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Messages - CppThis

Pages: 1 [2] 3 4 ... 6
16
DF Dwarf Mode Discussion / Re: Single pump for magma pump stack?
« on: May 31, 2010, 11:57:04 pm »
Either way, a 1 or 2 pump leapfrog is going to be *way* more trouble than it's worth especially considering DF2010 greatly increases the availability of magma safe materials.

17
DF Dwarf Mode Discussion / Re: Single pump for magma pump stack?
« on: May 31, 2010, 04:59:43 am »
Note that especially for pumping magma you can probably avoid worrying about power and just do it manually.  Expand the exit-hole tile into a 3x3 room or something every 10 z-levels or so, and just pump from one cistern to the next until you have a little magma at the top.

18
DF Gameplay Questions / Re: Less Points on Embark? (31.04)
« on: May 30, 2010, 08:43:01 pm »
Personally I recommend adding in lots of extra points and embarking with a bunch of steel bars until the military bugs get sorted out.  At least that way when your dorfs do feel like equipping themselves, they'll have halfway decent stuff.

19
DF Dwarf Mode Discussion / Re: No Goblin Sieges
« on: May 29, 2010, 10:23:58 am »
How old is your fort?  I find its entirely possible to have 100+ pop within a year or two, before any nasties show up, due to immigrant spam.

20
DF Dwarf Mode Discussion / Re: forcing rain
« on: May 29, 2010, 10:21:34 am »
That seemed to do the trick, and added some water to my water tower while I was at it.  Yay, I can see ground again.  :D

Saving after all that took literally about 5 straight minutes, which is kind of funny considering.

21
DF Dwarf Mode Discussion / Re: Tilesets, Graficsets and v31.04?
« on: May 29, 2010, 10:19:45 am »
For what its worth I use the Mayday tileset and am still on .31.03.  The .31.04 changes are useful but didn't really address any of the showstoppers so .03 isnt really all that obsolete.

22
I'm having the same problem in my fort, though for me it was a slain dwarf that made the mess.  The problem seems to stem from the fact that blood spatters don't take into account quantity of blood, so whenever a dorf walks into a newly spattered tile it treats it like it's just as messy as a fresh one.  So its not usually noticeable if your military killed some random critter in the middle of nowhere but if any of it gets on a major traffic lane youve suddenly got more blood than a 70s Hong Kong movie.  It should be a pretty easy fix when Toady gets around to it, but no dobut the military/health stuff is much higher priority.

Apparently dfhack has an option to remove all the blood, will be looking into it myself.

23
DF Dwarf Mode Discussion / forcing rain
« on: May 29, 2010, 06:54:34 am »
For some reason its stopped raining in my current fort, and the ground has become covered with an absolutely ludicrous amount of blood from a single dead berserk dorf.  I really, really want to get rid of it with some rain and am fine with raw edits and/or hax to do it.

So, any ideas?  Just eliminating the blood would work too, though bear in mind we're dealing with probably over a thousand affected tiles so some sort of manual edit is out of the question...

24
DF Dwarf Mode Discussion / Re: wonderful wonderful pumps
« on: May 29, 2010, 06:42:15 am »
4 pumps in parallel?  Both designs should scale just fine for that.

25
DF Dwarf Mode Discussion / Re: [Spoilers] Advanced combat problems
« on: May 28, 2010, 11:08:09 pm »
Very common, very nasty bug.  The problem in a nutshell is that creatures made of inorganic materials e.g. aluminum are unkillable by normal means as they have no organs, or at least none that can be reached.  I myself have had several surface megabeasts with htis issue, all but one in fact.

Cave-in traps will kill anything under them, including megabeasts.  I recommend making use of this 'feature' at least until this mess gets sorted.

26
DF Dwarf Mode Discussion / Re: wonderful wonderful pumps
« on: May 28, 2010, 09:09:17 pm »
I find the easiest way is to build a big tall structure that looks like this on each z-level:
Code: [Select]
WWWWWW
WFFFFW
WWFFWW
  X 

Then cut out alternating holes to access the lower level and transfer power, wait a bit and  build the pumps, then replace the floor next to the pump-wall with a wall.  End result has each z-level look like this, with alternate z-levels being mirror image of all but the stairs
Code: [Select]
WWWWWW     WWWWWW
W.PPFW     WFPP.W
WWFWWW     WWWFWW
  X          X

It's a fair bit of micromanagement but much faster than manually constructing one z-level at a time, and with minimum risk of trapping dorfs provided you build the outer wall last (i.e. if they stand on the wrong side of the power-transfer hole they can path out diagonally.  It's optimized for constructions but digging just makes it easier thanks to channeling.

FYI if you're moving fluid up more than 40 z-levels or so I suggest breaking the pump stack up into two or three smaller ones and use cisterns to only have one engaged at any given time.  I haven't made any stacks that big yet but I've heard from those that have that a single huge stack creates lots of lag due to fluid calculations.

27
DF Dwarf Mode Discussion / Re: I stole vermin from the Elves
« on: May 27, 2010, 11:57:29 pm »
Also, not all cages with contents are listed as such, ie a cage with a chipmunk in it will be listed as "Alder Cage" and not "Chipmunk Cage" so you can inadvertedly buy vermin with your cages.

Blimey, that answers some questions I had regarding why my new fort (which buys a lot of cages from elves) had four pages of tame bats when I went to assign some animals.  :-[

28
DF Dwarf Mode Discussion / Re: Darn Possession Moods
« on: May 27, 2010, 11:49:06 pm »
I think maybe there's something to the theory that it's heavily influenced by dwarf disposition.  In my previous fort (first serious DF attempt), in which the dorfs were markedly less happy/healthy I got almost exclusively posessions plus one fell during a particularly low point.  New fort is going along better overall and I'm now getting lots of secretive and a few fey and posessed.

29
DF Dwarf Mode Discussion / Re: Pull the lever. PULL THE LEVER
« on: May 27, 2010, 11:33:15 pm »
 :P

This is not directly related, but if you've got an especially important one and you have to pull the lever even more than you have to burn the rope, put it near your meeting hall.  Much shorter response time provided you usually have some idle dorfs sitting around.

Just don't forget what that lever is linked to...

30
DF Dwarf Mode Discussion / Re: What to do with Prisoners
« on: May 25, 2010, 01:52:44 am »
If you just need them dead and don't care about doing it in style, I would suggest just digging a pit about 10 z-levels deep and throwing them down it via a Pit activity zone.  Just be sure that if you have a door or something down there to collect the stuff you don't toss any building-destroyers on the off chance they survive.

Alternatively, dig a shallower pit with spike traps at the bottom, and throw them down that.  A repeater isn't really necessary--just occasionally have a dorf pull a lever.

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