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Messages - Reelyanoob

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1411
DF Dwarf Mode Discussion / Re: Tapping into a magma pool
« on: April 06, 2011, 05:27:34 am »
Seriously? Dammit this wouldn't have been an issue in the game that crashed out I had a ton of iron there.. sigh , I suppose I shall try and wait for the caravan, perhaps they'll bring a bar of something magma-safe.
Gabbro is magma-safe. I can't recall ever NOT having some Gabbro.

Are you sure you have no stones at all from the list on the wiki?

http://df.magmawiki.com/index.php/Magma_safe

I carve fortifications into the side of the magma-tube. Never had trouble, except for one time I built my forges right over a magma pool in the caverns, my guys got attacked while putting the walls and floors in.

1412
DF Gameplay Questions / Re: Civilizations n armys
« on: April 06, 2011, 04:52:57 am »
TAB key during embark shows neighbors rather than minerals (beware if it says "no trade" next to the names, it's a spot no caravan can reach), during the game itself, civilizations only appear as the send their first caravans etc

I've had laggardly Goblins occasionally, one factor is probably how quickly you gain wealth.

1413
DF Gameplay Questions / Re: Traffic and acces zone
« on: April 06, 2011, 04:35:53 am »
1. You can turn on and off all general use of particular stone with 'z' and 'stone' as last poster said, OR you can go to the stocks menu (assign a record-keeper in nobles screen), and forbid all stones you don't want used.

2. Try making the workshop in the center of a 5x5 room, then defining a 'ring' shaped stockpile around it. They view z-distance the same as x and y, so if it's 5 squares away on the same level, they view that as just as close as 5 z-levels down. A ring of stockpile should always be 2 squares away i think. An advantage of this ring idea in an open-plan workshop is that if the worker gets a mood you can't complete, you can replace the stockpile with wall in case he goes beserk.

3. Turn off hauler labours on Miners and other critical jobs. Have an unskilled hauler pool who have not much else but hauling turned on, then, you will have less need to ever set Miners to hauling.

1414
DF Gameplay Questions / Re: A fort question. :)
« on: April 06, 2011, 03:49:28 am »
A quantum stone stockpile will solve all your needs!  8)

Basicly, you designate a single tile somewhere in your fortress, preferably near your mason/craft workshop, a garbage dump. I think it's i-g for this. Then use d-b-d and mark all the stone you want removed. Your dwarves will gather all of that stone in the single tile where your garbage dump is. Then use d-b-D (i think) to reclaim the stones and make them usable for crafting etc.

d-b-D is to erase the dump flag on yet-to-be-dumped items, which cancels the dumping, and is useful if you have flagged a whole lot of dumping, but it overwhelms your haulers or a trade caravan comes in etc. Once items are dumped, they lose the dump flag but gain the forbid flag. d-b-c in the garbage zone to reclaim the items. BTW, your garbage dump can be inside an atom-smasher, unlike a stockpile.

I usually make any garbage dumps on the central stairs, so the stuff is central/easier to haul away later, and it removes the chance of a garbage dump many z-levels away being technically closer (plus easier to know where to find them to delete the zone)

I try never to leave old garbage dumps active because of said ridicuolous pathing.

1415
DF Dwarf Mode Discussion / Re: most vile enemy of all: lag
« on: April 06, 2011, 12:32:22 am »
If you got any experience in computer science, discrete mathematics,AI, algorithms , or anything remotely close to it we'll appreciate the feedback or ideas [...]
That's me! I'll c u in the pathfinding thread. c++ is my forte, btw.

1416
DF Suggestions / Re: Alternative to Immigration
« on: April 05, 2011, 09:16:32 am »
I like that even better. Get a few waves of immigrants early in the game, get your fort up to 20'ish or so, then you need to "buy the contracts" of the rest once the Inn is built?

The contracts (and some immigrants) should include guys from any fortress you abandoned in that world. The trade aspect would make the trade depot / goods a little more useful too. And knowing a certain profession is going to show up would help with preparing the right buildings on time.

A couple of related ideas I just had is it would be good if you could have a screen for the liason telling him that you're not accepting any immigrants. And if you could send out trade caravans / emmigration of your own (maybe in the caravan arc?). Build wagons and take your best to resettle a new fortress. This would give more life to worldgens.

1417
Hang on. Bridges throw things, right? Can bridges throw magma? Build bridge, Magma=Z+1. Pump Magma onto bridge. Trigger bridge. Magma is tossed into Magma Cistern. Piston to higher cistern. Solves Semi-molten problem, solves problem if magma is in bad position below caverns.

Unless it doesn't work of course.
I think bridges only throw things on the same z-level. I don't think it works with liquids either, I had an atom-smasher for the water drain in a drowning trap and excess water on the bridge did not move when I raised the bridge.

1418
DF Gameplay Questions / Re: Help keeping dwraves employed
« on: April 05, 2011, 07:33:41 am »
Whoa, that's alot of miners. Generally, I just use the two I start out with, then add more as they immigrate. Considering the sheer SPEED with which legendary miners mine, I actually never considered getting more than that before.
I guess it's all about what economic outcome you're after, he did say he has 76 masons after all, working on construction full-time. I've never considered running things like that before, but it's an interesting set-up.

1419
DF Dwarf Mode Discussion / Re: most vile enemy of all: lag
« on: April 05, 2011, 07:12:47 am »
Watching this thread. [...] Though still not sure how to destroy rotten clothing... smash the cabinets maybe? Any suggestions?
Edit out the clothing tags when making a new world. I deleted most clothing yesterday to test this and had dwarves starting with just leather cloaks and hoods (which I decided to leave in). When you get >200 dwarves that's several thousand less objects for the game to track regardless of bugs - 800 less just of shoes and socks.

Also, note how the deceased animals list grows ever longer ... The unit definitions are never deleted, so if you want to avoid this bring no pets and slaughter all immigrant's pets. You could deleted the [COMMON_DOMSETIC] or [PET] tags from the raws, i'm not 100% sure which ones you need, and ensure no more pets are ever brought.

1420
DF Dwarf Mode Discussion / Re: Finally! A use for kittens.
« on: April 05, 2011, 06:21:57 am »
Using a rope to restrain them outside the gate makes them a more reliable counter-measure.

1421
DF Dwarf Mode Discussion / Re: AMBUSH! need help
« on: April 04, 2011, 12:45:22 pm »
My milita commander got hit, and got a fractured leg. :( now he just lie there, blinking red and is thirsty. what now? xD He cant just stay there and die!

on the positive side, we drove off the ambush. :D
Hospital zone (i to designate zone etc, then h to make it a hospital). Add some beds here, containers (can be just bags). This is just the very basics, see the wiki for more detail. This will be enough for your other dwarves to get the message a haul him to safety.

Ensure you have some buckets made or available while this is going on, so other dwarves can give him water.

EDIT : Also, in addition to what the prev poster has made clear, some soap, thread, cloth, plaster should be available to store in the hospital, and it helps to have a well here or close by.

1422
So, the long skinny of it is, how do I get the variety back in my metal diet? I tied upping the mineral variety in the world gen, I tried other embarks, other worlds even, and I've got nothing. Please help, the lack of metal variety has thoroughly curbstomped my interest in DF. And that scares me.
You can make the whole world metal if you like. I have done it before - everything was gold, adamantine, and marble :). This was in 31.18 and I had all the other metals too about the place.

I added the [SEDIMENTARY] etc tags to the definition of the metals - presto entire layers of the stuff (with other stuff as deposits). This was overkill though, I'd prefer to make the large deposits Metal, not the whole layer if I do it again. I cut and pasted the defs to the stone_layer file, I don't know if this is strictly necessary though.

Eg hematite has the tag "VEIN:100" try upping the value or changing VEIN to CLUSTER

The basic idea is look at the tags for something like orthoclase or mircocline, which you get a lot of, and copy/paste relevant tags into the things you want more of.

EDIT : Using DFProsector, on normal, I got 100,000 Microcline ad no Hematite. Then I regenned after I changed Hematite to "[ENVIRONMENT:ALL_STONE:CLUSTER:100]" copied from Microcline. The next map had 60000 each of Microcline, Orthoclase and Hematite. Presumably this figure could be tweaked down a bit (not to CLUSTER_SMALL, that's for rare gems only).

Setting Hematite to [ENVIRONMENT:ALL_STONE:CLUSTER:20] plus [ENVIRONMENT:ALL_STONE:VEIN:100] gave about 30000 Hematite to 65000 Microcline.

Actually just increasing the environments they appear in to ALL_STONE should give you a broader mix of metals.

1423
DF Gameplay Questions / Re: What to do with lots of silk cloth?
« on: April 04, 2011, 11:50:21 am »
Also, make bags. Your dwarfs will find plenty of things to put in them.
No, make bags with the cheap stuff. Silk for textiles export and gear for your dwarves. Make sure you dye it for extra value.

1424
Not if it's a lever. If it's a lever, then it can be repeated! A door could be locked on the invader (Steel door vs. slade titan?), then the cave-in would fire. Instant death to all HFS attacks!

You could use the Hatch-Pressure Plate combo to force invaders to be stuck somewhere. This is great because citizens can path straight in but invaders are blocked without you having to lock a door, or even if you are AFK. I had an FB come across one of these entrances and all he did was break the hatch, sealing himself outside on the other side of the channel.

1425
I had a idea a while back, and sadly I was never able to spend the time trying it (job and family), but I am fairly sure it would work and be extremely deadly.

It's an automatic cave in machine  ;D
[...]
EDIT : I hadn't read you post fully so what I wrote was irrelevant.

Something relevant is - you need a tube which will not "stick" to the obsidian sideways. I was thinking Raising Bridges (in raised position) but they need a floor under the raising part, and these floors will stick to the obsidian block. I'm half-guessing but you'd have to have a 3x3 area of raising bridges in this pattern (numbers indicate each bridge) :-

Code: [Select]
213
213
243
Only bridge#1 would be linked to a control. All bridges would be covered in 2/7 magma. 2/7 water (1/7 maybe ??) would be dispensed onto the middle  of the 3x3 area to create 1x1 Obsidian, and bridge#1 retracted to drop it.

Some additional magma splash would be unavoidable, a number of ways might reduce this, i.e you could have pumps start to pump magma out of the surrounding squares of the magma reservoir when the trap is running, followed by a refilling sequence, once the bridge is back up. I haven't got too far in timing circuits though sorry, this is gleaned from the wiki etc. An easiers way might be to have the trap a couple z-levels higher and the block fall past ledges which should catch most splash.

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