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Messages - GhostDwemer

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61
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: November 05, 2016, 10:00:04 pm »
More efficient bronze production is done at the crucible. Regular smelters are just for smelting ore in Masterwork, not making alloys. You'll probably need to make a metallurgist first, to make steel because it takes steel cauldrons to make a crucible.

62
DF Dwarf Mode Discussion / Re: Favorite Roof Type
« on: November 05, 2016, 09:55:06 pm »
Here's a screenshot of my latest Masterwork fortress, showing the central castle. I like the way the dormers turned out on this one, it's the first time I've tried putting them in. Yeah, that's a magma moat, it's really easy to do with the latest version of Masterwork. I'm currently working on some above ground housing and a bigger inn down there in the lower right corner. The inn is a separate L-Plan castle, sort of like Muchall's Castle: https://en.wikipedia.org/wiki/Muchalls_Castle


It's not really that fancy compared to a lot of stuff I've seen out there but I'm playing on a pretty low horsepower system ever since my main gaming rig got stolen during my latest move. I probably shouldn't have also gone totally overboard underground like I have. I've built a 5 level grotto complex complete with powered waterfall, and my FPS is about 5-10 at this point, hehe. But flux stone has to come from someplace, am I right?

63
I'm not sure, but anecdotally, I seem to notice my squads sparring more frequently after they've gained a bit of experience. Early on, it's usually drills and demonstrations.

64
DF Dwarf Mode Discussion / Re: HFS spike maze calculations?
« on: November 05, 2016, 07:04:41 pm »
A repeater is a system for making repeating triggers, for traps, or clocks, or computers, or whatever. They can be built in a number of different ways, using water, or trapped creatures, or mine carts. There is a page on the wiki giving details: http://dwarffortresswiki.org/index.php/DF2014:Repeater

65
DF Dwarf Mode Discussion / Re: HFS spike maze calculations?
« on: November 05, 2016, 06:57:57 pm »
Spike traps linked to a lever works fine.
It is just fire demon will heat the surrounding area, making other demons avoid the tiles as well. I don't know if this is a bug bug once it happens, your dwarves can't even be commanded to do jobs near the area, because it is hot.

I've found with new job system, nobody will sit at a lever pulling it all day long. Even with two Pull Lever jobs queued with high priority on both, they will just pull it once and walk off. So you get much, much less frequent triggering. Might be worth using a repeater for clearing HFS, either that or you need a really, really long spike hall.

66
Shorast Asteberib, Baron Consort of Systemracks is visiting.

Hey, Shorast, I used to work at Systemracks! Do you work at the colocation facility or corporate? Are you here to check out our new minecart logic units? Want to see our new aquifer based fire suppression system?

Working at a data center, I found this name way funnier than it should be.

67
DF Dwarf Mode Discussion / Re: HFS spike maze calculations?
« on: November 05, 2016, 06:37:35 pm »
It depends entirely on what type of clowns are in the clown car. Snow clowns are going to pop on the first hit, while clowns of fire might melt your spikes. Also, they are trap avoid so don't depend on pressure plates.

68
DF Dwarf Mode Discussion / Re: Favorite Roof Type
« on: November 05, 2016, 06:36:03 pm »
GhostDwemer, how do you approach building non-flat roofs?  It seems like it would be a lot of work.  The only way I can imagine making a sloped roof is build a strip 2 wide and then another one on top of that, moved over 1 square.  For a while I've wanted to build a Japanese style castle, but I don't have the patience for it :-)

Ramps on walls. Here's a side view.


   R
  RWR
 RW WR
RW   WR
W_____W
W_____W
W_____W
W_____W

69
DF Gameplay Questions / Re: Books and Library?
« on: November 05, 2016, 05:48:39 pm »
Patrik, how do you clear the tag with DFHack? I've got books that have been sitting around outside, untouchable, for five years. I can't even autodump them.

70
DF Gameplay Questions / Re: About trees and how they rescaled the game
« on: November 05, 2016, 03:59:57 pm »
I've heard it said that multi tile creatures are the bane of any tiled game.

Some discussions of multi tile creatures:
https://www.reddit.com/r/gamedev/comments/35v4fo/out_of_curiosity_why_are_multi_tile_creatures_not/
http://forums.roguetemple.com/index.php?topic=618.0

Of course, we already have one multi tile creature: the wagon. So it can be done and I imagine a lot of the code is already there. But multi tiled creatures just get complicated. And in a pure ASCII game, there are display issues, as the second discussion above makes clear. What's this?
DDDD
DDDD

Is it one 2x4 dragon, or 2 2x2 dragons next to each other?

71
DF Gameplay Questions / Re: Books and Library?
« on: November 05, 2016, 03:49:19 pm »
Could be it is still considered owned by a non-citizen, I've seen that with other books, scholars come with books and drop them when they leave but no one picks them up because they are still considered owned by someone else. Try looking in the expanded stock screen to see if it is listed in red.

72
DF Dwarf Mode Discussion / Re: Favorite Roof Type
« on: November 05, 2016, 03:44:53 pm »
What got me thinking about roofs, is visitors. I know I can just stick them all underground but most humans I know would rather live in a house than a hole in the ground. So I've got a big above ground inn with gabled roof and dormers. But it's been years now and some want citizenship, so I'm making actual above ground houses for them.

73
DF Dwarf Mode Discussion / Re: Favorite Roof Type
« on: November 05, 2016, 01:21:04 am »
I prefer gable roofs myself. Hipped roofs seem too modern, and flat roofs are too boring. Now, for tower tops I'll frequently make them flat if they are crenellated because defensive towers generally were done like that. But mostly, I do gable roofs or my simple version of mansard: hipped for two courses and then flat.

I also like to put in dormers, but I almost never do eaves.

74
DF Suggestions / Re: Forgotten Beasts - alternative delivery to forts
« on: November 05, 2016, 12:08:25 am »
Bumber, I don't think the clown rush exists until you pierce the candy cane. I've also never seen a candy cane that went all the way straight down. So, no possibility of atom smashing clowns in the candy cane. But any candy cane is free candy if you stay away from the 4x4 interior block, all the little side shoots can't possibly contain a hole. Also there's the dwarven farm plot/meeting zone exploit to tell you where the hollow starts. And you can always make a huge spear trap hall, that will take care of any number of clowns.

If it is really important to limit the ability of the player to avoid the clown (which I really don't think is important, given that you can currently get guaranteed clown free candy if you know what you are doing) you could make it like the current candy canes: the clowns don't appear until you open them. You could even make the clown encased in candy, dig out that square and you have an angry clown, but it's solid candy so you can't drop a rock on it.

75
DF Dwarf Mode Discussion / Re: Favorite Roof Type
« on: November 04, 2016, 11:46:41 pm »
I figure flat will probably win, (it is the easiest) but not if you don't vote for it, haha!

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