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Messages - Jelle

Pages: 1 ... 93 94 [95] 96 97 ... 111
1411
DF Gameplay Questions / Re: Without you, We Continue
« on: April 16, 2011, 05:26:48 pm »
Like I said, the group starts roaming and does actually leave the fortress. I don't know where they go but I'm fairly certain they're somewhere.

1412
Same here except with two legged rhino lizards.
These things decay fairly fast though no?

1413
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 16, 2011, 03:35:19 pm »
Hey about those dead migrants, you can make tablets or some such at a craftsdwarf workshop and have them engraved to memoralize a specific dwarf by an engraver, also in the craftsdwarf workshop. That way you can put a restless dwarf to rest without having to retrieve the body.

Also noticed a similar thing with migrant keeping coming regardless of pop cap, until recently however, now  things are quiet. Maybe a lot more migrant waves are hardcoded, for me it was enough to get up to 60 dwarves before it finally stopped.

1414
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 16, 2011, 01:02:29 pm »
Unless the cyclops is somehow a  member of the goblin civ, yes it should attack the goblins I believe.

1415
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 16, 2011, 12:54:07 pm »
The first migrant wave is hardcoded I think, the ones after that should stop if your population already exceeds the cap.

Shut off acces and let the migrants die would be your only option to stop the first I think. Or creative use of magma.

1416
DF Gameplay Questions / Re: Without you, We Continue
« on: April 16, 2011, 08:32:01 am »
If I'm not mistaken that refers to your abandonned fortress inhabitants uniting under a new name and starting to roam. They don't just scatter to the four winds. You might even find them in adventure mode I think.

Don't quote me on that though, I never did verify it myself.

1417
DF Gameplay Questions / Re: WTF Adamantine sword location?
« on: April 16, 2011, 07:35:14 am »
Why do I never find any upright adamantine swords in fun places. :(

1418
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 16, 2011, 06:04:56 am »
I'm currently channeling row per row, but what the dwarf is doing is this

FFF  FDF CDF  CDC  CCC
                                 
                                BDB

F floor D dwarf C channel B dwarfblood.

I might try zigzag, channel half a row with one tile inbetween, then do the rest. If they still channel underneath they deserve to die.

1419
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 16, 2011, 04:40:04 am »
I've another question.

How do I keep my miners from being stupid by channeling away the floor underneath them, wich is the only thing keeping them from a falling death?
I swear I made every safety precaution as to avoid cave ins, but the miners are just so dumb they manage to screw up one way or another.

1420
DF Gameplay Questions / Re: Why does everyone starve so fast?
« on: April 15, 2011, 04:07:02 pm »
I do think worldgen dwarves feed off underground crops exclusively no? Removing caverns is removing those plants, thus they can't farm them.

I would asume that"s why they'd die. No idea about kobolds, I rarely see them in my games.

1421
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 15, 2011, 02:38:27 pm »
You should be, I haven't tried myself but I think the bug where you couldn't equip your military with bolts has been fixed.

1422
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 15, 2011, 02:35:56 pm »
Why shouldnt it stay 3/7? As long as the input equals the output nothing changes.
Only concern I had with your idea was that in the instant the hatches open, water will immediatley flow downwards OUT of your bath while the new water from the input would be still on its way to reach the bath - the amount of water in your pool would have dropped slightly depending on how far up the input hatch would be.

But nice engineering, I might try that :P

No no it doesn't seem to be so simple. The outflow of water is reliant on the pressure of the water in the body, so how high it is as well as the shape of the outlet. Whereas the input has a constant 7/7 source of water so only reliant on my channel shape. I think if I want to have a higher level of water I'll have to increase the input by widening its channel width and decrease the width of the output channel.

I guess it would translate to a fine differential equation if you want to turn it into math. water level reliant on input and output, output reliant on water level and outlet shape and input reliant on water level source and input shape. Complex stuff xD

Infact for the sake of testing I started with the bath filled 7/7 and let it stabilize, afterwards start empty 0/7 or 1/7 here and then from leftovers, and let it stabilize. It always ended up at the same water level.

1423
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 15, 2011, 02:29:42 pm »
Oh, did not see the floodgate and dam opening mechanisms.

1424
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 15, 2011, 02:01:14 pm »
Tried out the bath house, it's working perfectly. the dwarves love it, instant ecstacy because of a fine bath+wonderful waterful.

I love it when a piece of dwarven engineering falls in place perfectly. :)

If someone could give me some more insight as to why it stays on a nice 3/7 level feel free, this was mostly trial and error. Waterworks still elude me.

1425
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 15, 2011, 01:54:34 pm »
Yes it should flow into your channel and eventually overflow.

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