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Messages - doublestrafe

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286
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 21, 2014, 03:01:46 pm »
I lured him into my "fighting area" where my crossbow dwarfes could shot at him while he wasn't able to reach them. So he stood there and did nothing, while my ranged dwarfes fired a hell of a lot bolts onto him. All bolts glanced away because they all were made of wood or bones. One bolt that was made of bismut bronze (dont know where it came from) chipped something but that seemed not to bother him in any way.
That's why bronze colossi are just the best marksdwarf trainers ever, except maybe necromancers, and necromancers take a lot more setup.

287
DF Dwarf Mode Discussion / Re: Seeking help from Experienced players.
« on: March 20, 2014, 01:36:12 pm »
Important Note: When making aqueducts/drains (especially if they're only 1 tile wide), make sure to pave the bottom with constructed floors or roads.
Constructed floors can grow trees just fine once they're muddy. Use roads. And always include some way to turn off the water.

Edit: Actually...wouldn't farm plots work? You might not even have to build them. I should test this.

288
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 17, 2014, 05:44:09 pm »
Just now a dwarven child, possessed by unknown forces, crafted an artifact goblin bone earring. It menaces with spikes of goblin bone and adorns with rings of merfolk bone. It's called Future of Tars. He used XXmerfolk right footXX for the sake of crafting...
Merfolk have feet?

289
DF Dwarf Mode Discussion / Re: Kicking a Diplomat Off of a Tower
« on: March 17, 2014, 07:56:37 am »
If I'm remembering recent threads accurately, when you fall, you don't hit the ground; the ground attacks you and the damage is based on the ground's weight. So build a feather tree wood or candy floor as a landing cushion and try the tile-fall again?

290
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 16, 2014, 12:46:23 am »


...well, you are gonna need a porcelain throne sometime after the sweetness of cake...

291
Rovod! At last, we see each other plain! 'M'sieur le Mayor'--you'll wear a different chain!

292
DF Dwarf Mode Discussion / Re: Well building issue
« on: March 14, 2014, 11:02:33 pm »
Here's the setup in my current fort, Bodicetongues, but instead of water from a river, it's magma from a volcano. The principles are all the same, though.

Here's the pump house, the farthest building to the left, with walls to guide the magma. As you can see, I'm pumping it down a staircase, which makes building the thing a lot easier.
Spoiler (click to show/hide)

On top of the pump house is a windmill to power the pump. Because I'm cocky, I didn't bother putting in any stop mechanism; I just had them design the screw pump, then suspended the build job until I was ready to pump. I do not really recommend this unless you enjoy fun.

Yes, my depot is outside. I like it when they get ambushed.
Spoiler (click to show/hide)

Much farther down (and a little jog to the south, bypassing a tunnel I already dug): on the left is the magma coming down the staircase.
Spoiler (click to show/hide)

On the right is another pump, which was used to fill the big chamber to the right, which is right underneath my forges. It took the magma from one level down, which is...
Spoiler (click to show/hide)
...the reservoir. Of note are the four columns surrounding the up stair, which provide the diagonal flow that prevents the reservoir from overflowing. Should I have a need, I can tap into the reservoir from the level above at any point and it won't overflow. I'll probably never need to do that, but I like being prepared for possibilities.

The real point of this exercise is to show that the pump in the third picture is pushing the magma through the channel, rather than waiting for it to get there by itself. Much, much faster.

I should probably point this out: the tunnel to the lower pump (walled off in case of building destroyers) leads to the back of the pump, NOT THE FRONT. To pump, the dwarf stands on the back of the pump. Since there's no magma on her level on the left side, she doesn't get burned. If the impassible front of the pump isn't tightly sealed, liquid is gonna go everywhere...and you know what that means.

293
DF Dwarf Mode Discussion / Re: Well building issue
« on: March 14, 2014, 08:09:11 pm »
I recommend you abandon the open channel and dig a closed pipe that you can pump water into with a screw pump. Be sure to include a pressure regulator at the bottom level, or you'll discover why water is so much !!fun!!

The water is at a level where it can't overflow into my fortress, so it seems like it would be simpler just to dig a tunnel straight from the river to the pool under the well, and let pressure fill it in, if I want to do it quick and dirty.  Am I missing something?
Water in a river isn't pressurized (which is why it isn't reaching your fortress). Digging a hole for it to flow into won't pressurize it. You'll need to use a pump. Keep in mind that the water coming out of the pump is pressurized, and is one level up from where the water source is, so you need to account for that. If your fortress is at least two levels up from the river, then go for it. Of course, if you regulate the pressure with a little diagonal flow just before your reservoir, you can pump pressurized water down as low as you want.

If you power the pump with a water wheel, don't forget to link a lever to a gear between them. Nothing like a faucet you can't turn off.

294
DF Dwarf Mode Discussion / Re: Well building issue
« on: March 14, 2014, 06:59:34 pm »
I'd appreciate if anyone who knows water physics could help me out on this, or at least tell why it isn't working.

Water oozes rather than flows, and by the time it gets as far as you describe it's evaporating as fast as it's flowing. I recommend you abandon the open channel and dig a closed pipe that you can pump water into with a screw pump. Be sure to include a pressure regulator at the bottom level, or you'll discover why water is so much !!fun!!

295
DF Dwarf Mode Discussion / Re: Graves?
« on: March 14, 2014, 04:27:53 pm »
I tried something similar a while ago, and found I had to make the graves two spaces long. One space is a ramp, the other a coffin. Above, the headstone goes over the coffin, while a floor goes over the ramp. The resulting graveyard ends up looking very Zelda. And as long as you're doing that, you might as well make them tombs and assign them out.

296
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 14, 2014, 04:22:42 pm »
In the process of building a goblinwaste disposal pit over the volcano, the dwarven child Libash Zokunshorast caused a cave-in that splashed magma onto a small area of grass. She was unharmed and walked blithely away, but the resulting flames consumed my Legendary +5 Glassmaker, Etur Rimtariseth, the first death in the three years since Bodicetongue was founded.

I entered a fell mood, and had a plank built out a door and over the volcano. I made two burrows, one marked "Death" and the other marked "Not Death", and assigned my dwarves appropriately. Guess which one she got. Then I designated the last floor tile of the plank to be removed, and waited.

Soon the carefree child skipped out onto the plank and began pulling up the stone. I locked the door behind her. No one would witness or mourn her death; she would burn alone and unwanted.

That finally got me feeling a little bad. She was only a child. Was this too harsh? Could I really justify offing this little one merely for following orders, albeit in the most stupid way possible?

And then, Armok sent His blessing.

Spoiler (click to show/hide)

The vengeance of Armok is swift and sure. And saved me two good rock blocks that would otherwise have been lost. Praise be to Armok!

Edit:

As finally it's happened that a victim has been found--
(A Zivilinic twist! I borrowed from your list!)
A society offender will no more be seen around,
And never will be missed! She never will be missed!
She's that diabolic child who takes apart constructions wrong,
And really she's the only one I mention in this song,
For she's been cast to whence she can explore the magma sea,
And if she finds some candy, well, it's all the same to me,
And all thanks to the magma crab whose help I did enlist!
Because of Armok's Fist, she never will be missed.

Because of Armok's Fist, she never will be missed,
And I've crossed her off the list! I've crossed her off the list.

297
DF Dwarf Mode Discussion / Re: HELP! I cant Throw stuff away!
« on: March 12, 2014, 01:26:26 pm »
k > d (or d > b > d) is Dump. Dump means dwarves will move the item into a Garbage Dump activity zone (i menu), where they will be forbidden. It will not make them move the item into a refuse stockpile, and the o > r refuse menu has nothing to do with it. (Pardon my error--apparently o > r does affect dumping from outside. Garbage dumps and refuse stockpiles are still very separate things though.)

298
Lastly the thing that usually causes the tantrum spirals for me is some crafts dwarf goes into a strange mood wanting something i cant get, goes insane, gets killed and then all his friends throw tantrums.

If this is really that big a problem, there's an easy answer. If a dwarf is in a strange mood and wants something you can't get, build a wall around the workshop and never open it again. The dwarf will die, but since no other dwarf ever finds the body, he just goes on the missing list and nobody gets unhappy. Ignorance is bliss.

299
DF Dwarf Mode Discussion / Re: Are you ready for the tears?
« on: February 20, 2014, 02:22:38 am »
Oh yes. We're rolling now.
You all know what's coming next. Tales of pee and poo. :)

Toilets, proper sewers, ventilation, weaponized raw sewage....
Actually, let's stop at tears and sweat as far as bodily fluids go. I do not wish to pursue this train of thought any further.

*giggles like a maniac, strips and jumps in the nearest river*

Go look up material tokens 15 and 16.

300
DF Dwarf Mode Discussion / Re: Adamantine priority/remelt.
« on: February 18, 2014, 03:03:51 pm »
Shields are best made out of copper. Material doesn't matter for blocking, and weight doesn't matter for potential encumbrance when the rest of your gear is so light

I understand your premises, but not your conclusion. Why not just wooden shields?
The weight of the shield determines how hard dwarves smack enemies with it, when they decide to do so. Heavier is therefore better.

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