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Messages - Merendel

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391
DF Gameplay Questions / Re: Can the world shape be controlled in detail?
« on: August 01, 2013, 09:54:42 pm »
not to that degree through advanced options.   If you specificly want a real world shaped map you'll need to use an external program to modify the world.  Try looking up "perfect world"  I couldnt make heads nor tails of it when I poked around at it but its soposed to be able to let you design a world of your choosing.

392
DF Gameplay Questions / Re: About the 'uniform' bug
« on: August 01, 2013, 01:28:07 pm »
Using your military to hunt in place of regular hunters also is a popular alternative.
Or even better send out 3-5 hunters doing said job full time, when they have trained up to an apropreate level turn off hunting, draft them, and recruit another set of haulers for hunting training.   That way you can train your marksdwarf squads by doing something useful instead of just wasteing bolts on a target.

393
ahh from what your discribing the schist is not an aquifer, only the sand/clay layers.   From my experiments with DFhack Reveal the layer directly below the final aquifer shows up as damp.   It wont actualy produce water although if you dig under the non sealed aquifer you'll still get water from above.   Either way the schist is the layer under the aquifer, seal off the layer above as normal, dig down an extra layer to avoid accidents with leaky ceilings and start building.

Schist can't be an aquifer.  Only soil layers are aquifers.
there are several sedimentry stones that can support an aquifer such as sandstone.  I just tend to forget which stones are on that list if I dont look it up.

394
DF Gameplay Questions / Re: It's Been a While Since I Played
« on: August 01, 2013, 11:34:22 am »

Minecarts are amazing little tools, particularly if you're doing significant work with small materials.  I use a trackless minecart half the time.  You can load them and then have one of your dorfs haul the thing at the speed of a sleeping snail to where you want it to go... but instead of sucking up 200+ dwarves moving those sandbags, you get one guy once a month dragging it down to the magma forge.  Same again for goblinite cleanups. 

Or theres my method.  strait shaft all the way to forge level.  linked hatch cover at forge level +1 with stockpile benieth it.  quantum dumping minecart at top of shaft.   Whenever the forges need more material pull lever to hatch twice, stuff falls off hatch onto stockpile and your forges are happy agian.  No need for even that 1 hauler to take a month to get down.   Mostly safe but you could add a lockable door to keep dwarves out during the final drop if your a panzy.

395
And your sure the aquifer continues on the next Zlvl down, still in schist?   Honestly my first thought was you had reached the last level of the aquifer and didnt realize it in the sand.   Are you positive that your first rock layer is actualy an aquifer?   Is it actualy producing water or does it only have the damp stone designation due to the level above?.

If there are further aquifers below that level the only even remotely plausable option I can come up with is you might have 2 seperate aquifers stacked 1 Z lvl appart.   AKA 2 levels of soil aquifer, a level of stone under that caping a second stone based aquifer.   Then agian I dont even know if aquifers can spawn that way, I've seen varrying shapes but never this particular senario.   I've never had the double slit method fail me asside from that one time I found out I was trying to pierce the aquifer right on the edge of the aquifer and there was 1 tile I couldnt drain into.   That time I just abandoned the old slit and drilled down through the non aquifer after a double facepalm coupled with a few head on desk moments.

396
DF Gameplay Questions / Re: What to do with 54 migrants...
« on: July 31, 2013, 08:18:00 pm »
I tend to nickname my dedicated dwarves with what they are intended to be doing.  AKA miner  Farmer Armorsmith and the like.   Nicknamed dwarves have most of their hauling disabled.   When a big migrant wave arives first thing I do is go into theripist and disable all their non hauling skills, I relaly dont like new hunters/fishers runin off on their own or some dabeling armorsmith takeing over for my master on the forge.   Then as I need to expand industrys I start drafting folks out of the hauler pool.   Military dwarves get drafted out of the hauler pool as well.   when drafting I'll take a quick look to see if any of the haulers has the apropreate skill, otherwise I'll just grab one thats convenient.  AKA Urist McFirstUristonthelist.

397
DF Gameplay Questions / Re: Pump system.
« on: July 31, 2013, 11:01:57 am »
Yep, you can power pumps from all sides. I don't know how connecting in front or behind it affects fluid flow, though.

fluid flows around axles and gear assemblies so it shouldn't block flow.  However I wouldnt recomend runing power in from the output side of a pump stack movin magma unless you are geting it there via magma safe materials, that and it makes leakage a problem unless comeing in from above.   Personaly I just hook power into the pathable tile (where a dwarf stands to manualy pump)  No issues with leaks that way and you probably have an avalible path to it anyway from construction and the gears/axles dont block future dwarf pathing either.

398
DF Gameplay Questions / Re: Too much tattered clothing and goblinite.
« on: July 31, 2013, 10:56:31 am »
The reason he sugested eliminating the children is that they are mostly worthless.   They are a drain on resorces yet cant be assigned to jobs.  they tend to idle around makeing friends and socalizing adding to the risk of a tantrum spiral starting when they eventualy die.   On top of that it takes them 13 years as I recall to reach adulthood and actualy become useful.   There is also a bug that was discovered recently where anything born in the fortress, dwarf or animal does not actualy grow to its full size on reaching maturity.   This has the unfortunate side effect of reducing the effectiveness of native born dwarves in the military vs migrant dwarves.

No mater how you slice it dwarf children are a useless tantrum spiral waiting to happen.   with them turned off you also dont have to worry about females in the military poopin out a sprog in the middle of battle and then going postal when it gets cleaved in half.

399
if your embark has sand you can use green glass in your pumpstack for magma.   Alternitively if you already have a few magma safe pumps you might find it easier to just make the obsidian factory down near the magma sea.   It takes much less effort to drop water down a shaft than to bring the magma up.

400
DF Gameplay Questions / Re: How do I throw a dorf in jail?
« on: July 30, 2013, 05:44:12 pm »
you dont.  Jails are for the use of the dwarven justice system.   If a production order is not compleated or a mandate ignored the noble of the fort may assign jail time to the dwarf, to be served in the jail you make, but there isnt a way to just manualy drag a dwarf in there particularly if they've gone insane.    If he's gone berserk you can (and probably should) have your military put him out of his misery before he hurts someone.   If he went melancholy or stark raving mad just ignore him, he'll die on his own in a few months, there's nothing you can really do for him.

If you have unsolved crimes(like if you have a vamp problem) you might be able to arbitraraly convict that dwarf of it.  he might get jail time but then agian he might get sentenced to a hammering as well.

401
DF Gameplay Questions / Re: I need a mechanical trap design
« on: July 30, 2013, 02:51:17 pm »
I generaly find you dont need a complicated flushing system to draw enemies into an atom smashing trap.  Try this instead.  Build a standard Zig zag trap coridor with each leg 9 tiles long and 1 wide.  you can add as many legs as you wish but I recomend 3 for safetly (just in case you get something really really fast and lucky).   Cut back 1 extra tile on each leg and ancor a raising drawbridge in that extra tile.  If done correctly you should end up with a zig zag coridor that is passable when the bridges are both up or down with only 1 safe tile free from being atom smashed between each leg.  Once done hook it up to the repeater of choice and the bridges should open and close while everything tries to path through there geting crushed in the proccess.

I however wouldnt recomend leaving this type of coridor open to the outside all the time as your dwarfs will happliy path through the deathtrap to retrieve a migrants sock.  Bait animals pited in from above are ideal but you could also rig up a pit with a hatchcover linked to a preasure plate to block pathing if a dwarf trys to get out that way.   also have a way to seal it in a hurry if something not atomsmashable shows up.

402
DF Gameplay Questions / Re: Pump system.
« on: July 30, 2013, 02:38:25 pm »
Well asumeing you have the pumpstack built right that should let power flow.  Although I'm not sure why your moveing power up to F3 and then back down.   I normaly would just cut a path to the stack on F2 and direct connect it with an axle.   Are you doing this to avoid the possibility of leakage?

403
DF Gameplay Questions / Re: Missing dwarf?
« on: July 28, 2013, 02:22:27 am »
I've not had personal experience with burying dwarves specifically because I literally never build coffins or caskets, since they're not quite as safe (necromancers oh joy) and require resources that are often scarcer. Plus, you can walk over a built slab, not a coffin, and I don't have to worry about people burying everyone BUT the guy I want buried.

Well you can make coffins out of rock, same as slabs so really no resorce issues there.  As to safety from necros, Personaly I just stick them way back where necros cant get to them.   If the necro can path through my primary baracks, the dining hall, and my dog breeding room to reach my burrial chamber to start raising my dead I'v got much bigger problems.   Even so I litter a few traps along the way just to be sure.   Personaly I prefer coffins vs slabs just because I can build a bunch of them and forget about it and the dwarves will take care of things on their own while slabs require a bit of micromanagement.   I only use slabs if a body is unrecoverable or to avoid a tantrum spirle if I need to quarantine some disaster.

404
DF Gameplay Questions / Re: Second Plateau: frustrations & thots
« on: July 27, 2013, 02:26:25 pm »

do I need to assign the civilians to the burrow or will it 'call in' any dwarf without a squad?

On the military screen make a new alert and name it whatever you want. Select that alert and move the cursor over to the burrow column select the burrow you want your civvies confined to during danger and hit enter.  now your all set up.  Any time you need to call your dwarves inside go to the military screen select that alert and hit enter and all your civies (aka any dwarf not assigned to a squad with an active order) will abandon any job outside that burrow and try to get inside.   Dont forget to turn it off by selecting inactive for the alert after the danger passes.

405
I wonder if that blizzard man had a head that was effectively invulnerable to your attackers.   One quirk of the combat system is all combatants will take shots at the head of an unconsious target.  If they cant do any damage to the head (due to a helm too powerful for the attacking weapon to penitrate for example) they can wail away forever or at least untill one party or the other starves to death.  you can see this with Giant cave spiders.  send dwarf in with helm, spider webs dwarf and proceeds to attack head but cant do any damage.  Dwarf will eventualy starve to death traped in the web if no other dwarf shows up ot kill spider.

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