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Messages - Zereth

Pages: 1 2 [3] 4 5 ... 12
31
DF Gameplay Questions / Re: World Gen
« on: March 04, 2008, 02:19:00 am »
Getting magma and flux is hard, since magma shows up almost exclusively in igneous... extrusive? rock layers, while most of the fluxes are sedimentary. So you need two intersecting biomes for that.

32
DF Gameplay Questions / Re: Cave Plants
« on: August 22, 2006, 12:27:00 am »
Actually, Pyramid Online had an article about this recently. And while I don't think the plants are chemosynthetic, they might be manasynthetic, or the river mud is simply rich in organic materials they're living off of.

33
DF Gameplay Questions / Re: Cave Plants
« on: August 21, 2006, 10:23:00 pm »
quote:
Originally posted by GauHelldragon:
<STRONG>Well the reason that I ask is that the only plant that will grow without sunlight are mushrooms.</STRONG>

In reality. This is a fantasy setting. Maybe they use something other than sunlight.

34
DF Gameplay Questions / Re: How to go about a mass genocide
« on: March 01, 2008, 08:26:00 am »
quote:
Originally posted by Mulch Diggums:
<STRONG>That isn't true at all. Inleast not for me when I play.
</STRONG>

I'm pretty sure that, while they can give birth in cages, they can't get pregnant in cages, so if you shove them all in a cage you'll get some more births, but if you shove those kids in the cage you won't get any more after that.

35
DF Gameplay Questions / Re: The water has vanished!
« on: January 10, 2008, 11:06:00 pm »
quote:
Originally posted by AlanL:
<STRONG>It's likely evaporation happening faster than rain replaces it.</STRONG>

Yes, in that rain does not replace it at all yet.

36
DF Gameplay Questions / Re: Silly question about Cages
« on: January 07, 2008, 10:23:00 am »
Cages go in the Animal stockpile, as do vermin traps. This is also where they put cages that actually have things in them.

37
DF Gameplay Questions / Re: Where Do Humans Come From?
« on: January 05, 2008, 01:18:00 am »
Is it possible to dig channels around the edge of the map to force the humans to come in on your roads?

38
DF Gameplay Questions / Re: Fishing question
« on: December 28, 2007, 05:53:00 am »
quote:
Originally posted by Skanky:
<STRONG>I read somewhere that carp can't get your fisherdwarf through grates, so maybe build them over the water and then fish safely.</STRONG>

You can fish through grates?

39
DF Gameplay Questions / Re: How do aquifiers work?
« on: December 24, 2007, 06:37:00 pm »
quote:
Originally posted by Helmaroc:
<STRONG>An aquifier is a layer of soil, and when there is an empty tile in that layer, it fills with water automatically.</STRONG>

Not quite. What happens is that some stone/soil squares are "Aquifier", and they will flood adjacent squares with water, infinitely. If you can dig out an area and wall it off somehow(involving lots of pumping, usually), cavein non-aquifier stone into it, or dump magma into it to generate obsidian, you'll be able to get through. Of course, many things that are aquifiers will be more than one z-level deep and sometimes you get two layers that are aquifiers on top of each other, in which case you have a problem.

In the last couple of versions, if you have magma in the area it will be surrounded with some obisidan, which won't be an aquifier so you can dig through  that, if the pool of magma isn't too irregular.


40
DF Gameplay Questions / Re: Noble rooms
« on: December 24, 2007, 06:41:00 pm »
Or just make a 1x1 garbage zone and designate it all to be dumped. It'll be all in one square, and Forbidden so it won't clog up build screens and such, and yo ucan always reclaim it if you want it again.

41
DF Gameplay Questions / Re: Do bones block wagons?
« on: February 14, 2008, 09:42:00 am »
Building a road out to the map edge, while it won't make them come in on it, will mean that there's a path that can't have trees grow on it, so it's still somewhat useful. If it turns out a tree grew up, you might want to consider building a road so they can't anymore.

EDIT: Also, doors are impassible to caravans now, so if you built any doors or such, you'll have to remove them.

[ February 14, 2008: Message edited by: Zereth ]


42
DF Gameplay Questions / Re: Elves //Shakes Fist//
« on: March 31, 2008, 11:38:00 pm »
quote:
Originally posted by puke:
<STRONG>wagons used to go through closed doors in the 2D version.  id be supprised if they dont now.</STRONG>

According to the depot connectivity tool, they don't. And you have to have them open WHEN the wagons show up, or they bypass you, and it's too late to open them.

I just put my doors and such on the fortress side of the depot, and a bunch of traps on the other side.


43
DF Gameplay Questions / Re: About the "End Game" demon.
« on: July 22, 2007, 03:10:00 am »
quote:
Originally posted by AlanL:
<STRONG>I remember hearing that the demon ending is a placeholder for something else that will be implimented in a later version.</STRONG>

I remember hearing that it auto-killed the fortress precisely _because_ it's not that great yet. I belive the phrase Toady used was "not ready for prime-time".

44
DF Gameplay Questions / Re: Question about SECRET "ENDGAME" STUFF
« on: December 18, 2007, 10:48:00 pm »
So... this isn't happening, then.

Eerie Pits are like a chasm tile, right, so I can't cause a carefully shaped cave-in to plug it?


45
DF Gameplay Questions / Question about SECRET "ENDGAME" STUFF
« on: December 18, 2007, 10:36:00 pm »
Watch out for SPOILERS etc

Okay, that should be enough space. Now, the "eerie glowing pits"... Do they automatically spawn demons as soon as a dwarf gets adjacent to them? Because I've been save-scumming to try and get them covered over so I can use the magma around them (and, while I'm at it, might as well use the adamantine), but they keep spawning and slaughtering my miner and mason when I try.


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