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Messages - Stromko

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31
DF General Discussion / Re: Future of the Fortress
« on: March 14, 2012, 02:02:52 pm »
Will Dwarves in cold biomes want to bundle up with multiple layers of clothing (up to the layering limit, naturally), and Dwarves in hot climates will claim less clothes?

I realize this wouldn't matter once they go underground, but it could be a big feature for anyone wanting to build an above-ground fortress with temperature turned on in extreme climates. I seem to recall, at least a few versions ago last I tried it, that dwarves in very cold climates could be injured by the cold.

If dwarves don't get hurt by extreme biome temperatures, then I wouldn't think there's much need for this feature now. It'd be a tricky thing to implement (if your dwarves strip every time they enter or leave your fortress because the outside has a much different temp than underground, it could be a hassle), and personally I'd just as soon have faster-running forts rather than perfect immersion right now.

32
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 14, 2012, 01:45:23 am »
Yeah, it's crazy inconsistent how Windows does it. I actually answered 'no' the first time, as that usually means "No, do not overwrite." Don't even know what it replaced, but so far my system hasn't totally boinked up.

I also had to run Aurora in compatibility mode. My fresh Windows 7 install just wasn't running it correctly. Buttons would frequently stop working and all manner of errors were coming up. Running in XP compatibility mode, it's been pretty solid.

33
DF Gameplay Questions / Re: Screw Pump Troubleshooting Needed
« on: March 04, 2012, 05:06:10 pm »
Is green glass magma-safe? The pipe might be getting destroyed by the magma, which would prevent the pump from working. Try a steel pipe.

Bear in mind this is entirely theoretical, I have no idea if the stuff inside a screw-pump cares about the temperature of the stuff going through it, though I remember that it's always necessary to use magma-safe materials in a pump. This result (a single component going missing, and breaking the pump but showing no outward signs of it) is something I am not at all familiar with, however, and am not sure why/if it's supposed to happen.

edit: The rock parts (mechanisms etc) would need to be bauxite, and wooden components replaced with steel, if it's to be entirely magma-safe.

34
DF Dwarf Mode Discussion / Re: Best Fortress Security Designs
« on: March 02, 2012, 12:44:24 am »
I usually build a small surface fort that holds my depot. Behind the depot, through lockable doors, I'll put my barracks. Past the barracks, through another set of doors, are the stairs into the civilian fort.

I will usually expand my defenses out from the depot over time, starting with a raising drawbridge in front of my depot(a must), then traps, and maybe an outer curtain wall with another trapped passageway in.

I like to fight the sieges, but I prefer to keep the enemy at bay until my military is fully mustered and ready to fight. The raising drawbridge has saved many of my young forts from getting killed off early by a rampaging beast or ambush, so I try to get it set up quickly.

35
DF Announcements / Re: Dwarf Fortress 0.34.03 Released
« on: February 28, 2012, 06:02:38 pm »
Worldgen just crashes a lot for me before it can even save the completed world. It often crashes right when it would start to save (doesn't even change from the worldgen screen), but the first time (on a medium region year 347 with increased savagery and evil) it crashed while saving historical figures. Finally got a world generated, a pocket world, using default options and short history.

Well at least I can continue my fort from 34.02 though. :)

36
DF Dwarf Mode Discussion / Re: My first tantrum spiral. Wow. Just wow.
« on: February 27, 2012, 03:45:38 pm »
Glorious Fun, great read. Thank you for sharing. :)

37
DF Gameplay Questions / Re: List of Vampire Facts
« on: February 25, 2012, 11:27:35 pm »
I don't think burrowing vampire soldiers is 100% safe. I had two vampires that I located, assigned to military, and burrowed on the surface level as soon as they arrived (I always nickname my prospective military recruits, and they both had military skills). I never caught them red-handed leaving their burrows, but four Z-levels down and 30 x/y away in my bedrooms I'd lose about a dwarf every two seasons to being blood-drained.

I've since locked the two vampires in their own barracks, they've been training about nonstop since (so far no sparring sadly), and it's been a year or so since anybody's been bit.

 In Deity relationships there should be only one unidentified vampire dwarf left in my civ, and after hours spent screening all my other dwarves (making sure they'd all used a dining room, had a nice meal, drink, slept, etc lately, assigning nicknames to anyone suspicious), I could not locate another vampire in my fort.

In short, pretty sure that my burrowed vampire soldiers were draining dwarves that were sleeping a long way away from their burrows.

38
DF Gameplay Questions / Re: Under Siege by... Dwarves?!?
« on: February 25, 2012, 11:10:00 pm »
Bah, misleading thread title. I thought there might be a way to be at war with other Dwarven civilizations, which would be really useful for a mod idea I had, thus why I checked this thread.

Migrants are at least partly drawn by wealth and how much space you've dug out, and dissuaded by a lot of Dwarven deaths. If you've generated a lot of wealth, cleared a lot of space, and no one's died, you can get a lot of migrants. It's really a great benefit to those who want to get their fortress in full gear right away.

39
DF Dwarf Mode Discussion / Re: Questions about the Hammerer
« on: February 24, 2012, 02:40:23 am »
Do you actually have a jail? I'm under the impression that jail time is giving if there is a jail. No jail, have hammerer? It's a hammering for everything!

Really though, your hammerer will be unlikely to kill a vampire. The overseer needs to be a bit more proactive in order to eliminate (or exploit) the bloodsucker threat.

40
Military dwarves are horrendous glory-hounds, the only way to keep them from charging the enemy is to keep the enemy out of sight or inaccessible.

41
For dealing with the scary-kitten zombie pit; would it have been possible to build a bridge that anchored far enough away that the dwarf building it wouldn't be able to see into the pit, but the bridge is long enough that it covers the pit when it's complete?

Also: Bridges block line of sight, right?

42
A fourth option was to find an evil area and get caught in a transmogrifying mist. Happened to one of my adventurers, turned into a murk lurker or somesuch thing. I'm not sure if he could die after that, conceivably, as murk-creatures are considered pretty unkillable short of magma and atom-smashing.

43
I don't feel like classifying this version in terms of good/bad, whatever. It feels more like a preview of DF 2012 to me. With worldgen being dramatically slower the longer it runs, with certain sites in adv mode being unplayable laggy (capitol cities in longer world-gens), and most of all save-game failure or corruption being rampant both on save, retire, abandon, and crumble.. It's like you can play for a bit, get a taste of the new features, but you shouldn't get attached.

I do like a lot of the new features, don't get me wrong, but I'm happiest with it if I consider it like a demonstration of new features and not a version that I'm going to do anything much with. Really looking forward to a fix for the major crashes and save corruption, then I'll really get into it.

44
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 14, 2012, 07:52:30 pm »
My first 31_40 fort just crumbled to its end epically. It all started with a poorly planned well, while my miners were digging it they were each knocked from a higher level down to where they were digging the channel. One died, the other was just unconscious. That is, until the dead dwarf got up and smashed his skull in.

At first things were sort of okay. I had my chief medical / axedwarf kill the risen miner. Unfortunately both picks were under 7/7 of water. I kept having to kill that same miner, but it was easy since most of its bones were already broken. The other miner then rose up, and killed one of my dwarves.

I had no military dwarves left, so I just mustered my remaining ~8 dwarves and sent them to fight all the corpses. They did okay the first time, but before I could get all the bodies dumped into the well and the doors shut, they rose up again and I lost more dwarves. Soon there weren't enough living dwarves left to destroy the dead, and they were all cornered and killed one by one.

Awesome! :-)

45
DF Dwarf Mode Discussion / Re: Fort design, how do YOU roll?
« on: January 06, 2012, 09:31:56 am »
I've used the same basic building block for my forts for a long time now, it just speaks to me somehow. It started as a big square that allowed easy access to 5x5 rooms in each cardinal and diagonal direction that can be adjusted to house anything, and formed the basis for a tower in the first fortress it appeared in (http://mkv25.net/dfma/map-5354-weaverwalls), it's become something I call an 8-tuple or octuple core for lack of a better word. (edit: Skip to the end and check the other mkv25 link if you'd rather see than read)

I make this first building block by first designating an 11x11 area, carving 5x5's into each corner (2 in from the edges), then a 5x5 at each cardinal direction (1 in from the edge). The center is often dug as a 5x5 room containing a stairwell or something else, and outside that room going in each cardinal direction is a 3x3 hallway that extends through every fortress space.

Lately I have had a fortress-wise pattern that has worked well for me too, which rather mirrors the inner pattern. I build more of the 8-tuple rooms around the central core one, with a 3 or 5-wide hallway (depends whether it's between cardinal or diagonal 5x5 rooms) dividing them and providing access between the cores. In my last three fortresses, I've had on my main fortress level 9 of the octuple blocks or cores, in a 3x3 pattern with the hallways between them.

Horizontally, each core only has access to each other core on the main fortress level. Cores above and below are storerooms and/or kitchens only that must be accessed by stairway from the matching room (workshops to storerooms, dining room to kitchen & kitchen storage, living quarters to living quarters). These extra spaces (with the exception of living quarters) have outer corridors dug as well, but instead of joining to the other rooms they're just for extra storage.

Workshop spaces will see the cardinal 5x5 rooms assigned doors to seal them off for moods gone wrong, while corners have non-moodable workshops, stockpiles, or minor stairwells. Kitchen spaces are just like workshop spaces, except they may have dining quarters and food stockpiles as a dedicated layer underneath them. Living quarters see most of the 5x5 rooms converted into three, 3x1 or 4x1 shafts that become bedrooms, with the inner-most diagonal 5x5 room turned into an entrance and stairwell that allows easy access to the rest of the fort-- it's the inner-most diagonal because my living quarter cores are situated on the outer diagonals (NE, SE, etc) vs the rest of the fortress. The center space is usually for stockpiles, but in the LQ's case I make more bedrooms in the center.

Main stairways are always contained in 5x5 rooms centrally located, with doors and/or linked drawbridges to close off access to the upper or lower levels (depending on whether it is above or below the core of my fortress). Mining and cavern access isn't central to the fort, but instead is from a more fortified room leading down from the smithing / smelting block, which is itself usually located south of the center. Minor stairwells are used to access stockpiles or other additional space, and tend to be in the corner rooms.

Above my main fortress level are a couple more features I've worked on. Firstly, there will be a small surface fort on the surface, with the trade depot in the first room proper (with a roof and all) that is itself inside of a larger curtain wall. The barracks will be just past the trade depot-- my entire military is used to the outdoors without getting rained on. Also in the surface fort will be the beginnings of a refuse pile (continuing further down via artificial floors that allow airflow). Well-water access and the beginnings of plumbing will also start on this level.

Below, between the surface fort and the main fortress, on one of the soil or sand layers ideally, there will be a large excavated space that will be allowed to grow into an underground forest.

Throughout the fortress, I try to ensure wherever possible that there are sufficient chokepoints for the placement of doors.

Noble quarters, jails, and hospital spaces will be just outside of the main cores in an outer network of 3-wide or 5-wide corridors. Since the outer corridors don't go anywhere on my man fort levels, it's perfectly fine to just turn them into rooms since my dwarves won't have to walk through them to get elsewhere. In fact the outer corridors aren't even linked to eachother.

I'll post my latest finished fort that has this design up on mk25 in a minute to make it easier to read. (Here it is: http://mkv25.net/dfma/map-10907-ironhelm)

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