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Messages - vjek

Pages: 1 ... 72 73 [74] 75 76 ... 114
1096
DF General Discussion / Re: Finding cliffs
« on: April 23, 2013, 09:56:17 am »
I've done this in the past, and it's certainly possible.  I found using dfHack liquids to be the fastest path forward in a very cold embark.  This let me build a large area of ice to mine, or several layers of ice above the surface to build within, pretty quickly.

In my experience, vertical cliff faces more than 4-Z levels are rare in 34.11, outside of the intersection of two rivers.  It is vastly easier to build your own, imho.

Dwarves can also survive in much colder environments than what the wiki might imply.  MUCH colder.  The colder, the better, when ice-casting.

1097
DF Dwarf Mode Discussion / Re: Refuse elimination
« on: April 22, 2013, 11:14:33 pm »
Miasma will not escape out of a diagonal path.  So  you can build two diagonally adjacent walls in any corner, and designate the single tile inside as a garbage dump, and then set your (o)rders to dump everything.  No need to have a refuse stockpile or an area larger than a single tile.

After everything is dumped, if you ever need bones (or other items) for whatever reason, just unforbid them and the dwarves will pull them as needed out of the garbage dump.

If you want it extra nice, put a pet-proof door on it to prevent the flies and vermin from escaping.  If you need a diagram, let me know, and I'll post one.

1098
what's the big deal with "ocean w/ no rainfall?"
Pumps or caverns for fresh water, and no trees, I presume?  It seems like a good way to drive the player towards the constant danger of the caverns.  Of course, with an aquifer, as long as it doesn't cover the whole embark, you have infinite fresh water completely without risk, so... /shrug

Necro towers can be exciting, to be sure, if they bring enough undead with them.

1099
DF Gameplay Questions / Re: Trouble with stairs...
« on: April 21, 2013, 02:59:05 pm »
Try the following

On the surface/top/embark level:

d
j
enter
enter

to designate a single downard stairway.

Then move down one Z-Level with:
>
then:
d
i
enter
>
>
>
>
enter

that will create an up/down stairway 4 Z-levels high.
Then move down one Z-Level with:
>
and finally

d
u
enter
enter

to create the up stair to finish off the central staircase running from the surface down to where your cursor at the bottom.

What will then happen;
On the embark level, the down stair will be dug, exposing the lower level.
Then the up/down stairs will be dug successively downwards until the lowest level
finally, the up stair will be dug, providing complete up/down stair access to all those Z-levels.

From the lowest level (the final up-stair designated) you can horizontally dig whatever you want to get/discover stone/ore/gems.

If that's not clear, reply here.

1100
DF Dwarf Mode Discussion / Re: Generating an Island Chain world
« on: April 18, 2013, 11:16:36 pm »
Generating lots of small islands or chains of them isn't too hard, but connecting them with bridges?  I'm not sure how that could be accomplished.

1101
DarkDXZ,

Likely it's due to the high savagery.  Dwarves won't settle a mountainhome in a highly savage tile, so you need to provide at least one place for them that doesn't have savagery in it.
There's a few ways to do that, but get the world just right with zero savagery (0 min/0 max), first, and then crank it up slowly to approach your goal.

1102
DF Dwarf Mode Discussion / Re: Science on weapon traps?
« on: April 18, 2013, 10:25:25 am »
A few observations from my perspective.

Serrated disc are best at killing.  However, they also create enormous amounts of hauling jobs.  Wiping out an 80 goblin siege, plus mounts, and then cleaning up after them can be extremely time consuming.

Personally, I've found wooden spiked balls to be best at handling almost anything, given two facts: On most embarks, there is hundreds or thousands of trees, and second, the spiked balls don't create all those hauling jobs.

I've also found that trap hallways need pillars (walls) in the middle of them, and on the walls, to break line of sight and encourage goblins/invaders to path diagonally.  This, typically, ensures a much safer environment for the dwarves to retrieve body parts/goblinite.  Nothing worse than having 10 dwarven pincushions after an elite goblin bow squad leaves their mark.

On the subject of modding traps, I recently tried to create a dodge me trap as per the wiki (into lava) and found it to be near useless.  I changed the spiked ball trap (which can be done post-embark) to have 100 hits and found the results to be most satisfying.  :o

I then went on to modify a trap so that it threw the target a great distance, which was also rather entertaining. :)
YMMV of course, but that's how it worked for me.

Spoiler: trap_modifications (click to show/hide)

1103
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 17, 2013, 04:51:34 pm »
I feel like I should be able to figure this out myself, but I can't; is there a command to deconstruct a building or free a prisoner? Autodump doesn't work. Last two dwarves in the fort are locked up vampires, and I want the fort to wither.
If there is any natural stone anywhere nearby that an exit path can be made from, liquids -> obsidian floor will let you create that path.
But constructed walls/buildings?  nope.

1104
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 17, 2013, 02:20:17 pm »
This is a superior quality Leather Bin (kapok) <#1>.  It is decorated with exceptionally worked elephant bone.  This object menaces with spikes of exceptionally worked blue peafowl bone and exceptionally worked bushmaster bone. 
On the item is a masterfully designed  image of a gizzard stone in python bone by Zulban Legonathel. 

I like the lyrical quality of that last line " ... image of a gizzard stone in python bone ... "

1105
gotcha.

Ok, well, I presumed as much, and did this.  I know you've got something already, but maybe this will be an option if you want to try some variety (you can just remove the seeds to get some more similar worlds):

It produces world(s) that look like this, or similar (with different seeds):
Spoiler: world_screenshot (click to show/hide)

1106
Hey guys. Could you please suggest a world-gen with good ocean biome. Spent hours to find one on random gen and playing with edit brought no good.
Thanks in advance.
Apilem,
Do you mean something like... beachfront ocean with Good (as in feather trees/sun berry) biome adjacent in the same embark?  Any other preferences regarding savagery, embark size, elevation (flat, non-flat) temperature, etc?

1107
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 15, 2013, 09:15:11 am »
...
Bath time in Silentthunders.
That's just downright efficient, right there.

1108
...
- Pit exposed to the surface
...
I'm not sure what this means?  But that aside, this embark meets your criteria, as does this one.

1109
DF General Discussion / Re: adamantine spires.
« on: April 13, 2013, 11:05:59 pm »
So yeah, I've ran into what I like to call an adamantine spire,(I don't know what the actual name for this event is) around 4-6 times, basically, it's a vein of adamantine that goes all the way to cavern level 1, or even cavern level 2, or... in one case... http://www.bay12forums.com/smf/index.php?topic=61507.0

So yeah, is this a bug? Finding veins that don't stop at the end of the lava sea? And what are these things called? Have you experienced this in the past?
In my experience, adamantine spires in 34.11 routinely break through/into the bottom/lowest of three caverns.

I haven't ever seen a 34.11 vanilla worldgen/embark with a spire grown into the topmost or middle cavern, so if that's what this is, I would love to see it.

1110
DF General Discussion / Re: Dwarf Fortress featured in the New Yorker
« on: April 13, 2013, 01:44:16 pm »
Hmm... if you did new york/manhattan from 14th street on the south edge, 110th on the north, you could do it in one embark, I think.

Every 10th road as a visible street in the embark would only require 10 main streets, 12 main avenues

A 3x2 embark is 144 tiles horizontal and 96 vertical, so I guess each embark tile in the finder is 3x3 x 16 areas.
Leaving enough for the east & hudson rivers, and a minimum building size of 5x5, that means...

you'd need something like 80 tiles for e/w streets and roads and 96 tiles for n/w avenues and roads.

I think the whole thing could be reasonably well represented in a 4x4 embark.  a 3x3 might be possible, but there wouldn't be much room on the edges for water.

Or, to make it really easy, you could to this area...
or maybe half that?

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