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Messages - ptb_ptb

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1036
DF Suggestions / Allow stockpiles to specify damage level
« on: September 13, 2014, 12:09:19 pm »
Stockpiles, especially 'finished goods' stockpiles, could benefit from 'damage level' specification.

* allow damaged
* allow undamaged

This would allow you to easily sort out worn clothing (for junking or trade) from unworn clothing (for use).

1037
DF Suggestions / Simple trade agreement tweak
« on: September 13, 2014, 07:31:48 am »
How about adding an
(All)
line to the trade item types that have lots and lots of entries?
In other words, if you want lots of leather you can just ask the liaison for the maximum amount of
(All)
and it pumps up every line item. Instead of having to specify Yak leather, Dingo leather, Cat leather, etc. separately.

1038
Mod Releases / Re: Plant Bugfix/Minor Mod v 0.40.11.1
« on: September 12, 2014, 03:29:59 am »
I think this is still 'good to go' in DF 40.12

1039
DF Gameplay Questions / Re: Tidy aquifer plugging?
« on: September 12, 2014, 02:27:48 am »
If this is .40 try the following:

On the bottom level, construct a ramp next to a constructed wall. Construct another ramp on top of that wall. Dwarves can now use the ramps to get in/out.
Now first order the z-1 ramp to be deconstructed, then a few moments later order the z-2 ramp and wall to be deconstructed. Once each dwarf has finished deconstructing his construction, he should climb out of the pit.

Hmm, doesn't that leave a constructed wall on the z-1 level? Wouldn't that stop the plug falling?

Coming to think of it, it's a pity that dwarves can't stand on top of support pillars. That would give some more options.

1040
DF Gameplay Questions / Re: Tidy aquifer plugging?
« on: September 11, 2014, 03:42:45 pm »
Well, I seem to have spread some confusion, so I shall attempt to clarify.

I don't see what the particular problem is here.  1 tile should be all that's needed.

1 tile gap is all that is needed for the plug to drop. That's certainly true. However the dwarves needed some way of getting down there. In retrospect I could have tried to trap one of the mining dwarves down there by digging two levels out and not providing a way out. I didn't think of that until later, though. That's a sure fire 1 dwarf kill though.

Quote
Why are those stairs there?

So the dwarves could get down and out (see above).

The method given in the wiki would have a notch taken out of the side of the plug next to the stairs. Or you could have the stairs going down outside of the gap. Either way is esthetically displeasing to me.

Quote
You are unlikely to be able to make a decent plug without breaking the surface unless you are working under a hill.

Yeah, I meant the surface past the outside of the gap. For example if you have stairs going down and a tunnel across. I get what you mean by the hill thing, though. You could have a natural unbroken surface if you have enough z-levels before the aquifer to have a 't-shaped' plug. One with a higher radius at the top than the bottom. That sounds quite cool, actually, and my current fortress may be able to do that.

I think what I may do is have a cross-shaped hole in the center of the plug with central stairwell and floor hatch to reach it. That would keep the symmetry better. It would leave 5 tiles of 7/7 water to deal with, but they could easily be pumped out as they would not be adjacent to any aquifer tiles.

1041
DF Gameplay Questions / Tidy aquifer plugging?
« on: September 11, 2014, 11:36:03 am »
So, I've been trying variants on the 'cave in method' of getting through aquifers.  The problem: I only want a one-tile gap between the plug I'm dropping and the land around it. 



Fig 1. Slightly failed attempt.

I also want to avoid disturbing the ground outside of the area. I actually managed it once, but I had to cheat with dfhack to turn the lowest section of the stairs into a floor tile (I deconstructed the other sections). Some things I've tried include deliberately causing cave-ins to drop debris and logs on top of stuff to break it. Being the heartless dwarven overseer I am, I don't mind sacrificing a dwarf if I have to.

Any thoughts on possible methods?

1042
DF Gameplay Questions / Re: Quick rule-of-thumb temperature stuff.
« on: September 11, 2014, 09:05:01 am »
Probably, yes.

Darn. :P

It doesn't really matter this time, though. I messed up my fortress start so I'm calling a 'do over'.

1043
DF Gameplay Questions / Quick rule-of-thumb temperature stuff.
« on: September 11, 2014, 08:31:16 am »
If you're in a temperate region close to a cold region and you're an African Swallow will water freeze INSIDE and ABOVE GROUND during winter?  :P

1044
Some checking with winmerge and finger crossing suggests that the version for 40.11 will still work with 40.12.  I'm about to try it. :)

Wish me luck.

1045
DF Modding / Re: Lord Dalek's Human Fortress
« on: September 11, 2014, 04:10:07 am »
On an unrelated note except for the title, has anybody made a dalek mod?

Haha, first thing I thought when I saw this thread. "What about Lord Human's Dalek mod?"

1047
Other Games / Re: Remember Tomorrow - an indie 4x space strategy game
« on: September 05, 2014, 10:20:35 am »
So...any tips for not sucking? :P

Well, it took me a bunch of times before I got to 'not sucking' on Normal. Here's a few things I learned.

Colonize like crazy. You should probably try to get atmosphere domes fast so you can properly colonize frozen and barren planets.

Your starting world is 'balanced' which means 'equally sucky for everything'. You can slowly convert it to 'industrial' by destroying farms and building factories. Make sure you don't destroy farms too fast! I recommend that if you have less than 50k agriculture surplus each month you should concentrate on making agricultural colonies. Ocean Farms and Hydroponic Farms help a lot!

After a while you may find your home planet is a long way away from the front line. You can pick a good planet (or two) near the edge of your empire and turn that into an industrial planet to build your big ships there. When your home planet is stuck in a backwater far from the action it may be better to turn it to Scientific by destroying factories and building Science centers.

Keep an eye on your mineral production (metals, organics and exotic elements). If you have big surpluses you should probably have made more scientific planets. If you are really short of one, but have lots of another, you can try an economic treaty with a neighbor.

You won't win first time. You won't win every time. Just remember to have fun. :D

1048
Other Games / Re: Remember Tomorrow - an indie 4x space strategy game
« on: September 05, 2014, 02:39:17 am »
Remember I said there was something screwy about population transfer mechanics? I don't know if you've looked into it yet or not, but I took some 'before and after' shots.



This is from Windows with 15B patch.

1049
DF Community Games & Stories / Re: Monster-mash concept thread
« on: September 04, 2014, 04:20:09 pm »
Good luck caging a FB. That's not as simple as it sounds. Even if you know it's not as simple as it sounds. It's one of those "you have to be really good at DF" things... and this sort of game needs people of all skill levels. :P

Well, I'm 'medium experienced' at best. If I can cage a FB, then anyone can. :P

I'll just have to see if I can. Haha.

I'm going to wait for Pheobe's tile set to update before trying, though. I tried a different one but I've just got too used to my favorite set.

1050
DF Modding / Re: Underpants for dwarves?
« on: September 04, 2014, 01:03:35 pm »
Do you have any kind of items_pants that you're not using at the moment? You can use the information for underpants, but retain the ID of the original clothing item.

Thanks for the info. However now that DF 40.11 is out, though, I'll be restarting anyway.

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