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Messages - Kidinnu

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1
DF Adventure Mode Discussion / Re: Nomads?
« on: December 19, 2007, 01:29:00 pm »
Finding goblin migrants is a really easy way of collecting lots of giant cave spider silk scraps and a bit of combat skill - just pick off the stragglers. They seem to breed, and straggle, faster than I can kill them.

2
DF Dwarf Mode Discussion / Re: Bloody merchants
« on: November 29, 2007, 03:52:00 pm »
With 2 levels of negotiator (no-adjective skill), I usually only give traders 10-20% profit. I found it tends to go easier on me if I offer them that profit up front, instead of proposing an even trade and letting them decide which of my things to set their hearts on...

3
DF Dwarf Mode Discussion / Re: Furrowed?
« on: November 29, 2007, 08:56:00 am »
There's been some argument that it may be a fertility problem; plots used intensively for a crop year-round (and other plots nearby) may find that crop (and some others) redded out in early winter, even though there's plenty of time to grow multiple harvests.

4
DF Dwarf Mode Discussion / Re: Digging for demons
« on: November 26, 2007, 08:12:00 am »
When I've had HIDDEN FUN STUFF on the map, it's been obvious the moment I embarked and pressed the 'Z' key.

5
DF Dwarf Mode Discussion / Re: Finding sites with waterfalls?
« on: November 21, 2007, 10:42:00 am »
Possible, yes, but not very desirable - we're talking thousands of tiles of channeling for often 4-6 vertical levels, and what you're left with when you dig down that far will be bare rock or mud, rather than the trees/grass/shrubs you had up top.

(fixed image 2, but here are more words) Instead of having a river that curls around the base of a cliff, and a stream that falls off the top of the cliff - perhaps having eroded a couple of tiles into the cliff face - what I've seen in dozens of locations is that the river cuts *through* a peninsula of cliff and out the far side, while the stream falls down in a waterfall that's far back from any edge of the cliff.

I guess my temporary approach will be to find a river with a steep cliff on one side, and cut a channel into the cliff face - that will give me a body of water at the ground level of my city, but no running water unless I want to build a perpetual motion machine.


6
DF Dwarf Mode Discussion / Finding sites with waterfalls?
« on: November 21, 2007, 09:28:00 am »
Any advice to finding sites with waterfalls?

I'd like a site that, taking a cross-section through the river, looks like this:

code:

    ~~~~~          
    XXXXX
    XXXXX
~~~~~XXXXX
XXXXXXXXXX


This is the sort of thing you see at, say, Yosemite, or most of the other "notable" falls I've been to.

Instead I get sites that look like this:

code:

 XXX~~~~~
 XXX~XXXX
~~~~~XXXXX
XXXXXXXXXX

The waterfall has 'eroded' far back into the cliff face, without any side-to-side erosions happening, and so the waterfall itself is happening in the middle of a very-narrow-canyon. What's even worse is that this happens where two streams join not on a level, top view:

code:

.....~....
..XXX~XXXX
..XXX~XXXX
..XXX~~~~~
..XXX~XXXX
~~~~~~XXXX
..XXXXXXXX

I suspect this comes from a constraint somewhere in the worldgen code that keeps watercourses level, rather than letting them have gentle falls frequently, so they start in deep canyons in the mountains, and end 'falling' steeply into whatever river they join, but the river join blocks are ugly/unrealistic.

(What this is *really* in search of is a site where I can have water running through and out of my city; it seems like one way to do that would be to build underneath the waterfall, then channel it down through the earth.)

So, is there a terrain type I'm not investigating, or something odd about my preferred seeds?

[edit: fixed second picture]

[ November 21, 2007: Message edited by: Kidinnu ]


7
Hmm, so the way to control that would be to designate as forbidden large areas of grass, channeling them to narrower paths?

:posts sign, "Please stay off the grass!"


8
Ohhh... That could be very nice. In a canyon half-grass and half-limestone pebbles, dwarves tracked sand from the pebbles over the grass, which seemed to interfere with plant growth.

9
DF Dwarf Mode Discussion / Re: An interesting observation.
« on: November 02, 2007, 12:38:00 pm »
In a recent 2-year game (started with .32), I had pop cap 40 but reached pop 50, including births and new waves of immigrants when I was already over the limit.

10
DF Dwarf Mode Discussion / Cave rivers - disappointing?
« on: November 14, 2007, 10:15:00 am »
Back in the last version I really enjoyed the idea of building along cave rivers, but the floods ruined that idea. Looking forward to flooding rivers in this version, I found a seed off the wiki that reported a cave river (2967067655), spent two seasons digging a series of exploratory tunnels looking for it, and finally resorted to reveal.exe.

What was there was a short segment of water, with no cave around it, signs of erosion, apparent relation to the surrounding rock layers, or tributaries, that apparently came from nowhere: both ends disappeared into open space with mist.

This was crushingly disappointing. Is it typical of 0.27.169.33a underground rivers?

[Edit: 3614285250 is slightly better, but still not what I'd hope for: several segments of river at increasing levels of depth, ending in a sinkhole that falls off the map.

I suppose if I want a dwarf settlement based around underground waterways I ought to just undermine a waterfall and do all the digging myself; even after Friday's hoped-for release without uberswimming riverdwellers, I'll have to gear up a serious military before I can set up a riverside civilization. Meh.]

[ November 14, 2007: Message edited by: Kidinnu ]


11
DF Dwarf Mode Discussion / Re: First fortress extinction
« on: December 07, 2007, 08:47:00 am »
The trick I recently picked up from the forums to avoid that kind of thing is to manually control the exact contents allowed in stockpiles and the number of barrels/bins permitted. I'm not sure it would have been any faster, but I'd have tried setting the stockpile to no fat allowed, set up another large stockpile as close as possible that allows only fat, is set to ZERO barrels, and takes from the first. Then turn off everything but food hauling, carpentry, and brewing on every dwarf (sadly work-intensive).

But hopefully you learned to pay attention to your kitchen stocks this time? So, going to reclaim, or start elsewhere?


12
DF Gameplay Questions / Re: Military won't move!
« on: November 07, 2007, 05:33:00 pm »
Align, that happened to me when the squad leader was injured & resting in bed - they all stood around waiting for him to heal, rather than continuing to spar.

13
DF Gameplay Questions / Re: Dumping jobs uncompleted.
« on: December 07, 2007, 09:00:00 am »
Nope, garbage dumps don't need to be a pit.
Is stone hauling turned on?

14
DF Gameplay Questions / How to find interesting (water) features?
« on: November 02, 2007, 02:48:00 pm »
I had all sorts of unworkable ideas in v22 where I thought "OK, Toady says he's changing that for the next release in a way that'll make it work." There's been plenty of discussion of choosing starting locations for magma, but unless I have some reliable way of finding an underground river or chasm I'll never be able to try my unworkable ideas out again. Any suggestions?

Even if there IS an underground river in one of my fortress sites, I seem to have to honeycomb underground to find it - long test passages every couple of levels that don't contribute anything to the fortress. Ideas for quickly evaluating sites are also welcome, although it takes long enough to put together a build that I like that I really don't relish starting several games just to find one site that fits my ideas.


15
DF Gameplay Questions / Re: Absolutely no water source: doomed from start?
« on: November 29, 2007, 03:48:00 pm »
quote:
Originally posted by Captain Mayday:
<STRONG>My argument is that it is realistic to be doomed in a place without any water whatsoever.
This is why historically, cities have not been built in such places.</STRONG>

Unfortunately, the embark screen doesn't give us sufficient feedback to choose our sites as historic settlers have. If I was a dwarf in a wagon, and I got somewhere and there was NO water, I'd keep walking. Likewise if I were a dwarf going to a "heavily forested" area and found no trees - instead, I lose 20 minutes worth of notetaking/skill assigning/equipment juggling, get frustrated, and don't play DF that day.


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