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Messages - JAFANZ

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211
DF Gameplay Questions / Re: Clayest thing since Clay came to Claytown
« on: September 07, 2011, 06:52:17 am »
Glassmaking requires a fuel source, so is a big problem if you do not have bituminous coal/lignite or a magma source. Clay is annoying since the most useful things to make are pots, and you'd have to take the extra step in Glazing them.

   Fire clay is both pretty valuable and doesn't require glazing at all, in fact an economy based around a single fire clay tile can produce all the wealth you will ever need in my experience.

& how often do you have to embark to find that single fire clay tile?

212
DF Dwarf Mode Discussion / Re: Screenshots!
« on: September 07, 2011, 06:10:53 am »
Aerval, if you're up for a new embark, you can allow for skyscrapers by either embarking on terrain with a high elevation variance (tab to the Cliff indicator on the embark selection screen, look for 8s, 9s, & asterisks (at least that's what I get using Phoebus) [my rule of thumb is that a number seems to indicate the number of z-levels between the highest point in the region tile & the lowest in a adjacent one].

Alternately, edit your advanced world gen params so that "[LEVELS_ABOVE_GROUND:15]" has a value 3(IIRC) higher than the level you want to build your roof at...

213
DF Dwarf Mode Discussion / Re: Desert glass tower complex
« on: September 07, 2011, 06:02:02 am »
That Desert world seed it's nice...  but the problem is the massive lack of embark points and the lack of any interesting metal at all in most locations I've scouted :(

And I'm not talking about iron here, most places have just a bit of cooper and maybe some silver... the was one location though that had a ****load of gold... hell, most of the terrain under the sand was gold! I was tempted of starting there and making a golden city instead of a glass one... :P

How can I get more embark points? Also... I've seen some desert locales have "scarce" trees, so I might not need the mods, well, might need the one for pearlash if you need 1 pearlash per square wall of crystal :P

If you're using the World Gen profile provided upthread, & aren't familiar with configuring the Advanced Parameters using the in-game tool, just edit the appropriate line of the profile in your world gen file (which you're obviously familiar with or you wouldn't have gotten the data above into it).

The specific line for embark points is "[EMBARK_POINTS:1274]", just change the 1274 to whatever, but make sure it's the one in the section headed "[TITLE:DESERT]" (or whatever you called it if you changed it).

If you want improve the availability of metals, lower this ("[MINERAL_SCARCITY:1500]") number, I don't think doing so will bork the geography.

214
DF Dwarf Mode Discussion / Re: Desert glass tower complex
« on: September 06, 2011, 05:14:46 pm »
Umm... Unless you hit a volcano, or early magma pipe, you'll probably be able to get wood from the caverns.
How would a volcano or magma pipe prevent you from getting subterranean trees?

It wouldn't, my grasp of English (my only language to boot) failed me.

I was trying to point out most of the time you're going to hit caverns full of tree spores before you find magma...

215
DF Dwarf Mode Discussion / Re: Desert glass tower complex
« on: September 06, 2011, 08:04:55 am »
Umm... Unless you hit a volcano, or early magma pipe, you'll probably be able to get wood from the caverns.

216
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 06, 2011, 05:34:07 am »
I see, thank you for clarifying. (it hasn't become an issue yet because I've restarted/savescummed this fortress a number of times).

217
DF Gameplay Questions / Re: How do I Dorf Fort with aquifers?
« on: September 06, 2011, 05:32:59 am »
@FrankMcFuzz have you checked the wiki? 'cos the method described at http://df.magmawiki.com/index.php/Aquifer#The_cave-in_method works fine in soil.

Just remember that for each extra layer of aquifer you think you might have to breach, you need to add 2 tiles of width to the initial 7.

The floor holding up the central core can be of anything, including wood.

218
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 06, 2011, 04:23:18 am »
Ah. My question about poultry appears to have been misunderstood.

I wasn't asking if they will fight, I was asking if the size/occupancy of the room limits or prevents hatching?

219
DF Dwarf Mode Discussion / Re: Stupid embark location question.
« on: September 06, 2011, 04:18:20 am »
Can you even live w/o trees?

With the introductions of Rock, Glazed Earthenware, & Stoneware (& Porcelain?) booze containers, I believe the only thing wood is still required for is Beds, & you almost always have 3 logs available from deconstructing your wagon (I don't know whether or not you get them on embarks where the wagon is deconstructed on arrival).

I'd think it would also be a very rare embark where there wasn't some sort of wood in the caverns (unless you set them to be deserts in the Advanced world gen).

And finally, I don't think sleeping without beds will actually kill your dorfs, just cause bad thoughts, so if you managed to create one bed, & use it to designate a dormitory in a room made of gold with lots of masterwork or artifacts to give them happy thoughts... (NB: I haven't tried this).

220
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 05, 2011, 04:01:56 am »
So I've decided to take my 1st stab at a Poulty/Egg industry for my new fort, but I need to check something...

Assuming I manage to actually get some of the eggs fertilised, does the chamber containing the nest box need to have enough additional space for the hatchlings to hatch into?

i.e. Blue Peafowl lay upto 8 eggs, so does that mean I need to allow 9 (upto 8 hatchlings + Mother) extra tiles (minimum) in the chamber I put the nestbox in?

221
DF Gameplay Questions / Re: DwarfCo. LTD
« on: September 04, 2011, 09:05:49 pm »
It would be doable. But perhaps excessive, potentially resulting in a lot of wasted haulage & FPS.

maybe 21x21 or 31x31? Hell, 11x11 might work, though if you have a central 3x3 stairwell you might not have enough space for everything you want (OTOH, if you start with 11x11, expanding should be quite easy).

222
DF Gameplay Questions / Re: Tips regarding high walls and towers
« on: September 04, 2011, 01:28:07 pm »
AIUI, to keep out Flying Building Destroyers, your rooftop entrance (if you have one) needs be designed so you can put a hatch cover over a ramp or stair from the outside* (as they can't destroy upwards).

*= what I mean is the stairway needs to be on the outside access portion, with a cover over it, so anyone coming in has to climb up, before they can access you interior.

223
DF Gameplay Questions / Re: Stairway clusters vs single stairway - why?
« on: September 04, 2011, 08:10:57 am »
Thank you, that goes a long way to explaining my problems (I've previously been trying to design circular double helixes as 3-wide corridors, so I usually end up with the inner ramps approx 11-tiles apart).

224
If the volcano breaches the surface (i.e. Volcano vs. Magma Pipe) it should show on the left, if  it doesn't breach the surface "earth" layer (i.e. Magma Pipe vs. Volcano) it shouldn't.

Volcanoes that breach the earth, but are under water should show as volcanoes.

225
DF Gameplay Questions / Re: Stairway clusters vs single stairway - why?
« on: September 03, 2011, 10:49:35 am »
Personally I prefer ramp spirals (for one thing, things don't fall straight to the bottom) but tend to go with staircases because I suck at designating usable spirals.

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