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Messages - Chandrak

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136
DF Gameplay Questions / Re: Fun With Magma, aka Help With Floodgates
« on: October 08, 2010, 04:25:00 am »
Yeah, I knew they had to be magma safe or they melt after awhile. I wasnt aware hatch covers could be attached to levers; the wiki didnt say. Thanks, that answer the question, then.

137
DF Gameplay Questions / Re: Fun With Magma, aka Help With Floodgates
« on: October 08, 2010, 04:11:59 am »
Can hatch covers be opened by lever?

As to what I'm trying to do.. I'm an Evil Dictator who will sacrifice brokers to the magma gods in thier own rooms if they wont get off thier rears and go to the Trade Depot instead of sleeping :P

Essentially, I've got a 3x3 tunnel like so:
__________
__________
__________

I want to know if I can did channels in the 'o' spaces (revealing the room below) and build a level-operated floodgate in the 'o' space, without magma leaking through when the floodgates are 'up':
__________
_o__o__o__
__________

138
DF Gameplay Questions / Re: I can't even get started, help....
« on: October 08, 2010, 04:08:10 am »
Disasters are all part of the fun! (A phrase you'll hear regularly around here!). Also part of the fun is figuring out what you did wrong.

What sort of damp stone did you tunnel into? Damp stone always holds back water somehow - by digging such spaces you are guaranteed that water will come through that space.

When it comes to farms, you want to make sure you are flooding using standing surface water. Brooks, Rivers, and Aqueducts (as well as magma pipes) have infinite supplies of liquid, so will just keep running until it fills things up.

If you are digging underground and come across damp stone and you CANT see whats on the other side, never dig into it - its probably an underground lake/river/aquifer. What you want is the pools of water you can see on the surface.


Also: Bigjakes suggestion is a good one :)

139
DF Gameplay Questions / Fun With Magma, aka Help With Floodgates
« on: October 08, 2010, 04:02:52 am »
I want to build a system to drop magma into rooms below. I know liquid doesnt move diagonal across z-levels, but can I build a floodgate over an empty space? Basically, I wanted to have a 3-wide corridor of magma - can I put holes every few center tiles and cover them with floodgates?

140
DF Gameplay Questions / Re: Settings for Butcher's Shop Refuse Pile?
« on: October 08, 2010, 04:00:36 am »
... and now that we can, I'll add a new refuse pile close to my bonecrafter's shop that only holds bones and skulls.
We can??
*checks notices*

Holy sweet mother of glee! *dance*

Yep. Its fantastic - I keep one stockpile just outside for Bodyparts/Corpses, and one inside by my Bonecrafters for Bones/Skulls/Shells/Etc, with the butcher shop somewhere in between. Works great.

141
DF Gameplay Questions / Re: Dealing With Those Pesky Kobolds
« on: October 08, 2010, 03:48:14 am »
Anything under a bridge when it comes down gets atomized.

I have this vision of building drawbridges inside dwarves' rooms to smash them and their belongings all at once. Dunno if you could build on the tiles when its raised though. Still, it would be amusing.

However, I've already got plans for filling rooms with magma.

142
DF Gameplay Questions / Re: Dealing With Those Pesky Kobolds
« on: October 08, 2010, 02:47:46 am »
Depending on how much you hate Urist McPyle the worthless recruit, you could train up about a dozen war dogs elephants, assign them to a drafted migrant, then assign migrant to guard 1 tile burrow over a 10-steel-spear upright spike trap. Unarmored. Making sure none of the war animals are standing on that tile, pull the lever, dump body in magma sea. The war animals can't be reassigned, so they'll stand there guarding that spot forever. I lost a recruit to a siege once, but his entourage of guard elephants and (eventually) their offspring never left the entryway. Killing 1 migrant so you can repeatedly watch 5 war elephants curb stomp unarmored kobolds? Priceless.

...Thats a hilarious idea. The real question is can War Grizzlies catch the buggers? I've got a breeding population of them going.

Make a long drawbridge replacing one of the walls along the corridor that covers the entire hallway when down.

I might look into this - I don't really know how drawbridges work, but given my fortress's location, sounds like something i might be able to have fun with. Do drawbridge squares act as walls or something?

143
DF Gameplay Questions / Re: Cat lady?
« on: October 08, 2010, 02:43:18 am »
Hehe, I had a Craftsdwarf in my last fort who was like that. He actually showed up with 3 cats, and rapidly picked up 2 more.

144
DF Gameplay Questions / Re: I can't even get started, help....
« on: October 08, 2010, 02:40:22 am »
On editing specific orders: It depends on what you are trying to do, but I can make a few suggestions.

The first thing to keep in mind is that, barring military units, you cant directly order a dwarf to do something. What you do instead is select a task to be done (Designating mining / woodcutting, placing work orders in workshops, and so on), and any dwarf who has that labor enabled will choose to go off and do that task if he's not doing something else (like Drink, Sleep, Eat or another job).

To enable specific labors, you need to View Unit. This is accomplished one of two ways - first, just use 'v' from the main screen and move the cursor near the dwarf you want to check out. The other method is to use 'u' and bring up the list of all creatures. From there, highlight the one you want and press 'c' for 'zoom to creature' (In the unit screen 'v' does something else).

Once you're viewing the unit, you can press 'g' to see a list of the dwarfs skills, or 'p' followed by 'L' (thats lowercase, capped it so you could see). p -> l brings up the labor menu, where you can then toggle on/off which jobs you want that dwarf to perform.

145
DF Gameplay Questions / Re: I can't even get started, help....
« on: October 08, 2010, 02:29:18 am »
I'd actually recommend a different means of setting up farms. I've got a pretty simple method thats pretty newbie-friendly.

First, find a pond or murky pool with water in it already. (Dont use Brook/River!). Usually there will be at least one if you got forest/grassland/swamp. Putting one or two spaces between the nearest ground space next to the pond, dig a channel or staircase down one space. Then, move down a z-level to where the channel you dug is, dig a short tunnel, and then a big open square area, at LEAST 3 times in size as the number of water spaces in the pond. Once it's finished, channel (dont dig!) out the spaces you left between the ramp/stairs and the pond, allowing water to fill the cavern you just dug. The water will pour into the cave, eventually becoming 1/7 layers - these will evaporate, leaving behind mud squares. If you find the water level's still a little high, you can widen the area as long as the water isnt higher than 3/7 - your dwarves will be fine then, just keep widening until it all levels out.

As long as you make sure to make the initial cave at least 3x the number of water spaces, you should be fine to widen it if it wasnt big enough.

Once the cavern is drying, you can tunnel from there into your fortress so your dwarves can move underground there. For added security, remove any ramps you had from channeling (d -> z) so baddies cant come down that way. If you're concerned with rain filling up a small pool, you can also wall off the original pool, since all you care about is the underground farm.

Edit: Heh, you beat me to the suggestion of emptying the pool into the farm :P I added some detailed instructions.

146
DF Gameplay Questions / Re: I can't even get started, help....
« on: October 08, 2010, 02:14:46 am »
IMO, I don't think the video tutorials were too helpful. I just did alot of trial and error.

Starting Professions: I would highly recommend the following skills. They can be spread out however you wish, really, though I tend to go with grouping like skills together - just makes it easier for me to remember who's supposed to do what.

Mining is a must.
Woodcutting is a must if you have trees.
Masonry is a must, you need someone to build workshops.
Fishing/Animal Trapping/Hunting related skills are good if you are in a place with high savagery (denoted by the 'surroundings')
A Planter is defintely a must as well - I usually make mine have Cooking, Butchering, and Planting.

Carpentry, Stonecrafting, Woodcrafting and Bonecrafting - I personally like to have these. I find its very helpful to build a Craftsdwarf Workshop right off the bat and start making crafts ASAP, so that when Traders come the first Winter, I can sell anything I've made to them for beer or food, depending on what I need. Bonecrafting I'd recommend you wait on, but Stone/Woodcrafting you can start up right away with little work - Bonecrafting, while profitable, requires the setup of hunting/butchering/refuse piles.

147
DF Gameplay Questions / Re: I can't even get started, help....
« on: October 08, 2010, 02:13:28 am »
I disagree with the "cats must be caged" tip from the poster above. Wait until your first catsplosion, then you'll have plenty of meat for the butcher!

I'd agree with the above. Once you've got 1.5 to 2 pages of pets/animals on the animals tab (press z for your fortress status), building butcher shops and then butchering every new foal/kitten/puppy/calf that gets born is a GREAT way to do things. It keeps you well-stocked in Bones for Crafted Goods, Skins for Leather and Bags, Meat for food preparation, and Fat/Tallow for other stuff.

However, that being said - it may be a bit much to take in / pay attention to all the alerts as a new player, and it IS simpler to just build one cage and assign pets to it.

I would highly advise doing a search on 'Catsplosion' and 'Meat Industry' on the Dwarf Fortress Wiki for more info there. Dealing with Catsplosions IS important to learn about as a newbie, because it can kill your framerate.

On the embark site side, I can make a few suggestions that might help.

1st, dont look for rivers near the ocean. For some reason, I've found they often end up being saltwater.

2nd, look for Brooks instead of Rivers. Brooks are listed in the info screen to the right if they are present. It will say something like 'Brook: The  <Insert Name Here>' just above where it lists the kind of stone. Streams and Rivers actually show up on the Region Map (the middle one), but Brooks can be in any region tile, giving you more leeway.

3rd, I'd recommend looking in Mountain tiles that border Forest tiles on the region map. There is almost always some spillover between region tiles. When you find a tile thats a mountain next to a Forest of some kind (Jungle/Swamp/Temperate Forest, doesnt matter), you can move around with umhk to select the proper spot - center it where theres some mountain and some forest in the local tab on the left. Mountains rarely ever have aquifers, and many of them do have brooks.

148
DF Gameplay Questions / Dealing With Those Pesky Kobolds
« on: October 08, 2010, 01:55:05 am »
What's a good way to catch and kill those silly kobold thieves? I've yet to have one actually manage to steal anything, since they always get caught by my apparently All-Seeing-Eye Woodcutters, but MAN can they run. Since traps don't work, is there a suggested method to use for catching/killing them?

What I'd love is something like retractable walls or something, triggered by level in the barracks or something, but I'm open to suggestions, since I dont think you can make moving walls. A bridge won't help in this case, either - I'm built into the side of a massive cliff face.

149
DF Gameplay Questions / Re: Nobles
« on: October 07, 2010, 03:36:18 pm »
I can verify Queen. Got that right after getting baron, actually. I had a ridiculously high created wealth at that point, but it happened as soon migrants came once i had a baron.

150
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 07, 2010, 08:25:25 am »
Question: Can you place stockpiles on constructed outdoor floors? I want to build an outdoor refuse stockpile that sticks out of a cliffside, if possible.

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