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Messages - sdrawkcabcM tsirU

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106
DF Gameplay Questions / Re: Aquifer flow
« on: December 12, 2010, 03:25:22 pm »
I'm not entirely certain this works, but you could try digging out more aquifer walls to get more water being added. You'll have to channel it carefully from above, but if you make a large-ish space with lots of area adjacent to aquifer walls, and then run that water through a narrow tunnel which houses your waterwheels, out to the area where you are having it run off the map, I think you'll get more reliable flow that way.

107
DF Gameplay Questions / Re: Can't Save, Please Help
« on: December 11, 2010, 09:35:22 pm »
Ah sorry, I read part of that too quickly. There is no [dwarf fortress directory]\data\saves\ ?

108
DF Gameplay Questions / Re: Can't Save, Please Help
« on: December 11, 2010, 09:27:10 pm »
If you loaded from an auto-saved file at some point, all saves will take the name of that file you loaded from. For example, if you loaded from Region2-Spr-93, your new auto-save files will take the form Region2-Spr-93-Season-year. Your saves will probably take the form of Region-Spr-93 (for example).

If this confuses you and you really need to load from autosaves due to excessive fun, I recommend closing DF, then changing the name of the appropriate directory (once you find it's name by loading it) in [dwarf fortress directory]\data\save\ to something else to make it a little clearer. This doesn't cause any problems, that I am aware of anyway, because all world data is stored in each save directory.

This confused me a bit as well, before I started renaming when forced to load an autosave.

109
DF Gameplay Questions / Re: Dwarven water reactors - why doesn't this work?
« on: December 07, 2010, 09:47:11 pm »
Ok... yes I know that, but it really has no place in this diagram, especially since the key doesn't list this as a wall. Maybe I'm just nitpicking here, but if I can make this mistake, others can as well.

110
DF Gameplay Questions / Re: Dwarven water reactors - why doesn't this work?
« on: December 07, 2010, 09:31:49 pm »
Ah, I see... There is a gear in the example for a normal waterwheel above, and another one of those ambiguous O symbols. Very confusing. Well, this shouldn't be an issue anymore, and I learned that you can't place a pump on top of a gear mechanism, unlike with a windmill, which helps I guess.

111
DF Gameplay Questions / Re: Dwarven water reactors - why doesn't this work?
« on: December 07, 2010, 09:25:30 pm »
First off, there's a gear listed in the key, and there isn't one if that's not supposed to be a gear. Secondly, there's no circular listing under walls. I can see what the author might have been going for, but it's kinda sloppy...

112
DF Gameplay Questions / Dwarven water reactors - why doesn't this work?
« on: December 07, 2010, 09:01:28 pm »
So, I've been attempting to get my dwarven water reactor(s) up and running. I've tried almost everything at this point, going exactly off the design on Magmawiki. No matter what I do, I can't get a dwarf to start pumping and start the reaction. Here are things I have tried unsuccessfully, many of which I have tried in combinations:

1. Removing one or both of the waterwheels.
2. Using both wood and stone/metal components for the pumps.
3. Training pump operator on some of my dwarfs in case the combined system provides too much "resistance".
4. Multiple pumps connected to the chain to try to split the workload (this does not seem to be how these work as the extra pumps just get spun without any added benefit and the main pumps sit and collect dust).
5. Building extra floors after removing waterwheels to ensure pathing issues aren't the culprit.

Since none of these work, I have to start asking myself : is this design really correct? What is the purpose of the gear on the lowest Z-level? All it seems to do is make it impossible to build a pump on top of it, adding a complication to the building process. It doesn't seem to actually connect to anything. The water wheels should connect directly to the pump, in theory. Is this gear the thing that is throwing me off?

113
DF Adventure Mode Discussion / Re: Master Biter > ANY OTHER CHOICE
« on: December 07, 2010, 03:08:39 pm »
So put 10 in wrestling, and 10 in biting, rest in dodge and swimming :D (at least that's what I do, another build is just biting and dodge with lil in swimming).  Does wrestling effect biting when you are using it to shake them under the wrestle menu?

So far using wrestling to knock them unconscious then proceeding to bite off there head is a very quick way to kill someone :D  and how cool is it to be known as a man/dwarf who bites off heads of his victims (then eats them)

for real, discuss
Interesting, but from my experience dodging is disabled whenever you have a hold on someone, which kinda makes sense, as moving away might break the hold anyway (unless you are stretch armstrong). I'd go shield user. Sure, you loose a hand for holds and have to be more careful about your positioning, but it's better than getting hit constantly.

I had a similar adventurer that would choke, then just bash em over the head with shield (pretty sure that is misc obj). It kills humanoids surprisingly well, and I don't think I ever had a glance off helm, though I might have been lucky. It also seemed to cause spinal damage and weapon/shield drop about 70% of the time if it didn't insta-kill. It's not horribly useful unless they manage to wake up, but it's still cool. Wrestling/shield didn't seem very useful against larger creatures though, other than as a disarm/distraction to let any companions do their work. Spear is a much better option for such things. I don't think biting could do deep enough damage, though it'd be better than shield bashing.

114
DF Gameplay Questions / Re: Pumps and pump operators
« on: December 06, 2010, 08:47:07 pm »
Elf sympathizers! to the magma with them!!
I'm embarked on a volcano, and at the moment the only thing that's holding the volcano in is floodgates, so that can be easily arranged.

I didn't think it was, but apparently it's a pathing issue. And the wiki made it sound so easy... Gonna have to come at this differently.

115
DF Gameplay Questions / Re: Pumps and pump operators
« on: December 06, 2010, 05:22:40 pm »
I'm using dwarf therapist, so that's not the issue... The pump operators are idle. The strange thing is, I built a wooden pump for another area just recently, and they'll show up at that one right away. But they seem to be allergic to my stone-based pumps.

116
DF Gameplay Questions / Pumps and pump operators
« on: December 06, 2010, 05:00:23 pm »
Even with the pump operator profession activated on many, I'm having trouble getting my dwarves to show up to pump manually to start my reactors. Despite 40-some dwarves, none of them have any pump operator skill, but I didn't think it was really required. Anyone have suggestions?

117
One important thing to note is that both segments of a pump act like a gear assembly, meaning any other pumps, gears or axles adjacent, above, or below will serve to connect the chain. So to supply a pump stack, you really only need to supply enough power (x * 40 where x is the number of pumps in the stack) to one of the segments of one of the pumps in the stack. This fact eluded me for awhile.

118
Well, you can either abandon and reclaim, or try to hold out till a caravan comes around.

119
I just carved a fortification out of the obsidian wall of the volcano into my tunnel under my forge. Just make sure you place the dark green portion of the smelters/forges/kilns directly over the hole into your magma-flooded tunnel, or you'll end up "smelting" your entire forge room... And remember to put magma-safe doors as failsafes whenever you're not sure.

I did lose a fortification-carving dwarf when I built an expansion to the magma tunnel, but I'm not really sure why... maybe he was just really slow or didn't have another job to rush off to. Oh well. He died doing what he loved. Being dwarfy.

120
I've started a similar fortress, except I have no flux at all, a warmer area, only salt water lakes, and savage surroundings. The only entrance to my fort is a drawbridge one Z level higher than the volcano's lip, and I've dug out everything else around the ramped entrance and installed a half a dozen floodgates in such a way that opening them will flood pretty much everything on the volcano (except my fortress) with lava. This is in addition to the hopefully lava-proof traps.

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