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Messages - thijser

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661
These dwarfs just want to join armok. Before they can do that they need to be clean so they clean themself to death.

662
DF Gameplay Questions / Re: Floodgate
« on: August 01, 2010, 11:26:00 am »
alternatifly if you want to be shure no water can get in you can make a serie of floodgates. link them all to the same lever and let a dwarf pull it on repeat. That way all the water that gets in is instantly destoyed.

663
General Discussion / Re: Can you beat this damned genie?
« on: August 01, 2010, 06:09:38 am »
I was thinking of toady and he guessed a porn star...

664
DF Gameplay Questions / Re: Minerals?
« on: August 01, 2010, 05:10:37 am »
actually electricity was already used (it was the only way to make aluminum.) This was done by effectifly making batteries. 

665
DF Gameplay Questions / Re: Floodgate
« on: August 01, 2010, 05:06:45 am »
you can channel out the tile above the wall that blocks the water now.
Alternatifly if you don't care for a small amout of water coming in you can of course always just open the floodgate mine it out making shure there is a dwarf close to the lever and then pull it again when the water is flooding in.

666
this pump could be either

hhhhp>hhhh

or

hhhhhhhhhhhh
hp>h
h=channel
p>=pump

667
DF Dwarf Mode Discussion / Re: dwarves in goblins out?
« on: August 01, 2010, 03:29:45 am »
Or you can make something that's certain to kill anything going in make this the shortest way into your fort and give it restricted traffic settings. Your dwarfs shouldn't use it anymore and your oppenement should use it.

668
DF Suggestions / fps water plan
« on: August 01, 2010, 03:27:23 am »
The idea is simple: every so many (100?  200?) the game checks if a certain body of water has a spread of only 1 diffrence in water depth (for example 4/7 and 5/7). This would mean that these bodies of water would cause fewer fps isseus. This breaks when a wall is deconstructed near the body of water a hatch, door, floodgate or a mine/channel designation is completed.

Additionally it could work if a few tiles get bellow the standard level (1 tile 3/7) then one of the higher tiles could teleport into it (1x 3/7 9 x 4/7 15x 5/7 becomes 10x4/7 and 14x5/7 ). This would make it seem like there is a more complex system at work that actually simulates the detailed depth of the water way more then just the 1/7's accuracy that it actually does.

669
DF General Discussion / Re: Uhm...drinking vomit? Why?
« on: July 31, 2010, 02:46:05 pm »
But for a reall explanasion if you just gave them a new water source it could be that this though is  old(bad thoughs usually last for some time).

670
DF Suggestions / Re: Material Science: Strange things to reconsider
« on: July 31, 2010, 02:42:44 pm »
Maybe adamantine is so special because it layers in some way? It could be that in nature if already forms as quantum structure sharp edges. This could mean that it might "bend" when exposed to temperature diffrences (not melt just bend) when it's then blocked by another piece of adamantine it can't reform. though this would create armor that would as soon as it actually is damaged reshape and pasibly kill the armour user.

671
DF Dwarf Mode Discussion / Re: Children waterfall
« on: July 31, 2010, 02:34:55 pm »
dwarfs don't path into water just drop a kitten first and then drop a dwarf mother on top of it (that way the dwarf mother won't get hurt) then all you need to do is regulary drop food suplies (and beer) down if you give this dwarf a bed then that might even help the situation to a point where they can be quite happy. (especially when this is done on an adamantine wall piece)

672
DF Dwarf Mode Discussion / Re: Nothing exciting happens
« on: July 31, 2010, 09:12:52 am »
Do you have invasions turned off? it might just to (bad) luck aswell.

673
DF Suggestions / Re: Material Science: Strange things to reconsider
« on: July 31, 2010, 08:15:04 am »
perhaps you could make an over in such a way that it ends up floating inside magma with some kind of magnatic system (metalworking and mining are the most dwarven things out there (perhaps competing with beards) so these things might be somewhat more reasonable then for example gunpowder and engines) 

674
DF Dwarf Mode Discussion / Re: Children waterfall
« on: July 31, 2010, 08:06:29 am »
Well in order to get water to carry the baby dwarfs to their death you will need to make the water vary a bit in depth.

675
DF Gameplay Questions / Re: Dwarfen Stasis pods
« on: July 31, 2010, 07:39:58 am »
caged dwarfs don't path. If you want less fps problems you could just put your dwarfs in with a small farm and some water and let them live inside there. This causes little pathing.

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