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Messages - RAKninja

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571
DF Dwarf Mode Discussion / Re: Caravans for steel?
« on: July 28, 2011, 11:38:55 am »
it's definitely feasible, but very annoying. You can only get 4 (in my experience) of any metal bar at a time, along with 4 more from anvils, and a low liklihood they'd bring any more steel items worth buying.

8 steel bars in a year doesn't make a lot, and if you don't have coal or easy magma gets down right depressing.

keep buying all the metal from caravans.  they'll bring more every year.  by year ten, you'll have so much metal, you wont know what to do with it.

572
DF Dwarf Mode Discussion / Re: War with Elves
« on: July 27, 2011, 09:35:50 pm »
Viscious enemies wouldn't worry me. Vicious enemies, on the other hand...
stupid spellchecker....

573
i like this idea.

perhaps discovering such a forest could have ramifications on your diplomacy with the elves?

574
DF Gameplay Questions / Re: Getting magma out of a volcano
« on: July 27, 2011, 09:03:49 pm »
if i were to channel out a moat and fill it with lava, from the top, would the rate of refill balance out the fill of the moat?
Probably not. The drain of the moat filling will likely eclipse the refill of the volcano by a large margin, and if your workshops are on the top level, they will lose magma and switch off.

When I build my magma forge area, I excavate a chamber on level -1 (to hold the magma), and a chamber on level 0 (to hold the workshops). Then I pump the reservoir full, then puncture the floor once pumping stops. You never need to worry about magma dropping mid-mood this way. (You can ruin a mood and lose a dwarf if magma workshops de-power due to magma loss!)

When I create the reservoir, I'm pumping magma out of the volcano into a fixed reservoir. Three bags of sand, three logs = Magma Safe Pump for 12 Embark points. (...and only three points, if you can cut wood on site to make charcoal.) The input tile of the pump has a ramp up to the level of the pump, and is directly adjacent to the magma-tube wall. Dwarf on level -1 smooths/carves, then walks immediately up the ramp and out of danger. A magma safe grate is placed over the ramp (keeps dodgers out of the lava, and magma critters out of the fort, magma doesn't flood up unless pumped), and the pump is manually operated to fill the reservoir from there.
i think i get the idea, but i have another question.  a murky pool was generated right on the lip of my volcano.  so much so that it's craterward side collapsed immediately on embark, and the water spilled into the crater, creating a bit of obsidian.  not an amazing amount, perhaps slightly less than 1/16th of the total crater area.  now, if i remember what i've read, 1 tile water + 1 tile magma = 1 tile of obsidian wall, right?  so, if i were to dig it from the side (or channel down from the top?) i would be left with 1 tile obsidian floor, correct?  and if i leave the border tiles intact (including those pesky corner tiles) i will have a little room inside the top z of lava, right?

taking the idea a step further, i could obsidianize the top of the crater, and piece by piece remove floor tiles and use pit/ponds to then obsidianize the level below and then channel down.  then i could refloor each z level, leafinf a hole in the middle, surrounded by wall, and a ceiling on the top level i want to actually inhabit (but still under at least 1 z from the top of the tube) and then, through floodgates, open up that hollow middle bit to allow the lava to restore itself to the top of the crater, submerging all my rooms i've built. 

then, as the moat draws from the top z, my magma workshops on my lowest in-crater floor would never have to worry about power.

or am i missing something glaring?

575
DF Adventure Mode Discussion / Re: Night creature attack
« on: July 27, 2011, 08:19:39 pm »
So, Night Creatures kids grow up and move out? Interesting...Might consider hunting them down, but how will I find their lair after confirming its existence in Legends?
in the entry for said night creature, they will be associated with a place, this is their lair.  you can then look up the location , aslo in legends, and get a fair idea of where it is on the map.

and they do indeed grow up and move out.

the world my current dwarven fortress is located (as opposed to the one containing my goblin tower =D) has many human civs that have been decimated by night creatures.  each one has taken a mate.  each one has 4-8 kills.... sometimes more, sometimes less, but the most common range is 4-8.  each one has at least one offspring... sometimes as many as four or five.  and the pattern continues for at least 5-6 traceable generations in a 250 year old world.  it's hard to tell the real number as i used gidden history on this world, so i dont have all of the facts.

the one adventurer i had in this world managed to kill about members of three generations of the same family before he started getting tasked with slaying titans and rocs.

i'm thinking this will be taken care of in the next update, as the front page listed heroes as being a bit more active in worldgen.

576
DF Modding / Re: goblin fortress
« on: July 27, 2011, 06:33:21 pm »
so, any last minute technical suggestions before i go off the deep end and start screwing around?

577
DF Adventure Mode Discussion / Re: Night creature attack
« on: July 27, 2011, 06:31:01 pm »
check legends, they probably do, they just have lairs of their own now.

578
DF Dwarf Mode Discussion / Re: Wind Up With Windmills
« on: July 27, 2011, 06:30:03 pm »
Yes, if the axle is build on solid ground and not dependent on the gear for support.

hrm.... that means i could have cut power to my moat's filling system without losing as much as i do on my millstones.  i didnt take any chances and linked the lever to a supported gear rather than one over open space linking to another gear... i'm cutting one wheel totally off from the powertrain.

oh well, live and learn.

579
DF Dwarf Mode Discussion / Re: This may be old news, but...
« on: July 27, 2011, 06:20:02 pm »


Since doctors usually grab the most expensive thread available, nothing but tedious hand-holding can keep them from using the cyan thread.
nah, no big problem.... forbid the expensive stuff as soon as someone gets stitches. when the job is done, unforbid.

580
DF Dwarf Mode Discussion / Re: Caravans for steel?
« on: July 27, 2011, 06:04:27 pm »
Also, I modded my game to make Slade a useable ore, and allowed Goblins to use it. That was a mistake. I know it's unlikely you'll ever consider it, but don't do it. Slade Whips are like Lightsabers.
hell, silver whips are like lightsabers

581
DF Adventure Mode Discussion / Re: I found dragon eggs
« on: July 27, 2011, 03:04:31 pm »
sell em for a bundle, methinks.

though throwing them sounds fun too.

582
DF Adventure Mode Discussion / Re: Favorite Enemy
« on: July 27, 2011, 03:03:44 pm »
titans.

it's a challenge.  it could be a pushover, or it could be indestructible.  it might even kill me after i kill it with its nasty syndromes.

583
DF Dwarf Mode Discussion / Re: This may be old news, but...
« on: July 27, 2011, 03:00:10 pm »
I just killed a forgotten beast: Edir Gosmerlur Reksaszanor Vakun. A great hairy mayfly. It has a knobbly shell and it has a bloated body. Its blue hair is long and straight. Beware its poisonous bite!

The awesome part comes in here: Its corpse and body parts were butchered, leaving behind three pieces of 'Edir Gosmerlur Reksaszanor Vakun's hair'. Now, just for the hell of it, I decided to build a farmers' workshop and select Spin Thread. I didn't expect anything, but when I got the 'UristMcSpinner cancels bluhbluh' message, I checked anyway.

There were three units of 'forgotten beast hair thread' in the workshop.

I am going to make a cloak out of forgotten beast hair and give it to my militia commander. My day just got awesome.

If I remember correctly, animal hair thread is effectively useless for there exists no reaction to actually weave it into cloth.
it can be used in sutures.  that's good enough for me, as it keeps them from using usefull thread, or the special blue ones.

584
DF Dwarf Mode Discussion / Re: War with Elves
« on: July 27, 2011, 02:58:54 pm »
I have a question and I didn't want to create a new topic.

Are elves really tough? How should I fight them? What kind of tactics they use?
I just tried to sell them a crutch by mistake >_<

They are PANSIES. Plain and simple

The Vanilla Elves fight with all wooden equipment, which won't do much of anything against a slightly trained and moderately equipped militia (The only problem might be archers).
And they fight with "Ambush sieges" basically the sneak onto the map in large numbers, which can be quite a surprise.

If you have a modded game however, they can be tough.
That's what I was scared of. Archers! Well at least I won't have any trouble with melee fighters. Thanks! :)

oh, dont forget the tamed viscous wildlife as well.  dont want you to get too upset when you see the giant badgers and eagles and such.

585
DF Dwarf Mode Discussion / Re: Hunting over the long haul
« on: July 27, 2011, 02:57:03 pm »
its especially noticeable with fishing.  a single fisherdwarf can fish a standard embark to extinction in less than 5 years.  this makes shell moods troublesome.

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