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Messages - Ephemeriis

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241
If you're playing .31.xx you need to define some burrows.  This is done with the "w" key.  You want to define at least one burrow that's considered a safe area for your civilian dwarves.

Then you need a way to tell the dwarves to use that burrow.  That's done through the military screen.

Hit "m" to bring up the military screen, then "a" for alerts.  Now you want to hit "c" to create a new alert, "n" to name it something like stay inside, and set that alert to restrict folks to the correct burrow.

When you want to keep everyone inside you need to go back into the military screen, to alerts, and set that stay inside alert as the active civilian alert.  When you want to let folks go outside, you set the "Inactive" alert as the active civilian alert.

It's a little more clumsy to just keep people inside, but it gives you a lot more control.  Rather than just keeping people from setting foot outside, you can keep all your civilians several levels underground, in some barricaded saferoom.

242
DF Gameplay Questions / Re: beachfront property
« on: July 14, 2010, 06:52:24 am »
Well, for the moment, I'm no longer concerned about getting water into my fort...

I don't normally do much with aquifers.  They may or may not be on any particular site I embark to, but I don't typically utilize them much.  So I sort of forgot that there were aquifers on this map.

I managed to dig down below one without ever encountering it.  Started setting up workshops and stockpiles and whatever else.  Then I was clearing out some living space a couple levels up and pierced the aquifer.

Yes, I saw the damp stone warning.  But I didn't realize what that meant given the location I was digging in, and I just told them to keep digging.

I pierced the thing horizontally, in an undeveloped part of the fort, with several developed levels below.  It flooded pretty quickly, and I didn't really have any way to stop the water on that level, so it poured down below.  Lost several dwarves, a lot of my goods are now on the wrong side of a lot of water, as are a number of my workshops, and a few stranded dwarves.

I'm not sure if I'll try to rescue this fort or just start over again now that I know where the aquifer is.

243
DF Gameplay Questions / Re: beachfront property
« on: July 13, 2010, 10:51:09 am »
for the record, wells don't work anymore in this version as desalinators.

Hmm...  This might be a problem.

I've got a well under construction specifically to get access to freshwater.  If wells don't desalinate anymore I'm going to have to accelerate my plans for the desalination pump/cistern.

Am I correct on the mechanics of that?  The screwpump will desalinate the water and I should be fine as long as it doesn't touch natural stone?  I just need to smooth all the walls/floors it comes in contact with?

244
DF Gameplay Questions / beachfront property
« on: July 13, 2010, 06:59:28 am »
I started up a new fort last night to try out .31.10 - genned up a new world and embarked next to an ocean.

It's a nice little spot...  Lots of sand, some coal, flux stones.  I've got the ocean, lots of murky pools, some cliffs, and a river.

One of the first things I did is dig out some space for my farms.  Typically I designate some ponds and tell my dwarves to fill them.  But that didn't work this time.  They kept complaining about no water source.  So I tried to designate one of the murky pools as a water source - didn't work.  Designating the river didn't work either.  I assume this is because they're saltwater.  So, I've got some questions...

Is this normal?  I knew the ocean would be saltwater, but I kind of thought the murky pools or at least the river would be freshwater.  So, is it normal for all the water to be salt?  What about aquifers?  There's supposed to be an aquifer somewhere on the map - will it be salt or fresh?

What about irrigation?  I've got a well under construction, which should make my bucket brigade happy...  But what if I just tap a murky pool?  Can I use saltwater to irrigate a field?  Will I get farmable plots?

What about desalination?  If I understand correctly, a screw pump will desalinate the water.  And as long as it doesn't touch natural stone (I'll have to smooth the walls/floor of my cistern) it should stay fresh.  Is this accurate?

Is there any way to tell what is salt or fresh?  If I look at a tile of water, it just says "Water 7/7" - there's no indication (that I have seen) that tells me whether it is fresh water or salt water.  Am I missing something?

245
DF General Discussion / Re: Ringworld
« on: July 06, 2010, 10:07:10 am »
No, you just hit the material the ring world was built out of. In this case Slade.
Then you just need to mod that slade into scrith...

246
DF Suggestions / Re: [For or Against] Tunnelers units
« on: July 02, 2010, 01:18:59 pm »
I'm for...  But I'd like to see some way to discourage critters from tunneling into various places.  Maybe the ability to fortify the walls of my fortress.

Could be designated/executed similarly to smoothing & engraving walls...  Maybe make them mutually exclusive, so you can't have a wall that is both engraved and fortified, which would make you choose between security and happy thoughts.  Maybe require metal bars or additional stone to fortify a tile.

247
DF Suggestions / Re: Designation over Z-Levels
« on: July 02, 2010, 09:36:39 am »
The problem is you're asking for an entire redesign of the UI. Remember the UI doesn't "see" the Z-levels the same way you do in your head or with stonesense.

You can designate burrows across z-levels, so the game has to be able to deal with spanning z-levels in some way.  Just extend that multi-z-level designation technology to designating other things.

248
General Discussion / Re: Free word processor?
« on: July 02, 2010, 08:57:22 am »
If you're getting gigs worth of junk when installing OpenOffice I'd suggest that you're probably not getting it from the right source.  There are folks out there who repackage it with all kinds of shit.  Sounds like what you've found.  The site you want is OpenOffice.org

If that fails, there's AbiWord.  I've not used it much, but I've heard good things about it.

If neither of those works right, there's also Google Docs.

249
DF Gameplay Questions / Re: Farm Understanding
« on: June 28, 2010, 08:04:28 am »
Couldn't i use a floodgate to regulate how much water is in the dug out room?

You certainly can.

Basically you want to cover everything you plan on turning into a farm with 1/7 water.  Then let it evaporate.  Then you should be able to look at the tiles and see that they've been muddied.  This is where you create your farm plots.

A fantabulously complex assortment of levers, pumps, and floodgates is a very dwarfy way to farm...  But it always seems to take me too long to set up.  Every says "just tap a murky pool" or "throw in a floodgate"...  But, honestly, by the time I've got that kind of setup working it's been a couple seasons.

I find it easier just to embark with some buckets and try to fill a pond tile or two.

250
DF Dwarf Mode Discussion / Re: Do volcano pipes replenish in DF2010?
« on: June 26, 2010, 12:29:00 pm »
Yeah, they do refill.  Seems a bit slow...  But it'll happen eventually.

I've tapped the volcano on my map repeatedly, and the topmost layer always winds up at 7/7 again eventually.

251
DF Gameplay Questions / Re: max mining depth
« on: June 26, 2010, 12:27:00 pm »
anyway my problem is the guide map had a magma pool fairly close to the surface, in my map ive been digging as deep as i can and havent found magma, ive only dug about 15-18 lvls down and have hit a point where it wont allow me to dig down or u/d stairways, so after all that I guess my question is, is there something I need to do to allow me to dig deep enough to find magma? or basically why cant i dig any deeper?

If you're using the same complete and utter newb guide I did, it's running off DF 40d.  In 40d you are only allowed to dig down about 20-30 levels before hitting bottom.  The new .31.xx versions let you dig down hundreds of levels.

If you're following that guide, and downloaded the prebuilt save, there is a magma pool relatively close to the surface.  It's down near the bottom of the map, off to the right a bit, and only down about 5-10 levels.  I don't remember exactly where.

252
Other Games / Re: Steam sales... again through July 4th up to 85% off
« on: June 25, 2010, 12:58:48 pm »
You can either set the game to not update automatically,

But this option doesn't do anything... All my games are set to not patch automatically yet that doesn't stop them from patching.

That isn't necessarily Steam's fault.

Steam's auto-patching mechanism is just one of many ways that a game can be updated.  Just because Steam is not downloading and installing updates, doesn't mean the game itself isn't going to.

Some games publish a version number and individual patches to Steam.  Steam will check the version of your game, check for patches, and download and install those patches.  Some games force you to stay up to date, others give you a choice in the matter.

Other games check for updates themselves, independently of Steam.  They might use Steam servers and bandwidth to handle the network connection to check and transfer the files, but they aren't using Steam's updating mechanism.  So they might very well update all by themselves.  Setting Steam to "offline mode" should keep them from updating.

Other games don't use Steam at all to check for updates.  They don't use Steam servers or bandwidth at all.  So setting Steam to "offline mode" won't do you any good at all.

253
Other Games / Re: Steam sales... again through July 4th up to 85% off
« on: June 25, 2010, 11:55:02 am »
And valve gets to mess around with people who buy games, like banning accounts of customers who probably will just make a new account and buy all their games again....

Everyone likes to ban accounts now.  It has less to do with forcing people to buy new games than it does forcing them to play nice.  You'll see folks banned on the EA boards (and that login might be tied to your game, which keeps you from playing) for simply mentioning that The Pirate Bay exists.

I haven't seen any evidence that Steam is any worse than anyone else in this regard.

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Or stuff a little less harmful like deleting 7gb games off peoples hard-drives when they try to download a 1.5mb patch

Shit happens.  You don't need to use Steam to have a simple patch eat a chunk of your data.  Sure, usually it'll be limited to the software you're actually trying to patch...  But CCP managed to hose the entire C: drive with one patch.

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(Oh and you can't stop it from downloading the patch either)

Yes you can.

You can either set the game to not update automatically, or you can play in offline mode.

Of course, this assumes that the game itself isn't going to force you to update.  Some games do that, like WoW.

254
DF Suggestions / Re: Forced Dig
« on: June 23, 2010, 09:04:20 am »
And there's still the chance that where you thought was safe, and Not A Problem, actually involved breaching a magma pipe or aquifer.

True, but I guess I'm willing to take my chances.

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Though I'd actually quite like a little extra information available, along the lines of "damp <stone> wall" revealing why it's damp (i.e. is it because of Z-adjacent liquid (up or down, that info would be useful too) or because it's an aquifer/underground lake edge[1]), I think it's a pretty integral part of the game that this remains a mystery until you push too far... :)

That would be handy for normal digging...  But I'd really like the option to tell my dwarves to just shut up and dig.

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[1] There's a little inconsistency in that a tile dug out retains a paper-thin floor or ceiling, but never has paper-thin walls.  But that's an artefact of the game/environment mechanics and implementation.

Do we really know that they're "paper thin"?  I mean...  I guess I assumed that they're pretty thin along with everyone else.  Especially since you don't generate any additional stone by channeling if you've already dug out what's underneath...  But we don't really know how tall a z-level is, much less how much room there is in-between them.

255
DF Gameplay Questions / Re: Point of Nobles?
« on: June 23, 2010, 07:08:09 am »
Some of the nobles do, indeed, add additional functions.

Managers, for example, let you create a job to build 30 doors instead of having to queue up 30 individual tasks.

Bookkeepers will audit your stockpiles and give you a good idea of just what you own.

Other nobles really seem to be there just to complicate things.  Mayors, with their mandates, seem pretty useless to me.

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