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Messages - alex may

Pages: [1] 2
1
DF Dwarf Mode Discussion / Re: Corpse-in-a-cage
« on: November 14, 2007, 01:34:00 pm »
Sounds more like a warning to me. Were the cages suspended from bloodstained wooden poles by ropes made from intestines?

2
DF Dwarf Mode Discussion / Re: Stairs! I can't figure them out!
« on: October 29, 2007, 07:38:00 pm »
Build a ramp in a wall to make a ramp going up to the above level - you'll see a downramp appear above.

Build a down starwell to do down - you'll need to build an up stairwell or an up/down stairwell underneath it to get down there.


3
DF Gameplay Questions / Re: multiple mayors (again)
« on: November 06, 2007, 02:50:00 am »
Tried drafting a Mayor? My Mayor became a Mayor when I drafted him. Then I relieved him and he went back to beng a Mayor again.

[ November 06, 2007: Message edited by: alex may ]


4
DF Gameplay Questions / Re: dwarves wont drink from aquifer?!
« on: November 05, 2007, 04:22:00 am »
I don't think seaside aquifers are salt water; they're above sea level for a start or at least the one I was playing was.

5
I too noticed corpses and bones decaying or disappearing from the surface much faster than before.

6
DF Gameplay Questions / Re: Trade roads
« on: November 04, 2007, 06:36:00 pm »
The wagons always seem to try to get to your depot now, so building roads to the area edge isn't a requirement any longer, it would seem. Therefore it would only be necessary to build a road far enough to facilitate the journey of the wagons to the TD in time for trading to happen, that is, before they decide to leave before they arrive.

Other options include not building roads until you see a wagon coming from a certain place, or perhaps building several TDs nearer the map edges and trading from those instead.

Would be cool to be able to see nearby civs on the minimap laid out at the map edges, then you could predict where they would come from.


7
DF Gameplay Questions / Re: Windmills!
« on: November 04, 2007, 12:34:00 pm »
Yep, I guess that's it. I've abandoned that fortress in a huff now, and started one in a haunted forest. Seems wrong that a coastal area was totally devoid of wind.

8
DF Gameplay Questions / Re: Windmills!
« on: November 04, 2007, 08:45:00 am »
Well that's what I'm wondering but how do I find out?

9
DF Gameplay Questions / Re: Windmills!
« on: November 04, 2007, 08:32:00 am »
OK

I've now got this:

code:
  

level 1:        WWW
               WWW
               WWW

level 2:        O OWWW
                o WWW
               O OWWW

level 3:        O OO O
                *==**
               O OO O

level 4:        ######
               #### o
               ######

level 5:        #### #
               ####%*
               ####%#

level 6:        ####~#
               ######
               ######

# = rock
= = horizontal axle
* = gear set
o = vertical axle
O = pillar/wall
W = windmill
% = screw pump
~ = water


All squares underneath windmill centres and those gears and vertical axles that are above other ones have had their floors removed; the windmills are both inactive and say they need 34 power.

WTF am I doing wrong? I've spent hours on this now and NOTHING has come of it.

[ November 04, 2007: Message edited by: alex may ]


10
DF Gameplay Questions / Re: Windmills!
« on: November 03, 2007, 08:08:00 pm »
Still nothing  :(

11
DF Gameplay Questions / Re: Windmills!
« on: November 03, 2007, 07:32:00 pm »
OK, still nothing happening. I have a windmill on 9 rock floors on top of some walls partially surrounding a vertical axle on a sand floor, on top of another vertical axle on a clay floor, on top of the screw pump. I've tried having this construction on top of either part of the pump with no success. Have I just chosen a windless map? (WEATHER:YES btw)

12
DF Gameplay Questions / Re: Windmills!
« on: November 03, 2007, 06:34:00 pm »
Thanks, I'll try a few things.

It's strange that the windmill doesn't have power if there's nothing connected to it, no?


13
DF Gameplay Questions / Windmills!
« on: November 03, 2007, 06:04:00 pm »
I'm having a lot of trouble getting a windmill working.

First off I have a screw pump:

code:

........ - this is ground level
########
...%%  
#####~~~

. = floor
% = screw pump
# = solid
~ = liquid


Then above that I put a vertical axle:

code:

###o####
...%%  
#####~~~

This was achieved by mining out the square above, leaving the floor intact, and building the axle. I apparently am unable to build axles in open space, so it seems a vericle axle requires a floor.

Then above this, I built a windmill, with the centre square over the axle. The windmill was inactive and remained this way until I destroyed it. Mining out the floor above the axle and rebuilding the windmill didn't help; a gear assembly in place of the axle did no good either. I tried building the windmill one square up, too, with no joy.

The area is coastal, so it should be fairly windy, no? What am I doing wrong?


14
DF Gameplay Questions / Re: What should I make my starting dwarfs?
« on: November 03, 2007, 03:22:00 pm »
Yeah, I have this problem too. I guess the availability of job management from the start makes a difference though. You could simply let them get on with their assigned jobs, as long as you have food and drink then idlers aren't too much of a problem IMO, and they can always haul rocks.

15
DF Gameplay Questions / Re: What should I make my starting dwarfs?
« on: November 03, 2007, 03:17:00 pm »
It depends on the area where you're starting - I started with two masons on a shoreline recently and discovered that I didn't need them for like a year or so. But they seem to train up pretty quickly, so I guess it's not all that big a deal if you decide you need different dwarves after you arrive, as long as you have the tools and brought along some raw materials! I had to work pretty hard to find some actual rock, but now I have it I'm steaming along.

Generally I would take at 2 growers (maybe one will be a brewer too, or make a separate brewer), a carpenter/woodcutter (or one of each), one or two miners, a mason/architect. There's info on this in the wiki.

You'll need to be able to build beds from wood, at least. My first priority is to set up year-round plump helmet farming and brewing.

[ November 03, 2007: Message edited by: alex may ]


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