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Messages - Triaxx2

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211
I like this design:

Code: [Select]
LLsSL
LWWGs
SWWWS
sGWWL
LSsLL

This way you only need two shafts, and every other side gets two gears. It's power expensive, but surprisingly FPS friendly.

An alternate option, is to run a single shaft of gears down the Center, with gears on each side of the plus as you go down. That's actually a little more expensive.

212
Oh, yeah, I kind of got killed by mystery lava during my first turn. I was a level above, with no direct connection and got hit somehow.

213
At the moment, we're not. Most of them are in dormitories I believe. I didn't realize it was a problem, or I'd have had beds being made.

Stonesense wouldn't work for me either. Old computer would cause DF to crash, new one caused Stonesense to crash. Some kind of problem running a renderer. Not sure if it's an issue with the save being multi-version, or the version of Stonesense.

On pigs: Pigs reach full size after two years. So if you butcher the older ones first, you get more meat. I don't think it affects leather. And since they don't graze, they can be enclosed for long periods, or even raised above the ground.

On magma: I left a note on the west side of the chasm directly above the lava. Maybe a spiral stack?

214
Go ahead and continue. I wasn't able to save at all without DF crashing.

I didn't enable stockflow, but I like using workflow because it means I don't have to keep ordering the bloody booze to turn back on every five minutes. I've lost no end of fortresses, because the booze shut off, and everything slowed down and then enemies showed up.

I did also set some limits on clothing, because we keep ending up with huge piles of old stuff all over the place and that's also a leading cause of problems I've found. Naked dwarves that is, the piles of stuff I just order hauled to the depot and traded.

You can adjust the limits on workflow protected jobs. Select it and hit alt-w, and you can set or adjust the limits.

I also hope you remembered not to butcher the pigs at the bottom of the list.

215
Right, so the game crashes when I try to roll over into the new year. This is supremely annoying. I'm not sure why, but the yearly auto-save seems to have something to do with it. If it does it again, I'll post as close to the end of the year as I can, and hopefully someone else can play through it.

Okay, I'm not sure what the problem is, but if I try to save anywhere past this point, the game crashes. If it won't work for the next person, I suggest just dumping my turn entirely. http://dffd.bay12games.com/file.php?id=10970

216
Winter has Come. Which is fine. I've accomplished all my goals. The southern outpost is complete, and prepared for any event. The flushing system for the hospital has not only been modified to ensure that there's no possibility of backflow, but also so that the flushed water will spread out into a drying area. As long as the area is not filled with more water than from the pump to the flood gate, it should work.

More, I have prepared us to get the maximum amount of return from next years trade caravan, provided we remember to trade the correct items. I've left a note to the north west of the trade depot.

In the last month or so, I start some exploratory diggings, using my patented 'Dig an enormous area and hope you hit something' method. It turns up a few bits, but not much that we didn't already know was there. I always like to leave the place a little better than I found it, and there's no better way to do that than to find more ore. Plus there's a lot of microcline available, and I love that rock for some reason.

It seems that the last month of my tenure will be nice and quiet. I like that.

217
As expected, our miller has taken a Craftsdwarf workshop. It's one down by the magma smelters, which seems silly, but eh. Speaking of, I've put a small pair of stockpiles down there, with food and booze, and I've ordered a small dining room dug out. That should make it easier for things to be forged, since they won't have to run all the way up stairs to eat and drink. After a few minutes, I also ordered a Dormitory dug and built. And then had both smoothed. Just because they're working deep in the dank underground, doesn't mean they shouldn't have a nice place to sleep and eat while they work.

Our miller has begun work on his construction. Etestrimad, The Dutiful Tactics, a limonite figurine of Lelgo Catchjewels. That's the new artifact. And our new stone mason is legendary. Excellent. I've also thrown down a second plain glass furnace to ensure we always have some sand being gathered.

218
The Dwarven Caravan has arrived. This was surprising, because no one told me it was autumn. I am less than amused.

No matter, we got some leather, some cloth, a few bags of Pig tail seeds, some booze, and a fair amount of iron and steel bars. In return, we asked for a large selection of items, but only suggested what it was, instead of demanding. I am wise to the ways of greedy merchants. In return they want Splints, Meat and Windows. We can handle that. I ordered thirty green glass windows, and thirty splints. Gnott looked at me like I'd lost my mind, but shrugged and made a note.

I leave the acquisition of meat to my successor, whomever that maybe. Also, the mayors complaints about his room quality have been solved by replacing his cabinet with Fokeravan, The Slippery Lyrics, which is a bauxite cabinet.

Now I've been told that a miller has just been taken by a Fey mood. That's interesting. I'm pretty sure miller isn't a moodable skill. Which is kind of annoying.

219
Reconfiguration of the flooding system has been completed. The pump has been placed down, and is set up so that upon activation of the lever, will either flood the hospital, or pump water into the tube, priming the system. This allows a dual safety system.

I've also configured the lower left mason's workshop to produce only Bauxite items, such as blocks. These fit particularly well with our fortress sand layers, so having them en-masse is nice. Not Gneiss mind, but enjoyable. As well as aesthetically pleasing.

220
Yeah, I will, it's just taken a little longer to get everything going than expected. Maybe the end of the week. I know that it's been about a month, but now that I can play at a relatively good speed, it should get better. I'll play a lot tonight and tomorrow and see if I can finish.

221
DF Hydraulics are gravity basic. The best thing would have been to dig to the corner, channel down, and let the water flush down a level to prevent back flow. No worries, I've got it in hand.

222
Ah, I see what you mean. I'll fix it. Piece of cake. Speaking of, what a difference a couple of cores and 14GB of RAM makes. :D 10 FPS, that's what.

---

With the big project complete, I decide to have a look at the flooding system for the hospital. It seems strange that there's a place for it to backflow. Not to mention that it can backflow into our water supply.

What I'm going to do, is pressurize it with a pump, and pump it across the chasm into a drying room. The water will gush into the room, wash away all infections, and probably the infected, then sweep them through the channel into a massive drying room across the way.

Annoying thing, DF Hack's Planning mode doesn't work for making levers.

223
Summer brings good things. The work has been completed on the southern outpost. Now it is fully roofed and enclosed, and fortifications have been carved on the second level. I have also set our glass smiths to work producing green glass serrated discs. Not only shall this improve their abilities for statue work, but also for the making of windows to improve the uppermost levels of our great fortress.

More so, we have located some limonite in the cliffside and a surveying team managed to locate the vein from the inside of the cliffs. I am considering the idea that perhaps we should inhabit more than just the tops of the cliffs surrounding the falls. Perhaps a singular achievement of dwarven engineering to ensure that all who come know that we are truly without equal in our conquering of nature. A great spire running from the surface of the falls to the top. One with no purpose to it but decoration. Indeed, it would be a monument without equal if we were to construct it from the clearest glass our glass workers can manage.

The mind boggles at the potential for awe in our allies and enemies. And perhaps we can turn it into a laser drill. After all, doesn't that scream evil lair?

224
Well, the world appears a bit yellow due to a failing monitor, but I'm playing just fine.

However, we have managed to fulfill the baron's request, and constructed a clear glass window. Of course, now comes the long wait as it's hauled up from the magma forges. I'm leaving a note for my successor, that we should perhaps consider a pump tower to bring the magma up to the surface. I've left an annotation on the map that there's magma some one hundred and twenty-one levels below. Unfortunately, said magma location is also some short distance south of the eastern wall. I leave such a thought to minds better suited for such construction than me.

Summer is coming and I must prepare.

225
Still Alive over here. DF's been annoyingly crash happy, including one just a day before the seasonal auto-save into summer.

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