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Messages - mieserb

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1
DF Gameplay Questions / Re: Fish migration
« on: January 30, 2015, 12:50:46 pm »
I wanted to build up a fishing industry and I have a question. I want divert water from a river to an save indoor zone, which I then can use for fishing without my dorfs going out in the wild. Will fish populated that area? What are the restrictions for fish migration? Diagonal digs, opened hatches, floodgates, z-lvl drops.?

You can also wall off and enclose a section of river... will give you both running water and a fishing zone.

Well, that's what I did eventually, although I liked the the original idea better because it's quite a walk from my fort to the river. I tried to use an indoor fishing zone, but it always showed zero. 
Interesting though that my question spawned such a discussion. It seems noone is quite sure about the fish moving mechanics.
However I can vaguely remember having an indoor fishing zone in one of my previous forts and I don't recall having any problems. But I'm not a hundred percent sure about the layout I used.

2
DF Gameplay Questions / Fish migration
« on: January 28, 2015, 03:40:12 am »
I wanted to build up a fishing industry and I have a question. I want divert water from a river to an save indoor zone, which I then can use for fishing without my dorfs going out in the wild. Will fish populated that area? What are the restrictions for fish migration? Diagonal digs, opened hatches, floodgates, z-lvl drops.?

3
DF Gameplay Questions / Re: Has there been a change in fluid behaviour?
« on: January 28, 2015, 03:33:07 am »
You can have your channels on the workshop level and use under- or over-passes for the dorfs to pass the channels. It only increases the distance by 2 steps, as dorfs move at the same speed vertically as horizontally. I don't know if a channeled/ramped down/up path might even cut the cost to zero, though.
I never thougt about this, but you're right.
I just like straight corridors  I think.  ;)  Although maybe I should try thinking more vertically.

Anyway, I tested my proposed method and it did work. Left Cistern filled first, then the one on the right.

4
DF Gameplay Questions / Re: Has there been a change in fluid behaviour?
« on: January 27, 2015, 03:50:54 pm »
Thanks for your answers. I could have sworn waters goes up to its original level, but it seems my memory was playing tricks on me.
I tried to keep the level with the cisterns canal-free because this is supposed to be my workshop level and didn't want to restrict growth there too much. But it looks like this is the easiest option at this point.

Edit: or maybe I dig a diagonal hole in the shaft where the water is coming down 1z level above my now top level, and channel down. Then this should be my original z-lvl, right?

5
DF Gameplay Questions / Has there been a change in fluid behaviour?
« on: January 27, 2015, 02:09:38 pm »
I haven't played DF for a couple of month. Now I started building a new fort and am a little confused. I tried to fill pools using pressurized water but it doesn't seem to work, which is odd because I'm more used to flooding my whole fort when doing stuff like this.
I'm just gonna attach two screenshots to clarify what I mean.

Top level:


Bottom Level:


Does anyone know what's going on here?

6
DF Dwarf Mode Discussion / Re: Megabeast Bones in MDF
« on: March 08, 2014, 04:16:59 pm »
I can't help you
I didn't know that board, so you DID help me. Thanks  :)
Anyway, when I assigned the job to the craftsdwarf shop instead of the bonecarver's it worked. For some reason the masterwork workshop seems to be really picky about its materials.

7
DF Dwarf Mode Discussion / Megabeast Bones in MDF
« on: March 08, 2014, 06:54:42 am »
My Dwarfs just managed to kill a Megabeast with their bare hands. The beast was butchered and now I have quite a few bones. I wanted to craft some stuff out of them (like a bone breastplate for the peasant who dealt the killing blow and thus beacame the new commander ). However, when I forbid all bones except the ones from the beast all the building options in the bonecarver's shop are red as if there are no materials available. Long story short: I wanted to know if it is possible to build stuff with MB bones  and if so, what did I do wrong?

8
DF Dwarf Mode Discussion / Re: [SPOILERS]Circus Survival
« on: February 27, 2014, 02:12:34 am »
Oh...ahem...Sorry about that, too.
What can I say, it was a rough day.

9
DF Dwarf Mode Discussion / Re: Circus Survival
« on: February 26, 2014, 03:10:57 pm »
(Might want to spoiler tag the question; continued discussion is going to involve spoilers one way or another, and some people actually are bothered...)
Done. Sorry about that.

10
DF Dwarf Mode Discussion / Re: Circus Survival
« on: February 26, 2014, 02:38:38 pm »
When I want the tent and don't feel like doing a lot of work for it, I use something like the artifact awe trap.
I think I'm missing something here. Wouldn't they just destroy the artifact and move on?
And also:
Spoiler (click to show/hide)

11
DF Dwarf Mode Discussion / Re: Circus Survival
« on: February 26, 2014, 01:45:54 pm »
Pfft...losing only one dwarf? Almost feels like cheating.  ;)

12
DF Dwarf Mode Discussion / [SPOILERS]Circus Survival
« on: February 26, 2014, 01:28:17 pm »
After having some fun with the clowns in my last fort I was asking myself something. I can remember reading somewhere that there were succession games where people built a base in the circus, so I guess it is possible. Although I was never even close to defeating the clowns I was wandering how hard it really is. Do you need a big ass army, will a lot of traps help?
So tell me some of your ideas how to deal with this.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2014, 11:15:11 am »
My Invader-Repelling-Magma-Thingie is finally ready...again. I want to do a test run but my stupid dwarfes keep running around in the Danger Zone although I specifically tell them not to.
I'm seriously considering to round up a dozen or so children and use them as test subjects just to send a message.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2014, 07:05:59 am »
So no coffins, no "Urist McHorribleDeath was found molten"? They will be just missing? Maybe I should count my Dwarfs before playing with magma...

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2014, 07:01:18 am »
Sooo, I just built my very first Anti-Invader-Magma-Entrance.
Note to self: Hatches with Gneiss mechanisms will be destroyed by magma, which then floods your fortress.
Fortunatly, I was able to stop the magma flow before anyone was seriously injured. At least I didn't find any remains. Is it possible that Dorfs completly dissolve when magma is involved?

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