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Messages - Alaya

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16
DF Gameplay Questions / Re: Enemy activity and fortress value
« on: October 02, 2012, 02:50:25 am »
Quote
If I knew where they'd arrive, I'd just fortify that place.

The very first thing I do is channel a perimeter moat, then channel three-tile-wide roadways (it's useful to have two) from the edge right up to my depot / doorstep.  The depot is then only accessible at the points the sunken roadways hit the edge, so caravans only ever spawn there.  Channelling is very quick (compared to construction), so I can have this done by the time the first dwarven caravan arrives. With subsequent fortification, I can station troops in gateway towers, then escort the traders in. 

17
DF Gameplay Questions / Re: Hauling Grinds to a Hault.
« on: September 27, 2012, 09:19:32 pm »
So your problem is with minecarts, do I understand you correctly?

First off (and sorry if this is obvious): do you have hauling routes set up?   If you do, do you have yellow exclamation marks next to the stops?  (I did, when I first tried to set my carts up.  Took me a while to realize that this was a problem.)  If you do, make sure you have the stops set up correctly.  My issue was not specifying the desired items. 

Also check the route itself. It should show blue-green between the stops. I'd set one track corner out of a dozen (spiral ramp) incorrectly, and of course the whole thing failed.  Plus make sure you've assigned a cart to the route, and have haulers assigned to Push/Haul Vehicles duty so they can get it there.  Set your route to guide so that the cart can make it up the z-levels without rollers.

Finally, can I say, minecarts rock!  They're incredibly efficient and self-managing.

18
DF Gameplay Questions / Re: Waterfalls as a water source?
« on: September 26, 2012, 11:24:31 pm »
[edited out of existence]

19
DF Gameplay Questions / Re: Waterfalls as a water source?
« on: September 26, 2012, 11:10:05 pm »
If you're working with a brook, you needn't worry too much about about the pressure, just shut it off when you've got the water you need.  (Although admittedly you do need to keep an eye on it while it's filling.)

I've never used one, but I believe that rivers create a LOT more pressure, in which case timing floodgate operations could become tricky.  If that's what you've got, you can use diagonal baffles, as here, to slow things down, which I think is what Quietust was talking about.

20
DF Gameplay Questions / Re: Waterfalls as a water source?
« on: September 26, 2012, 11:05:28 pm »
Creating a well reservoir is fairly simple and safe.  As with timotheos, I dig out an aqueduct to the side of my water source (a brook usually), put in a floodgate to turn off the water supply once the reservoir is full, then channel out the last square to let in the water.  You don't need pumps.  A good guide detailing this procedure is here.

Tapping into a renewable source such as a river is preferable to a murky pool because a) pools contain stagnant water which can cause unhappy thoughts and infections, and b) you'll probably want to be able to top up your reservoir later (or extend your plumbing for any number of other purposes).

As for wanting to preserve your location, I always take a copy of the initial save file in case I want to start over.  But I believe that you can find the seed in the Legends files to regenerate the world of a game in progress.

21
My dwarves founded Output Ogtekkud, "Clubpick", in Joyous Wilds no less.

... Club TroPickana drinks are free / FUN and Sunshine, there's enough for everyone ...


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