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Messages - Vehudur

Pages: 1 ... 89 90 [91] 92 93 ... 106
1351
DF Dwarf Mode Discussion / Re: Where are the Skelephants?
« on: October 07, 2010, 01:30:24 am »
That did it, thanks

Not a problem.  Just be warned - haunted oceans suck.  Amphibious zombie whale sharks, skeletal sturgeon, and a hundred other nightmarish things.

Also, see: Boatmurdered.   Now, picture those unfriendly pachyderms as skeletons.

1352
DF Dwarf Mode Discussion / Re: I hate you Urist
« on: October 07, 2010, 01:28:15 am »
I can see it now.

Spoiler (click to show/hide)

You win this thread.

1353
DF Dwarf Mode Discussion / Re: Where are the Skelephants?
« on: October 07, 2010, 01:20:22 am »
You want Haunted, not Terrifying.

1354
DF Dwarf Mode Discussion / Re: City of the Cliffs
« on: October 07, 2010, 01:18:58 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...

1355
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 07, 2010, 01:16:41 am »
Crundles from the bottom, Giant from outside -

Quick, I'll flick both levers in the dining room that connect to the two bridges outside. That will delay the Giant while I install more traps in the caverns.

Only one bridge moves.  Crundles and Giant all caught in cages, and forming a nice zoo.  Go back and toggle both levers a few times - one controls a bridge;  what does the other do? :o

Message - baby McDwarf has bled to death.  Why is there magma in my living quarters? WTF?

Oh sh*t - the floodgate holding back the magma under my forges.  Magma-proof floodgate, but not mechanism.  Watch the flood fill up the fort slowly, and vow never to leave a dangerous lever unlabelled next to a functional one.... :-[

Dwarven regulatory code 15 A paragraph 20: 
All self-destruct levers shal be labeled as such, separated by a large distance of at least one hundred feet from any non self-destruct levers, under penalty of death by magma.  In addition, all non self-destruct levers should also be clearly labeled, under penalty of the Hammerer.

1356
DF Dwarf Mode Discussion / Re: City of the Cliffs
« on: October 07, 2010, 01:10:07 am »
I doubt you'll end up with the same map because I used pre-genned terrain, but...

Seeds:
Spoiler (click to show/hide)

1357
DF Dwarf Mode Discussion / Re: City of the Cliffs
« on: October 07, 2010, 12:37:03 am »
I embarked on a similar place, MAGICAL VOLCANO ISLAND.

to bad I neglected to bring an anvil with me.

Reclaiming is good.

1358
I've actually noticed fewer aquifers, so I actually modded some rock layers that normally don't have aquifers to have aquifers.

1359
DF Dwarf Mode Discussion / Re: City of the Cliffs
« on: October 07, 2010, 12:02:06 am »
Also, I decided, for framerate's sake, to embark slightly to the east - still getting the volcanic pipe, but a slightly-less-impressive but still badass 64 z-level drop.

Although, it's argueably more impressive, considering that 64 z-level drop is over 46 tiles, and in a very narrow stretch over only !!35!! tiles.


Also, could you please explain how I export an image of this to show you?  (you know, the stacked one where you can go through the layers?)  It really is badass.  And the multiple exposed kimberlite veins make it extra yummy.  Here the cliffs are so steep that I don't have a wagon.  Everything is sitting on the ground.

1360
DF Dwarf Mode Discussion / Re: City of the Cliffs
« on: October 06, 2010, 11:39:42 pm »
I'll see what I can do, but I've never used any of that stuff before, so I'd probably screw it up the first few times.

Also, I fail at looking at biomes.  It's not swamp, I got that mixed up.  It's burning fucking desert.  But it still has an aquifer.

And flux stone of two types!  But one is a custom rock of mine, so that doesn't count.  The other is marble.

Pics or it didn't happen.  Also... world gen seeds if you're using .31.16.  Cause other people love cliff cities too, y'know.

Yes, I'm using .16, but it's a pre-gen terrain / volcanism map, so you'd need the whole damn file (seeds included, ofc)

Also, "Pics or it didn't happen" is quite annoying.  But I'll see what I can do.

1361
You can miss otherwise good embark sites by skipping aquifers.

Or you can use pre-genned regions like I do where it's all highlands and hills with areas of swamp in between, so even if there is an aquifer the rivers cut so deeply you can dig under the aquifer.

1362
DF Dwarf Mode Discussion / City of the Cliffs
« on: October 06, 2010, 09:02:16 pm »
So I'm embarking on a new site...   this one is a bit unusual.

4x4 embark.

There's a small area of flat ground on the north west end.  This is the lowest.  It's temperate freshwater swamp, with an aquifer. 

It then climbs up 115 z-levels (yes, that's right, 115 - it goes from Z105 to Z220) 64 because I embarked to the west slightly, up to a volcanic vent in the south east corner.*

I'm not sure what to build here.  Obviously, it's going to be some sort of cliff city.  There's barely enough room for the wagon here.

Also, there are no humans.  They were wiped out in world gen.  Only Elves, Dwarves and gobbos.  Oh, and gobbos there are!  My embark has 6 gobbo keeps within 20 region-level tiles.

*I love mods, told me this without me needing to embark, and then got these numbers wrong.  The actual base level is 148, but the rest is true - including the heights of the cliffs.

1363
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 06, 2010, 08:12:00 pm »
The goblins always attack my fort right after the Summer Human caravan arrives, so I shut the gates after killing the first kobold in a year and letting the merchants in. I've slaughtered every elven caravan to arrive at my fortress, so it's no surprise that one has now joined the goblins' ranks.

Spoiler (click to show/hide)


EDIT: Puppy-hating bastard got what he deserved.

Spoiler (click to show/hide)

That is unusually morbid.  I want to watch.

1364
Geothermal power is amazing and nearly limitless. All you do is dig a deep pit, pour water into that pit, and then when the water turns into steam use the steam to run turbines.

Limitless energy anywhere on the planet. It runs day and night, generates no pollution at all, and only requires a source of water to run. You can recycle most of the water as well. Once it runs through the turbine let the steam condense and cool back into water, then pump the water underground again.

I'm still unsure why geothermal is not used more often.

Earthquakes.

When you pump extra water down into the rock like that, you get a lot of quakes. Do that near a major fault, and the worry is that it will trigger a MAJOR eruption, as the water is reducing the friction between the plates, which is what is preventing another quake.

Federal goverment won't even allow companies in the US to do this near major faults or cities or "Other important areas or structures" now.

What is allowed is to drill a few hundred feet down, and run a tube down and back. Cold water pumped through that tube will return very warm in most places of the US. Better than solar heated water.

This is probabilty the reason the Russians dug that deepest hole in the world in Kamchatka, far from human inhabitation... but wait. Kamchatka is on a fault....

This whole "No, you can't, you might cause an earthquake" idea is stupid.  The probability of a large quake is very small, and even if you did, the earthquake would be weaker than if it overcame the stress on its own.

1365
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 06, 2010, 01:38:34 pm »
after losing a legendary miner to digging the hot wall for the magma forges with orthogonal digging two forts ago I had no casualty in the next try and diagonal digging, the fireman did not come up and out but scared me. This time I tried the fortifcation method, with a almost legendary engraver... when will I learn to use a peasant for dangerous work?

Probably now.  Yes, I use peasants for dangerous work too...

"UristMcHauler, come dig this out for me would ya..."

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