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Messages - Sukasa

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691
I usually start with one or two, depending on available space, using a third level for accesses and mechanical, if it won't fit on the first level.  As my fortresses expand, the level usage can begin to expand quite quickly, as workshops and more and more storage space becomes necessary.  In time, I start on megaprojects and computing setups that use up more and more space, leading to 10-Z-level forts with actual use on each Z-Level.  Generally, in a developed fort, about 40-50% of the floorspace is storage, since I throw nothing away.

692
DF Dwarf Mode Discussion / Re: Machines
« on: July 02, 2008, 01:11:09 am »
Well, you could always make a machine logic computer, there's a wiki page on it actually.  Also includes a bit of clocked logic gating </shamelessplug>

http://www.dwarffortresswiki.net/index.php/Mechanical_Logic <- go there, make something useful with these!

693
DF General Discussion / Re: Tic-Tac-Toe Machine
« on: June 23, 2008, 09:43:55 pm »
As a note, the best computing system available is mechanical- just use pump+pressurepad for your rotation sensor, since mechanics are the fastest and most predictable (and least buggy) mechanical devices.

694
Not so much did you start the fort, but when did you create the world?

695
DF Community Games & Stories / Re: Weird Dwarves. (Community Fortress)
« on: March 12, 2008, 12:58:00 pm »
Unib appears unclaimed according tot he first post, I"ll take her.  Her personality is basically my own and she evens like mechnaics and such, like me XD

No need to rename her, but if the profession could be "Mechanical Engineer" please,  :)


696
DF Adventure Mode Discussion / Re: A Kobold's Quest
« on: October 13, 2007, 04:43:00 pm »
H-H-H-Hoo....  ly...

Wow.  That goes, uh, beyond ☼Story☼.


697
DF Adventure Mode Discussion / Re: A Kobold's Quest
« on: October 13, 2007, 12:45:00 am »
Wow.  Fale sure is one heck of a tough Kobold.  Also, this is quite a ☼Story☼.  Not much else I can say about it, since I have no critiscms.

698
DF Adventure Mode Discussion / Re: Pointy-Eared Guide
« on: May 26, 2008, 07:15:00 pm »
You're better off getting the DC 0.10 EXE version.  It's in the thread, and it's the only one that works for me, too.

699
DF Adventure Mode Discussion / Re: Floating Fort?
« on: May 17, 2008, 03:49:00 pm »
..Why not just find a mountainous area, then dig out all but a few of the mountain tiles and build your fort around it.  Voila, instant in-the-sky farmable (once muddied) land!

700
DF Dwarf Mode Discussion / Re: Huge elaborate perpetual motion water wheel
« on: November 08, 2007, 04:52:00 pm »
Nice.  I usually build one huge perpetual motion power generators and rely on them.  1833 output power FTW  :D

701
DF Dwarf Mode Discussion / Re: Abandoned fortresses.
« on: May 18, 2008, 04:53:00 pm »
Yes, they do, unfortunately.

702
DF Dwarf Mode Discussion / Re: Abandoned fortresses.
« on: May 18, 2008, 11:53:00 am »
traps only disappear in adventurer mode.

As well, only some types of items get strewn about.  Stones and wood, at the very least, stay where they are.

Interestingly enough, stuff behind locked doors and magma walls can be strewn around as well, despite the magma wall/doors never being drained :P


703
DF Dwarf Mode Discussion / Re: Masterwork meals
« on: May 15, 2008, 07:41:00 pm »
i can confirm that legendary meals do not produce negative thoughts when eaten, I have a couple of legendary cooks in my fortress, and neither has dropped from 'ecstatic' since about a month after coming here.

704
DF Dwarf Mode Discussion / Re: Impossible starting locations
« on: May 11, 2008, 09:03:00 pm »
quote:
Originally posted by Ghostpaw:
<STRONG>

That doesn't explain how dwarves can settle in the middle of mountain ranges though.</STRONG>


You mean can't?


705
DF Dwarf Mode Discussion / Re: *sniff* So... beautiful...
« on: November 05, 2007, 11:17:00 am »
Yeah, waaay too many stones.

my fortress has over 6800 of them ._.


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