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Messages - Kaos

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286
Heh... Thank you, I consider that a high compliment.  Fiction-based precognition (Plotcognition?) comes from years of consuming genre media, years of writing, and years as a dungeon master (which is sort of like writing) resulting in having an instinct for how a story goes together.  I'm pretty good at picking out twists and turns in most media by now, but not perfect, especially on details rather than broad strokes.

Also, it's sometimes harder to predict bad works than good ones.  A bad work might be formulaic, but also probably doesn't set up or foreshadow what twists it does have, leaving me without the tools of my divination.
You should try your powers by watching Evangelion :D


I suggest we have another drink, and maybe buy one for each of the two remaining dwarfettes, which happen to be the remaining sociable, conscious patrons as well, before chatting with them.
So we buy the dwarfettes a drink in a bar, then we get arrested for soliciting!  :D

287
By the way was I the only one who thought about Samurai X and Cowboy Beebop when seeing the canteen image?
What's a canteen? ???
A bar, a pub, the brewery... the dwarfette engineer reminded of me Edward (not the metro-homo-gay-sparkly vampire) from Cowboy Beebop:
Spoiler (click to show/hide)
which in turn reminded me of the whole setting of space pubs, which got me thinking about the Hyperion's Canteen from Starcraft II, hence the use of the word canteen. :P

Quote
What's Samurai x? ???
It's an anime about samurais, the fisherdwarf for some reason (it was the pointy hat and the scar across one eye) reminded me of the imagery from that series.

288
Maybe buying a round of ale for everybody will help us getting into their good side, and make our adventures more believable.
Perhaps, but at the 3 coins per ale rate, we've got enough money to ale six dwarves. If you don't count the shady man and the alchoholically incapitated, there's still seven men in the room.(Hmm, maybe if we count the short guy as half, but I don't know if he'd appreciate it.)
stupid maths always ruining my schemes!


By the way was I the only one who thought about Samurai X and Cowboy Beebop when seeing the canteen image?

289
DF Gameplay Questions / Re: minecarts layouts?
« on: January 31, 2013, 10:59:14 pm »
@Kaos, thanks that is a great idea. I always found that the meat industry getting way to high maintenance down the road and this would help.
Indeed, is great for anything that rots or withers away, I use it for the meals produced at the kitchen so they don't rot and for the plants, so they don't wither on the fields and get distributed to the still, farmer's workshop and mills, also if you like to keep the fort tidy and give something to do to your idle dwarves it works great for refuse (vermin remains)... and virtually any industry...

290
DF Dwarf Mode Discussion / Re: Minecart Airlock
« on: January 30, 2013, 10:25:22 pm »
I remember people saying that dwarves wouldn't ride a cart if the path is disconnected which is the case here. I wonder what happens if you place a pair of empty route points for which they'd fwoosh through.
They do ride it, I have a working fort that says otherwise, the setup is extremely simple, don't even need to have tracks, just the 2 track stops, and the route.


They ride over the pit just fine, they push the cart over the pit just fine, what they can't do is guide the cart, they move to the next tile and when they get to the cliff they cancel the job.

291
We should take advantage that the conversation is about introductions and ask about the remaining dwarf in the back.
use the snortdorf thing as an excuse to get to the bathroom well-room and clean the beard, while there overhear the converstions outside
Then ask about the last bastion of hope thing.
continue with our story omitting the coward part and colouring it just a little bit, make sure not to say something stupid we might end up finding another survivor who would dismiss our story if it's too fantastic, maybe just saying "my fort was overrun by goblins, I was lucky to get trapped during the confusion and the goblins couldn't find me" then talk about your adventures on the wilderness.
Maybe buying a round of ale for everybody will help us getting into their good side, and make our adventures more believable.

292
I was trying something like this and I came up with the Minecart Airlock

293
DF Dwarf Mode Discussion / Minecart Airlock
« on: January 29, 2013, 11:07:55 pm »

Minecart Airlock
it basically involves 2 track stops (no tracks required) with 3 tiles in between, the tile in the middle is a pit, and both stops are set to ride on a set amount of days or when the cart is full of certain items.
Code: [Select]
S+.+Sthe pit separates one section of the fort from another, so a dwarf rides the cart from the first stop and it jumps over the pit onto the floor tile on the other side of the pit and then stops on the track stop, then it can be rode back.


5 tiles is the minimum setup for the cart to jump over the pit, with 3 tiles the cart falls on the pit.
one of the stops has to have at least 1 day more of dealy to avoid the same dwarf to ride-in and out again.


if one of the stops is set to push and the other is set to ride you get a one-way entry system:
dwarf 1 rides in, dwarf pushes cart back out, dwarf 2 rides in, and so on...


I was trying this as a way to have automatic air-locked outposts for gathering resources outside the fort while keeping the fort closed to invaders and keeping dwarves from randomly wandering outside...


For instance, my plant gatherer can be gathering plants and my woodcutter can be falling trees outside the fort, they bring the plants and wood to a small stockpile outside, then they load the items on the minecart and ride over the pit into the fortress to eat/drink/sleep...


At least that was the original idea.. in practice they fall sleep in the middle of the countryside since they can't path to the beds inside the fort, drink water from the brook since they can't path to the booze and eat the raw plants or vermin since they can't path to the meals, of course they are not smart enough to ride inside, enjoy all the fort has to offer and then ride outside to keep on working.


I was thinking on setting up small quarters outside with a bed, table and chair, meeting zone, and quantum stockpiles with commodities delivered by minecart... but it kind of breaks the simplicity and they idea of not having stuff that invaders can path to....

294
DF Gameplay Questions / Re: minecarts layouts?
« on: January 29, 2013, 10:32:46 pm »
depends on what you want to do?

I got I simple layout that I use from my fortress start:

The quantum minecart stockpile station:
create a 3x3 stockpile where a resource is produced, for example I set a stockpile to accept prepared meals near my kitchen
build a track 'S'top and set auto-dump on the wanted direction,
place a 1x1 stockpile on the dump-tile, set it to receive the items you want to quantum stockpile, in my example prepared meals
create a route, assign a minecart to it,
create a stop on the track stop, set it to take from the source stockpile, the one near the kitchen

Done! now you can have your cook on repeat making lavish meals that will get moved to the 3x3 stockpile by up to 9 dwarves, and then they will empty the 3x3 stockpile into the minecart that will immediately dump the prepared meals on the 1x1 stockpile, no more miasma from rotten meals left in the kitchen because the stockpiles were full.

295
why are we still hiding and being all sneaky? we're a dwarf we are on a dwarf fort, can't we just look for a job to do or something?

296
Got baseline humans in.  Still don't have weapons or armor, and they don't have any hair yet, but clothes are almost completely done (I think I still have veils to do). 

Main objective here was to make sure they didn't look like elves, and I think that's a success. 

Japa also has patterns working, so I need to see about getting colored eyes working.  Couple ideas on that.  The human template is also planned to be used by the various animal-persons whenever I get to working on those.
My first thought was: "did they get facial features displayed already?" then I realized there were only 2 types of faces, one for men one for women.

By the way the men face reminded me of popeye...  :P


Edit: wait a minute... there's a third type of face... are you guys messing around with displaying facial features?
Edit 2: popeye the sailor man, popeye the sailor man, argh!!!

297
Not if only one of the grand entrances has access to the depot at a time, caravans will spawn at that edge of the map and immediately take the path underground, the other paths with access to your fort or invader baits can have a long bridge corridor on a repeater, invaders try to access but fall down. Also once underground the caravans are easier to protect with fortifications and markdwarves overlooking their path.
Note that at times caravans are limited on which map edges they can access. If you do this and start getting "no access" messages, that means that at least one of the caravans can't access the particular side of the map you chose for them.
When I block all other accesses the caravan is forced to spawn where I allow it to spawn.

298
DF Gameplay Questions / Re: Drainage!
« on: January 21, 2013, 08:02:47 pm »
1) About damming, it would be easier to close the water inputs into the area you want to drain, as long as there is water flowing any work like building a wall or a floodgate is going to be quite difficult without maybe pumping the water off the way... why not close the input tiles by dropping natural stone walls from above? after you cut the input flow the remaining will drain through the set-up you already have.


2) About syndromes, the stuff in the water shouldn't have any syndromes (check anyway to be sure), your dwarves and other creatures can still have it and be spreading around, there might be areas (floors, items, etc) that might be coated with he syndrome, you could dig a new area (or check for old areas that are clean) and make sure the only entry to the clean area is through a dwarven bathtub, basically a down-ramp in the middle of a 1 tile corridor (you can expand it to a larger corridor/entry) that has up to 3/7 water (can use bucket brigades for this) basically any dwarf crossing from the contaminated areas to the clean area has to cross through this water and gets clean.

299
DF Gameplay Questions / Re: Impossible to build walls...
« on: January 21, 2013, 07:31:44 pm »
I've noticed the ramp issue too. What I do to work around it is have my carpenter build grates, and build floor grates on the down-ramp tiles within the 9 tiles around the tile where I want the wall, then I cancel the designation and place it again.


They seem to want to stand in one of the down-ramp tiles and since they can't stand there they end up on the target tile itself...


Maybe there's a preference for the tile they want to stand??

300
Not if only one of the grand entrances has access to the depot at a time, caravans will spawn at that edge of the map and immediately take the path underground, the other paths with access to your fort or invader baits can have a long bridge corridor on a repeater, invaders try to access but fall down. Also once underground the caravans are easier to protect with fortifications and markdwarves overlooking their path.

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