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Messages - Mzbundifund

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106
DF Dwarf Mode Discussion / Re: Marriage
« on: November 24, 2007, 01:23:00 pm »
Nope.  I have plenty of female dwarves and plenty of male dwarves and the only ones who breed are the married couples.  You can see who's married by assigning a bedroom to each dwarf.  If you assign a married dwarf a bed, their spouse is automatically assigned the same bed.  I give everyone individual bedrooms anyway, so then I just run down the line, see who's doubling up, and crush half of the couple.  I get no babies ever.

I'm aware breeding happens at a distance, but it only happens between married couples.


107
DF Dwarf Mode Discussion / Re: Marriage
« on: November 24, 2007, 03:37:00 am »
quote:
Originally posted by Zurai:
<STRONG>That doesn't work. There is no way to stop the dwarves from reproducing, since all creatures currently reproduce by sporification. As long as there is a male anywhere on the map, any female can become pregnant.</STRONG>

You don't seem to understand the system here.  First you put all the married females under a bridge, see.  Then you crush them.


It works perfectly.  The husbands are too distracted by the simply splendid dining rooms that they barely notice their wives never being seen again.

If the wife has a better skill set, I crush the husband.  We're equal opportunity here in Squidsquid the Squidsquid of Squids.


108
DF Dwarf Mode Discussion / Re: Marriage
« on: November 24, 2007, 12:42:00 am »
Presumably they're married, since if you 'accidentally' crush the brood queen, er, I mean mother under a drawbridge, the husband is upset for losing a spouse.

It's the only way to stem the tide of babies.


109
DF Dwarf Mode Discussion / Re: Invasions
« on: November 25, 2007, 02:54:00 am »
quote:
Originally posted by sphr:
<STRONG>.... all without upsetting the merchant who simply goes to the other trade depot to unload goods....[ November 24, 2007: Message edited by: sphr ]</STRONG>

Merchants aren't too swift about what's happening while it happens, but they do keep track of how much value they had going in and how much they have going out.  If it doesn't match up, they'll eventually get mad and siege.

Neat way of stealing though.  I've never done that.


110
DF Dwarf Mode Discussion / Re: Your Criteria for the Perfect Location
« on: November 24, 2007, 12:48:00 am »
I sometimes like a totally random area as a challenge.  Randomly scrolling around with my eyes closed and hitting 'embark' without looking.  I've gotten some doozies that way.  Like a tree-less desert with an aquifer?  Yeah, made that one into a big ol' above-ground tower made of black stone.  I'd kidnap a goblin princess and put her in a cage at the top if I could.

111
DF Dwarf Mode Discussion / Re: water as a means of power distrubution
« on: November 23, 2007, 09:07:00 am »
Given that windmill power varies by placement and the map you're on, it's hard to compare the two objectively.  My suspicion is that water power would be superior, though, because seeing as there are only millstones and screw pumps that use power in the first place, and that two querns are about as fast as one millstone with dabbling millers, the only reason you would really need power deep in your base is if you already had water there.

112
DF Dwarf Mode Discussion / Re: water as a means of power distrubution
« on: November 23, 2007, 04:11:00 am »
Given that the system allows you to get out far more power than you put into it, of course it's feasible.  If anything you'd have a hard time trying to avoid producing more power than your pumps use.

113
DF Dwarf Mode Discussion / Re: Possible bug: dehydration
« on: November 22, 2007, 08:33:00 pm »
You're not in an area with saltwater by any chance?

114
DF Dwarf Mode Discussion / Re: Possible bug: dehydration
« on: November 22, 2007, 06:25:00 pm »
In this version wells need to be positioned directly above water sources.  Your wells are probably built over bare rock.

Brew some alcohol.


115
DF Dwarf Mode Discussion / Re: Cage Capacity
« on: November 22, 2007, 06:24:00 pm »
Dwarf-built cages have hinged lids, which the dwarves open with a long pole.  Then they just pitch the extra mules/elephants/kittens/saltwater crocodiles in and close the top.

116
DF Dwarf Mode Discussion / Re: Rate my starting build
« on: November 22, 2007, 05:29:00 pm »
Nil makes many good suggestions.  I would like to comment on this though.

quote:
Originally posted by Nil Eyeglazed:
<STRONG>Mechanics is actually kind of hard to develop.  Cannot bin mechanisms; lots of travel involved in linking mechanisms.  But few mechanics needed for a fort.</STRONG>

I've done some tests, and it turns out building traps, levers, etc. does NOT raise the mechanics skill.  A high mechanics skill does NOT affect the rate at which traps are built.  If you disagree with me, this is probably because your high-level mechanic has a few levels in agility, thus he does everything faster.

The only way to raise your mechanics skill is to build mechanisms at the workshop.

The best way to go about mechanics is to give all your mundane haulers the mechanics skill, and just restrict the mechanics' shop to a single master mechanic.  He builds all the mechanisms, he's the one who gets the skill increases, you have high quality mechanisms all around, and whenever you need a mess of traps built, you have a fleet of willing hands that can do it in record time.


117
DF Dwarf Mode Discussion / Re: Damming a stream that doesn't freeze.
« on: November 22, 2007, 03:27:00 pm »
quote:
Originally posted by Thallone:
<STRONG>...This reduces or eliminates the water flowback into the rewall area.</STRONG>

That's true, but I've actually found that to be kinda unnecessary.  When you've got two screw pumps simultaneously draining the same tile, they outpace pretty much any inflow.

quote:
Originally posted by Red Jackard:
<STRONG>Our rivers cannot repel screw pumps of this magnitude!</STRONG>

Yes!  Exactly what I was thinking!  It's gotta be said with a Scottish/Dwarvish accent.


118
DF Dwarf Mode Discussion / Re: Damming a stream that doesn't freeze.
« on: November 22, 2007, 05:22:00 am »
If you've got a lot of wood you can try the MORE POWER version.

1: Set up a lot of water wheels, windmills, whatever you want, you need enough power to power two screw pumps per width of the river.  

2: Have your carpenters start cranking out enormous wooden corkscrews and pipe sections, to build all these pumps.  You can make metal ones too, if you're crazy.

3: While your mechanics are busy with that, your masons need to build two bridges out of constructed floors all the way across the river.  These two bridges need to be two spaces wide, and one space apart.  These have to be built out of constructed floors, not conventional bridges, because you're going to put screw pumps on them.  Then the masons can make blocks for the screw pumps.

4: Mine a little ramp down into the gap between the bridges.

It'll look like this, top down view.

code:
.....▼......
~~~++~++~~~~
~~~++~++~~~~
~~~++~++~~~~
~~~++~++~~~~
~~~++~++~~~~
............

~ = river
+ = constructed floor
. = riverbank


The space between these two bridges is where the dam's going to go.  Once the bridges are done, and you have the screw pump components built, build the screw pumps on the bridges.  You want water pumped out of the gap between the bridges and off into the bulk of the river.  Some  will splash onto the shore.  This will be pretty.

5: Once these pumps are set up, hook the top pump in each bridge up to the power grid.  Since all the pumps on each bridge are adjacent to each other, they'll all transmit the power down the line, you won't need any fancy gear assemblies next to them or anything.

6: Throw the Dramatic Lever(tm) (you did hook up a Dramatic Lever right?) and start all the screw pumps.  The water will be flung out of the space and away at a ridiculous rate.  Ridiculous enough to build stuff in there, even!

7: Have someone expendable run down the ramp with a rock and start building the dam from the bottom, working backwards to the ramp. Once you're done with that, you're done!

EXTRA CREDIT: Recycle all those screw pumps into an impressive flooding-chamber trap, or put all those corkscrews into a horrible horrible goblin-skewering trap.

Here's what the mess will look like from the top.

code:
  Power Grid
    | |
...←%%▼%%→...
~~~←%%.%%→~~~
~~~←%%.%%→~~~
~~~←%%.%%→~~~
~~~←%%.%%→~~~
~~~←%%.%%→~~~
.............
Arrows indicate the direction of water flow out of the screw pumps.


119
DF Dwarf Mode Discussion / Re: Screenshots
« on: November 22, 2007, 02:29:00 am »
That goblin must have had one heck of a disguise.  He must have sawn his legs off at the knees and woven a face-fuzz out of authentic discarded dwarven beard-hairs to fit in that well.

120
DF Dwarf Mode Discussion / Re: What do -you- use Adamantium for?
« on: November 21, 2007, 06:40:00 pm »
Man, you know it's all about the +adamantine sock+.

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