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 - orius

Pages: 1 ... 39 40 [41] 42 43 ... 55
601
DF Modding / Re: Stonesense - Official thread
« on: February 26, 2012, 12:34:49 am »
I suppose this is the information then?


602
DF Dwarf Mode Discussion / Re: Eternal Newb Seeks Desert Advice
« on: February 26, 2012, 12:20:08 am »
The biggest challenges will be a lack of wood and surface farming.  So you'll probably need a lot of wood on embark just to make things like beds.  If there's no coal, making steel will be more problematic unless traders bring you large supplies of timber.  You'll have to ration it carefully.

You won't be able to grow surface crops.  Just grow more subterranean stuff to compensate.  Don't start with grazers either since they won't have anything to eat until after you've breached the caverns.  If you want sheep or alpacas or something, wait until you've breached the caverns and moss grows in the soil layers and buy them from the caravans.

Other than that, it shouldn't be much different once you dig into the earth.  Most dorfs worth their beard won't care what's topside anyway. 

603
DF Dwarf Mode Discussion / Re: All hail the Lungfish
« on: February 26, 2012, 12:11:43 am »
Before the Dwarf walked upon the land, there was the Lungfish.
Before the Crow took to the sky, there was the Lungfish.
Before the Carp defiled the waters with the blood of the unworthy, there was the Lungfish.
Before the Marmot mounted the heights, there was the Lungfish.
Bow before your Lord! For when the dark recesses of the Deep are cleared and the peak of the Admantine Spire is reached, you will find there the one, the indivisible, the true divinity upon it's throne of leathery mucous, breathing air, and on that day YOU SHALL TREMBLE!!! Amen.

Go Team Lungfish!

What about the Badger?

604
He's giving you the right answer. A large enough container of water will remain filled for years if not longer. All you need to do is designate one dwarf to run the pump for a relatively small period of time continuously. Then it will be full for years. Or you can construct a complicated system of windmills, gears and axles and then figure out some way to enclose it to protect it from building destroyers AND turn it on/off (which, guess what, requires dwarf attention and micromanagement) to get the same result. Really, it isn't worth it.

Yes.  Filling a cistern only requires a small number of pumps, maybe only one.  It's easy enough to just have a dwarf manually operate the pump until the cistern if full and then turn it off.   It only needs to be monitored if there's potential for flooding. The water doesn't get used up very quickly at all, and if you really want to fill the whole thing back up to 7/7 it's easy enough to have another dwarf turn the pump back on.  A complex system of axles and gears and waterwheels/windmills is unnecessary unless you need to make a big pump stack which shouldn't be necessary.

Also, the cistern should be at least 2 z-levels deep.  If it's only 1 z-level, the water gets laced with mud or something.

605
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 25, 2012, 11:47:36 pm »
We have finished our first year at this fort.  The outer wall is finished, and the ramps leading into the valley behind the wall have been removed.  All that is left is to hook up the bridge to a lever and floor/grate over the murky pool in front of it so wagons can get in and our basic defenses will be done.  Our fledgling metal industry has provided some cage traps for the entrance of the fort to foil those goblin rotters, and the silver byproducts from the galena smelting went to constructing some weapon traps with spiked balls to fortify the defenses.

The residential areas are all dug out.  Beds will be placed, and some will be assigned to the more notable craftsdwarves so they won't have far to walk to work.  The peasants can instead grab the first open bed they can find.  The first catacombs have been dug out.  I had the smith crank out a few extra copper picks, some of the more useless peasants will be drafted into the mines, since two miners (even at legendary now) isn't enough dorfpower to carve out these dwellings.  We need to find the lower two caverns, and perhaps the magma sea and breach them before the FBs start roaming by in big numbers.

The spring migration wave has arrived.  There's something like 45 dorfs jacking our numbers over 60.  People brought more kids, didn't they?  But a preliminary check looks promising, there are two highly skilled smiths in this wave which is very good news.  I will still have to check for signs of potential vampires though.  I haven't yet decided whether to weaponize them against my enemies or to kill them in a terribly gruesome fashion.

606
DF Modding / Re: Stonesense - Official thread
« on: February 25, 2012, 11:26:29 pm »
videocard issue then.

what's your videocard and how much video memory?

Where do I find this information in Win7? 

607
Utilities and 3rd Party Applications / Re: DFHack 0.34.02 r1
« on: February 25, 2012, 09:35:31 pm »
I want engraved trees ^^ A bit elvish, but hey.

Why does it have to be elvish?  It could be the dorfs grabbing a knife and crudely carving, "Suck it elves!" into every single tree they see and don't log.

608
DF Suggestions / Re: Good regions being painfully good
« on: February 25, 2012, 09:33:15 pm »
Or more simply, it's a fantasy-themed game so don't think too hard about it.

After all, a Toad did it.  ;)

609
DF Dwarf Mode Discussion / Re: Solution to too many migrant children
« on: February 25, 2012, 08:17:44 am »
Big child migrant waves are annoying, but at least in the fort I'm running now, the children are nearly adults when they come, so far 10 was the youngest.  So at least they'll grow up soon, I already had two become peasants within a few months of arrival.

Now if the immigrants start bringing in kids that are only stupidly young, I may have to turn them into vampire chow or something.

610
DF Dwarf Mode Discussion / Re: Bee information gathering thread?
« on: February 25, 2012, 08:14:53 am »
What I'm interested in is a good way to set up secure beehives that aren't out in the open, thus exposing my dorfs to attack.  Also, the last fort I had, the beehives usually got knocked over by trolls everytime I had a seige, so I'd like to put them someplace safer.

I've noticed the bees will fly through fortifications.  I had the hives below a marksdwarf post, and the bees would often fly inside the building.

611
DF Modding / Re: Stonesense - Official thread
« on: February 25, 2012, 08:05:03 am »
Switching it to software mode fixed it, but it runs very very slow under this mode.  It crashes under both OpenGL and DirectX.

612
DF Gameplay Questions / Re: Have never found metal. . . ever
« on: February 25, 2012, 07:38:26 am »
Billion's okay if you don't have access to metals like gold or platinum, and you want to do some fine metalcrafting.  It's worth more for crafting than plain old copper, and while it's less than silver, you're guaranteed billion from the tetra, unlike the silver.  If there's gold and tetra though, I use the tetra to produce electrum instead.

613
DF Modding / Re: Stonesense - Official thread
« on: February 25, 2012, 02:26:21 am »
I'm having problems with the version of Stonesense released with the lastest DFHack (the 0.34.02 version).  As soon as I launch Stonesense, I get the message "Cannot load image:  stonesense/Effect_flames.png", and Stonesense crashes.

614
It seems to me that deserts and areas with lakes generally have the lowest number of z-levels, but I have no evidence to back it up.

I tend to find my shallow maps where there are deep river canyons or lots of steep cliffs.  The caverns aren't too far below the river and they tend to be very close to each other.  This may be because there's already a lot of z-levels, like 30-40 on the surface where all the cliffs are at.

615
DF Gameplay Questions / Re: Controlling furniture decoration
« on: February 25, 2012, 01:09:21 am »

On the burrowing crafters, that scares me.  I sometimes forget to put food in those burrows. 

I just include the main dining hall and booze stockpile in their burrow.  The different sections of the burrow don't all need to be connected in the burrow, they'll go through hallways that aren't in their burrow to eat and sleep and stuff.

Pages: 1 ... 39 40 [41] 42 43 ... 55