Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Shades

Pages: 1 ... 188 189 [190] 191 192 ... 230
2836
DF Dwarf Mode Discussion / Re: Automated defense
« on: June 18, 2009, 04:39:17 am »
I thought water only froze if it was listed as an outside tile (Open air or with a floor overhead).

If that is the case I need a way to toggle that status. I'm pretty sure water with a floor overhead doesn't freeze so there must be something I can use to get that effect.

2837
Thanks for listening guys!

Nice. Epic. You need to get Toady to take a look at this; maybe he'd be willing to let others work on music for DF.

I contacted him a few months back and he told me that he wanted to do it all himself.

Also, if anyone has any requests for other themes, I'll try and get some done

He might be open to allowing a trigger system for other tracks on events though. I would assume he'll have to implement something like that when he does it anyway and it sounds like a minimal bit of work if your not writing the music now as well :)

2838
DF Dwarf Mode Discussion / Automated defense
« on: June 18, 2009, 04:18:15 am »
I was playing on a frozen map when it occured to me that I could actually have running water (due to magma) and pump it into my entrance tunnel where it stayed liquid. (clearly I was low enough down for that). However I'm pretty sure if I open that tunnel to the air it would all freeze.

So here is my defence plan.

First off a line of pressure plates at the entrance which trigger a gear connected to a pump to fill a square of water. This square of water is on other plate and so produces an always on signal once any hostile triggers the entrance no matter that it'll flicker on and off as people travel over it.

This second plate will be connected to another gear/pump system or maybe just a flood gate which will fill a small room, time to allow hostiles to get a fair distance down the hall way. Once that is full a 7/7 plate will open a gate shifting all that water into the hall way.

As the hallway is ramped at both ends it will fill up to 7/7 quickly at which point a plate at just off the far end of the hall, which is covered by a roof, triggers both a delay pump/room combination and the trapdoors/bridge/whatever that covers the hallway. All the water then freezes killing the hostiles.

Once the last delay pump/room is full it triggers magma to fill the a hall below the hallway and a floodgate to drain out the water, finally this magma is allowed to drain as well and the trap is reset.

Does anyone see any major flaws in this, other than the fact I will obviously miss something and end up pumping magma into my living quarters or something. :)

2839
DF Dwarf Mode Discussion / Re: ASCII advantage?
« on: June 17, 2009, 04:38:55 pm »
I tend to use an ascii tileset (rather than the default one) but not a graphics pack. The amount of information the colours and letters give me is more than I can tell with 16x16 drawings, however good they are.

That said if someone pointed me to a graphics pack that had a similar information level I would be interested in trying it.

2840
Other Games / Re: Anyone here have the Starcraft Battlechest?
« on: June 15, 2009, 08:19:15 am »
Third option is to phone up the company and whine untill they give in.

At the price it costs these days it would be cheaper to get a new one :)

2841
I bow down to your superior fun handling abilities.

2842
I do remember he said he stopped the world gen at 50 so that we would hopefully have more megabeasts.  He's a nutcase.   :)

best way to do taht is up all the megabeasts to size 200 for generation, worlds will gen to year 1050 by default then and be more developed too. Oh do remember to change it back before playing though, otherwise it gets painful.

2843
to be fair soon could be quiet long in the pace of this game. I just didn't want to type *bump*

2844
what counts as soon pandarsenic? :)

2845
DF Gameplay Questions / Re: How can I make the perspective square?
« on: June 02, 2009, 03:04:10 pm »
It does partially crush about 1 line in 4 (due to using the larger fonts), but my sorry dino of a game PC won't drive the tilesets, so this works MUCH better.

You do realise that all of the fonts are tilesets right? included the rectangular one. The only reason it looks like a font is that that is what the titeset uses for tiles. There is no way using a square title set will use more processing than a rectangular one and plenty of ways where it will use less (depending how poorly the rendering code works)

All your settings appear to do is take the rectangular 800x600 tile set and crush it to a square-ish grid.

You don't have to use a graphics pack for a square tileset in case that was what you assumed, you can just replace [FONT:curses_800x600.bmp] with [FONT:curses_square_16x16.bmp].

2846
DF Dwarf Mode Discussion / Re: Wagons. Are. Awesome.
« on: June 02, 2009, 11:57:14 am »

2847
DF Gameplay Questions / Re: chronic food shortages
« on: June 02, 2009, 10:48:03 am »
I have to assume something is going wrong in your food production chain.

1 high level farmer on a 5x5 plot should easily feed a population of 100, so with five farmers and nine plots you should have ample.

The general farming strategy is to have your farmers plant a seed in each square of the field, you might need to remove other jobs from them so each square is covered.

Then after a while their should be stacks of crops, these need to be collected and taken to a food stockpile where they can be turned into meals or drinks or whatever as needed.

The three main points for you to check are that:
1) your farmers are able to spend time planting seeds so you have crops
2) you have spare stockpiles for the food to go to. as far as I know to process the crop it has to be harvested (although raw edible ones can be eaten directly)
3) your haulers have time to shift the crops to the stockpiles and it's not just a case of you having plenty of food that has be 'marked' as assigned to a task but not shifted yet. Dwarves won't each assigned foods.

Maybe take some screen shots or upload your map so we can have a look if this doesn't help.

2848
The Zaniah scouts will explore J9 to the south and expand their fishing and produce concerns to this watery territory.

A small group of worshipers from the shrine will spread around our island, spreading the word of Keelat who they claim protected us from a hurricane spotted off shore.

2849
The method I use is to have a space next to my baxuite stockpile for a workshop then tell them to build one, once they turn up I lock them in till it's built and they've built my floodgate/mechanise/whatever, then I dismantle the workshop again and set them free.

2850
DF Gameplay Questions / Re: Killing Pets
« on: May 29, 2009, 06:43:41 am »
pets won't path through forbidden doors either.

But having your dwarf with pets pass through a non-pet-passable door works well enough to seperate them, then it's an easily matter to kill off the pet.

One way is to have a short dead end corridor with a non-pet-passable door and a bridge crushing trap on exit side and a level that activates on the dead end side. That way the owner will trigger the trap to kill the pet, not very automated though.

You can automate the killing by having short paths between common areas which are non-pet-passable and long paths which are deadly.

Pages: 1 ... 188 189 [190] 191 192 ... 230