
« on: December 12, 2012, 06:19:29 am »
OK, it's up on DFFD if anyone wants to play with it.

I have crap all for military though.

This is a 2x3 embark on a volcano with a river and max metals.  Still have not found flux, though I can get some steel and three types of flux from the dwarven civ.

The world is a tiny region.  The fort has 178 dwarves, and is a mountainhome.  I just managed to give the king the bare minimum that he needs for his quarters.

My next steps are going to be to dig out little cubbyholes, 1 for every dwarf, so they can get happy thoughts from their own bedrooms and store their junk.  While doing that I'll be looking through the dwarves for ones with military skills and starting a military.

But you guys can have it as it is now.

http://dffd.wimbli.com/file.php?id=7216

Welcome to Lessonlashes

251
DF Dwarf Mode Discussion / Re: Human kangaroo god in my fort, lol
« on: December 12, 2012, 06:10:43 am »
This is pretty common. Many human civs get taken over by demons pretending to be gods. Nothing to worry about. Many goblin civs have demon leaders too, and they will be hostile and can be pretty dangerous depending on their abilities.

As long as I've been playing, I've never seen this, and assumed that most of the ones I heard of were caused by modding-related bugs :P

Ah well, is good to know it can happen in unmodded DF.

252
DF Dwarf Mode Discussion / Human kangaroo god in my fort, lol
« on: December 12, 2012, 06:00:31 am »
o.0

I just got a human diplomat in.

It's a one-eyed kangaroo deity.

This is 100% vanilla 34.11, I don't even use tilesets.







And... it has deadly dust.  Here's to hoping that deadly dust only kills if you fight it, I'm going to try trading with the humans, and cross my fingers, lol.

I'll make a copy of the save too, and put it on DFFD, just in case this isn't supposed to happen?  Or if anyone just wants to play with it :)

After I get it uploaded I'll post the link here.

253
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 11, 2012, 08:38:51 pm »
Barreled blood is currently useless unless you have a mod that is doing something with it. Vamps won't drink it.

I'll have to look for Bomrek Degelbetan again and see if their name is still missing from Dwarf Therapist.  They have been in the fort for three years or more, from back when I was manually inpecting every dwarf on entry.  I got a 5 adult dwarf immigrant wave, but only 4 adult dwarves showed up on DT.  Bomrek was the one that didn't show up.  Nothing in game gave me any idea anything might be wrong, so I let them in and started buying blood to see if that would have any effect.

I use traps to defend my forts, not military.  This time around I'll be turning the place into a community fort, so I've set up some military equipment, but have not yet begun to actually form a military.  I'll let the future folks handle that :)

Time to go grab food first though, in RL  :)


254
DF Gameplay Questions / Re: River empties faster than it fills.
« on: December 11, 2012, 08:28:00 pm »
The river touches the edge of the map, but anything I built does not. There's no water being diverted from the river currently, I mean.

The river isn't drying up faster than it can, because it often goes to 2/7 in the 1/7 area, just it is mostly 1/7.



The left side is the edge of the map. It immediately turns to 1/7 where the 3/7 is, so it must be draining. The down ramps were an attempt at trying to drain the water so I could make a bridge to stop it.

The closest to the edge of the map I can add flooggates is where the little rectangle is. That was another failed attempt at diverting water.

Looks like you have a waterfall at the edge of your map, or at least a significant elevation drop.  That behavior in flowing water is fairly common.

If you have issues with migrants stupidly crossing the river at that point I'd suggest this:

Your river is 4 tiles wide, so dig an 8-tile wide area underground, smooth the stone at the border of the map, then carve fortifications in it.  Then collapse the riverbed so that your river now drains underground off the map.

If you can't drain sufficiently to collapse the river, then cut channels along the side of it several tiles long, and then remove the riverbank by channeling.  Here's what I mean:

Code: [Select]
CRWWWWRC
CRWWWWRC
CRWWWWRC
CRWWWWRC
CRWWWWRC
CRWWWWRC
CRWWWWRC
EEEEEEEE

C=deep channel leading to off-map drainage
R=riverbank, to be channeled away
W=water in the river itself
E= last step, connecting the channels on either side of the river with each other so there is zero flow getting to the map end.

Obviously if your river freezes in the winter all this extra engineering is silly.  Wait for it to freeze and then chop the river ice and just make a straight shot to the underground drainage.

255
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 11, 2012, 08:12:37 pm »
After my first runin with a vampire in a large population fort, I decided to try something that just might be a no-brainer.

I've started buying every barrel of blood, ichor, venom, all the barreled fluids I can get my hands on.

I'm pretty sure that I have at least one Vamp in the fortress by now, with a population at around 120, but so far no assaults on anyone yet.

So...

Does it seem to anyone else that perhaps buying all the blood and ichor and whatnot from dwarven and human caravans might cut back on Vampire activity in the fortress?

Way I see it, Vampirism is supposed to be a curse, so maybe the infected are being driven to feed on dwarves because I wasn't giving them barreled blood to drink?

Maybe it also has something to do with personality?  A Vamp with good empathy, likes to help others, etc, might really fight the urge, and prefer to drink barreled blood.  A sociopathic one would just consider other dwarves as refreshing snacks.

Anyone else experimented with this?

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