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 - Tacroy

Pages: 1 [2] 3 4 5
16
DF Gameplay Questions / Re: Fly swarms
« on: February 03, 2008, 12:17:00 am »
I don't know about the flies, but as to the second part: the best way to think of it, I've found, is to say that downward stairs are carved out of the floor, whereas upward stairs are carved out of the wall. Hence, if you carve a downward staircase, you won't have any material left in that tile to carve an upward staircase.

In any case, have you tried building an upward staircase (b-C-u I think) in that tile? IIRC, it should work, I've got a couple of upward stairs that were built over downward stairs.


17
DF Gameplay Questions / Re: Does water "Push"?
« on: February 02, 2008, 08:03:00 pm »
quote:
On a related note, can trapped goblins ever go berserk?

How could you tell the difference?


18
DF Gameplay Questions / Re: Does water "Push"?
« on: February 02, 2008, 06:02:00 am »
I can attest from experience to the fact that water does push sideways, and that if you stand a dwarf in a column of up/down stairs and flood it with water from beneath, the dwarf will not move up or down any z-levels.

My first water tank had one wall about five z-levels up built entirely out of wood, which was bad since I desperately needed that for other purposes. Unfortunately, it was also full, and I hadn't come up with the idea of attaching one of my floodgates to a drain yet. I figured whatever, I'll designate those walls for removal and lose some peasants, no big deal.

Unfortunately, the fortresses' entire juvenile population decided to remove those walls when I wasn't paying attention. Three children died that day from the world's largest water slide, sans slide. Fortunately, one of them was the Duchess', which led to a festive centerpiece for my zoo. (I swear, the little buggers made it at least six squares over)

The second one was an external column I'd built to see if I could induce the U-Bend bug (I'd hoped it would fill my tank faster than pumping up from the river). Unfortunately it didn't work, so that chamber became my dwarf-killin' room. Draft the wounded, station them there, forbid the door and pull the lever - instant drowning. They never moved up any z-levels unfortunately.


19
DF Gameplay Questions / Re: Stones
« on: January 31, 2008, 04:27:00 am »
Catapulted stones only go poof when they land on the same z-level as they were launched. If they land on a different z-level or hit a wall on the way over (regardless of the z-level beneath them, I think), they stick around.

20
DF Gameplay Questions / Re: Does pop cap inclide dead dwarfes?
« on: January 30, 2008, 06:28:00 am »
The short answer to your question is "No."

The long answer is "Nooooooooooooooooooooooooo."

If you're not getting new dwarfs, it's likely because you've been killing immigrants or caravans. If I recall correctly, you get new immigrants when the caravans bring back word of how well your settlement is doing; if they don't come back, the game uses the previous value for a few years, and then afterwards they forget about you. Also, the nation you come from gets news of how many dwarfs die in your town; if there's a high death rate, you get fewer migrants for a while. It sounds (from your 84 dead dwarfs) that this might be the case. You'll probably get new immigrants in a year. For now, enjoy the lag-free-ness!

Also, just as a side note, in my experience the population cap is a soft cap; my fortress that I've always been playing with a pop cap of 100 frequently has a population of around 110. I stop getting new immigrants until it drops back down.

[ January 30, 2008: Message edited by: Tacroy ]


21
DF Gameplay Questions / Re: Ultra Mighty Cook
« on: March 08, 2008, 05:57:00 pm »
Wait what? How does this work? Is it described in more detail somewhere?

22
DF Gameplay Questions / Re: strip for me
« on: March 07, 2008, 05:34:00 am »
I think you can view->inventory->mark for dumping. Otherwise, I know that going into Stocks and marking the item to be dumped works, but you have to have your stocks at maximum accuracy (which you should do as a matter of course - just avoid the stones category)

23
DF Gameplay Questions / Re: Children never age
« on: April 23, 2008, 08:54:00 pm »
If you use Dwarf Foreman, you can make kids and nobles work.

But yeah, it takes forever for kids to grow up into peasants. The ones you thought grew up in a year are more likely to have been two different kids, one who was born and another who grew up.


24
DF Gameplay Questions / Re: Waterfall question
« on: January 25, 2008, 07:09:00 pm »
I've actually done a lot of work that involved pumping water back into water-generating tiles, and it works remarkably cleanly. The only caveat is that water will spread in a radius of about two tiles in every direction (including diagonals) before being absorbed, but the depth drops off exponentially. If your water source is  bordered by anything except for water sinks and blocked tiles, there will be flooding; however, if you only have one tile of water sinks, all the water will be absorbed except for a few puddles on the far side.

A possibly helpful diagram:

code:

w = water flows through these tiles
. = floor
# = wall
~ = water sink

#ww#
#ww#
.ww. <- these floor tiles will be flooded
~~~~

#ww#
.#ww#. <- these floor tiles will be flooded as well
~~~~~~

#ww#
#ww#
~~~~
.... <- these floor tiles will be damp (water depth of 1 or 2, never more than that.)


Note: I am assuming that brooks and aquifers work the same way. If they don't, feel free to yell at me.


25
DF Gameplay Questions / Re: Magma and what not
« on: January 20, 2008, 10:55:00 pm »
People keep on saying that fortifications don't let magma monsters through, but as far as I can tell this is incorrect; they might keep magma men from entering your magma channels, but I've had fire imps go through fortifications before. I know they didn't just spawn in there because, firstly, that's never happened before or since and I don't think it's even possible, and secondly because I actually saw one of the imps sitting in the fortification hole after being chased away by my military.

The best thing to do, IMO, is to build vertical iron bars. They act like grates, except they're faster and I think cheaper (IIRC, grates require three bars to make, vertical bars are literally just one set of bars.) It's also safer than fortifications, because you dig a channel to breach the vent from above (and then wall the area off)

Don't waste steel on the bars, iron won't melt either and is much faster to produce.

Edit: too much either.

[ January 20, 2008: Message edited by: Tacroy ]


26
DF Gameplay Questions / Re: Dwarf Companion questions
« on: March 09, 2008, 04:44:00 am »
Dwarf Companion, like all the other utilities, works by hooking into DF's memory. DF must be running and preferably in Fortress Mode before you run Dwarf Companion.

If you're doing that already, then I dunno. Maybe write on the DC author's wiki page?


27
DF Gameplay Questions / Re: Is one-way or directional movement possible?
« on: February 01, 2008, 08:24:00 pm »
The main problem with traffic in general is that the way dwarfly pathfinding works currently seems to be that they find the most optimal route between where they are and where they're going, and then they take that route. Unfortunately, because there's no way to specify high/low traffic directionally or make one way doors, the most optimal route from A to B is the same route as from B to A. The only exceptions are the local cases where two directions are equally optimal, which is what Troas' and Fedor's designs exploit.

(aka, as far as I know the paths dwarfs take in a fortress can generally be expressed as an undirected graph)

(and on an entirely unrelated note: although I know Fedor is a Russian name, it's also the Portugese word for "stink")


28
DF Gameplay Questions / Re: Mining room questions
« on: January 13, 2008, 11:42:00 pm »
Unfortunately, both dumping and throwing out vermin corpses put tasks in the Refuse Hauling queue. If you're like me and mine out great big rooms, then mark all the loose stone in them for dumping, you'll have problems with miasmas from rotting vermin. Also, no dwarf with refuse hauling turned on will ever get anything done in a timely manner if you're dumping large amounts of stone, but you can just turn refuse hauling off for dwarfs with tasks that need to be done.

29
DF Gameplay Questions / Re: Sufficient housing
« on: September 21, 2007, 03:29:00 pm »
Ohh, I was wondering why some people had different colored names in that menu. Thanks, that helps a lot.

30
DF Gameplay Questions / Sufficient housing
« on: September 21, 2007, 03:14:00 pm »
I've got a population of about five score dwarves, and I'm worried that not all of them have rooms. I haven't made any coins yet, so there's no bookkeeper - otherwise I'd just check to see how many beds I have total. I don't want to count all my little closet rooms either, nor does checking every single dwarf appeal to me; is there a faster way of figuring out how many dwarves need a room?

Pages: 1 [2] 3 4 5