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Messages - Wolfius

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271
DF Gameplay Questions / Re: ultimate fortress
« on: October 01, 2008, 08:14:11 pm »
Code and color may not mix, but you can use the [ tt ] command to create a monospaced font.  No problems with color there.

<snip>

It may not look quite as nice as the code monospace, but at least you can add colors.

AwesomeSauce.  8)


ok ill make this question as simple as possible

where on the forums can i request someone make a specific mod or program for the game?

The Modding Forum should, logically, be your best bet. It's right there between Community Games and General Discussion.  ;)

272
DF Dwarf Mode Discussion / Re: Making do without bauxite
« on: October 01, 2008, 07:59:37 pm »
That's a common misconception. Pumps don't actually need to be magma safe. The side where the magma comes out is counted as a wall, and thus cannot be destroyed by magma. If magma touched the side where a dwarf would stand if it was manually pumped, however, the pump would be destroyed. But, the magma should never touch that tile anyway.

You can also use wooden screws and pipe sections, because the game doesn't simulate magma flowing through the pump - it just teleports it from one level below and behind the pump to the same level and in front of the pump.

True, but I dislike bug exploits like that - they really sunder immersion.

273
DF Dwarf Mode Discussion / Re: Making do without bauxite
« on: September 30, 2008, 05:19:31 pm »
Heh. I think I only had bauxite in my fort once - discovered it exactly one level below a hidden magma pool I didn't know was there. In fact, the first bauxite tile was also the first warm tile indicating the presence of the magma.

Alas, I also had a magma pipe and had already set up my forges, doubly ironic as bauxite wasn't avalible to the world's civs, so I'd had to do without.

Wolfus Thoughts: Thats a much better thought out and safer but more complicated way than I was thinking of. Its still a way off though as I have to pump the magma up about 5 levels to do this.

I was going to just use the pumps as the magma on/off switch which is fine but I might chuck your way in as a saftey measure, especially as most of the components of it will be right there anyway.

Magma-safe pumps waste iron or steel, however, and you don't have to pump the magma up if you bring the trade depot down.

274
DF Dwarf Mode Discussion / Re: Making do without bauxite
« on: September 30, 2008, 04:24:48 pm »
Something I just whipped up in notepad and paint. Graphics are mostly DF standard, so I'll forego a legend.



1: Outside-Floodgates are closed once traders enter depot.

2: Magma-Gate is opened, unleashing burnination and firey death.

3: Upper cistern is unleashed, sealing magma.

4: excess water falls into evaporation spillway.

5: With magma flow cut, floodgate to magma evaporation spillway is opened and delop chamber emptied.

6: Once magma has evaporated and the floodgates at 2 and 5 have been rebuilt and connected, upper water spillway access(3) allows channeling of the obsidial magma-plugs, restoring magma flooding functionality.



Thoughts?

275
DF Dwarf Mode Discussion / Re: Where's the horror we were promised?
« on: September 30, 2008, 08:08:14 am »
Remember you can press c to get a list of nearby civs.

You need actual in-game contact, iirc, save your dwarves' actual civ. It won't show a civ until they interact with your fortress, be it traders, thieves, etc.

276
DF Gameplay Questions / Re: Pond retardation
« on: September 30, 2008, 07:45:49 am »
Aye, a designated water source should take priority.

If all else fails, tho, just lock the well room until the cistern is full.

277
DF Gameplay Questions / Re: Grim Fortress: Cultivating Fell/Macabre Moods
« on: September 30, 2008, 07:39:25 am »
Making a dwarf unhappy should be fairly simple - just conscript/dismiss a peasant with no skills alot.

Lock him in the workshop with the wife, till one of them get a makabre mood and murder the other...


Also, murder their children, tho you might need to wait for the babies to become actual children, so you can lure them between lockable doors.

In fact, you can get them to pull the lever that will kill their children.

278
I'd give a lot for the ability to set a "Brew Drink in all available stills, repeated" and "render fat in all available kitchens, repeated" options.

You know you can set brew and render jobs to [R]epeat from a given workshop, right? I can't see it taking more than a minute, unless you have a huge setup.


Personally I brew all crops, designate only a few booze-types for cooking(the rest, of course, being for drinking), along with all meat/etc. from the Kitchen menu, and just let farming, brewing, and cooking run on repeat.

I've never had an enormous surplus, iirc, but my tactics are fairly basic and I don't generally devote more than, say, two farmers, a cook, and a brewer to food production, plus imports - mainly meat.

279
DF Gameplay Questions / Re: ultimate fortress
« on: September 30, 2008, 06:48:47 am »
what do you mean by notepad + character map? i know what notepad is but where can i type stuff like the dwarves and trees


If you're running Windows XP, atleast, you can find Character Map uncer Start -> Programs -> Accessories -> System Tools.

Font Arial is, atleast for me, the default selected, and by scrolling through it you can find many of the ASCII characters used in DF.

Put it in code tags to insure even spacing on the forum and you can do things like...

Code: [Select]
══╬════┼═══╣█≈≈
.♂║++++++++║█i≈
..║++++θ+++║█≈≈
.☺║++++++++X≈≈≈
..║++☺+++++║█≈i
..║++++++++║█≈≈
..║++++++++║███
═┼╩════┼╦══╩═══
++++++☺○╝++++++
+++++++++++++++

 ;D

Alas, code and colour tags don't mix, and you need the former for proper formatting. Tho you could drop it into MS Paint or the ilk and just post a jpeg.

280
DF Gameplay Questions / Re: Blood Water
« on: September 30, 2008, 06:41:41 am »
Be awesome if rivers in terrifying locations naturally ran with blood.


Randomly, maybe. All the time would ruin it, and even now-and-then random would take something away from it - as is, if you see blood in the water now, it's telling you something actually happened in the game.

A programmer telling the game to make the water a different colour in a given environment would be far less special. Atleast with random blood you can pretend that something happened off-map.

281
DF Gameplay Questions / Re: Blood Water
« on: September 26, 2008, 09:46:33 am »
Also, an easy way to get rid of soapers.
"Yeah, I make soap for a living."
"Great! We're happy to hear that! Listen, we don't need any soap right now, so why don't you sit back, relax, and go fish?"
"I would love to! It seems like all the other places I'd go they'd try to put me in a room of death. This is going to be so relaxiOOOH GOD MY LEGS! MURDER CARP! MURDER CARGLARGLAGLAGburble..."

Soapers are are just peasents with a hobby - or such is how I treat their ilk.

Funny-coloured peasents with the ominous job-tag "Surplus".  ;D

282
DF Gameplay Questions / Re: Artifact Bins
« on: September 26, 2008, 08:03:57 am »
short of dump-emptying and forbidding them in-situ

This should be pretty easy, what's the problem?

Because that doesn't get them out of the crafts stockpile and where I want them, and depends on dwarves not stuffing more stuff into them before they're fully emptied - I could remove the 'pile squares they sit on, but keeping the mooks from appropriating them for another stockpile, or another spot in that same 'pile, would be a bit of a hassle.

It's quite doable, sure, assuming it works(as I said, microing bins has given me past headaches), but it's a pain.


...And I only really thought of the later plan which gets the result I wanted as I was typing the rantish OP, several days after the vexing fact(I don't DF unless I can set aside much of the day, because I tend to binge game regardless of intent).


Perhaps try something like this:

1. Press "k" and then enter over the aritfact bin, this should list all the items in that bin
2. scroll thru and press "d" to dump each item in the bin, not this doesnt effet the bin.
3. Repeat for other bin.
4. Let dwarves run back and forth dumping unwanted items.

...only to watch them stuff them full of new crafts befor they finished emptying them. Something of a bin shortfall, overall, at the moment.

I tried this.

5. Set up artifact stockpile, and besure to forbid arifacts in regular stockpile.

Tried this - AFAICT bin storage settings only affect surplus bins. Bins tagged for active use go where the dwarves want to put them, stockpiles be damned.

Which makes sense when you realise that your bin-using metal bar stockpile has the Finished Goods/Bins setting disabled by default, but makes micro a bit of a pain.



The current plan is just to remove bin-using stockpiles temporarily, and likewise forbid all other bins from the stocks menu. Then dump the contents, which shouldn't replenish as they're no longer in a stockpile, and create artifact-class bin-only stockpile tiles where I want them. Then forbid them, remove the arti-piles, redesignate the bin stockpiles, and reapply my custom settings.

Seems the best solution with the current game system, tho it might be a few days befor I have time to play DF again and try it out..

283
DF Gameplay Questions / Re: Artifact Bins
« on: September 26, 2008, 05:45:12 am »
Dumb is not for damaging things, dump is the order for moving things ... why won't it be able to applie to artifacts ... and how use dump that put things on magma or chasm? it is not logic

Dump is the designation that tells the dwarves to move an object to an activity zone set as an active garbage dump - if zoned properly, this includes tossing the objects in question off a cliff, into a hole, or, potentially, magma or a chasm. It's a handy way to rid yourself of waste stone and one-bolt-stacks, amoungst other things.

Dump is also not a designation that can be set on an artifact. I've checked.

284
DF Dwarf Mode Discussion / Re: Just Caught A Giant Cave Spider
« on: September 26, 2008, 05:37:25 am »
Why all this discussion?  It's EVIL.  KILL IT.

Money isn't worth it!

But that's what makes it so much fun! Why, I bet you co-

Wolfius, Forumite has been struck down

285
DF Gameplay Questions / Re: Artifact Bins
« on: September 26, 2008, 04:27:06 am »
...dump the artifacts to their rigth place then close the door :D

Unless there's a bug I'm not aware of, you can't dump artifacts. At all.

Probably for the same reason you can't take them to the trade depot - they're freaking artifacts, and the dwarves want to keep them, so dumping is disabled lest your dump zone be into magma or a chasm.


Also, mass forbid in this case might be more easily done from the stocks menu, lest I miss a bin - almost forgot I could do that, and I just know I would miss one, which would end up in the artifact stockpile instead. Murphy like me like that.

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