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Topics - Kidiri

Pages: [1]
1
DF Dwarf Mode Discussion / For Science!
« on: March 25, 2010, 05:13:06 pm »
Background story, look at the bottom for further explanation.

Welcome to Lathonstal. Today we will be answering your questions. We have the finest of Dwarven engineers and scientists to answer your every question. If you have a scientific question that needs answering, we will do anything within the realm of the possible -and sometimes even the  impossible- to answer your questions. Please enter, while I guide you around the area.
Spoiler (click to show/hide)

We have chosen this site for it's abundance of resources, both mineral and non-mineral. There's a magma pipe, a chasm, a bottomless pit and a brook. Our surveyors have a very strong suspicion that beneath the rocks there are an underground lake, an underground river and even some adamantine! They have also taken some core samples and found that there's rhyolite, marble and diorite in the mountainous part of the site, and silty clay loam, loam and black sand on top of the previously mentioned layers of stone. There are also some people who have travelled around and said they have seen giant cave spiders lurking about. And a few madmen tell tales of abominable creatures from the depths that lurk deep beneath the soil of the area of our choice. But we are men of science! We do not believe such mad-talk.

So now that we have shown you the area, it's time to meet the crew, don't you think? Firstly, there's me, the expedition leader. I'm actually named Sodel Atīstrīthol, but I like people to call me Kidiri.
Spoiler (click to show/hide)
Next up is our resident miner/mechanic, Dīshmab Gadankeskal.
Spoiler (click to show/hide)
Our mason/architect goes under the name of Dumed Medtobinąl.
Spoiler (click to show/hide)
Then we have the person who'll provide us with food, stone crafter and bone carver Lokum Ishlumlibash;
Spoiler (click to show/hide)
But here we have the person supplying us with booze, grower/herbalist Čzum Fikodlokum.
Spoiler (click to show/hide)
And there's also the guy who'll cook it all up, or brew it all up, Stākud Logemked.
Spoiler (click to show/hide)
But seeing as all that booze has got to go somewhere, we have our carpenter and woodcutter Goden Lelumstākud
Spoiler (click to show/hide)

Now that you have met the crew, I think it's time for us to have a little chat about the science we'll be conducting here. While they're setting up base camp, you can tell me all about the reason we're here. Give us the experiments and we'll do it, or die trying.

----------

For those who hadn't figured it out yet, I'm making this fort to do some science. If you have suspicions you want proven, I'll try and run a couple of experiments. I'm using a vanilla 40d19 Dwarf Heaven map, because of the mentioned abundance of resources. I've set the population cap to 40 in order to minimize the chances of any noble arriving. I've also turned off invaders, artefacts and weather. If you want an experiment including one of these on, specifically tell me to do so. I will also not accept experiments on things that are about to change in DF2010, so this almost completely limits it to just physics experiments. But if you can find other interesting experiments, don't hesitate to ask. Also, if you suggest an experiment, state it's name (which will be the custom profession of the dwarf assigned to you), the question you want answered/it's purpose, the approximate size of the experiment (small, large, huge, medium... something that takes a lot of constructing will be larger than something like seeing what the maximum population of creatures is or something) and (optional) the name of who will be the 'leader' of the experiment, if none given it will be your forum name. The handiest for all parties would be to just fill in this form. Please post it at the very top of your post.
I'll state the approved experiments in the thread, and here in this post, along with their status (Approved, In progress, Finished, Disapproved or Delayed). Look here before you suggest an experiment. Anyway, I'm off to make the basic fort. I'll come tomorrow and see what you have thought of. For Science!

EDIT: Added the 'Delayed' category.

Experiments (each experiment name is a link. Click it to gain more knowledge!)
Megabeast Children: Delayed. I'll have to turn on invaders and I'm not quite ready for it yet. I might do other invader-related experiments later on, but not yet for now.
Water Elevator: In progress. I'm currently training the swimmer.
Flaming Dwarves: Delayed. The population is not large enough (yet) in order to sacrifice dwarves.
The Eternal Flame: In progress. I'v made a custom reaction that makes walrus leather, which ignites at 10000° U, or 0° C, and starts taking damage at 25000° U, the same temperature as adamantine.
Walking Distance: Disapproved. As much as I would love to see what the maximum distance is a dwarf must walk in order to do a job, there are too many variables. I would have to take in account the degree of hunger, sleep, thirst, toughness, agility -for certain jobs even strength- and preferences of a dwarf. I don't think I would be able to do reliable tests.
Survival in Cages: In progress. The room's set up, and the dwarves are caged. I'll remove all (or at least, most) external variables by editing the caged dwarves in Companion so they'll have no hunger, thirst, drowsiness etc when the experiment begins.

2
DF General Discussion / Ultimate sandbox.
« on: January 19, 2010, 02:46:26 pm »
As we all know, DF is a sandbox-type game. You can do what you want, when you want. It's still in it's alpha stage, and every (major) version that Toady releases is another leap in the development of sandbox games (let's just call them SBG, for now).

Now, let's see what this game/version makes so great. There are a couple of key factors which keep on recurring. Firtsly, you can do what you want. I've already said it, but I believe it's the main factor of the whole awesomeness of DF. If you decide you wish to dump your dwarves in magma, you can. Provided you've got magma. And dwarves, obviously. Drain the fortress? Just a couple of strokes on your keyboard and it's all gone. But if you want your dwarves to make a humongous castle, with a moat, a main keep, a massive dining room or whatever else you can imagine, that too is feasible. As long as you know what it looks like, what it's supposed to do and what it takes to build it, it can be built. People even have made (very primitive) computers. In a computer game.
A second ingredient for the awesomeness is the fact that it's so natural. All materials have various properties which are the same as in real life. sure, there are some slight differences, but those are minor and in the context of the game (where there never are given any exact temperatures) irrelevant. And not only the materials are very life-like, also the geological strata. they're nicely layered and in the same order as here on Earth. Gems, ores and other minerals are found in the correct rock type. But also the weather plays a role. And yet again, that is (kind of: ice doesn't insta-freeze in the cold) as it should be. Rain refills ponds, heat empties them, cold freezes them, warmth thaws them. I could go on about how (nearly) everything about this game is (nearly) like it's real-life counterpart.
Lastly, we have the customisability. Anybody who understands the raws a bit can modify them to their wish. If you want to have more types of cat, you can make them. the same with dogs, lions, cougars, elephants, hippos, rhinos and any other creature in the world. If you don't find this sufficient, make up your own creatures! If you don't want to use anything that's real, just make your own creatures, materials, items... Don't like the way the civilizations interact with each other? Make new ones. You can do all of this without any special program or programming skill needed.

Now, on that last bit I want to go a little bit deeper. In the next version, you'll be able to make custom workshops and more workshops will have their 'reactions' in the raws. This allows for more convincing mods: no longer will you have to use the forge to smelt two gems to make a new one. everything will slowly become more and more realistic. The interactions between the materials, their surroundings and other materials will become so as well. sodium might react with water, hydrogen might explode, magnetite might become magnetic... Just for fun, let's look at why those properties exist in the real world. What makes it so that the materials we know -steel, plastic, ceramics, felsite...- have those precise properties which they have? Obviously, the answer lies within it's structure. In the core of which it's made. It's in its molecules, its atoms, electrons, protons, neutrons... So now that we know that the electrons, neutrons and protons (Well, actually quarks, leptons, bosons and what have you not, but we're not quite entirely sure how they interact with each other. This will prove important.) are the very most inner core of what makes a material a material, it should be possible to program a game, which is moddable to the absolute. You will be able to make every material exactly as you wish. It's properties would be inherent in it's raws, in a much more perfect, for lack of better term, way. "All" the programmer has to provide is the code in which everything is described: the properties of the electrons, neutrons and protons, the way they interact with each other... And that, ladies and gentlemen, is what I think of as the perfect, completely customizable SBG.

However, there are some downsides to it. Firstly, FPS. The way I see it, every single molecule of air has to be accounted for. Every grain of sand, every little hair in every beard of every dwarf. Only then can things be completely exactly the way it is in the reality. An arrow hitting a person who's very hairy will have a different effect on said person, than an exactly equal arrow (impossible, I know, but let's assume it for now) on an exactly equal person, minus the hair. This rendering of every single molecule (even if it's just on the play area, for absolute and utter hyper-correctness, all molecules in the world should be accounted for. Every seemingly minute detail can affect everything in the world, but that's for another time) affects FPS, unless you are somehow able to link up every computer in existence. Then maybe you could get a decent FPS.
Another problem is the programming. I have absolutely no clue of how to program, or how hard certain things are to program, but I can imagine that it would be damn hard to program a universe-simulator. Because that's basically what I've been describing. I know it's already pretty hard to program DF as it is (or so I've heard) and it's already generating a world, simulating conflicts between civilizations, simulating wildlife... And the next version it's going to be even more precise. And the versions after that will become even better in those simulations, but I don't think it'll ever achieve such detail, as to have every sub-atomic particle accounted for. Don't get me wrong, I applaud Toady for all of his efforts. I bow down to his Legendary +5 Programming (yes, there had to be a DF-related 'joke' in here...). I know I could never even hope to program something as wonderful as DF.

And erm... that's about all I've got to say here. I don't think there's more that I can add...

TL;DR: Most awesome sandbox game would be a universe-simulatro, where every single sub-atomic particle is simulated, as well as their relationships with each other.

3
DF Dwarf Mode Discussion / YAM - Yet Another Megaproject
« on: July 04, 2009, 04:13:52 pm »
With the current megaprojectsplosion, I thought to myself, why not make one myself? So I will. It's still in it's designing phase, and it might still be so for a while. I was thinking of recreating the aftermath of a major battle between the Gods. Or, to be precise, between Armok and the God of Magma. (Yes, I'll try to think of a story detailing everything...) And seeing how incredibly awesome Armok is, he simply decapitated the God of Magma. At that point, he turned into an enormous Obsidian statue, with Magma (because what God of Magma has blood for blood?) eternally squirting out of the wound. even his equipment has turned to stone!

Progress:
  • Site: found.
    Spoiler: Features (click to show/hide)
  • Design: Sketched, Blockcad rendering happening: I just have to add the weapon and shield. Screenshots spoilered for huge.
    Spoiler: Blockcad renderings (click to show/hide)
  • Construction: Starting now! Note, however, that this is my first attempt at an MP and also my first attempt at Obsidian casting. Things might go horribly awry. I'm also doing it with the original seven, until I need the labor force to construct the mould.
  • Background story: N/A, waiting for completion/construction/boredom to strike.

4
Rakust, as her job description states, is one of my miners. She likes Realgar, Aluminium, Moss opal, Pig tail fabrics, the colour dark green, coats and menacing spikes. She absolutely detests rats. She used to be a fish dissector, but seeing how I don't have any fishing going on, I thought: 'Why the hell not, I'll make her mine. It's pretty much the same anyway!' (Har har)

One day, I zoom to her to see if she's doing what she should be doing, working on my moat. And she was. But by some freak coincidence, I happen to have the wounds section open. And horror, shcok! She seems to be unhappy. So of to her preferences to see what happen. So I look and I read the following: "Rakust Ducimokol has been unhappy lately. She has been attacked by the dead lately."

At first I was: "Good golly, miss Rakust! Did you waken the dead? Perchance one of my deceased miners? Or was it the goblins I brutally slaughtered last week/summer/year?" But then, I thought of something. Waking the dead isn't implemented (yet?). But, what did occur to my sweet fish dissector/miner to have gained the line: "She has been attacked by the dead lately."? It seemed a mystery. Until! It hit me like the Hammerer hitting some planter for not making adamantine coffins for the Duchess. I was playing a (partly) evil map. Skeletal and zombie mountain goats and hoary marmots plague my very existence. They taunt my beloved Deleradil, "Steelwalls" every second...

TL;DR: Rakust Ducimokol "has been attacked by the dead lately." Not dead dwarfs that came back to life, but skeletal and zombie mountain goats and hoary marmots.

5
DF Dwarf Mode Discussion / Stone tongue.
« on: September 30, 2008, 06:13:44 am »
So I've got this weird stone extension into the soil. It looks rather odd to have and I've never had anything alike. Or I didn't notice.
Spoiler (click to show/hide)
On the northern side the stone from which it sprung goes on almost horizontal to then go to the edge of the map (very nearby). So do you guys think DF is trying to send me a message? Or is this just randomness from some RNG? Do I dig down? Do I fear it? Do I make it a sacrificial spot dedicated to Armok?

6
DF Dwarf Mode Discussion / Real Dwarven justice.
« on: September 18, 2008, 08:33:55 pm »
In my current (cylindrical) fortress, an example for all of the Dwarves will be set. Justice will be served. Right next to the +Plump Helmet roast+. Literally. I've decided to put the jail in the exact same room as the Dining Hall. They will be publicly ridiculed, they will be the mockery of the day, they will become tonight's entertainment. I hope this will discourage the others to violate production orders!

7
DF Dwarf Mode Discussion / Perfect designing program
« on: August 29, 2008, 01:38:45 pm »
I've found the perfect program for designing your fortress interiors. There's no need for drawing it all out yourselves, because that way, the 3D-aspect is lost or very hard to mimic. Especially when you're building something enormous, or difficult to achieve in a block-based universe, such as domes. There's no need to buy cartloads of Legos to be able to build that grand dining hall with a Royal dining balcony seven levels above the commoners level. Not when you can use digital blocks.
Not with BlockCad. This handy little program has all of the benefits of Legos without the annoying fact that you're half way through building that Byzantine cathedral with the large golden dome on top just to find out, you've only got a handful of bricks left.

8
DF Adventure Mode Discussion / I'm on fire!
« on: August 25, 2008, 09:57:23 am »
And apparently, jumping into a body of water doesn't work. Bugger. Because all I got when my adventurer got caught in his own forest fire and tried to do the logical thing, was recurring messages of being caught in a jet of steam. So, don't get caught in flames. And discard your clothes when you do.

9
DF Modding / Racegloss and colours.
« on: June 19, 2008, 07:33:21 am »
First off, can a creature have multiple raceglosses? And secondly, do they take the colour of the selected material or does the colour have to be defined?

10
DF Modding / Weapon drops
« on: May 13, 2008, 02:41:00 pm »
I want all of the megabeasts to drop one piece of weaponry or armour. For this to work, I've had to add a couple of them next to the basic Dragon, Hydra, Titan and Colossus. So now I've got nine megabeasts (I'm planning on having every species of them have only one name, one of the muses, but that'll be addressed later) and each one of them drops a weapon (pikes, (cross)bows and whips not included) or a piece of armour (shield, helmet, leggings...) specific for that creature and made from a specific material. Now my question is how I do this exactly. So far I've got these for [ITEMCORPSE]

code:

[ITEMCORPSE:ARMOR:DRAGON_ARMOUR:METAL:DRAGON_SCALE]
[ITEMCORPSE:WEAPON:TITAN_HAMMER:METAL:TITAN_ARM]
[ITEMCORPSE:WEAPON:COLOSSUS_SWORD:METAL:COLOSSUS_STEEL]
[ITEMCORPSE:HELM:HYDRA_HELMET:METAL:HYDRA_SKULL]
[ITEMCORPSE:SHOES:MINOTAUR_BOOTS:METAL:MINOTAUR_BONE]
[ITEMCORPSE:PANTS:SCYLLA_LEGGINGS:METAL:SCYLLA_BONE]
[ITEMCORPSE:WEAPON:CHIMERA_AXE:METAL:CHIMERA_TAIL]
[ITEMCORPSE:WEAPON:GORGON_MACE:METAL:GORON_HEAD]
[ITEMCORPSE:SHIELD:SPHINX_SHIELD:METAL:SPHINX_STONE]

These as the inputs for the materials:

code:
[MATGLOSS_METAL:DRAGON_SCALES]
[NAME:Dragon Scale][ADJ:Dragon Scale][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:TITAN_ARM]
[NAME:Titan Arm][ADJ:Titan Arm][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[WEAPON]
[DAMAGE_PERC:175]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:HYDRA_SKULL]
[NAME:Hydra Skull][ADJ:Hydra Skull][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:GORGON_HEAD]
[NAME:Gorgon Head][ADJ:gorgon Head][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[WEAPON]
[DAMAGE_PERC:175]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:COLOSSUS_STEEL]
[NAME:Colossus Steel][ADJ:Colossus Steel][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[WEAPON]
[BLOCK_PERC:200]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:SPHINX_STONE]
[NAME:Sphinx Stone][ADJ:Sphinx Stone][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:SCYLLA_BONE]
[NAME:Scylla Bone][ADJ:Scylla Bone][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:MINOTAUR]
[NAME:Minotaur Bone][ADJ:Minotaur Bone][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:CHIMERA_TAIL]
[NAME:Chimera Tail][ADJ:Chimera Tail][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[WEAPON]
[BLOCK_PERC:175]
[SOLID_DENSITY:7850]
[DEEP]


And these are he items they should drop:

code:
[ITEM_SHIELD:ITEM_SHIELD_SPHINX]
[NAME:Shield:Shield]
[WEIGHT:75]
[VALUE:125]
[ARMORLEVEL:3]
[BLOCKCHANCE:33]
[BLOCKPOWER:88]
[UPSTEP:MAX]
[MATERIAL_SIZE:6]
[METAL]
[HARD]

[ITEM_HELM:ITEM_HYDRA_HELMET]
[NAME:Helmet:Helmets]
[WEIGHT:30]
[VALUE:125]
[ARMORLEVEL:3]
[BLOCKPOWER:88]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:125]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:2]
[HARD]
[METAL]

[ITEM_PANTS:ITEM_SCYLLA_LEGGINGS]
[NAME:Leggings:Leggings][PREPLURAL:pairs of]
[WEIGHT:90]
[VALUE:125]
[ARMORLEVEL:3]
[BLOCKPOWER:88]
[LBSTEP:MAX]
[LAYER:ARMOR]
[COVERAGE:125]
[LAYER_SIZE:30]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:6]
[METAL]
[HARD]

[ITEM_SHOES:ITEM_MINOTAUR_BOOTS]
[NAME:High Boot:High Boots]
[WEIGHT:30]
[VALUE:125]
[ARMORLEVEL:3]
[BLOCKPOWER:88]
[UPSTEP:MAX]
[METAL_ARMOR_LEVELS]
[LAYER:ARMOR]
[COVERAGE:125]
[LAYER_SIZE:50]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[METAL]
[HARD]

[ITEM_ARMOR:ITEM_DRAGON_ARMOUR]
[NAME:Armour:Armour]
[PREPLURAL:suits of]
[WEIGHT:225]
[VALUE:125]
[ARMORLEVEL:3]
[MAINBLOCK:88]
[SECONDBLOCK:63]
[UBSTEP:MAX]
[LBSTEP:MAX]
[LAYER:ARMOR]
[COVERAGE:125]
[LAYER_SIZE:40]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:9]
[HARD]
[METAL]

[ITEM_WEAPON:ITEM_TITAN_HAMMER]
[NAME:Hammer:Hammer]
[DAMAGE:200:COLD   ]
[WEIGHT:195]
[SKILL:HAMMER]
[TWO_HANDED:5]
[MINIMUM_SIZE:6]
[MATERIAL_SIZE:5]

[ITEM_WEAPON:ITEM_GORGON_MACE]
[NAME:Mace:Maces]
[DAMAGE:200:HEAT]
[WEIGHT:75]
[SKILL:MACE]
[TWO_HANDED:5]
[MINIMUM_SIZE:6]
[MATERIAL_SIZE:4]

[ITEM_WEAPON:ITEM_COLOSSUS_SWORD]
[NAME:Sword:Swords]
[DAMAGE:200:SLASH]
[WEIGHT:90]
[SKILL:SWORD]
[CRIT_BOOST:1]
[TWO_HANDED:5]
[MINIMUM_SIZE:6]
[MATERIAL_SIZE:5]

[ITEM_WEAPON:ITEM_CHIMERA_AXE]
[NAME:Axe:Axe]
[DAMAGE:200:BURN]
[WEIGHT:130]
[SKILL:AXE]
[TWO_HANDED:5]
[MINIMUM_SIZE:6]
[MATERIAL_SIZE:5]


I've tried a couple of times playing as a Titan and once they dropped a metallic flail (wrong syntax), once a Titan Arm pike, a TA two-handed sword, TA war hammer and various other weapons made from Titan Arms, but not once did I see a Titan Arm Hammer. I would like to know why that is. It'll have something to do with the [ITEMCORPSE:WEAPON:TITAN_HAMMER]-part, but I have no idea what's wrong with it.

And there's another question, an easier on, most likely. Where do creature names come from? Are they randomly chosen from the language_-files? If so, where are the references  put? In the creature's code or in the creature's entity's code?

Anyway, thanks.


11
DF Dwarf Mode Discussion / Dwarven architecture
« on: November 27, 2007, 03:45:00 pm »
When you're making a new fortress, how do you make your fortress? Do you just make random shapes? Or do you think about it's interior and the functions of the rooms? Do you make a new floor for every kind of building? Or do you stick on one floor?

I used to dig out a floor for every type of room, but recently I've changed to sticking on one level with a central 3 by 3 staircase and 10 by 10 rooms (just because they're easy to make with the shift+arrow-combination). Except for bedrooms, dining halls, offices... (basically anything that needs an adjective). Those go down a couple of levels for the engravings. I also think about the best locations for my stockpiles, farms, workshops...


12
DF Dwarf Mode Discussion / Praise the miners!
« on: May 16, 2008, 11:55:00 am »
You have struck Adamantine! This event happened on the 24th Malachite, Mid-Summer, 1051. Seriously, wtf? This is actually the first time ever I have struck Adamantine. When I happen to stumble upon it, it happens in my first year, even before my first wave of immigrants, before anything important, basically. I found it on Z -3 amidst a couple of layers of Obsidian. So, yaay me, I guess...

Should anyone be interested in the save-file, they will have to wait a couple of weeks, since my internet is too bloody slow to surf, let alone upload.

Edit: It seems that all of that microcline around the valley of the fortress, was actually also adamantine. I think I've got it covered for a while.  ;)

[ May 16, 2008: Message edited by: Kidiri ]


13
DF Dwarf Mode Discussion / Cool defense system.
« on: November 11, 2007, 10:57:00 am »
I'm pretty new at this game, and have just figured out the basics. I've just started a new fortress, and I was thinking of a cool way to defend it. basically, I wanted to build a central column, all the way down, in the middle of a pit. That -obviously- also goes all the way down and can be filled with water.

Since the main 'building' will become too small after a few waves of immigration, I'm going to carve the rest of my fortress in the rest of the map. The main building will be the only entrance and connected with the rest of the map with bridges.The lowest floor is used to drain the water, and will most likely be huge: if it's completely filled, it'll take up 16 levels of 225 squares of 7/7 water. That'll drain into 19,600 squares of 1/7 water. That's one level of 140 by 140. It might be an arduous job, but I'll be so damned happy if it works.

I think I'm going to make the top bridge retractable, so if something attack, I can make it tumble in the depths of my pit, and the rest set to raise, so that I'll have to make less doors. I'm also thinking of building a tower around my stairwell, but I'm not sure about that.

At the moment, my settlement is in the summer of it's first year, and my miners are channelling a way through the first couple of layers of where my pit's going to be. The basic workshops have been set up, and now it's only a matter of digging and coordination.

I don't have any screenshots yet, but I'll be sure to make some. Here's a preliminary ASCII-sideview.

_ - Floor/roof
# - Solid rock
. - Open space
F - Floodgate
B - Bridge
~ - Water
D - Door
W - Wall/fortifications
S - Stairwell

___W___BBBBB_W____SSS____W_.....___W___
~~~~~F......#______SSS______BBBBBD_____#
#_____#.......#______SSS______BBBBBD_____#
#_____#.......#______SSS______BBBBBD_____#
#_____#.......#______SSS______BBBBBD_____#
#_____#.......#______SSS______BBBBBD_____#
#_____#.......#______SSS______BBBBBD_____#
#_____#.......#______SSS______BBBBBD_____#
#_____F_____D______SSS_____D_____F_____#

If you want to try it yourself, look for a map with a brook or a river, so you'll have an unlimited amount of water available. And I suggest you go adventuring with two miners, a mason and whatever you like. You'll want to have your miners digging nearly always and while they're going at it, your mason can build doors, floodgates...

So, what do you more experienced guys think about this design?

[ November 11, 2007: Message edited by: Kidiri ]


14
DF Gameplay Questions / Removing from the Trade Depot
« on: November 19, 2007, 04:37:00 pm »
A bit of a stupid question here, but how exactly do you get your traded goods out of the Trade Depot?

15
DF Gameplay Questions / Don't know how to trade.
« on: November 14, 2007, 11:49:00 am »
Well, the title says it all, actually. I have no clue whatsoever on the trading system. I've had traders coming along, but most of the time, I just ignored them.

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