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 - Panando

Pages: 1 ... 6 7 [8] 9 10 ... 40
106
So many wasted lives... Let them serve science as Magmanauts! (that's where you dump unwanted dwarves into the magma sea)

107
DF Gameplay Questions / Re: Iron vs. Bronze?
« on: April 17, 2016, 04:11:03 am »
One advantage of bronze in Fortress Mode is that it is cheaper than dirt when embarking.
Cassiterite + Native copper or Malachite = 8 Bronze bars, for only 12 embark points. That's 1.5 points per bronze. Which is cheaper than clay (3 points) :). Hence cheaper than dirt (okay total cost is slightly higher due to coke/charcoal but 8 bars per charcoal sure ain't bad).

Iron costs 6 pts each. Steel costs a good deal more due to flux and charcoal, but is still a bargain to embark with.

108
DF Gameplay Questions / Re: Building chambers at the aquifer level
« on: November 20, 2014, 06:59:11 pm »
By the way playing with aquifers is safe if you know what you're doing, but it's really easy to make catastrophic errors which can't be recovered from short of using DFHack to plug up the holes with obsidian. An example of a catastrophic error is when one aquifer level drains into another aquifer level in an uncontrolled way, with many opened up aquifer tiles producing water and no way to pump or drain it faster than it's being produced. Methods for penetrating multi-z aquifers are very carefully crafted to have a minimal number of aquifer tiles shedding water at once, even drainage from below depends on having a perfectly vertical column of up/down stairs, and digging it from the bottom up, then sealing the aquifer walls from the top down - do something other than that and you'll get water pooling in places where it causes headaches. Note that normally what makes these errors catastrophic is the FPS hit, if the game was running at a normal speed it'd be merely tedious to recover from the error.

As such I most strongly recommend rolling a quick throwaway game to play around with aquifer concepts (minecarts too). Once all your dwarves have been killed in accidents you can roll another throwaway game :). Once you've pulled off the technique in a throwaway game, only then try it for real in a fortress you're actually attached to. Note that DFhack's 'prospect all' command can be used to guestimate the aquifer depth. If you see sandstone or conglomerate or many layers of sand you're practically guaranteed a multi-level deep aquifer.

109
DF Gameplay Questions / Re: Building chambers at the aquifer level
« on: November 20, 2014, 03:25:59 pm »
You would need to use drainage from below and it is fairly simple, that is, go under the aquifer using twinslit or whatever, then build a drainage shaft to the map edge (carved fortification), build an off valve (floodgate or hatch) and link it to a lever, and then punch an up/down stairwell into the bottom of tank. You will probably need a larger than 1x1 shaft, probably a 3x3 shaft at minimum - but it only needs to be that wide for 3 z-levels below the aquifer, just enough height to give dwarves access from below.
The tank will continually drain down the shaft allowing you to do some work. Then when work is done, shut of the valve so the tank refills.

Unfortunately, you will not be able to (easily) seal off the shaft at any point above the valve. You might succeed in building a retracting bridge across the shaft (or might not, falling water is tricky), but the moment it is completed it will be thoroughly flooded and you won't be able to link it to a lever or deconstruct it, so if you succeed, you won't have the ability to drain the tank anymore. So this might result in your tank having a deep shaft at the bottom. Might be a problem or might not be.

There is another way, and that is to dig a full size up from the drain (i.e. at least 3-z level below the aquifer, at that point it can narrow down to a 1 tile wide drainage shaft) say you want a 10x10 tank. Dig a 12x12 shaft of up/down stairs from 3z below the aquifer, through the aquifer, to the surface. Then wall off the aquifer on the top 2 z-levels (do this from the top down, to the bottommost level of the aquifer). Once the aquifer has been completely walled off you can floor/bridge off the appropriate level for the desired depth of your tank.
This method works great and I've used it to punch large sealed shafts through aquifers (i.e. for sunlit under aquifer gardens and stuff) and it'll work for a tank in the aquifer too.

110
DF Dwarf Mode Discussion / Re: Deep Aquifer Generation
« on: September 23, 2014, 04:16:19 pm »
I don't think it can be done, but what you can do is use dfhack's "prospect all" command and look for sites with sandstone/conglomerate, which will always be deep aquifers. This is because the game doesn't decide how deep the aquifer should be at random, rather the depth of the aquifer depends on the layer materials, the aquifer just keeps going down until it hits a layer which doesn't support aquifer. In principle you can also use "prospect all" to see the estimated depth of the layer materials, so if you see 25 layers of sandstone, you'll know it should be a whopper of an aquifer (I've had a couple of deep aquifers which intersect the first cavern in a serious way, perhaps 10-20 z-levels of intersection, awesome stuff).

111
DF Gameplay Questions / Re: all hunter/trapper embark viable?
« on: September 16, 2014, 05:25:15 pm »
0pt embark is viable, even without exploiting training axe, so yeah, a all hunter embark is viable. Dwarf fortress is quite an easy game once you get over the learning cliff. Especially since invasions and stuff are keyed to fortress wealth, so if all you have is a bunch of hoopleheads in bone and leather nothing really comes along to threaten their safety, until the fortress has traded it's way to megawealth.

112
DF Dwarf Mode Discussion / Re: Alligators- The greatest threat since carp
« on: September 16, 2014, 05:21:27 pm »
Alligators are very good at depopulating embark parties, but they are vanishingly rare. The reason is that even if a biome has alligators, the animal group which first comes onto the map is randomly selected. So you're not very likely to get alligators in the first few months.
This is especially true now that there are so many animals (and animal men) to dilute the animal pool.

I've only had a gator' embark once. I've embarked on many tropical swamps in the hope of getting gators or crocs, but have never since been lucky. The change might have been after all the wombats and kea men and stuff made their debut.

113
DF Dwarf Mode Discussion / Re: Draining Caverns
« on: September 16, 2014, 05:17:17 pm »
It should be noted that the cave-in technique for punching out the floor of a lake is only needed if you are opening a hole in lakes which are 2 or more z-levels deep. As for a single z-level lake it is very safe to just dig the staircase, the reason it is safe is that the moment you open the downstairs in the lake floor, the water starts draining, this means there is less than 7/7 water and the dwarf can breathe and won't drown. The water will drain quickly enough that the water will become low enough that he can dig out the rest of the downstairs in the floor of the lake. Once the digging is done he can either escape from below (any z-level but the lowermost) or you can build a staircase from above down to the lake floor.

For lakes which are more than 1 z-level deep the water flow can be so extreme that it becomes marginally less safe. This is especially true if it's near to the map edge (and if the map edge is 2-z deep) as the water will replenish so quickly that the miner may have great difficulty battling against the water flow to finish digging.

However if your goal is to put a staircase through the lake bed (something I'm oddly obsessed with, as I like perfectly vertical staircases and things like lakes are just engineering challenges to overcome) then draining the lake is not a sensible approach. The sensible thing to do is to drop a plug of rock into the lake then dig the staircase through the rock plug. Exactly like the cave in technique for piercing aquifers, except easier.

114
DF Dwarf Mode Discussion / Re: Draining Caverns
« on: September 15, 2014, 05:40:29 pm »
Another way to do it:
dig until only one tile separates you from the water,
build a floodgate on the last open tile,
connect the flood gate to a lever somewhere far away,
build a door on the second to last open tile ,
open the flood gate if not yet open,
dig the last tile-the miner will escape through the door,
close the flood gate,
remove the door.
Don't forget to seal any additional access the miner might have used.

Even easier: Skip the floodgate and just use the door, initially unlinked. After the miner has done the job and escaped through the door, connect a lever to the door. You can do this as connection jobs operate from the tile next to the target, so the door stays closed and holding back the water while being hooked up to the lever.
I normally use doors for fluid control for two reasons:
1) They open/close the instant the lever is pulled.
2) You can set the lever to repeat to make the door open/close extremely rapidly, which atomsmashes liquid out of existence at an extremely rapid rate. This is particularly useful for draining magma and is my useful solution for draining cisterns and stuff (i.e. I build and link the door in advance of filling the cistern).

Maybe toady will one day give a good reason to use floodgates, but for now doors do everything floodgates can and do it better. (the only real reason to use floodgates is they have an identical delay to bridges, allowing you to perfectly synchronize the release of liquid with the cutting off of retreat)

115
DF Dwarf Mode Discussion / Re: Draining Caverns
« on: September 15, 2014, 12:38:40 am »
It tends to be extremely safe to drain things from below using up/down stairs. Once you've got a drain set up below, just order a down stairs into the bottom of the lake and the dwarf will dig it from below. The dwarf can then escape from the staircase via some level which is not the lowermost level. Obviously, the lowermost level will be extremely flooded.

116
DF Dwarf Mode Discussion / Re: Haunted Glacier
« on: September 13, 2014, 11:03:21 pm »
Flooding glaciers with magma is very fun, very memorable. It's almost as good as the myth busters episode where they mix ice and thermite, when magma flows onto ice you basically get a rolling explosion of cave-ins splashing up water which reacts with the lava making more explosions. As well as being awesome, it will also make the surface inhospitable for life and undead.

117
DF Dwarf Mode Discussion / Re: Sleeping with your gun..
« on: September 13, 2014, 10:48:21 pm »
AFAIK dwarves don't give a toss if you take away their attached weapon, unless it has changed very recently. I have never seen a dwarf get unhappy due to their weapon being replaced and certainly never seen an unhappy thought related to it. As far as I can tell dwarves don't even notice their attached weapon is gone, as if it hasn't been coded in. Another way of looking at it is is that it is a mild form of attachment, lets call it preference. A dwarf prefers to use their trusty no quality copper battle axe, but if they must use a shiny new masterwork steel battle axe, well, so be it. It's not like you've killed their beloved pet bunny or something. (I haven't tried destroying attached weapons, but I doubt they care even if you do that).

If you want a dwarf to stop using an attached weapon, the easiest way is to set 'specific weapon' in their uniform. You can also set the uniform to have a weapon of specific material (i.e. 'steel battle axe') and 'exact match'. It comes back to the 'preference' thing, a dwarf will prefer to use the attached weapon, but only within the wiggle-room provided by their uniform.

118
DF Gameplay Questions / Re: Magma not flowing?
« on: September 13, 2014, 10:41:33 pm »
Typically I pump magma because it's a zillion times faster - that means pumping it out of the top of a magma source, instead of making a hole in the side. Although it sounds a little hair-raising to pump magma, dwarf-powered magma pumps work just fine and are perfectly safe as long as they are magma safe and the magma can't flow from the outlet back around to the operator - and you also have to be careful with pump pressure.

Other than the speed benefit, there are significant advantages to pumping magma. For one a pump can be easily secured, the pumped magma is physically separated from the magma source, meaning fire imps and stuff can't get in into your magma reservoir. You can pump up through a grate, adding further security against things getting out of the magma source. Granted you can also do security in other ways, but a pump is really no more expensive than other options. Another advantage is there is not the slightest risk to miners, as you pump out the top instead of breaking through the side. There ARE perfectly safe ways to tap through the side with a miner (summary: channelling is always safe as it creates a small pooling area to collect the first rush of magma before it can flow to where the miner was standing), but pumping out the top is a superior kind of safe.

119
DF Dwarf Mode Discussion / Re: Elves, and more competent warriors
« on: September 12, 2014, 05:53:43 pm »
I've always thought that elves grow their weapons something like this.

And magical wood should be able to do cut steel.

120
DF Gameplay Questions / Re: Tidy aquifer plugging?
« on: September 12, 2014, 05:54:30 am »
There is no need for a constructed wall on z-1, a ramp needs to be next to a wall to work - in this case natural dirt walls are available.

Pages: 1 ... 6 7 [8] 9 10 ... 40