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Messages - Vehudur

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241
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 28, 2012, 12:24:10 am »
After about half a dozen tries, I'm finally seeing some results from Nan's squad-of-two-no-time-off training. It's not great; sparring has made them legendary axedwarves and legendary fighters, but they're not progressing in armor use, shield use, or dodging. Suddenly the time comes to put them to the test--an ambush!

*thud* *thud* *thud* *thud* *thud*

Five out of six dwarves dead. All of them hit in the head with a silver mace. I check the bodies...no helmets. I check my inventory. Six bronze helmets, sitting in a stockpile. I check the military and yes, they were supposed to be wearing them.

They just never got around to putting them on.

In the future, check this before you send them into combat.   Yes, I learned it the hard way too.

242
DF Dwarf Mode Discussion / Re: Is this stairs thing a bug?
« on: February 28, 2012, 12:21:35 am »
Makes sense to me. It's just diagonal movement: move right one tile, move up one tile.

But the thing is nothing else can do this - not even liquids.

The liquids must move down and then to the side to achieve the same effect.

However, I would ask the OP to confirm beyond any doubt that the creature is not moving down before it moves to the side.

Solution:  Put cage traps around all your stairwells and hope it isn't [TRAPAVOID].

243
DF Dwarf Mode Discussion / Re: well from an aquifer
« on: February 28, 2012, 12:18:43 am »
OK, first locate the damp layer below the aquifer.

When you have that located, below that build a room that looks like this:

Code: [Select]
X = wall
# = floor grate (channeled out below)
F = floodgate
* = floor

XXXXX
XX##X
*F#XX
XX##X
XXXXX
And on the level below that:
Code: [Select]
X = wall
# = floor grate (channeled out below)
F = floodgate
* = floor

XXXXXXX
XXXX**X
*F#**XX
XXXX**X
XXXXXXX

Below that grate is a channel going down the desired number of Z levels. 

It is important that you ensure all passages used in the construction of the downward channel are sealed properly to stop water BEFORE you do the last step in order to prevent excessive water based FUN.

At the bottom, build this exactly:

Code: [Select]
X = wall
* = floor
F = floodgate

XXXXXX
XXF*XX
X*X*** (To TOP level of cistern for well)
XXF*XX
XXXXXX

The cistern should be constructed as desired with a path directly to this device above.  This device is a "pressure reduction valve", safely turning pressurized water into unpressurized water.  There are many designs, but they all do the same thing - diagonal flow removes pressure.

The floodgates are optional.

The distance to the cistern should be as short as possible.  The longer the distance is, the longer the well will take to fill.

When everything is complete, dig out an upward ramp into the base of the aquifer like this:

Code: [Select]
X = wall
# = floor grate (channeled out below)
F = floodgate
* = floor
^ = upward ramp

XXXXX
XX##X
*F#^X
XX##X
XXXXX

If done correctly, water will gush from the upward ramp and pour down the grates.  Your miner should be able to escape, and this level as well as the level below this should be sealed off for optimal fun prevention.

244
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 28, 2012, 12:03:26 am »
Still searching for an embark site on my newest world.  I found one embark site with a 300z tall cliff between a mountain and some near sea level plains on the edge of an ocean and that was cool, but the dwarves spawned over the ocean and drowned.

New embark:

Adamantine spire. Pokes out 4 z-levels above ground. Was open all the way up, so I used tubefill to save myself from hell. FPS is holding steady at 100. YES!

Do want.  How thick is the world?

139 z levels from the top of the spire and a nearby hilltop to the bottom. I embarked on a rather good spot, as well: major river, sedimentary layer with a ton of dolomite, heavy tree and brush cover, warm climate, etc. Pretty much the only thing it doesn't have is a volcano.

One thing is, I'm playing with skill degradation turned off, and with a couple of homebrewed metals added in. Here's a few highlights from the prospect take:
5.9k adamantine
10k magnetite
5.8k hematite
3.4k limonite
25k native gold
78k tetrahedrite
5k mythril (added; between steel and adamantite in terms of usefulness)
88 deepsilver (added; very high-density, found only in small clusters)
38 starmetal (added; roughly twice as effective as adamantite, light enough that irl it would probably float, found only in small clusters)

((If anyone wants it, remind me of how to find the seed, because for the life of me I can't remember.  :-X))

Those custom metals sound really cool.  You should package them and the relevant reactions into a small mod for people, I know I'd add it at least :P

To get the seed:
Open your map up and hit ESC and go to "export local image" and then choose a Z-level or ten to export images of.  Included with the images will be a text file, containing world gen information.  The seeds are in there.


I'm not sure how long this has been going on, but on an invader's breastplate will be an image of their civilization.
Spoiler (click to show/hide)
I've found that exact same thing printed on every single breastplate we've recovered from slaughtered ambushes.

Cool.

I have 14 contented and surprisingly calm dwarves walking around saying "Brainzzzzz".  They don't smell so good either.

This is unusual?  :P

245
DF Dwarf Mode Discussion / Re: A Question about Vampires & Feeding
« on: February 27, 2012, 10:18:06 pm »
More generally, vampires only feed off of sleeping creatures and vampires don't sleep.

False - if a vamp is hungry enough they will grab and drain an awake creature.  But it has to be both intelligent and living - vampires are considered undead.

246
DF Dwarf Mode Discussion / Re: A Question about Vampires & Feeding
« on: February 27, 2012, 10:14:32 pm »
No.

247
Dear Urist:

For the love of armok, STOP NAMING THEM!  You know we can't eat them if they have names.  You're supposed to be a butcher, for Armok's sake, so every time I send you to go kill some lamb for dinners, I expect you to slaughter it, not gain another pet.  I want leg of lamb.  >:(

Time for the butcher to have an unfortunate accident and find one who hates animals.

248
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 27, 2012, 10:08:48 pm »
New embark:

Adamantine spire. Pokes out 4 z-levels above ground. Was open all the way up, so I used tubefill to save myself from hell. FPS is holding steady at 100. YES!

Do want.  How thick is the world?

249
DF Dwarf Mode Discussion / Re: Freakin ambushes kill my liason
« on: February 27, 2012, 03:47:03 pm »
I seem to remember reading something earlier today about roads influencing where caravans and liaisons spawned.

This is correct.  Build roads.

It's not a guarantee, but they are more likely to spawn there.

250
Yeah I'll set something up to get easy power with no FPS loss :P

Yes, it's cheating, but oh well.

Also, can we get some of this info on the wiki?   Is that bit about the river flowing out needing to be on the same z-level on it?

Doing some further research, it seems that pressurized water as created by a pump or a river source WILL cause flow to happen over multiple z-levels, particularly when the pressurized water is forced to go via that route (if there are two routes to the water sink, while both will fill with water, only one may be flagged as flowing). However non-pressurized water or water pressurized only by gravity, results in flow only on the same z-level as the water sink. This at least is my working hypothesis.

Science shal be done.

251
DF Dwarf Mode Discussion / Re: My first tantrum spiral. Wow. Just wow.
« on: February 27, 2012, 03:39:21 pm »
Brilliant.   In the future, if your miners are about to tantrum / go insane, disable the mining labor so they (hopefully) drop their picks.

Or isolate them, and give them everything you can to keep them happy.  If they go insane anyways, they can't do any damage.  If they recover, awesome.

252
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 27, 2012, 03:34:18 pm »
I just finished world gen for a new world.

I had to let it gen as I was at work.

56k alive w/ 180k hist. figures @615 years.  No pop cap, no site cap.  Mineral scarcity 100.  River sources: 3,000.  MADNESS.  Also, so little room for fortresses :(

Faux edit:  Shit, 45,000 of them are elves.

Hmm... if I pump vast amounts of magma on the surface of a thick glacier, will the results be as hilarious as I think they will?

I've done this and it was a brief moment of "hey this is cool" and then the rest was "OH GOD MY FPS IS DIEING!"

Magma doesn't kill zombies, it just makes them angry and on fire.

And never forget this either.



Almost as good as some of my forts :P

253
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 27, 2012, 01:51:34 am »
Handle your ass kicking like a dwarf and try again :P

Learn why your fort fell and do it better next time.

254
DF Dwarf Mode Discussion / Re: Complete newbie with a question
« on: February 27, 2012, 01:20:53 am »
Ok, thanks for that... I'll try a few things when I get home then update and see what the problem was. And let you know if I get the hang of this military business...

"it's... Complex". Isn't the whole game complex? :p

Not like the military screen it isn't.

255
if i recall correctly Girlinhat is 100% correct, you can drink the venom of almost any snake you want (not sure about spiders.. very little venom but way more potent) and unless you have gingivitis or an ulcer it wont do anything other than taste funny.

some of the more potent snake venom's may harm you if they diffuse into your bloodstream through your tongue or esophagus but that's highly unlikely especially if you drink something afterwards.

...  If you test that, let me know how it works for you.

But I don't sell life insurance, so don't look at me.  I think it's a bad idea.

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