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Messages - Crashmaster

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676
DF Gameplay Questions / Re: Stairs problem
« on: May 20, 2011, 02:38:56 am »
I think you can also 'd'esignate and up/down stair to be dug out of an up stair.... maybe

677
DF Gameplay Questions / Re: Magma finite
« on: May 20, 2011, 02:35:28 am »
The magma pipe will refill overtime, magma will spawn in pillars the come up from the surface and spread out.

To achieve good pumping speed your pumps should draw magma from every side but not on the top level. If you dig down you need to breach the pipe to get magma but even if you can breach 10 adjacent blocks flow will still be an issue.

If you are lucky somewhere deep in the magma sea you can find a spot where mineable rock overhangs the magma sea with 20-30 levels of magma reserves above you. If you are real lucky there will be a stalactite of mineable rock that hangs into the magma sea and is wide enough to build a pump stack down. At the bottom of one of these magma can flow to your pump intake square from all sides and from above on all sides as well.

Your pump is in a bad location being too close to the edge, and on the top layer.

I would recommend a re-build using the method in this thread;

http://www.bay12forums.com/smf/index.php?topic=67905.msg1627359#msg1627359

start in the center and pump that z-level dry (fortifications off the edge of the screen) then hang up/down stairs down into the pipe, build one floor and put the next pump on that. I made a two-wide stair on the side of the pumps instead of putting them on the end as the diagram does not show how half the grey floors are attached to the stairs. Go as many levels deep for as much magma you want at once then let it re-fill which will take some time. Your pumps will need to operate constantly when building it or you'll be overflowing with !!FUN!!

You won't need walls around the stack because the pumps can pick up fluids faster then they can fall away from the pump below it.

The output should be fast enough to run though a channel over to your other pumpstack at the edge of the magmapipe without losing flow.

678
DF Gameplay Questions / Re: Military command and report
« on: May 17, 2011, 01:50:23 am »
Archers will equip bolts automatically.


My archers - dont! I have lot of bins full of unused bolts. Archers use crossbows as blunt weapon.

In the (m)illitary (f)ammunition screen you have to assign ammo to squads that weren't specified as archer uniforms (I think). Sometimes if it seems my marksdwarf squads won't pick up more ammo I'll clear the ammo assigned to them and assign ten more bolts(100) - the (C)ombat and (T)raining don't seems to make a difference. This seems to shake them out of their stupor and they go get bolts

679
DF Dwarf Mode Discussion / Re: Ettin vs Glass
« on: May 17, 2011, 01:42:49 am »
Wasn't that a scene in Jackass 3D?
It does sound familiar. We might be thinking about the thing where they had to run through a hall of tasers and cattle prods.

No, no, you're thinking of that one episode of Star Trek with Commander Worf's coming-of-age ceremony.
What?

I was referencing jackass 3d. They were all dressed up as prisoners and have to run through hanging tasers.

And I was carrying the humor on with another TV/film reference. I may be only a dabbling comedian, however.

Punisher; War Zone, the unnecessarily (dwarvenly)  large open-topped churning glass-recycler with a rickety 'safety' fence.

680
DF Gameplay Questions / Re: + Difficulty
« on: May 11, 2011, 07:31:46 pm »
fortress defense mod is !!fun!!, many more sieges with more trap avoiding enemies.

681
DF Dwarf Mode Discussion / Re: how to extract pain from prisoners?
« on: May 09, 2011, 02:07:27 pm »
too bad you cannot kill gobbos in the screw press

682
DF Gameplay Questions / Re: Dining Hallterfalls, Wells, and DFFD
« on: May 04, 2011, 11:33:07 pm »
or limiting the flow with a pressure reducing diagonal

683
DF Gameplay Questions / Re: Most well equipped.
« on: May 01, 2011, 09:29:31 pm »
I think they will use whichever is a higher quality for melee. So if it is an average crossbow and an exceptional mace they will prefer to switch to the mace when the enemy closes to melee distance.

684
DF Dwarf Mode Discussion / Re: Designs for an automatic cat-killer
« on: April 30, 2011, 10:23:39 pm »
I just have a series of 2, 3x3 rooms with pet-forbidden doors and retractable bridge floors here and there in the fortress. Eventually pets build up in one or both rooms then they are bridge-dropped onto traps.

685
tl;read only half,

Since dwarves appear by all accounts to procreate only via spores one could imagine that male homosexual sex is constantly ongoing already anyways. So stepping up to a defined homosporetual 'marriage' is not that much of a step. It may be more useful if there were some taxation/ economy benefits. Shared rooms frees up space however they decide to pair up.

686
DF Suggestions / Re: visual display only designation
« on: April 24, 2011, 11:59:08 pm »
While you can designate burrows in un-mined areas, you cannot see them so it would not work as a visual cue when designing forts. I just want to be able to draw without anything happening.

eg; I made an obsidian cylinder in the 'cone' of a surface-level volcano. I wanted to draw the maximum circumference of the cylinder on each level right to the edges of the natural rock to keep track of the shape and position as I tried for the best shape and fit. But in keeping as close to the edges as possible I had to leave gaps in the circle or the dwarves would mine into the natural rock wherever possible.

687
DF Gameplay Questions / Re: Outpost Liaison screen
« on: April 24, 2011, 11:28:47 pm »
I just hold the right and down keys until all leathers are maxed.

688
DF Suggestions / Re: visual display only designation
« on: April 24, 2011, 11:09:56 pm »
I'm talking about working with an area over 20x20 or large complex shapes. I'll give you the the notes function would work but it would be faster to replay an entire season then to do it that way.

689
DF Suggestions / visual display only designation
« on: April 24, 2011, 10:51:29 pm »
I would use a designation that does nothing. Something to map out areas for future digging, channeling ect. but would not get dug. I mark a lot of areas out when setting up my forts to help visualize my plans for the future but frequently have to savescum because a current project accidentally intersects with something that was just a reminder that that space was saved.

Selectable icons like for burrows would be nice too.

690
DF Gameplay Questions / Re: tower antics
« on: April 23, 2011, 11:19:51 pm »
I would build stairs instead of ramps. Also I only cast the obsidian one layer at a time. You only need 2/7 magma to cast a solid layer. I have read about casting with raised bridges supported by supports so the mold can be collapsed afterward.

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