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Messages - doublestrafe

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391
DF Dwarf Mode Discussion / Vampire mayor logistics
« on: April 18, 2013, 02:52:42 pm »
So, same old story, locked up a vampire, they made him mayor. I got to thinking about this, and I realized that, now that I have a baron to talk to the liaison for me, I should just let him continue to be mayor and ignore him--he'll make mandates, nobody will do them, they'll get charged with violation of production orders, and, since I refuse to create a justice system (justice is not dwarfy!), they'll get happy thoughts about not being punished. The only consequence I can see for this is that the vampire will go insane. Then I realized--will he stop being mayor if he's nuts?

I guess the question is twofold: do I need to keep Mayor Fangface sane, and if so, will installing a water torture feature in his locked room be enough?

392
I've made a lot of fortresses, and the bedroom is the most tedious and annoying part. So here's what I do:

╔═══════════╗
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ++++++++
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╠═╬═══+═══╬═╣
║SθÆΠ+++ΠÆθS║
╚═══════════╝


Long rows of this. Here's why:

  • Easy to designate. The two facing rooms are one shift-arrow distance.
  • Beds are placed such that the default room size is exactly the size of the room. Just r+enter to create the room, no door necessary.
  • Room for statues behind the bed where they don't get in the way. (They don't actually all get statues unless I'm really doing well.)
  • Fortifications between all the beds increase the chance of vampire sightings.
Generally, the dining room is in between two rows of these.

Traffic in bedrooms is light enough that the hallway pinch points don't slow anybody down, and they can generally duck into a bedroom to get out of the way anyway.

393
A door. Huh. Well, that simplifies things a lot, considering it can be marked interior and doesn't have the squeeze-past problem.

I think you're misreading why there's a water pump there--it's only for dwarves who dodge past the statue and land on top of the weapon rack. With an impassible door instead of a statue, there's no need for the pump at all. I don't even have to channel out the northern loop of the waterway. I can narrow the room to 1z wide at the door, and just let the loop stay underground. There'll just be holes channeled on either side of the trap. I think that works.

394
DF Dwarf Mode Discussion / Re: Music to Lose to
« on: April 08, 2013, 06:46:26 pm »
I can't think of any situation in Dwarf Fortress where this music would not be appropriate.

395
So I took a break from Dwarf Fortress for a while, but like all addicts, here I am back again, and this time I'm taking a crack at designing the perfect training facility. Here's what I've got so far.

Spoiler (click to show/hide)

I'm trying to address the following problems:

  • Danger rooms of size > 1 are a waste of wood and mechanisms.
  • Dwarves can stand on the furniture that defines the room and thus avoid the spikes.
  • In a narrow room, a statue can block the access to the weapon rack, if it is built after the room is defined (if built before, it will block the room definition flow). However, a dodging dwarf can pass over a statue and get stuck.

In response, this room should behave as follows:
  • The water in the room below is kept at a constant 3 or 4 by the action of the standard repeater.
  • The pump is always on, but the floor hatch on Z+1 is linked to the repeater, causing intermittent water flow on the tile that contains the weapon rack. My theory is that if any acrobatic dwarves manage to jump over the .
  • The spikes are operated separately from the repeater, so that I can turn them off without affecting the water level.

Things I'm not sure of yet:
  • Ideal length of the swimming route, and ideal number of training spears. Too many spears and too long a route, and they'll spend all their time swimming.
  • Whether pumping water that's not at 7 will actually knock dwarves off the edge.
  • Whether the pump is going to move too much water, causing pathing problems or potential drowning. (I could fix that by making the pump manually controlled, but what fun would that be?)
This is not ‼SCIENCE‼, unfortunately. This is ‼THEORY‼ until I get off work. But, as it stands, how does it look? Anything I'm missing or dead wrong about?

396
DF Dwarf Mode Discussion / Re: Mobile dwarf fortress?
« on: November 01, 2012, 03:17:18 pm »
Due to the inconsistent response time and how long it takes to do anything. I highly recommend only playing adventure mode :P Fortress mode is impossible for me to play like this haha.

Response time? What do you need response time for in fortress mode, unless your PC runs DF at 250 FPS? And even if it does, cap it at 100 during remote sessions and you're good.

397
DF Dwarf Mode Discussion / Re: Water and all that jazz
« on: October 31, 2012, 11:11:04 pm »
It can be really helpful to imagine the water not as water but as, oh, maybe that green slime they used to have on Nickelodeon. It doesn't so much flow as ooze, and it dries up around the edges. If you need water to get from point A to point B 50 tiles away, and you've only got maybe a 10x10 murky pool, you're probably better off designating a pond or setting up minecarts than expecting it to flow down a channel. You can push water anywhere if there's enough of it to fill a channel with a pump behind it, but with smaller amounts your options are really limited.

398
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: October 31, 2012, 10:59:26 pm »
I'm sort of wondering what would happen if you take lightweight items that normally cause no injury and drop them from distances of 20+, 3ven 30Z+ levels. Assuming the items gain speed, we might be able to kill goblins with seeds.

Or, we could build a shaft from the surface straight to candyland and set up a nice spike trap there, see how many clowns die from sudden supersonic impalement.

heh, that might be entertaining. breach the circus, then start pitting thousands of stone mugs down the spire... of course, you'd probably need a lot of blind people to keep that up. but there would be something satisfying about killing the clowns with a rain of mugs. or maybe socks. death by laundry :)

You wouldn't be the first.

399
DF Dwarf Mode Discussion / Re: Building a 'Village' above ground?
« on: October 31, 2012, 01:39:48 pm »
Has anyone tried this?
Oh and if you run out of wood, make wooden blocks.
One log still only makes one block, so I'm not sure why you'd recommend this. Though it does make for much more graceful and less deadly reconstruction.

400
DF Dwarf Mode Discussion / Re: Building a 'Village' above ground?
« on: October 31, 2012, 10:00:13 am »
I did a no-dig challenge a while back. It wasn't a village, but I did have to get dwarves to survive outside for quite a while living in a wood-fenced area with a single 8x2 area -- just a tiny bit of overhang from the side of the fence, no actual building--with about four beds, a table and chair, and eventually a couple of coffins. That was enough to keep them from freaking out for the first year or two, until I got enough glass furnaces going in the volcano to start seriously building.

(It would easily have gone the full ten years, except I got creative five years in and then had a little magma accident inside my green glass space pyramid...)

401
DF Dwarf Mode Discussion / Re: Setting up a Danger Room
« on: October 31, 2012, 03:51:24 am »
I came up with the same one-trap arrangement, but mine was much simpler:

ò╔═══╗
+┼|Ω√║
+╚═══╝


Just build the statue after you designate the room and it won't count as a wall.

402
DF Dwarf Mode Discussion / Re: Stockpile question
« on: October 30, 2012, 03:09:03 pm »
How would one go about using "take from", I have never used it before?
'q' and look at the stockpile, 't' to take, then move the cursor over the stockpile you want to take from and hit Enter. It should then state near the bottom that it's taking from a particular stockpile.

403
DF Dwarf Mode Discussion / Re: Surviving with one dwarf
« on: October 30, 2012, 09:13:15 am »
You don't need wood for barrels, you can make stone pots instead.
You need at least one piece of wood for charcoal or you've got no metal.

404
DF Dwarf Mode Discussion / Re: Surviving with one dwarf
« on: October 29, 2012, 07:05:49 pm »
*never mind, misread*

405
DF Dwarf Mode Discussion / Re: Questions about magma
« on: October 29, 2012, 06:44:25 pm »
All my magma handling equipment--floodgates, hatches, screw pump parts, doors--is typically green glass, which makes it very easy to recognize that I'm using the right parts. The only thing I've ever had melt on me was a mechanism, because I was dumb. It made a fantastic flood, though.

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