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Messages - albatross

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46
DF Gameplay Questions / Re: Help me with my Atom-smasher?
« on: February 01, 2012, 05:11:37 pm »
Yeah, deactivate all the other dump sites. No need to remove them, just deactivate. Hit 'i', move cursor at the dump site, hit 'a'. Re-activation is done the same way.

47
Oh my god >.<
Sheesh. Well, I'm not too worried about syndromes because they all get lava treatment for that particular reason. Lava + water if necessary. I was kind of hoping there'd be like 50 max but it also occurred to me that towards the end, their rate of arrival would decrease, rather than stop, right? It'd drop close to zero, but there'd always be one or two somewhere in the world. My goal was actually to wait until I could be sure the caverns would be safe, but it seems there's no other way but to wall off ALL the map edges in caverns. Let 'em come, damnit. Doesn't matter where they get the magma treatment - either in my gauntlet or at the map edge. It's going to be a bitch to locate the cavern entrances...

48
I've dealt with a dozen FBs so far. But every year 1-3 new ones appear. Does this rate ever slow down? This is a 13yo fort in a freshly generated medium island world. How many FBs have YOU killed in a single game?

49
Perhaps some sort of program could be written to cover every item/material combo for us, in a form of list, which could then be used in the creation of this theoretical mod? I used to be a CS student.

50
DF General Discussion / Re: This is why I love DF
« on: January 31, 2012, 08:55:59 am »
Can't we just shove everyone in a room which floor is made out of blocks of silver? The one who appears most uncomfortable must be the vampire. Or, you know, we could tell Urist McArmorsmith to craft a silver helmet, make everyone wear it in turns and everyone whose face is not in blisters after wearing the helmet gets to live.

51
Nice to meet you too, Mr. Ince... err, come again? Oh, never mind. I'm not very good with names anyway. Would like to have some magma? It's fresh out of the magma pipe. Here, let me pour some for you.

Spoiler (click to show/hide)

I gotta say, this was the first time I've ever dumped magma on a Forgotten Beast. I just had to see the description of its injuries. I kind of suspected a rather lengthy list but that's just ridiculous.

52
DF Dwarf Mode Discussion / How to deal with caged vultures?
« on: January 28, 2012, 11:07:42 am »
They set off some of my cage traps. How do I butcher them? Do I have to drown them in their cages first or what? Won't they fly away as soon as the cage door is opened?

53
Once constructed a floor for a bottomless chasm. Figured I'd turn it into a swimming pool. Filled the thing with water. Took several years. It was not long after that I learned that dwarfs are incapable of crossing z-levels when swimming. I was so bummed out. Not going to build anything big again.

54
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 25, 2012, 07:13:18 am »
I need pointers.

1. I want the current month to be visible at all times in the upper right corner of the screen, usually where the idlers count is. How should one start to achieve this?
2. Also, I would like the month names to be presented in human language, not dwarven. Call me eccentric.

Here's what I've tried so far to gather information:
- Searched the forums, including this thread, with various words and word combinations like "calendar" or "october". Nothing relevant came up.
- Searched the game files, including the file contents for the same words. Found nothing relevant.
- Checked magmawiki article for Calendar. Found no useful information.

Just for the heck of it, I searched the files for hematite, which is one of the month names (June) and also the ore name, but I found only the file called inorganic_stone_mineral.txt...

What to try next?

55
DF Gameplay Questions / Re: Why does my windmill keep breaking apart?
« on: January 22, 2012, 05:56:32 pm »
Alternately, leave the pump on all the time, and use a lever-controlled floodgate on the outlet side of the pump, or a lever-controlled floor hatch on the inlet, to switch the flow of water on and off.

Ooh, clever! I just might do that.
It does say in the wiki that "A gear assembly which has been disconnected by a lever does not support machinery. No machinery can hang on top of it, and anything already hanging on it will fall apart."
http://df.magmawiki.com/index.php/Machinery#Building.2Fconnection_limitations

The least it could do is fall apart immediately, not 15-60 minutes later when I'm not looking :(

Well, case closed, I guess. Thanks for all the help.

56
DF Gameplay Questions / Re: Why does my windmill keep breaking apart?
« on: January 22, 2012, 05:40:16 pm »
Yes, the gear, which is connected to a pump, is connected to a lever. I only use the pump occasionally. The windmill, however, keeps operating just fine after it's been disengaged. At least it seems that way. I don't know at which point exactly it falls apart, but certainly not when the pump is on, although it's on less than 1% of the time. Forgot to mention that all the vertical axles get dismantled as well! I guess that's no surprise - not being connected to anything on either end.

Windmill --> 10 vertical axles --> Gear --> Water pump

Oh, once the windmill and the axles have fallen apart, I have to deconstruct the assembly gear and rebuild it as well! Because the game won't let me simply rebuild a vertical axle above the assembly gear. Stupid cheap dwarven technology :/

57
DF Gameplay Questions / Why does my windmill keep breaking apart?
« on: January 22, 2012, 04:21:16 pm »
Version: 31.25
So my windmill keeps falling apart back to nether-cap logs it was made from. Happened three times already. I see no relevant announcement in the announcement history. The windmill resides in a yard that's protected by walls, 1z high. The windmill is connected via vertical axles to an assembly gear several z-levels below, which in turn is connected to a water pump. I have a couple of guesses:
1. The donkey that I keep in the yard kicked it down.
2. The dorf who built it is a dabbling architect. So it was simply a poor quality windmill, torn apart by the wind.

However, wiki articles about building designers, windmills and donkeys mention nothing about this. What have I missed?

58
DF Dwarf Mode Discussion / Re: Fort design, how do YOU roll?
« on: January 22, 2012, 01:43:18 pm »
Entrance: huge square yard surrounded by a wall. Idk why I even built a door there. I never trade or go outside.
Subterranean levels: Clover design. 4 rooms per z-level, stacked on top of each other. Stairway at the center. Quick access to everywhere. Tapping the benefits of 3d.

Maysomething tileset. The three long grey wavelines along the north wall are slabs. In memory of the fallen ones. Or squashed ones, rather. Plenty of elf, dwarf and goblin parts to go around outside the walls. Note that each room can be expanded. I prefer 6x6 - two workshops per wall. The 9 tiny circles in a straight line at the entrance are cage traps.

Spoiler (click to show/hide)

59
DF Dwarf Mode Discussion / Re: So many rats!
« on: January 22, 2012, 01:14:44 pm »
I swear to Armok, swamps and jungles have it the worst. So many rats. Did you settle in a warm and wet environment by any chance?

60
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: January 17, 2012, 01:54:41 pm »
Any chance of ever getting a cheat for unassigning war/hunting dogs?

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