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Messages - orius

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256
DF Gameplay Questions / Re: My new housing block design
« on: June 27, 2012, 02:54:34 pm »
Would you mind letting me know what the texture pack is?

Ironhand.  I have it tweaked a bit so the mineral colors and tiles are back to the old settings they had before he put in the diamond borders.

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Also you're stonesense sprites of dwarves looks quite clearer that the one shipped with DFhack 34.11, where do you get it?

They're the old sprites.  They're in the normal package too, you just need to go into the setting files and disable the high-res sprites.  The high-res sprites look good but they don't fit as well with the old terrain, and even at a reduced size, I can't take screenshots with them.

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last question, out of curiosity, why individual one-tile chamber with a casket? So you can make it an individual tomb, as for nobility?

Personal perference.  I like having seperate burial chambers for each dwarf rather than just plopping them all in a huge room.  Also, once a dwarf is interred, I forbid the door so the tomb won't be disturbed.

257
DF Dwarf Mode Discussion / Re: Post Your Stonesense Screenshots
« on: June 26, 2012, 05:32:31 pm »
Here's some shots of a new fort design I've been working on:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

258
DF Gameplay Questions / My new housing block design
« on: June 26, 2012, 05:27:15 pm »
I've finished work on a new housing block design for my forts.  It has a centralized design that takes 3 dimensions into account.  There's 128 individual bedrooms (which should be sufficient with my population cap of 135), plenty of space for workshops or storage on the periphery, and a large central dining room at the bottom.  The dining room is at the bottom of a large 17x17 shaft which has windows to the bedrooms for aesthetics and hopefully it will work well as an anti-vampire measure.  The shaft can also be channelled out/caved in from the surface to prevent cave adaptation (as the dining room tiles will be marked Above Ground/Light, which I believe is needed), and it can support a mist generator in the center.  Statues can also be added to put a scuplture garden in it as well for even more happy thought overkill.

Here's the first level of the block:

Spoiler (click to show/hide)

It's 32 1x3 rooms with bed, cabinet, and chest, with a window and door.  There's a 3 tile wide hall surrounding it, with 3x3 stairwells in the four corners (said stairwells will have statues decorating them in a prperly finished setup).  The halls also has 24 4x4 spaces on the outer edge for workshops, storage or whatever else is needed, in the northeast corner 3 of the spaces were expanded into a large apartment for the ruling noble, there's enough furniture in there to keep a duke happy, and the walls are engraved magnetite.  The east side had some of the rooms expanded into a resevoir.  There's also hallways in the center perpendicular to the main hall, these hallways will serve as accesses to rail systems, catacombs (seen to the south), or large storage areas.

Second level:

Spoiler (click to show/hide)

This area is partially finished.  The bedrooms are done, but the outer rooms are largly empty.  The southeast has a large stone stockpile feeding the workshops above it, 3 masons, a stonecrafter (pots), and a mechanic.  The stockpile is obscuring it, but there are stairs linking each workshop stockpile to the main stockpile.

Nothing to really see on the third level, just more of the same, really.

Spoiler (click to show/hide)

Fourth level.  This is right above the dining hall.  It's mostly unfinished but the rooms themselves have been dug out.

Spoiler (click to show/hide)

Drain grate in the center for the mist generator.  I originally built a wall around it to prevent water from splashing all over the dining room floor, but it made the mist less effective, and I apparently didn't need it anyway.  Main pantry is to the north, kitchens to the northeast, non-edible food (flour, eggs, sugar, etc) east of the kitchens.  Refuse stockpile to the southeast with an atomsmasher.  South side of the dining room is the fort "control center" where all the levers go. 

Spoiler (click to show/hide)

Here's where we fill the resevoir and pump water into the mist generator from an aquifer.  Right now it's being dwarf powered, but I could likely set up a water reactor to automatically keep the pump going.  I was more concerend about getting the main features set up and make sure the mist generator would work without flooding the whole damn fort.

Spoiler (click to show/hide)

Drainage system.  This is 1 z-level below the dining hall.  Both the resevoir and mist generator drain into this corridor which leads down to the first cavern.  A floodgate has the resevoir blocked up so it can fill.  There's a second floodgate in the mist generator channel to be closed off if the resevoir needs to be drained so the water doesn't back up into the dining hall (which would be so much !!FUN!!).

Spoiler (click to show/hide)

This is where the drain pipes empty into the cavern.  It's obscured by the water flow, but there's a 2 tile wide fortification for it to pour out of and into the cavern below.

Spoiler (click to show/hide)

This is the floor of the cavern where the water empties.  It's a fairly large lake that empties off at least one part of the map edge, so whatever water empties out down there shouldn't cause a lot of flooding.

Spoiler (click to show/hide)

Top fort level.  Nothing unusual here for me, just the entrance, trade depot, farms and pastures, hospital (eventually) and well, and such.  Damn elves snuck into the picture.   :P  I have a railing of metal bars surrounding the upper part of the shaft.  I also took at how it would be with more bars on the second level and it looked pretty good:

Spoiler (click to show/hide)

Here's a shot of the shaft being caved in:

Spoiler (click to show/hide)

And here it is roofed over later:

Spoiler (click to show/hide)

Cutaway view of the whole setup:

Spoiler (click to show/hide)

How do my dorfs feel about this?

Spoiler (click to show/hide)

259
DF Gameplay Questions / Re: Announcements you'd like to see
« on: June 26, 2012, 02:02:13 pm »
''Urist is about to do something stupid!"

The game would constantly crash from the resulting spam.  :P

260
DF Dwarf Mode Discussion / Re: Advanced World Gen !Science!
« on: June 26, 2012, 01:49:49 pm »
Interesting info.

261
DF General Discussion / Re: Which therapist do you use?
« on: June 26, 2012, 01:30:38 pm »
Also, I learned DF with Therapist, this was from following a few video tutorials on YouTube where DT was being used.  I didn't find where the labor preferences in the game were until I'd been playing for a few weeks.

262
DF Dwarf Mode Discussion / Re: How often does this happen?
« on: June 25, 2012, 02:26:01 pm »
I once got down to SMR in one 1x1 stairway. Considering the idea was to map out the caverns and magma sea before deciding where to dig, I was not amused.

Well, on the bright side, you did find a good spot for a pumpstack or central staircase.

263
DF Dwarf Mode Discussion / Re: Nobody will manage the damn fort!
« on: June 25, 2012, 02:22:02 pm »
I don't think it matters much, but I've noticed in splinterz' DT branch that some of the dwarves who are good at management tend to be terrible with manual labor and vice versa.  So you can put a non-critical dwarf in manangement and bookkeeping and it should work out.

Actually, what I do is once I get the big early migrant wave, I go through the useless haulers see who's suited for management, and see which has the least annoying preferences.  This dwarf becomes the new expedition leader/manager, someone who isn't needed for an important job and who won't mandate annoying shit or forbid exports of key trade goods.

264
DF Gameplay Questions / Re: So how long do sieges last?
« on: June 25, 2012, 02:13:51 pm »
With all these solutions, it makes one wonder why the goblins bother to invade in the first place.

265
DF General Discussion / Re: The worst bug - 34.11 poll
« on: June 24, 2012, 07:06:41 pm »
Another vote for #5895 here.  Totally disrupts fort operation. 

266
Well, there are verbs in the language raws, the language_words.txt file states that drink, eat, and mine can be used as a noun or verb (so I went with verb), but there are certain verbs like "to be" that are missing.  There's also no pronouns, prepositions, or conjunctions and the like so I kind of just put in such words so it would make some sense.

267
Is there really no way of giving coordinates? Be good if it showed just an X,Y on the embark screen even for my own purposes when looking at embarks. While I'm on the topic IsoWorld could use the same feature, ever tried to find a spot you found in IsoWorld in DF? Can be pretty tricky on just a medium sized world.

Yeah it is.  I usually go to the mouth of a river and backtrack along it to help me find spots that are in the middle of nowhere.

268
DF Dwarf Mode Discussion / Re: 34.11 hauling issue
« on: June 24, 2012, 05:03:13 pm »
Oh yes, I have noticed this.  I'm working on a quick fort to test a new housing block scheme, and I'm trying to make windows.  So I've got a small stockpile for charcoal/coke next to my glassmaker's forge, but whenever he grabs some fuel out of the bin, some idiot hauler thinks "OOh, he needs more fuel", and grabs the bin even though there's 4 more bars in it.  So the glassmaker keeps spamming the hell out of job cancellations, and it's annoying as hell. 

269
DF Gameplay Questions / Re: So.Much.Gold But is it magma safe?
« on: June 24, 2012, 04:51:41 pm »
Consider yourself lucky that you didn't end up with a zinc anvil - those aren't even fire-safe, so it wouldn't even be possible to use them in a metalsmith's forge.

Hmm, that's the sort of thing that would have me force the dwarf to stand under a bridge, or mine out a volcano's obsidian tile with no where to escape to or some other form of death.

270
DF Gameplay Questions / Re: mining adamantine
« on: June 24, 2012, 04:40:34 pm »
So carving a fortification into the hollow part of an adamantine tube will safely reveal the HFS without the hordes of clowns wrecking the fort?  I was thinking about this last night actually, and figured it would probably work.  I hadn't gotten around to actually trying it out though.

I don't mind experimenting with some crazy stuff, it helps me learn the game, and it's part of the !!FUN!!.  I just learned that if I'm going to cave in a big pit from the surface, I should probably channel away the soil, or I'll end up with grass growing in my dining hall, and which needs to be painstakingly removed by flooring the whole damn thing over.  Another crazy thing I'm doing is deliberately caving in pieces of the undergound into a cavern lake so I can mine out exposed veins which are underwater.  Don't give me spoiler on this, if it fails badly I want to see it for myself.

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