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Messages - DeadlyMarmot

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1
DF Dwarf Mode Discussion / Re: Living styles
« on: June 27, 2011, 08:14:58 pm »
Depends on how long they live at my fort, but the majority of the population gets a 1v4 bedroom with a bed, chest, cabinet, and statue. They have all skills enabled that do not affect quality, access to two legendary dinning rooms, are nearly constantly bathed in mist, and are set on a training schedule that keeps a dozen or so always available. They are my expendable masses each nicknamed Dwarf and each equals. They are kept perfectly safe inside my fortress unless my main army and migrant conscripts fail or I need extra security.

Tantrums are put down pretty quickly. My Captain of the Guard squad isn't there to not kill dwarves who threaten the lives of others.

2
DF Dwarf Mode Discussion / Re: Puzzle Sphere
« on: June 26, 2011, 11:28:13 pm »
That's pretty awesome! That would be cool to reclaim in adventure mode after being filled with traps. Beware, though, if you are using it for defense: the enemy with not path into dead ends without bait being placed.

One fix would be similar to the goblin repeater - with 1-tile halls, you could place pressure plates that trigger doors to open or shut, which would cause them to have to re-calculate their path along a new way...possibly leading to trap goodness. Or just trap them forever - have a pressure plate that seals them in somehow so the only way out is through, but the exit keeps changing as they trip more pressure plates.

For the record, i am far too lazy and not nearly smart enough to actually DO any of that, but it sounds neat.

Have a pressure plate in a long hallway connected to two doors, both in opposite states of open-ness, with bait at one end. Instant goblin repeater.

Do they eventually die of starvation or does it work indefinitely?

3
DF Dwarf Mode Discussion / Re: Your architecture.
« on: June 26, 2011, 11:27:06 pm »
...
Sooooo...... you run a race of dopey goblins? With an obsidian tower? Being led by a cruel task-master? I don't know whether I should consider it cruel or awesome.

Goblins live in obsidian towers? Damnit. I thought I was being dwarfy.

4
DF Dwarf Mode Discussion / Re: Your architecture.
« on: June 26, 2011, 09:14:17 pm »
I love tall towers, but I feel that it would be cruel to force a dwarf to live in anything other than natural stone. My style is therefore always tall cast obsidian towers. The upper floors house the nobles, control dwarf, magma and water reservoir, and water-logic AI. The middle floors are sandwiched between two legendary dinning rooms with the floors in between being large open rooms with lots of up/down stairs for maximum adaptability and space inefficiency. Housing is 1/4th windmill-style on the four corners of the middle floors. The ground floors typically hold the trade depot, security, the hospital, and automated bathing areas at the entrances and exits. Every other level for the entire fortress is for plumbing and a massive fortress-sized mist generator. Every floor with dwarves typically on it gets a well, small booze stockpile, and small dormitory. Every surface is eventually smoothed and engraved. Underground levels are the reason I keep redesigning my fortress: elaborate automated trap and execution rooms. Which ones are used depend on the water-logic AI's "mood" and what type of creature I tell the AI is trapped within. As a rule there is always a path a building destroyer could take to get from any above or below ground map edge to my dwarves although that doesn't mean he wouldn't be encased in obsidian if he tried.

Before I am able to cast the tower my dwarves live in a small 25x45 walled above ground fort with a small 5x10 three story living/dining building. Despite the small size they seem to like it and it can easily hold 80+ dwarves. I would build them a temporary below ground fortress, but I hate mining out more than I have to. I don't even like to use embarks with any ore because then I would be tempted to mine it for no reason at all.

5
DF Dwarf Mode Discussion / Re: Moats
« on: June 26, 2011, 08:44:11 pm »
You could also just use a trained swimmer to remove the ramps then he could climb out.

6
DF Dwarf Mode Discussion / Re: Puzzle Sphere
« on: June 26, 2011, 08:20:36 pm »
That's pretty awesome! That would be cool to reclaim in adventure mode after being filled with traps. Beware, though, if you are using it for defense: the enemy with not path into dead ends without bait being placed.

7
DF Dwarf Mode Discussion / Re: Fluid Logic Prototyper
« on: June 22, 2011, 04:10:22 pm »
Using [SPEED:1] dwarves is a much simplier idea. :-p I can't believe I didn't think of that.

DF fluid dynamics wouldn't be too hard to model. Timing would be consistant but not accurate so it should be useful unless the trap involved filling a room with a specific amount of lava using time as a measure. It's an almost identical problem to my Reverse Engineering class's final project.

8
DF Dwarf Mode Discussion / Re: Tips for a good looking fortress?
« on: June 22, 2011, 11:41:25 am »
The easiest way to make a good looking fortress is to use blood. Lots and lots of Elf blood.  :D

9
DF Dwarf Mode Discussion / Re: Magma cannon MK1
« on: June 22, 2011, 11:40:25 am »
Magma does not normally have pressure, but it does once you use a pump on it. I believe magma cannons have been made before using pumps to pressurize them.

10
DF Dwarf Mode Discussion / Fluid Logic Prototyper
« on: June 22, 2011, 11:38:14 am »
Does anybody know if a fluid logic prototyper for Dwarf Fortress exists? I'll begin work on one if none exists.

11
DF Dwarf Mode Discussion / Re: Fortress Layouts
« on: June 22, 2011, 09:03:29 am »
My efficiency layout: the Modified Windmill-Cube Base. My fortresses used to be 6-7 levels like this plus a level on top for security/trading and a level on bottom for security/mining access/cavern access. Pros: efficiency, adaptability, and how easy it is to setup. Cons: aesthetically boring.



I found a smaller version of the cube design on the forums. Expanded it to be 32x32 to make it easier to build. Added the Modified Windmill Villas to the four corners. With the Modified Windmill Villas being chopped in 4ths they are able to support an additional four bedrooms per floor improving efficiency. All bedrooms can also be expanded to 1x4 to add a statue per room.

12
DF Dwarf Mode Discussion / Re: Cows
« on: June 20, 2011, 05:37:25 pm »
In the real world, cows can climb up stairs, but cannot climb back down. This should be implemented into DF posthaste.

Cows can climb down stairs. Here is a video of it happening. I've seen them climb down indoor stairs just fine at the vet too.

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An example of my final layout choice for any noobies searching from Google later. Two rooms shown. Thank you all for your help.

Code: [Select]
o o o o o o o
o   T o   T o
o w b o w b o
o   t o   t o
o d o o d o o

o = wall
b = bed
T = traction bench
t = table
w = waterfall for mist generator
d = door

This design gives each dwarf an individual room so that you can lock the rare permanent residents in to die, every room gets mist, and all the rooms use the same mist generator to reduce lag. The hospital can even just share a part of a large fortress-wide mist generator.

Relevant: Mist Dwarf Fortress Wiki & AncientEnemy's mist generator

14
My usual arrangement for the patient holding cluster is
Code: [Select]
tBt
BTB
tBt

t = table
B = bed
T = traction bench

I really like that layout especially with Girlinhat's mist idea. Can a surgeon or bone doctor do their job while occupying the same space as a dwarf in a bed?

Would this work equally well to support the grate Girlinhat mentioned for the misting system?
Code: [Select]
tBT
BgB
TBt

t = table
B = bed
T = traction bench
g = grate


And 140 dwarf armies? Wow.  Those must be serious invasions, or trap-free forts?  I don't have the patience for more than 20 or so...

No build-menu traps and there must always be one route from the outside (and caverns once breached) to every dwarf. My friend and I just started playing this game yesterday with those rules. Most complex, impressive, and valuable fortress by next Sunday wins. My entry is a 34x34x34 cast obsidian cube that houses my entire fortress and grows every type of alchol. The only defenses planned are the military and some very dwarfy traps using water-logic and magma. The goal is to make it run itself once completed.

15
DF Dwarf Mode Discussion / Hospital Size, mandatory washing, and EMTs
« on: June 18, 2011, 03:38:53 am »
I'm new to Dwarf Fortress and trying to figure out the optimal size of a hospital to service my 140-dwarf army (100 melee, 40 archers in watch towers). I'm making each room a private 2x3 with a table, bed, and traction bench each. Everything will be made out of magma safe obsidian and I'll be able to flood each individual room with magma to get the permanent residents out. I was thinking 20 beds, a diagnostic-only dwarf, five doctors, 5 nurses/EMTs (only feed water & recover wounded enabled), and three wells. Do you think that is too small?

What is the best way to ensure all vistors and wounded are cleaned? A waterfall, wading pool, or wading stream for an entrance? I'm very worried about my fort dying to contaminents.

What is the best way to recover wounded? I was thinking only assigning feed & recover wounded to five dwarves to prevent my civilians getting caught in the fighting. Would my soldiers wait for the battle to end to recover wounded if I assign them that duty instead?

I think this has to have been asked before, but a search of "hospital size" and "EMTs" returned nothing useful that I saw.

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