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Topics - UncleSporky

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I feel like a noob here, even though I've been playing for years.  I just haven't messed with power and water wheels much.  Wanted some clarification so I don't screw everything up.

Is the game currently set up so that any channeled tiles on the same Z-level as a river will have flow?

I could theoretically channel out a quarter of the world, connect it to the river with a 1 tile stream, and once filled the whole thing would operate water wheels just fine?

I ask because I need water wheel power way across the map from my stream.  Is it better to take the stream to the machinery, or run power all the way over there, using up 200 power just to get there?

Which solution would be worse for my frame rate?  I've seen warnings against this kind of thing.

Is making a larger stream really much more complicated than the stream I started with?  The game shouldn't be all that taxed as long as I'm not emptying the water somewhere, right?

2
This is going to be my next project, and I wondered if there are any major pitfalls I should consider.

As the title says, I plan on making a big hollowed-out section of the world with a city/fortress inside, then route a river over to it to floor it.  I know water can travel diagonally so I'll be careful about that.  I think I'll want to try to use existing stone for the city so I can engrave it all.

Has anyone else done this?  What are some potential issues with it that others may have run into?

Is there a faster/better way to collapse large sections of land than to mine out all the middles and channel out the floor at the edges?  If I leave solid rock in the middle it'll just behave like a plug (staying solid) and accomplish nothing.

I dunno.  Just looking for opinions on this kind of work. :)

3
DF Dwarf Mode Discussion / A pasture protected by ceiling grates?
« on: October 11, 2012, 07:56:55 am »
I searched for info on this subject but couldn't find much.

How would you do a pasture/garden protected from invasion by grates?  I assume I would want to use grates to let the grass keep growing.

According to the wiki, floor grates can only be attached to orthogonal construction.  If I didn't want to just use long horizontal walls to hold them up, I would probably need a pattern like this, where Os are constructed walls and #s are grates:

Code: [Select]
OOOOOOOOOO
O#####O###
O###O####O
O#O####O##
O####O####
O##O####O#
OO####O###
O###O####O
O#O####O##
O####O####

Is this a good idea?  Worth the effort?  Am I overthinking it?

Is there some bug I could exploit to grow grass indoors anyway? :P

Also, how would I go about making an artificial grass pasture?  Set the area to be flooded with mud?  I'm picturing a pasture at the top of a constructed tower.

4
DF Adventure Mode Discussion / The finer points of wrestling
« on: August 30, 2006, 10:23:00 am »
I've had trouble figuring out how to wrestle properly, do choke holds and such.  Most of the time when I grab an enemy, the only option in the wrestle menu is to release my hold.  Once while fighting a giant I grabbed him by the head and was given the option to wrestle him to the ground or something similar...not sure what I did that led to that option, I just used both of my arms to grab him by the head.

Basically, how do I do the cool stuff?  What part do I grab with what part?  Can I grab a dog by the tail and swing him around?   :p


5
DF Bug Reports / Adventurer mode: shop generated with coins all over the
« on: August 29, 2006, 07:29:00 am »
The subject line says it all.  I entered a town, went into a shop and there are coins everywhere.  Intentional?  Is he counting them?  Does he have just a bit too much wealth?

I can provide a save from before it was generated and after if you'd like.

EDIT: Hmm, I think one of my former corpses is in the shop, but I don't remember scattering coins all over the floor...

EDIT2: Ok, I did exploit the throwing trick (grab a shopkeeper's money and throw it repeatedly until you become legendary).  But I threw them all in the same place, so someone else must have spread them all over the floor.  Weird.

[ August 29, 2006: Message edited by: UncleSporky ]


6
DF Suggestions / My suggestion: an Adventurer mode board
« on: August 29, 2006, 09:37:00 am »
Right now most topics are all about the Dwarf Fortress mode and Adventurer topics fall by the wayside.  While it's much less developed than Dwarf Fortress, I find it fun and would like to know more about what people have discovered you can do in it.  I've been playing a lot more of it lately, and with its own general board you could get a better picture of what people think about it.

7
DF General Discussion / Way to view all my junk?
« on: August 17, 2006, 09:06:00 am »
Is there a command or menu where I can easily see everything I own besides the trade window?  Even that doesn't show everything.  When the fortress gets really big I forget if I have a weapon rack etc. and it'd be nice to just browse all my possessions.

8
DF General Discussion / Designing a fortress layout...
« on: August 16, 2006, 11:38:00 am »
My fortress

What do you guys think of it so far?  Hopefully stuff isn't too far from each other?  I'd like to get it all laid out as much as I can so I know how many doors and such I might need.  There is probably not enough room for rocks but I can store the rest outside, I just like having a neat layout.

The bedrooms at the start are the guard stations and the eight bigger bedrooms are the "founders' hall" for the seven original + smith.

There's probably a lot of the game I don't even know about yet such as weapons and channels and such...I just hope I don't forget to make room for something important that I don't know I need yet.


9
DF General Discussion / doling out jobs: questions and a request
« on: August 16, 2006, 08:15:00 am »
Is there any sort of penalty for assigning too many different jobs to dwarves skilled in other things?  At the end of the first year most of my dwarves have done a bit of everything.  In particular, I had farming troubles - it's my first time setting up a farm and the first two floodgates weren't right next to the river so it didn't get all finished and flooded until the start of fall.  As a result I had everyone planting for a long time...btw, I lost a lot of seeds/helmets at the crack of winter!  That sucked.

But anyway.  Any reason not to have everyone doing everything?  Also, do most people leave a variety of tasks on for their dwarves, or do you micromanage and turn everything off except what you want them to do?  I'm almost to the point of doing that since there's so much time wasted doing menial tasks (floodgates were queued up for a whole @#$% season).

My request has to do with the above.  I do so much toggling and shuffling of tasks that sometimes I forget what a dwarf was originally supposed to be doing.  I get mad when my skilled miner is idling when there's mining to be done...but then I check his jobs and notice that I turned off mining at some point.  My solution to this would be graying out or highlighting the dwarves' skills based on whether they're currently practicing that skill or not.

Another nice feature would be highlighting the labor list in the same way furniture and such is labeled for quality.  I could see right in the list whether it's something I'd want them to be doing: *Mining* or -Masonry-, etc.  I don't know how DF was programmed but it seems to me these things ought to be fairly easy to throw in there for convenience.  I don't mean to assume too much though, I know you've already got a lot on your plate.   :)  Would anyone else appreciate either of these features?


10
DF General Discussion / I have started a graphical tileset. Take a look!
« on: August 27, 2006, 10:08:00 am »
I saw what Toady had done with the bearded dwarves, the way their beards are a slightly darker color.  After some experimenting, I discovered that you can essentially use a grayscale for all graphics.  I set to work on a basic tileset with the stipulation of not changing any textual characters (i.e., change "c" to a little cat and you've got cats all through your menus).

Not done yet by a long shot, but I made quite a bit of progress:


What do you think?  I'm especially proud of the trees, beds and bones.  The river also looks pretty cool in motion.

The tiles it uses are the 800x600 set, so it'll work in fullscreen or a modified window.

Open the image in MSPaint and save it as a 24-bit BMP into your Dwarf Fortress art folder (backup the original graphics).


11
DF General Discussion / The greatest fortress ever made
« on: September 01, 2006, 05:52:00 pm »

May it be a symbol and testament of dwarven might, and a grim warning to all demons who dare attempt to cross the threshold.


12
DF General Discussion / In search of spoilers.
« on: August 20, 2006, 07:54:00 pm »
Yes, there are spoilers here.  Go away if you're one of those people.

For anyone who might not know (and I'm sure almost everyone does), the mountain has at least three stripes of features the deeper you go in: an underground river, a bottomless(?) chasm, and a boiling lake of lava.

To be blunt...what is past the lava?  I will cross it and find out at some point, but progress is rather slow and it'd be nice to know what's out there.  The intro movie is perhaps more informative than it ought to be?   :)

I hear that you must cross it with a steel bridge, and to make steel you need to make iron and pig iron first.  What are the ingredients in making pig iron and steel?

I have visions of a netherworld hell-throne surrounded by grim totems and bones.  Or perhaps it's just a series of small pockets populated by goblins.  Either way, every time I imagine crossing the lava I hear Saruman talking about how the dwarves "dug too greedily and too deep."

I also thought of a neat feature, in case it is not already implemented: coming across an already-mined tunnel that is partially collapsed and hearing someone calling for help.  You unearth a legendary miner who is starving and dehydrated and nearly insane, babbling about ghastly creatures and warning you to delve no further.

Of course, this is all assuming there really is something fearsome in there and not just more veins of copper.


13
DF General Discussion / Some minor bugs. At least, I think.
« on: August 20, 2006, 07:40:00 pm »
I am still running version 100, so some of these may be fixed.

- At one point, I was setting up a farm next to the river and ordered a floodgate next to it.  However, just as it was being put in a stupid fisherman decided that that exact square would be a good place to fish.  The floodgate was installed, perhaps surrounding him, as he immediately began spamming "could not find path" messages.  I thought to build a lever and pop it open, but then I realized that would probably kill him in the flood and all.

- The game would always crash as I placed my first farm plot of the year (b->p->"Windows must close this program"), which was actually fortunate since I always save as spring arrives.  When I re-loaded it'd always place the plot just fine.  It didn't do this last year, so fingers crossed.

- Sometimes I get messages about my legendary miner (who does nothing but mine) becoming more experinced.  Ordinarily I would assume this is because is helping out with the harvest, except they seem to come while he's mining.  Is this supposed to happen?  Possible?  Anyone else have this sort of thing happen?


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