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Messages - Jurph

Pages: [1] 2 3 ... 37
1
I could use some ideas for a church, since I can't think of a beautiful underground church being a thing.

 

Take a look at the chapel at St. Andrew's School -- it's in a basement so the only windows are in channeled-out places that barely let any light in.  I think channeling out a 4-z tall area with pillars, a long central aisle, rows of chairs, and an elevated platform at one end would be enough.  If they need statues put them along the outer wall like Stations of the Cross. 

2
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: May 28, 2015, 11:38:58 am »
You can thank me - indirectly - for what happened to you.  A long time ago Toady had a fund-raising drive to add new animal species to the RAWs.  I chipped in a few bucks and sponsored the raven because I'm from Baltimore. 

...you're welcome?

3
DF Suggestions / Borax should be a flux stone and a soap material
« on: July 18, 2014, 08:30:54 am »
Borax now occurs near rock salt in desert biomes (and possibly other places as well).  The [Wikipedia article on borax](http://en.wikipedia.org/wiki/Borax) suggests that it could be used in pottery glazing and soap-making as well as in metallurgy (as a flux stone).  It would be great to have a reaction at the soap-maker's workshop that allowed you to substitute borax for part of the tallow-soap process (probably in place of the lye). 


4
DF General Discussion / Re: Future of the Fortress
« on: October 15, 2012, 10:39:56 am »
From the climbing update, it sounds like any creature might be able to climb a wall.  Moats as currently designed would be ineffective if invaders believed that a climbing path could be found, but you could turn the AI against itself.  Envision a steep but rough wall leading up to a single-tile-wide entrance, and a watch tower full of marksdwarves with arrow slits overlooking the wall.  Assuming climbing is slower than walking, this could absolutely decimate the enemy. 

Other implementations of this include moats with a shallow slope on the outer face, but a steep inner face several Z-levels tall.  Inside the ramped outer face, pillboxes!  PEW PEW PEW. 

5
DF General Discussion / Re: Donations Other Than Cash
« on: May 18, 2012, 10:42:26 pm »
Nearly any sufficiently dense commodity you would want to send is either too heavy (gold, silver) and/or conversion back to cash would include a sucker's tax.  You might be able to get bearer bonds, but they can be stolen.  So I'd advise sticking to tried and true financial instruments like wire transfers.

My bank will print and mail a paper check (cheque) each month, which is my preferred method.  You may be able to open an account with an online bank in the USA and set up a donation as though it were online bill paying.

6
DF Dwarf Mode Discussion / Re: HELP!!! Too many resources!!!
« on: May 07, 2012, 12:39:20 pm »
you can even set gem cutters to cutting stone into interesting shapes, then encrust it into furniture and such. You'll be raising values, getting rid of stone and train gem cutters and encrusters.

+1

I don't let gemworkers touch anything valuable until they've legendaried on worthless rock.

Absolutely!  My two favorite words now are "microcline cabochons". 

7
Out of curiosity, why do you guys make the training room a barracks instead of a burrow?  I can designate several 1x1 danger rooms, locked off with doors that exclude pets, as a single burrow of non-contiguous single tile zones.  Then I can set the training orders to defend that burrows (2-4 dorfs) and train in an adjacent barracks (2-4 dorfs) and my dwarves will rotate between sparring, resting, and danger room training. 

8
I demand Exalted Diamond: Vampire Queen fan fiction!
Just look for any X-Men title featuring Emma Frost from the last ten years or so.  Instead of brilliant (ha!) dialogue, you get a transparent (double ha!) appeal to the fans' baser instincts.

9
It looks to me like the Core i3 and Core i5 just crank out a lot more clock cycles; also the A8 is the end of the line for the ill-fated FM1 (aka FML) socket design.  I'm building a new PC and have always used AMD, but I can't see any reason to buy one of their CPUs this time.  I use a Phenom II X3 (2.8 GHz) right now and get 40 FPS on a 3x3 embark with 100 dwarves.  If I don't limit the population to 100, My fort dies from sock poisoning very rapidly above 100 dwarves.

If you own an A8 or a Core i3/i5/i7, can you add to your comments a note with your typical embark size, population limit, and typical framerate at 80 dwarves?  Thanks. 

10
DF Gameplay Questions / Re: height: how does it work?
« on: April 03, 2012, 08:30:10 am »
Since the sphere has radius 20, and distances are calculated using √2 (1.414), the footprint of a tower decreases with Z-levels as follows:

Z-levels above ground Enemies visible n tiles from tower
1-619
7-818
9-1017
11-1216
1315
1414
1513
1612
1710
188
196
200

So dwarves on the sixth floor suffer no range penalty, but are at least six tiles away from surface troops trying to return fire through the fortifications. 

11
DF General Discussion / Re: Lazy Newb Pack [0.34.07] [V12]
« on: April 01, 2012, 08:11:24 am »
Praise the (memory address) miners!

12
DF Dwarf Mode Discussion / Re: Top 10 most useful skills
« on: March 31, 2012, 10:31:58 pm »
might as well add a point in student if that helps to speed up the learning of, well, everything.

You can train most of the following skills quickly:
  • Anything that uses stone as an input (mason, stonecrafter, mechanic)
  • Most harvesting jobs (plant gathering, woodcutting, mining)
  • Anything that uses raw plants, provided you have farms (brewing, tailoring, milling)
  • Anything that uses domestic animals, provided you have several female animals (leatherworking, bonecrafting)

Farming increases the yield (stack size) of your crops, which has a trickle-down effect on brewing, cooking, barrel use, clothing industry, and more.  Since your fort is going to have one worker and six layabouts, this is critical to surviving.

It grants 30xp per use, but even if you buy 100 plump helmet spawn, you're not going to be able to plant them all in one season, harvest them all, and have them turned around into another 100 seeds by next season.  A 7x7 plot would yield 1470 experience per season or 5880 per year, which gets you to Adept in Year 2 and Master in Year 3.  It would cost about 100 embark points' worth of seeds, but would also fill your first-year fort with single stacks of plants.  Take four or five points in Growing, or spend a lot on seeds for embark and scale back your plans for the first year.

Since you're expecting your other six dwarves to attack multiple enemies and live, you should put his other points in Armorsmithing.  High-quality armor will serve them better than high-quality weapons over the long run, and you'll eventually be able to get them high-end weapons.

13
Quote
What area(s) do people define their burrow(s) during a siege to get their pin cushion dwarves out of the way and into safety?

I have two burrows that overlap for sieges.  The first is called "indoors" and consists of everything underground that isn't a cavern.  When all my doors are sealed, this area is impervious to enemy assault.  The second is called "panic" and is a dining hall stocked with masterful meals, booze, nice beds, and a mist generator.  The idea of the inner room is that if something has gone terribly awry (what are the odds?) then I'm probably looking at only a few survivors.  I want these dwarves to be in the nicest place possible to mitigate their terror.  Think of it as a PTSD recovery room. 

14
EA just announced the new SimCity title.  Every sim will be an agent acting on its own whims!  All behavior (traffic jams, crashes, fires) will be emergent!  Curvy roads!  Requires an internet connection to log in to their Origin DRM server each time you... wait, what?  I've already got emergent agent-based gameplay, and I'm working on the curvy roads.  It just takes time.

I donate to the Toad and have not bought a AAA title in a long time.  Diablo III might be my next title, but SimCity will definitely not be.

15
DF Gameplay Questions / Re: Civilian Safety
« on: March 16, 2012, 01:44:36 pm »
burrows, (w), mark the area they can work in and when a siege or something arrives, (m)ilitary and activate the civilian alert for the burrow.

With multi-level designations, this is now easier than ever.  You can designate several central z-levels of your fortress as an 'airlock' near the core of your fort; give the order to withdraw, seal the outside of your fort, wait a few moments for stragglers, and then pull the LOCKDOWN lever.  Make sure you've got a well, food, beer, picks, and some livestock, and you can keep the doors shut for a loooong time.

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