Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - UncleSporky

Pages: 1 [2] 3 4 ... 8
16
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 13, 2012, 03:29:06 pm »
Is there any reason not to put a well above a swimming pool?  Will the dwarves contaminate it or something?

17
That's true, I could make a self-contained system.  Didn't necessarily want to "cheat" but I can do that if it's best for my frame rate!

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?
You need to empty the water off the map for the game to make it flow along its length in the same way as the mostly 7/7 rivers do, but then you can use a raising bridge to stop the flow off the map while retaining the water's ability to power a waterwheel.

I was talking about simply adding to the existing river.  If I expand it greatly but keep the system enclosed, it won't hurt anything will it?  Or does the game calculate along the full length of the stream after you add on to a natural river?

18
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?

19
I think stairs collapse completely when dropped, so you can just dig your entire hollow area out of up-down stairs and build a support to hold up the main mass, channel out the edges, then collapse it all at once. Less risk of single floors collapsing before you're ready, as stairs support the level above them.

I'd hollow out a natural-looking bowl for the lake, leaving a solid cube for the fortress proper. Collapse the hollow area, then dig out the river diversion and just dig your fort-cube while the lake fills.

You'll want an exit of some type for emergencies, though. Maybe link an airlock to the surface outside the lakeshore. Something like this:

Yes, I'll definitely be doing all of that.  Just wanted to make sure I was doing it right!  Gonna take a long time to hollow out half of a 4x4, but I know people have done crazier stuff...

I'm not just making a cube, I plan to dig it all out inside first in various shapes.  My main entrance that caravans will come through is a big 3x3 tube connected to a giant goblet (closed at the top, because flood).  I want multiple buildings and towers, maybe some breaching the water.

20
DF Dwarf Mode Discussion / Re: extra brave migrants?
« on: October 11, 2012, 11:24:08 am »
I wonder if the migrants need to be considered full members of your fort before you can kill them to get  you labeled as a deathtrap.  In other words, getting out of their flashing X status.

So MasterShizzle above is possibly correct, try it out.

21
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. :)

22
DF Dwarf Mode Discussion / Re: A pasture protected by ceiling grates?
« on: October 11, 2012, 10:58:55 am »
I haven't worked with clay or soil, can I create constructions out of either of them?  I doubt it, the wiki doesn't make it sound possible.  So no way to build a pasture up in the sky except through editing the world?

23
DF Dwarf Mode Discussion / Re: A pasture protected by ceiling grates?
« on: October 11, 2012, 09:24:08 am »
Alright, thanks.  Yeah, I could do bridges that I can open and close.

24
DF Dwarf Mode Discussion / Re: A pasture protected by ceiling grates?
« on: October 11, 2012, 09:07:27 am »
I just realized I probably should've put this in the questions forum.  Sorry guys, it's been a while.

Can't animals eat the moss that grows everywhere once you get to the caverns?

I don't get into the caverns anymore since it always kills my frame rate.

Won't work unfortunately. The game allows you to designate constructions attached to bridges, hatches, etc, but as soon as they've been built they immediately fall off. Not sure if it's a bug that you're allowed to designate them there, or a bug that they don't count as supported, but either way it's broken.
I just breach the caverns and then hollow out the entire soil layer. Free rainbow logs and pasture!

I'll have constructed walls on the floor below which will support the grates as shown in the above diagram.  They're laid out in that pattern because it is the optimal one to reduce the number of walls needed.  Notice how every grate tile is next to a section of wall.

I just wondered if this is a good idea or worth it.  Apparently unnecessary?

Read this thread/post: http://www.bay12forums.com/smf/index.php?topic=108068.msg3221672#msg3221672

Hmm, last time I tried this I constructed an outdoor wall with a catwalk above, and the dark area under the catwalk didn't appear to grow anything.  Examination showed nothing but dirt.  They're saying there was actually grass there, even if I didn't see it?

So I could build a tower, put a complete ceiling over it, flood the room with mud and grass would grow for animals?  I thought from past experience that the area was only considered outdoor/lit, not that plant life would necessarily grow.

25
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.

26
DF Adventure Mode Discussion / Re: Hacking in a new adventurer species
« on: September 01, 2006, 05:50:00 pm »
Why do they breathe fire?  When fighting?

Also, is there a way to set what color blood your race will have?  I've noticed trolls have blue blood.


27
DF Adventure Mode Discussion / Re: The finer points of wrestling
« on: August 30, 2006, 03:41:00 pm »
Ah, I found my problem...like you said, you have to grab people with hands, meaning drop the sword and shield.  Now I get it, and now the game is awesome.  Throwing zombies by the ear?  Yes.

Now I have another question.  One time when I was wrestling just now, my guy tore out an enemy's eye all by himself.  Is there a way to try to do this manually?


28
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


29
DF Dwarf Mode Discussion / Re: How not to dig too far
« on: August 30, 2006, 10:47:00 am »
Hmm.  I know it's got offshoots because I've seen a few, but I've never run into one.  Maybe my farms are just way smaller than everyone else's (6x7?).

30
DF Dwarf Mode Discussion / Re: How not to dig too far
« on: August 30, 2006, 10:18:00 am »
I usually dig my farms in rectangles, and if I have the choice I dig them in a way that I know I won't hit the river.
code:

+++==/
+++ /
+++/
====\
    \
     \


= is a tunnel, + is the farm, / is the river.  Something like that.

Pages: 1 [2] 3 4 ... 8