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Messages - Drawde

Pages: 1 ... 27 28 [29] 30
421
DF Suggestions / Re: ***** means water
« on: July 12, 2010, 02:32:49 pm »
Sorry about that.  In that thread, I meant it to be "* represents the game's symbol for water, which I can't remember right now".  I didn't phrase it correctly.

422
DF Gameplay Questions / Re: Glass Fortress
« on: July 11, 2010, 05:29:24 pm »
As mentioned, they reuse the bags.  But the bags are basically lost until the sand in it is used.  If you have too many dwarves gathering sand, you eventually run out of bags and the next time a dwarf tries to do that job, it gets turned off.  Then you have to restart the gathering job to get more sand.  Though if you're like me, you don't notice the lack of sand-gathering jobs until your make-glass-item jobs turn off for lack of sand.

I use normal glass furnaces built next to the sand plot to gather sand.  My magma furnaces do nothing but make glass items.

423
DF Gameplay Questions / Re: Glass Fortress
« on: July 11, 2010, 03:51:16 pm »
I'd gen a new world with lots of valcanoes.  Magma glass forges are much better if you want a large glass industry.

The biggest problem you'll run into is that you'll need more support for glass than you'd think.  Stone is easy to get, since your miners usually find it just digging out your fortress.  Sand, on the other hand, has to be collected.  Which also requires a bag.  Unless you design your fortress with specific overlapping burrows (if you use 31.x), you'll find your sand gatherers doing other stuff as well.  Even with well designed burrows you'll still find yourself either running out of bags, which means you stop collecting sand, or running out of sand, which means you stop building things.  Which you probably won't notice until way later.

I once tried to do a fortress where all possible furniture was glass.  And glass blocks for building.  It takes a while to get started, unless you use magma forges.  Though you do need pearlash if you want clear or crystal glass.  It's nice for keeping your dwarves happy though, with that nice expensive glass furniture   :)

424
DF Dwarf Mode Discussion / Re: The embark screen lied to me!
« on: July 10, 2010, 06:59:57 pm »
How would you know where an aquifer is?
When you're choosing where to embark to.  One of the windows shows what the top seven levels are made of, roughly.  Cliffs and such can change this.  It also shows if there's an aquifier on each of those levels.  For example:
Peat
Sand
Red sand *****
Granite *****
Marble
Granite
Slate
The ***** is the game's symbol for water.  Which would mean that the third and fourth levels, the red sand and the first granite, have aquifiers in them.

But the aquifiers are like other terrain features, meaning they have set areas when the map is generated.  If you move the embark area around on the map, you can choose which portions to include in it.  Like a volcano or portion of a river.  Except you can't see exactly where an aquifier is, the game just telling you that there's an aquifier in your embark area.  So if you start with no aquifer shown, move the embark area up one, and it shows one, you know that at least one of the top squares of your embark area has an aquifier, but the lower ones don't.  You just have to move the area around to pinpoint where it is.

425
DF Dwarf Mode Discussion / Re: The embark screen lied to me!
« on: July 10, 2010, 05:39:30 pm »
I found that my previous fortress had absolutely no water whatsoever, not even in the caverns, despite embark screen stating there was an aquifer.
Aquifiers have a set area they occupy.  What probably happened is that the aquifier was just in one corner of the map, and quite small.  You probably just missed finding it is all.

It shows an aquifier on the embark screen if any square in the embark area has one, regardless of the size.  I've used this to have an aquifier in just one portion of my map, so I can dig under it easily, but still have access to it's water.

426
Really?

I have 150 dwarves in my fortress, and still don't have enough dwarves to get things done. Processing all of my ore into masterwork weapons and armor, building huge numbers of rock blocks, constructing an elaborate above ground fortress over my below ground fortress, brewing booze, farming, cooking roasts, creating and decorating crafts, and during the very little spare time my military of 50 dwarves does individual training.
As I understand it, it's not having the jobs to do that's difficult, but getting the dwarfs to do them.  Each job gives different amounts of money, and the dwarfs avoid doing the cheapest, like hauling, as much as possible.  Many would rather be idle than take them, in fact.  You don't control which jobs individual dwarfs take, so they pick them by both personal preference and value.

427
DF Dwarf Mode Discussion / Re: How to avoid overstocked hospitals
« on: June 27, 2010, 04:06:44 pm »
It's when you hospital needs, say 50,000 cloth.  But it has 125,000 stocked in it.  With said cloth being unusable for anything besides the hospital.

428
DF Gameplay Questions / Re: Burrows questions
« on: June 21, 2010, 01:00:48 am »
A burrow extends to ALL marked squares, even if you havent dug them out yet.  So yes, you can designate an undug area as part of a burrow, and it will be marked as such when it is dug out.

429
DF Modding / Re: Help making a new creature (large tortoise)
« on: June 20, 2010, 12:47:31 am »
This is what I settled with.  Not too many changes beyond removing AMPHIBIOUS and adding LITTERSIZE.  And giving it different sizes as it got older and simple PET.  This solves my shell problem with something that isn't overpowered.  Though I might mess with the littersize and maturity levels a bit later.

Spoiler (click to show/hide)

And I have a better understanding of modding too.

430
DF Modding / Re: Help making a new creature (large tortoise)
« on: June 18, 2010, 02:54:45 pm »
Got an earring made from a hatchling shell, so they work for that.  It's working out so far.  Thanks for the help everyone.

EDIT  Also got an artifact made from it, though it morphed into an iron figurine.

431
DF Modding / Re: Help making a new creature (large tortoise)
« on: June 18, 2010, 01:44:40 am »
I've made a new world with what I have.  LITTERSIZE works when placed after CHILD.  Got a bunch that way.  Will probably have to tone it down a bit though.  I got a shell when I butchered one, though I don't know if it works yet.  Made a mistake, and lost the fort, so trying again.  I'll report after I get the fort working right.

432
DF Gameplay Questions / Re: Early warning ambush systems
« on: June 17, 2010, 01:04:18 pm »
Just build a moat around most of your map, two tiles wide with the ramps removed on the fortress side.  One drawbridge over it (or more if you want), all raised, will keep out the ambushes.  Building a wall around that (on the inside) will take time though.

Walls have to be at least 5 squares from the map edge.  A wall around the entire map, with a moat around it, could be considered a mini-megaproject    ;D

433
DF Modding / Re: Help making a new creature (large tortoise)
« on: June 17, 2010, 12:23:04 am »
Which one gives the two shells?  Would it be:
  [SELECT_MATERIAL:ALL]
    [MULTIPLY_VALUE:2]
with ALL replaced by SHELL for just shells?

Also, how does LITTERSIZE work?  The wiki isn't clear on it.

Finally, when this is done, I just copy/paste it into creature_large_tropical.txt and gen a new world to get these?

434
DF Modding / Re: Help making a new creature (large tortoise)
« on: June 16, 2010, 11:03:53 pm »
Made a few slight changes to it.  How do you determine litter size first?  It takes a few years to reach maturity, but the real ones produce a clutch of eggs.

I think I understand most of it too.  Not messing with the stuff I can't figure out, and no reason to for this.

435
DF Modding / Re: Help making a new creature (large tortoise)
« on: June 16, 2010, 09:21:14 pm »
Thanks.  I'm slowly figuring it out.  I'll hunt the wiki again for descriptions too.

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