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Messages - Vehudur

Pages: 1 ... 88 89 [90] 91 92 ... 106
1336
DF Dwarf Mode Discussion / Re: 31.16 makes weird volcanos
« on: October 07, 2010, 03:11:54 pm »
That's weird.

Really, really cool though.

Spoiler (click to show/hide)

1337
DF Dwarf Mode Discussion / Re: Things you never knew were deadly
« on: October 07, 2010, 05:25:26 am »
That's terrible luck :(

1338
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 07, 2010, 03:27:56 am »
I had a cavern chamber 15 z-levels tall once.

This is 39 from the ceiling of the tallest pocket to the first mud platform (which is in fact straight below the tallest ceiling. Down 19 more you reach the shores of the lake (which is only 1 z level deep, and filled with trees). That's 59 z levels from ceiling to lakebed.

That's a bit unusual.

It's under an ocean. Things get weird down there.

I knew they get bigger, but I've never seen THAT.  heh..

I must explore, later.

1339
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 07, 2010, 03:21:08 am »
I had a cavern chamber 15 z-levels tall once.

This is 39 from the ceiling of the tallest pocket to the first mud platform (which is in fact straight below the tallest ceiling. Down 19 more you reach the shores of the lake (which is only 1 z level deep, and filled with trees). That's 59 z levels from ceiling to lakebed.

That's a bit unusual.

1340
DF Dwarf Mode Discussion / Re: City of the Cliffs
« on: October 07, 2010, 02:52:58 am »
Alright, uploaded under the name Kethuhasa west region.*  Enjoy it (or not?  I hope you do.) here.

* Random bit of info:
Spoiler (click to show/hide)

It should gen the same; at the very least you have a region which is different from anything you'd get with the random generator.  The eastern area is where you will find the majority of the vast cliffs.

1341
DF Dwarf Mode Discussion / Re: City of the Cliffs
« on: October 07, 2010, 02:14:17 am »
I doubt you'll end up with the same map because I used pre-genned terrain, but...

Seeds:
Spoiler (click to show/hide)

If you use the "Export Local Image" function on the Options(escape) menu, one of the files created will be the world gen parameters as used by DF to generate the world, including anything from PerfectWorld or the World Painter (I assume one of these is what you mean by "Pre-genned"), in which case the only cause of disrepancies in the world generated would be if you've modded your raws for things like the Entity_default.txt (strangely, changing which portions of the dictionary are available to your civ for names & such affects geography).

Wait, so you want the entire region gen file?

I have not modified the Entity_default.txt, but I do have custom rock layers, which probably has the same effect...
Custom Rocks probably does change it, but I haven't tried it, so can't say for certain (I know removing Aquifers has no effect though).

Using "Export Local Image" exports a picture of each the selected levels (I recommend only doing 1), the World History, the World Sites, & the World Gen Parameters used for the world in question.

Not the entire World gen file.

I know.  It's too large to post here, so I need to find somewhere to upload it, though I have no idea.

What you will be getting:

There is the majority of the land mass in the west, with islands in the south east and a strip of land running up the eastern edge, there is also a smaller (partly connected to the rest) landmass in the north and a large mountainous region in the north east.  The north west is supposed to be a "rift zone", where it's fairly flat with high volcanism, otherwise the majority of the volcanism follows the mountains.

There is a strip of ocean on the west, that is calm.  The central ocean is terrifying.  The majority of the savagery is in the south, but there are isolated pockets all over the map.

1342
DF Dwarf Mode Discussion / Re: Where are the Skelephants?
« on: October 07, 2010, 02:06:50 am »
I've never had luck embarking with less than 4 military Dwarves (two melee, two ranged - usually), so I don't even bother with any and just seal myself off until I get some migrants that I can recruit and train.

1343
Teach me to open my mouth.  I always forget about those damn thin casings they have to use. 

I seem to remember reading about a team a number of years ago that were close to the moho.  They would have made it had their bit not veered 1000ft off course.  I wonder now if they ever made another go.

edit: found em, http://www.iodp.org/

...

When they get it, I'm totally paying whatever I need to pay to have a chunk of (solidified!) moho to use as a paperweight.

1344
Just be careful which side of the wall the mason ends up on.  And also if you've built a loom, or have fisherdwarves, be careful to only seal them in if you want to.  And cage traps are your friends, especially in the twisty bits.

One trick for that:

Build a section of your passage like this:

Code: [Select]

(<--- Unsafe side)  ---  (Safe side --->

XXXXXXXXXXXX
XXXXX           
     XXXXXXX
XXXXXXXXXXXX

Stuff can go through the diagonals fine, fluids will loose pressure of course, but can pass.
Alternatively, you can make it wider if you need to:

XXXXXXXXXXXXXX
XXXXX      XXX
X    XXX   XXX
    X         
     XXX
    X           
X    XXX   XXX
XXXXX      XXX
XXXXXXXXXXXXXX

Then, when you want to seal it, put the walls where the H's are.

XXXXXXXXXXXX
XXXXXH           
     XXXXXXX
XXXXXXXXXXXX

Or for the wide version:

XXXXXXXXXXXXXX
XXXXXH     XXX
X    XXX   XXX
    XH       
     XXX
    XH           
X    XXX   XXX
XXXXXH     XXX
XXXXXXXXXXXXXX

Because, you see, masons cannot build diagonally, so they only have one place to stand while building the wall - the safe side.

1345
'Mohorovičić discontinuity' is the coolest thing. I learned about it from Total Annihilation, which leads me to believe that anything to do with tapping the mantle is awesome.

Yes, moho is badass.

Also, things start to get really hot at that point.  To be honest, you'd need something like Adamantine to drill into the mantle, because, well, the pressure and temperature is so high anything we currently have would be destroyed in a few minutes at best.

It's not the temperature; the mantle is between 500-900 °C.  Steel melts at about 1370 °C depending on the alloy.  It's the pressure that kills you down there.

Speaking of, it sounds like a lot of you seem to be under the impression that the mantle is all molten magma.  Not so.  While the temperature is high enough to melt most of the mantle-rock at sea level, the pressure raises the melting point of the rocks pretty far above that.  The mantle is almost entirely solid.

It's not a true solid - it's more like a thick paste of sorts.  It won't deform on its own, much, but under pressure it can.  It's not a true liquid until you reach the outer core - and then the inner core is solid (from what we know) because of the sheer pressure.

Sure, steel melts at 1370, but it starts to get soft, deform and weaken long before that, in fact, most drill bits can't drill hotter than 300 or 350.  The ones that can can't handle the pressure.

1346
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 07, 2010, 01:42:49 am »
Drop it from dead center, it keeps it more even.  It's probably just personal taste, but I put down my water before my magma.

1347
DF Dwarf Mode Discussion / Re: Where are the Skelephants?
« on: October 07, 2010, 01:41:22 am »
I generally go with 4 miners anyway, but the trench is actually a really good idea, I'll try that for round #2.

I usually go with 5, actually, and turn the skill off for 3 of them (three that only start with one point in it) once I've got enough dug out - usually by summer.  Also, all my full-time miners are masons too, which is a doubble edged sword:  It's hard to keep them just mining at times, but it means if you screw up and dig out something you shouldn't you can seal it off real quick without breaking a sweat.


1348
DF Dwarf Mode Discussion / Re: Where are the Skelephants?
« on: October 07, 2010, 01:35:39 am »
Well, that was fast. Down already

Perhaps i should start out with zombie elephants and work my way up to skeletal. Is there a way to get the zombie ones? I know terrifying places are primarily zombies with the occasional living creature possibly, but i already tried that with no luck, the elephants were all alive.

It's random spawns, but it IS weighted to certain things like skeletal / zombie for haunted, ext.   

Also, embark with your two main miners, but with two other miners with 1 skill point in it, and extra picks for them.  The first thing you need to do is dig a trench around your embark site, the faster the better.

Remember to make sure there are no ramps for them to just walk through the trench.

1349
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 07, 2010, 01:33:34 am »
I had a cavern chamber 15 z-levels tall once.

1350
'Mohorovičić discontinuity' is the coolest thing. I learned about it from Total Annihilation, which leads me to believe that anything to do with tapping the mantle is awesome.

Yes, moho is badass.

Also, things start to get really hot at that point.  To be honest, you'd need something like Adamantine to drill into the mantle, because, well, the pressure and temperature is so high anything we currently have would be destroyed in a few minutes at best.

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