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Messages - FleshForge

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991
DF Dwarf Mode Discussion / Re: The strangest river I've encountered...
« on: August 25, 2010, 04:12:51 pm »
I do wish the world generator was a little bit less anal about where it places large waterfalls but on the other hand when you do find something neat like this, it makes it all the more special.  Congratulations on the backwards river :)

992
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2010, 04:09:47 pm »
You know what, I think the fortifications I put in actually block the view of the waterfall, I don't see messages about it any more in anyone's thoughts report.  That kinda ruins that concept :/  Back to the drawing board!

edit: occurs to me that glass blocks probably fix this.

993
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2010, 03:42:35 pm »
Schematics. Now.

The actual map can be obtained in the Cookbook thread:
http://www.bay12forums.com/smf/index.php?topic=64032.msg1511600#msg1511600

Here's a pic of the room and the floor below - there's a roof overhead sealing it all up.  The walls facing the waterfall have been carved into fortifications.  Note the little red 1 in the spray :)
Spoiler (click to show/hide)

994
The title makes this sound like a bad thing, I would call it a major win.

995
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2010, 02:08:27 pm »
I seem to have accidentally set up a Blooderfall ... I built a well room at the base of a waterfall, and large fish keep nosediving off the falls (13 levels down) and leaving bloody corpses at the bottom, so as the water comes down, it splashes up their blood to the room level.  Really has the kids entranced!

996
DF Dwarf Mode Discussion / Re: Clothes and Crap Everywhere
« on: August 25, 2010, 02:06:49 pm »
Yeah, if they have chests and cabinets they'll put their things away :)

997
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 24, 2010, 11:55:52 pm »
It's near the south edge - my advice is load the saved game, reclaim, and if you really don't want to be 6x6 you can note the location and re-gen the world from the seeds as described earlier in the thread.  I really wish you could see world coordinates after embark.

998
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 24, 2010, 11:34:33 pm »
It literally took me all day to gen that.  Sooo many candidates ended up being unsuitable for various reasons (no flux, no goblins, lame terrain, etc).

999
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 24, 2010, 10:20:16 pm »
Here's Skyweb, a truly dramatic embark.  Features:
- Warm Desert climate
- Untamed Wilds CALM biome (oops)
- Very close proximity to a goblin town
- Sedimentary rock (chert, which for some reason I think is really cool)
- Flux (marble)
- Sand (of course), yellow
- Two waterfalls that bracket the embark point, dropping an amazing 13 z-levels into a major river canyon that is 46 tiles wide (!)

Somewhere down there is a magma pipe too.  I wish the canyon wasn't quite so wide but it took the entire day to come up with a setup like this that was more than 5 z-levels deep.  Enjoy!

Highlands:
Spoiler (click to show/hide)

Lowlands:
Spoiler (click to show/hide)

Worldgen settings:
Spoiler (click to show/hide)

Save file (6x6):
http://public.blu.livefilestore.com/y1pOeTpolySkwMKB7h82xRY3tXYepp79ThrIXAAAGTOqgYML62PwuzOYh-G7Hfs-OUS7bTyPTA7JMB2k8y0QmQFUw/Skyweb.zip?download&psid=1

update: I went back and looked at this region and it turned out the reason I was only ever getting camels was because the biome is CALM, oops.  Still a very cool embark location aside from the boring wildlife.

1000
DF Dwarf Mode Discussion / Re: Starting Builds
« on: August 24, 2010, 07:57:02 pm »
You know what, you can plan the most highly optimized starting 7 you could possibly come up with - and the first wave of migrants might make them totally obsolete.  Literally, you might get one of each profession you already took, only they're level 10 instead of level 5.  You can't count on any particular thing though.  Plus, since your team of 7 will work better if tailored to the specifics of your embark (what if you don't have trees? what if you don't have edible ground animals? what if you have lots of fishing spots?) the idea of a single do-it-all optimal 7 is kind of silly anyway.

1001
DF Gameplay Questions / Re: Critters: What to do with them?
« on: August 24, 2010, 07:51:45 pm »
1. see the wiki for a list
2. yes, the females will become pregnant on their own even if caged and at the bottom of your deepest dungeon, if any males are on the map - amazing isn't it
3. build the cage containing the animal and it will fascinate passing dwarves
4. non-tamed animals can't be moved safely between cages, they'll escape, but it's safe to build the cage containing them

1002
DF Dwarf Mode Discussion / Re: Guts popping out
« on: August 24, 2010, 07:03:02 pm »
The idea of an otherwise-functional dwarf walking around doing productive stuff with their guts trailing 2 tiles behind them at all times is fucking awesome, I don't see why you want to "fix" that.

1003
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 24, 2010, 06:35:25 pm »
You can compensate for that by increasing the # of starting civilizations and increasing their max pop, it helps that problem quite a bit.

1004
DF Gameplay Questions / Re: Magma helpz0r!
« on: August 24, 2010, 05:29:24 pm »
Draw from more source points in the volcano rather than just 4.

1005
DF Dwarf Mode Discussion / Re: Dwarf speaks out on unfair trade prices
« on: August 24, 2010, 04:57:25 pm »
I'm now imagining the frantic efforts of Urist McZapruder to engrave 300+ sequential frames of the king arriving from the mountainhomes only to be struck down by a goblin arrow, also wounding the Baron...

See how his head goes back and to the right ... shattering the skull and bruising the brain.  Back and to the right.

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