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Messages - rknewell

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DF Dwarf Mode Discussion / Re: Booze supply insufficient!
« on: June 17, 2012, 08:05:02 am »
I would take a close look at your kitchen settings and disable the cooking of both alcohol and brewable plants. That should alleviate the worst of your problems.

2
DF Dwarf Mode Discussion / Re: Orbital Drop Shock Dwarfs
« on: January 11, 2012, 05:28:20 pm »
Didn't the dwarven magma submersible thread discuss filling a capsule with water, and then immediately after filling the capsule with water drop the capsule into the magma sea? Perhaps a similar approach would work here with some sort of bucket like device?

3
DF Gameplay Questions / Re: Mysterious Death (Not the "accident" kind)
« on: September 04, 2011, 10:21:10 pm »
Oddly, his clothing appeared to be fine, considering I traded it off on the next caravan. Perhaps he burnt off his feet and bled to death through his stumps?

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DF Gameplay Questions / Mysterious Death (Not the "accident" kind)
« on: September 04, 2011, 09:07:20 pm »
I just recently started a new fort and I had just uncovered the magma sea and was setting up the magma forge area when suddenly, without any sort of combat report, my carpenter bled to death in the stairwell. I promptly scanned the area for magma, found none, then realized the magma was over 60 z levels below. I checked the area for enemies, then realized there was no combat report. No one is currently even active in the military, and I think the sharpest weapon on site is a pickaxe. Furthermore there have been no forgotten beast attacks yet.

What can make a dwarf bleed out with no combat report? Should I be afraid?

-Edit: There is a trail of blood from the magma sea to sixty z levels higher. Did the poor bastard somehow catch himself on fire then run screaming that entire way until he died?

5
DF Gameplay Questions / Re: Hyper Pressurized water?
« on: July 20, 2011, 11:20:54 pm »
So a sufficiently large cistern gives you a terrifying flash flood device? This...this must be weaponized!

6
DF Gameplay Questions / Hyper Pressurized water?
« on: July 20, 2011, 11:05:12 pm »
Either something is bugged or I've invented a flash flood trap. Are there any circumstances where water can fill a sizable area (~75 squares) with 7/7 water in the space of time it takes a dwarf to open a door, walk through to the other size, and have the door close behind him? My poor miner didn't stand a chance when the entire area filled with water and it was the fastest I've ever seen water fill any area before. !!Science!! demands that I attempt to weaponize this to drown elves of course.

The water flowed from the bottom level of a two z level underground pond that extends off screen, (presumably making this an unlimited water source). The intent was, as I've done many times in the past, to dig open the hole, run through the door, shut the door behind me, and do nothing worse than get some mud in the hall way. The dwarf corpse in the hall suggests I have miscalculated gravely.

7
DF Suggestions / Designations
« on: August 21, 2010, 07:11:35 pm »
Last post I found on this was in 08, so my apologies if I missed one sooner.

I've been having a minor problem recently, I keep forgetting which trash dump I currently have active, the one with the magma or the one without the magma. It suddenly occurred to me, why not have separate zones and designations for Garbage dumps and Dumping and Incineration chutes and Incinerating? Cleaning out the heaps of rock and metal in a room is something where I'd rather not have it all go in the magma, but goblins corpses do go in the magma.

Also, generalize Melt as Recycle, clothing is torn back down to leather and cloth, metal is melted, ect. Possibly one more for torching wooden items into charcoal.

Ooooh we could have Elf Christmas then, where the elves bring fuel for the forges!

Basically just reiterating an old idea, but I think it could use some light of day.

8
DF Dwarf Mode Discussion / Re: Hardcore Babies: Dwarven Edition
« on: August 21, 2010, 06:53:03 pm »
Actually I've had orphaned babies wander around my fort, being periodically fed and watered by random dwarfs until they hit child status. Perhaps I didn't have any good suicide spots, although I usually use a patch of open magma for an incinerator...hmm.

The baby's father seemed completely unconcerned through all of this and completely ignored the child as far as I know.

9
DF Gameplay Questions / Re: Pit traps
« on: August 21, 2010, 06:43:51 pm »
Filling the bottom with water, while not as fun, is just as effective if deep enough. Bonus points when the elves/goblins realize they're drowning in a sea of their prior attackers corpses. I must say, setting up water to knock people in does sound fun.

10
DF Gameplay Questions / Re: Magma hunting information
« on: August 21, 2010, 06:40:28 pm »
Not sure how reliable this information is, but on the last two embarks I did, I went to areas with two intersecting rivers , one a z level above the other. Aside from the useful goblin slaying trap this can create, the other thing of note in both areas was that the magma was a mere 30ish floors down, all three caverns were practically back to back. I don't know if this is somehow related to the two rivers intersecting, but I found it odd that both embarks were this way. Might be worth checking into if you want magma close to hand, although ultimately it's probably just coincidence.

Anyone know anything solid on predicting the depth of magma based off of the terrain? I imagine the lower the elevation the higher the magma, but I'm no DF geologist.

On a side note, the moment where the goblins realize they're between an incoming wall of water and rows of weapon traps is delicious.

11
DF Suggestions / Re: Improved Farming
« on: August 18, 2010, 02:04:47 am »
Just my two cents long winded rambling, but I'm of the opinion that requiring more post-farm food processing (milling, cooking, threshing, ect) and more diversity would be a better approach, possibly with the caveat that as food becomes more processed it reduces in quantity. Probably something like the social caste system discussed elsewhere, where dwarves get more demanding for higher quality food as time goes on. Essentially, in year one, your dwarves are content with gnawing on plump helmets. Year two and they're going to start wanting some variety, year three will see demands for meals, ect. Possibly incorporate crops that are strictly for flavoring.

Obviously some dwarf busy work would probably be a good idea as well to prevent a single farmer from maintaining 100+ crops simultaneously. Perhaps once multiple object carrying gets implemented <chorus of angels> a farmer picks up as many seeds as he believes he can tend to during a season, plants them at the beginning of the season and spends the remainder of the season tending them until they mature at somewhat the same time. Effectively a dwarf of a given skill level can grow about a given number of plants per season, which gives us a solid controllable way to manage the food output of farms.

As mentioned earlier, anything that just slows down production or increases the required size just means that we as players will simply scale up as needed. I think having dwarves steadily demand (at threat of being at the brink of tantrums) more and more variety and complexity to their meals is a good way to encourage players to make better use of cooking, hunting, fishing and trading for foods and flavors not available locally, as well as encourage a natural expansion into different types of food. Sure, a farm cuts it for a bit, but soon you're going to want a hunter bringing in some meat, another small garden topside for variety, a couple fishermen in the caves hauling in...whatever it is that lives in that water. Your trading can supplement this as well, I've noticed in a lot of my fortresses that the humans tend to bring a lot of ocean food that I'll never see. Who knows, that legendary cheese maker on stone hauling duty just might get his chance to shine even.

This is the approach I tend to take, where I've got a couple of hunters, a butcher, a couple of fisherdwarfs, a fish cleaner, a farmer, a miller, a thresher, a couple of cooks (I could probably use more). If/When standing orders for milking and cheese making become available I'll probably implement those as well, although with the hassle of re-queuing and milking bugs at the moment I don't bother. Not counting the indirect effects of my craftsmen via trade, who bring in exotic far off food and drink, I have eleven dwarves as a part of my food production. Cut farming production somewhat and toss in the dairy industry (should we have/do eggs?) and I could easily have 13-15 dwarves for food production. At the moment this is hardly required, it's simply an old habit from the RTS Stronghold where having more food types made a happier more taxable populous. I think tweaking dwarfish psychology to desire diversity and quality is the way to go though.

In short, cut production and encourage diversity.

12
DF Suggestions / Giant Glass Lenses
« on: August 14, 2010, 12:00:17 am »
The ability to build 3x3 glass lenses that focus sunlight onto a single square a level below. Primary use would likely be for a scenario like below.

Goblin invasion walks up to front gate.
Goblins ponder the charcoal and booze barrels littering the area.
Urist Mcleverpuller pulls the lever. Hatchs covering the lens open.
Whoosh.

Probably entirely too specific a use to bother, but we could really use a non-magma reliable ignition method.

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