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Messages - taptap

Pages: 1 ... 14 15 [16] 17 18 ... 55
226
DF Gameplay Questions / Re: A stupid aquifier question
« on: October 31, 2015, 06:03:42 pm »
OK, done. Bringing an aquifer tile down to the circus did not result in a local aquifer.

Thanks for actually testing. The assumption (no change) does not hold when you try to plug an aquifer by caving in a clay layer as well, it will magically change to the aquifer soil layer when dropped. (0.34.x)

227
Pretty is not necessarily gigantic. You could just build around caverns - you have open spaces and some landscape to work with. Most dwarfy for me are functioning complex systems, they are often large by necessity, but they work as well. (If you build a working regenerating magma piston or ice trap or clock or sauna ... you will likely enjoy it more than smoothing an oversized, empty multi-z-level room.)

228
All of my Farmers have Brewing, Cheese Making, Herbalist, etc.

I have customized hauling jobs a fair bit.  Cave spider affected dwarves and the chief medic don't haul at all. Some don't haul wood to avoid danger (main functionaries), some don't haul stone due to low strength, main producers don't haul their output so to not get distracted from their job, others have just randomly switched some hauling jobs off so not the whole fortress halts when some job produces a hundred seeds... I assign jobs so they cross-train the same attributes, especially for the attributes not trained by military training, i.e. bone carver is a side job for mechanics / medics, as is cooking and gem cutting.

229
DF Dwarf Mode Discussion / Re: cavern vermin on surface?
« on: October 20, 2015, 10:12:48 am »
Aren't creepy crawlers a good source of protein? (Butcherable in game.)

Creepy crawlers are no issue once the fort sits in stone, ime.

230
DF Dwarf Mode Discussion / Re: Which tileset do you like best?
« on: October 19, 2015, 09:47:35 am »
funny how people answer ascii to a post asking for the favourite ascii tileset.

tahin 16x16 is my favourite, as soon as you stop constructing only rigid square patterns the diagonals will start to look good - it is a bit inconvenient with minecart tracks however. i can't stand the hybrid half-ascii, half-sprite tilesets. before that i have used marbledice (on which tahin is based), it stood out by its sober, clean, crisp looks. decisive factor was probably not having a beard in the dwarf symbol. i tried talryth 15x15 as well.

231
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 07, 2015, 12:33:26 pm »
Two delicious magma crabs in cages caught, camulus has.
What to do, what to do....?

I am jelly. Experiment of course.

232
If you manage to do it, capturing a breeding GCS pair is probably the best silk farm solution. I don't think it matters to the dorfs, and it certainly doesn't for the "economy", but GCS silk is actually worth more than FB silk (but FB silk is rumored to be able to have interesting properties, such as fire safe). Anyway, I like to think (in a role playing kind of way) my dorfs are happier with more expensive clothing.

I roleplay that they need woollen socks for happiness, not expensive silk and cold feet :)

233
A few tiles of dedicated farms, a few wool producing animals and/or a single, farmed high volume silk producer are technically all it takes. Don't rely exclusively on a single GCS - it can produce enough silk, but it will die of old age at one point. Capturing an immortal silk producer is the perfect long term solution imo. Do not kill a silk-producing forgotten beast / titan if you are lucky enough to get one. Advanced silk farms are sufficiently productive to run in batch production, when producing several hundred silk per batch you don't really need a fully automatic setup imo.

Substituting armour for clothing can reduce requirements (for military and "reservists").

234
I'd like SOME immigrants but don't want the repetitive grind of building hundreds of new bedrooms; that's more like micromanagement hell than fun, imo.
I really enjoyed the slower pace and getting to know fewer dwarves individually; especially the Hunter trying to fell Boars with wooden crossbow bolts  :)

Yes, it is. There used to be a delay in pop cap taking effect (tied to the yearly diplomat visit), this has been removed. I enjoy 20-30 dwarves most. Just enough to cover all industries with specialists and manageable enough to play really longtime. The default settings lead to 200 dwarves in 3 years and abandoning the embark soon after due to fps loss. Above 30 I start to lose track of my dwarves. When you get kids (and don't prevent that by strict pop cap) you can increase population pretty fast (a few years for births + 12 years to grow up) to 50, 80, 100 and higher from that starting level even with only a few couples. Pop cap itself can be easily changed and adjusted after world generation in a running fortress, if you want to. Pop cap massively changes gameplay (especially with low pop cap, but much higher strict pop cap, i.e. a sizeable fort grown biologically), without the option to substitute all losses with seasonal migrants you end up playing much more careful and with attention to detail. No more carelessly drowning half the fortress every other year or sending them unprepared to greet invaders.

235
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 07, 2015, 03:23:27 am »
Testing out the new anti-clown obsidianizer design.

May have to tinker with the design a bit more to make sure the clean up phase goes more smoothly. Will have to recalibrate the amount of magma flow I think. I'm tempted to just tack on another z-level and install a drain for the magma in case of imprecise lever pulling causing overflow on the obsidian walls. I'll have to move the planned shooting gallery another z-level up.

Can you show the magma input? How does it fill that way from center to edge?

Sure thing :)

This is the input setup, rows of magma proof hatches (the dark red spots in the magma) suspended at least 2 z-levels above the bottom floor.
Spoiler (click to show/hide)

The only construction I have that is similar is my automatic obsidian factory. But I don't build things of this size, very hard to find space for it on a 2x2 embark :) Since I never exceed 10x10 size it can all be done neatly by bridge drop of defined volumes without any excess fluids. I would consider switching water and magma as input + excess water is much easier to handle than magma and nothing in your construction forces you to use water as the lower fluid afaik. Something as simple as a few lever operated doors in the outer wall (middle level above the casted obsidian) can speed up drainage after obsidian casting (by means of fluid crushing doors) vastly.

236
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 06, 2015, 04:19:06 pm »
Testing out the new anti-clown obsidianizer design.

May have to tinker with the design a bit more to make sure the clean up phase goes more smoothly. Will have to recalibrate the amount of magma flow I think. I'm tempted to just tack on another z-level and install a drain for the magma in case of imprecise lever pulling causing overflow on the obsidian walls. I'll have to move the planned shooting gallery another z-level up.

Can you show the magma input? How does it fill that way from center to edge?

237
Cat food? Pets falling asleep? Have you actually played DF? Neither of those things are in the game.

Quoted for truth.

Playing the game is actually more fun than playing the forum  :P

238
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 06, 2015, 03:34:35 pm »
fire clay in the embark is not necessarily shown by the CLAY indicator in the embark screen. don't understand why.

239
I am scouting for nice caverns ... but I fear the tedium of steady new world generation or looking into dozens of embarks. I usually run with 2 cavern layers, certain min openness and limited max connection so I get some open areas in caverns, but without them looking completely artificial, and a minimum amount of water. But I never figured out what governs e.g. me getting nice chasms in caverns connecting the layers. Sometimes caverns are interesting (open while structured), sometimes they are just plain boring ... Anyone?

What governs world depth? I have highly varying depth even in a pocket region from as low as 30 to over 100. Would like a flat world in swamp biome.

240
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 04, 2015, 01:46:45 pm »
Lost a fresh fort to some mysterious blood loss and the insight the biome was reanimating after all. Apparently infections that were not diagnosed ... guess something changed in 40.24 in comparison to the versions I used to run or well, usually I have a sufficient amount of thread and cloth not embarking with almost nothing.

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