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Messages - Daetrin

Pages: 1 ... 15 16 [17] 18 19 ... 36
241
DF Dwarf Mode Discussion / Re: I am at a loss
« on: November 12, 2010, 07:39:42 pm »
You should turn it into a succession game at this point.

At least upload the save for posterity.

242
I got a reply from Zaik, he's on the case!

243
May i sign up as well?
Can do.

A write up proberly not nothing has happened!

Plus I was away for weekend forget about that sorry guys!

You can still write something up!  At the very least finish up your year and post it, it's been more than a week.

244
DF Suggestions / Re: practical scientific advancement.
« on: November 06, 2010, 11:57:39 am »
I actually like the idea that was stated earlier, that a strange mood could procedurally generate a new alloy, weapon, craft, etc.  Furnace operating -> alloy mood. Cooking -> meal mood. Brewing -> drink mood. Once the mood finishes, you can now make the new item at the appropriate workshop.

 Mooded alloys could come in sharp (makes bladed weapons), heavy (makes.blunt weapons and bolts), tough (makes armor), and valuable or beautiful (makes crafts and furniture).  Or it could take the best values from each component...there are all sorts of options.  Mooded food recipes might require specific components, but provide more valuable/higher happiness foods. Same for drinks.

Procedurally generated craft recipes might have a higher value multiplier (but again, a more specific recipe).  Procedurally generated weapons and armor would probably be a huge pain.

Of course, procedural recipes would require recoding workshops and stuff, since at the moment you need to create a new world to add a reaction.


245
DF Dwarf Mode Discussion / Re: I, Dwarfbot - Dwarven Autonomy discussion
« on: November 06, 2010, 09:59:39 am »
Something that would need to be done with a more complex economy is allow the player to shift excess production capacity around. Given a mature fortress, your economy should provide more than enough food and goods. This would be the point where you decide to do a megaproject (building capacity), send out armies (military capacity), or corner the market on gold or platinum or whatever (economic capacity).  Obviously this would be a more analog decision, rather than picking one of three choices.  I have no idea what form this would take, and it'd have to take into account a finished army and trade arc - there would probably be more than three choices, at that, for what to do with your excess. Just as long as there is something to do with it other than hoard it.

246
Just got to mid summer takes so long lol

Are we going to see a writeup here in a bit? :)

247
DF Dwarf Mode Discussion / Re: Looking for Dwarf Fortress buddy.
« on: November 05, 2010, 07:24:05 pm »
I believe there is an IRC channel, that might be a better resource.  I don't know what it is myself though, maybe someone else can fill that in.

248
DF Dwarf Mode Discussion / Re: Goblins.
« on: November 03, 2010, 08:26:34 pm »
This is how I deal with goblins.

I just finished my own magma defense system.

Spoiler (click to show/hide)

The first pressure plate is activated by enemies, and opens a floodgate (1).  This is supplied by pressurized water in a tank above it.
At 6-7/7 water, that pressure plate opens hatches in the lava reservoir (Which is 2 z-levels high) and raises the drainage drawbridge (2, 3).
This floods the hall in question with magma.
Once the magma reaches 3/7 or higher, it opens the drainage floodgate (4).  This drains the water out of the system, closing the hatches and lowering the bridge, allowing the hall to drain.

I have multiple parallel halls because magma takes some time to evaporate.

There are override levers to turn off the magma defense for any hall (the top levers in the top-right control) and levers to lift the drawbridges to block off any hall for, say, retrieval of goblinite (the lower levers in the same).

It's not anywhere near perfect.  The safety bridges mean building destroyers dance around a lot before entering, which is annoying (there's a safety dance joke there somewhere...).  The reservior fills too slowly (I need pumps for it), and I had to dig around a bridge-safed alternate route for when they ALL fill up with magma and I still have a siege.  Also, a 'combat room' so when I send my military out it doesn't run off behind corners with no backup.

I plan to take this design to the next level by 1) Using more of them, 2) Having a nice large LOS-blocking room with marksdwarf access for soldiers to slaughter sieges and 3) Building a mechanism that'll flood from the entrance down to the grates with magma, to properly cleanse it all.

249
DF General Discussion / Re: The Birth of a Universe
« on: November 03, 2010, 02:11:14 pm »
If the universe is a simulation, I say we stage a halting attack on it a la Accelerando.

250
DF Dwarf Mode Discussion / Re: Endless "Siege" Status
« on: November 03, 2010, 07:08:41 am »
Yes, if you use runesmith to remove the last siege unit it won't properly change the flag.

251
DF Dwarf Mode Discussion / Re: Cant collect webs?
« on: November 02, 2010, 09:45:32 pm »
I've found I almost always get these messages when there's an unexplored downward passage in the caverns.

252
DF Dwarf Mode Discussion / Re: how i mine for fish?
« on: November 01, 2010, 10:52:05 am »
I have not been able to catch fish in caverns in 31.x.
I rarely find fish aboveground in non-brook/stream/river aboveground water tiles.
Basically, if you want fish, you need flowing water aboveground.

253
DF Dwarf Mode Discussion / Re: My design; Magma delivery device
« on: November 01, 2010, 10:50:46 am »
I just finished my own magma defense system.

Spoiler (click to show/hide)

The first pressure plate is activated by enemies, and opens a floodgate (1).  This is supplied by pressurized water in a tank above it.
At 6-7/7 water, that pressure plate opens hatches in the lava reservoir (Which is 2 z-levels high) and raises the drainage drawbridge (2, 3).
This floods the hall in question with magma.
Once the magma reaches 3/7 or higher, it opens the drainage floodgate (4).  This drains the water out of the system, closing the hatches and lowering the bridge, allowing the hall to drain.

I have multiple parallel halls because magma takes some time to evaporate.

There are override levers to turn off the magma defense for any hall (the top levers in the top-right control) and levers to lift the drawbridges to block off any hall for, say, retrieval of goblinite (the lower levers in the same).

254
Too much farm plot area will actually hurt your production as dwarves spend too much time planting and not enough time harvesting or processing.

255
DF Dwarf Mode Discussion / Re: Project Idea
« on: October 31, 2010, 01:44:15 pm »
Sadly, cave-in rules won't allow it.  People have, however, drained magma tubes, built their fort, and let it fill again.

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