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Messages - Silveron

Pages: 1 ... 3 4 [5] 6 7 ... 26
61
DF Dwarf Mode Discussion / Re: Preventing destruction of floodgates...
« on: February 16, 2007, 12:34:00 pm »
code:

###########...~~
###########^..~~
____X~^^^~~][~~~
#####~^^^~#^..~~
#####~~~~~#...~~
###########...~~


Or this if you want to stick to traps. I normally ad an access bridge to the enclosed trap island for trap cleaning.

62
DF Dwarf Mode Discussion / Re: Impending Migrant Flood
« on: May 30, 2008, 11:42:00 am »
Silveron has admired a fine giant wall of text recently.

I still like the dwarf press better. Just assign the dwarf victims to the lever "P"rofile. Works best for those pesky nobles since they cannot resist a lever in need of pulling. Downside is it needs 2 pulls to cycle but no cleanup.

code:

XXXXXXXXXXXXX.
XXB--------BX.
XL|++++++++|D.
XXB--------BX.
XXXXXXXXXXXXX.


L=lever
D=door

3x10 bridge with a lever at the far end from the door.


63
DF Dwarf Mode Discussion / Re: I Conquered the Hammerer
« on: January 25, 2008, 12:23:00 pm »
By the way.... if you never assign a sheriff... the hammerer is never an issue.

64
DF Dwarf Mode Discussion / Re: Worst Siege Ever
« on: September 11, 2007, 11:20:00 am »
Use spiked ball traps. They dont make as many pieces  :D

65
DF Dwarf Mode Discussion / Re: What pays dwarves?
« on: August 31, 2007, 11:22:00 am »
Once the economy is up you can see these values in the 'Z' status menu under Prices. Fairly sure thats where I've seen it anyway.

66
DF Dwarf Mode Discussion / Re: pretentious sleeping arrangements
« on: September 04, 2007, 11:45:00 am »
I always read it as white was a satisfied requirement, and cyan was above and beyond.

67
DF Dwarf Mode Discussion / Re: 3d Room Applications
« on: August 15, 2007, 07:00:00 am »
Im planning on making the entrance to my fort a open dragons maw. Complete with magma fire breath and a steam blowing nostrils for smoke effects.

68
DF Announcements / Re: Considering forum upgrade
« on: June 10, 2008, 06:51:00 am »
Can't remember who was working on it but there was a Giant tileset in progress something like 64 x 64... could always go that route with whomever's permission to reuse the tiles.

Edit:
Found it. Mike Mayday was working on the one I was thinking of.
This thread.
And yes it was based off another tile set before that, DR's iirc.

[ June 10, 2008: Message edited by: Silveron ]


69
DF Announcements / Re: Dwarf Fortress 0.22.121.23b Released
« on: December 11, 2006, 08:00:00 am »
Now we just need some thatched roofed cottages.

70
DF Gameplay Questions / Re: Children in Bags
« on: October 16, 2006, 11:33:00 am »
Captain is correct. Ive done that to free several of my imprisioned brats. Trick is getting the right bags to the depot.  ;)

[ October 16, 2006: Message edited by: Silveron ]


71
DF Gameplay Questions / Re: cave river and cave ins
« on: October 16, 2006, 11:40:00 am »
Ive had no issues with mining 6 tiles from the river. What you have to watch is  if the bank is missing a tile it counts as the 7th tile and causes collapses.

72
DF Gameplay Questions / Re: Understanding Aqueducts
« on: October 16, 2006, 11:27:00 am »
From what I've seen so far the aquaduct has an underlying channel for a skeleton.

So this 3x6 open left and right..

code:

XXXXXX
......
XXXXXX

Has a channel system like this internally...

code:

w    w
w_----_w
w    w

Which as mentioned will pull water from any of the w squares due to the end pieces being flagged as actual channels. The middle tiles act differently than standard channels.


73
DF Gameplay Questions / Re: Freeing the free prisoners
« on: October 12, 2006, 11:54:00 am »
You can also activate/deactivate their squad to break them out of the 'jail trance'.

Bigger issue is with nobles, you cannot order them around to do anything that normally would work. Ive resorted to building wells and statues under the dwarves that wont leave the jail so they have to move.

Also, be aware that any 'jail trance' dwarf with a job of drink will not end the drink job normally after getting to a water source. Ive had to remove wells or build statues under them to force the issue.


74
DF Gameplay Questions / Re: Questions: No-econ, and noble-killing
« on: March 19, 2008, 06:56:00 am »
My favorite is to make a 10x long room by 2 or 3 wide, put a lever at the long end opposite the door. Hook the lever to a raising bridge. As shown the bridge should raise north or south. Set the lever permissions 'P' while in the lever's 'q' menu to set the noble to be executed. Then set a Pull Lever job. Soon the exact noble will be no more. The lever does require one pull to reset, but the upswing of the bridge never kills anyone. Downside is all the fancy expensive equipment gets crushed as well. But that means absolutely no clean up.  :D

code:

XXXXXXXXXXXXXXX
XX++++++++++XXX
XL++++++++++D..
XX++++++++++XXX
XXXXXXXXXXXXXXX


75
DF Gameplay Questions / Re: Dwarves won't stockpile wood, help?
« on: March 19, 2008, 06:57:00 am »
Have you turned wood hauling off on everyone? Or perhaps adjusted the acceptable wood types by customizing your stockpile?

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