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Messages - fricy

Pages: 1 ... 76 77 [78]
1156
DF Gameplay Questions / Re: What now?
« on: May 08, 2013, 02:33:54 am »
1. Personally I like about 10% of my workforce to be idle, so I always have someone to pull a lever. Very important in case of emergencies...

2. Use dwarf therapist to manage your dwarfs, 16 farmers may be good or bad depending on your industries. If you have lot's of ores to smelt set some of those farmers to furnace operators. Or conscript them into your army. Or set up a cloth industry and get those farmers to grow pig tails. etc.

3. Oh, there's always room for improvement. :)

1157
Just use a magma-safe cart and impulse ramps to automate the magma draw.
Is there a guide somewhere on how to do this?

Basically you need to build a magma trench with (!magma safe!) powered rollers at the magma sea level, and a spiral track to where your forges are. You push a magma safe cart into the trench, and it will contain 2 units of magma. Then you tell one of your dworfs to guide it to the forge level and dump it into a 1 tile channel. I think it may be the most efficient method of setting up surface magma forges without volcanos. Or you can use impulse ramps (exploit) or powered ramps (pumps may be easier/faster to set-up) to automate the process.

Impulse ramp design:

A powered double-helix I'm messing  around with now. It's a quickfort template, the letters mean the designations you would use in DF (i=up/down stairs, h=channel, etc.). I wouldn't recommend you to build it for this project though, it's meant to be used for fort-wide transportation with automated routes and plenty of logic circuits to switch doors. And it needs 5-8 power/level depending on components used.


There's another trick that you can use: after you filled your carts with magma put them into a minecartstockpile, link it to another stockpile near your furnaces and tell your dworfs to wheelbarrow them up. That way you only need stairs. Be careful though: if your idiots start hauling them by hand you'll get unexpected, but !FUN! results. :)

VERY important: when carving tracks on ramps you also need to designate the wall behind the ramp, otherwise it will be a one-way only route. You can find ton's of information in this thread: http://www.bay12forums.com/smf/index.php?topic=109460.0

1158
I guess this topic should be in the Masterwork section: http://www.bay12forums.com/smf/index.php?board=24.0

As for your questions: if you are playing MW 3.0 the Arc furnace and the Bifrost forge are removed, and the default forges are renamed (kiln, wood furnace, etc.) - as well as multiple professions. I'm not sure about the golems, but the 3.0 update changes a LOT of things.

Check the changelog and the included readme, and if you still have questions start a thread in the Masterwork forum board, you'll have better luck getting the right answer there.

1159
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 07, 2013, 02:34:24 am »
Our biggest challenge will be keeping the booze production ahead of demand, as the brook has salt water because we are near the ocean. And none of the caverns seem to have water available.

I read somewhere that you can desalinate water with pumps. Never tried it myself, but it's worth a shot.

1160
Hmm, how about this:
W=wall B=retracting bridge D=door C=cage .=open space

........
WBW
WDW
WCW
WDW
WFW

You close both doors via lever, deconstruct the cage and open the door to the retracting bridge. the zombie should move onto the bridge...sooner or later. if not, use a bait. drop, and atomsmash.



1161
Masterwork DF / Re: [DWARF] - Discussion and Suggestions
« on: May 05, 2013, 04:24:38 am »
Hmmm, I'm not sure if it has been fixed since Masterwork 2.h, but stockpiling for the scriptorium was pretty hard to figure out and set up. (vellum, paper, ink). Is there a way to make it easier in the upcoming bugfix release?

1162
I have one feature request: a search plugin for the burrow interface to filter by name or profession.

1163
DF Dwarf Mode Discussion / Re: Minecarts for moving magma
« on: May 04, 2013, 10:56:55 pm »
Hi there, intresting thread, I was thinking about the same thing, and I'd like your opinion on what I came up with:

In my next fort I want to build something similar, but a bit more reusable: a double helix - powered minetrack system that can go from any floor to any floor...sort of. :)


You can see the basic setup on the attached picture, the double helix is a loop in on itself as the two ramps connect at the very top and the bottom, rollers are installed on every second floor, and you need about 5-8 power/level to operate it depending on what you want to build it with: axles or mechanisms. Plus the additional scaffolding, and the minecart logic system to drive the whole thing...so yeah, that's a lot. :) I use newton's cradles for control in the prototype I built, but a simple ramp based can work I guess.

There is one logic circuit per ride, (SYS) and one central logic piece, the loop system (LOOPSYS). It's function is to keep every green door closed when a cart is in the spiral, not because of collision, but to make sure that carts exit where they should.

The system looks like this: (let's take a ride from lvl20 to lvl1.)
When a dwarf finished loading a cart from the stockpile (TS) on lvl20, it's pushed towards the roller. If the spiral is in use by another car the green door is closed, so the cart goes into a loop. When the door opens, the cart activates the first pressure plate (PP1), which signals the hauling route's minecart logic (SYS1).  SYS1 turns on LOOPSYS and opens the The dark blue door on lvl1 and the orange door on lvl20 (and any other doors that may be on the way.) The minecart makes the round, autodumps it's contents, returns and resets the system with PP2.
The beauty of the system is that it works as long as two different colored doors are opened, (at worst case you travel the helix twice,) you can add more destinations easily to a ride (for eg. food dsitribution to a new block?), and you can reuse an existing ride by connecting a different helix-door and modifying the hauling route - great if you move your stripmining operations to a different level.


It's possible to design advanced switching logic to let more than one cart use the structure, but that task is for another day, as the ride in the spiral + the potential wait in the loop should be negligible compeared to the time it takes to load a cart. (with the obvious exception being water and magma, which lines need a delay timer built in so other carts do not get stuck in a loop.) You can exit the spiral on every second level, but it's pretty easy to reach any level on the map with 2 additional ramps.

EDIT: If you use different materials for the carts, set up the PP2 plates with the weights accordingly, and add a door operated by PP2 to the return side to only let the proper cart in, then you can launch multiple carts into the helix at the same time. The launching loop is not needed, that's also one less logic circuit. The number of routes is limited by the number of minecarts with different weights. 11 routes with vanilla metals plus the woodtypes. hmmm.... :)

One thing I want to use it is to transfer magma to a reservoir at the top, that can be repurposed with a single lever into a magma catapult device. The idea was to have 5 carts with the same program in a row, and gchristopher's pump-roller design is genius for that, thx, I'm going to use that!
Otherwise I have yet to come up with a general fort/stockpile design to take advantage of this system so it's actually useful, and not just a gimmick, so I can say I can juggle 20 minecarts around at the same time. :)

So? Any thoughts?

PS: What do you use to format your code into this compact form? I tried pasting in code from excel/.csv files, but the formatting i get is unreadable. :(

1164
DF Gameplay Questions / Re: Minecart Routes and number of minecarts
« on: May 01, 2013, 05:11:00 pm »
You know some people use minecarts to transport things ...

You know, some people use minecart logic to control needlessly complex minecart routes throughout the fortress. :P


Hey dawg, we built a minecart in a minecart to drive your other minecarts. --- MINECARTCEPCTION ---
For science of course. :)

1165
It's good to see at least one of my ideas is going to make it to the game. Go Tavern, GO! :)

Thx, Meph for the feedback.

1166
Hey everyone, new boy here, but I'd like to chip in too.

First I'd like to thank Meph for this great mod, I only played one fort in MWDF, but I enjoy it very much.

Personally I find the castes make MWDF too easy, esp. the military castes, and I disable them.  DF rewards specialization and the castes just further specialize dwarves right from the start, essentially giving your military free super-dwarves with each migration wave.  The bonuses are just too good IMHO.  I also found myself fiddling too often in DT, trying to fit the caste to the job, and just didn't enjoy it.  Mostly just personal preference; but Meph please consider tuning down the military caste bonuses if you feel you need to tune invader difficulty.

I agree with this line of thinking, advanced materials and features are too easy to get right now, and they need to be somewhat nerfed to make the mod harder. The only enemies I have a problem with are corrupter wizards, with their area effect breath attack they can lucky-one-shot a whole legendary mele squad. Breath attack/webbing FBs also pose a risk, but nothing else I encountered gave me any problem. You don't even need a danger room in MasterWork, training works as it should be. (unlike in vanilla :( )

So what I have in mind is a kind of tech-tree progression system with the new guild houses. Most of the new MW workshops should be unavaliable until the guild house of that profession is built. You won't be able to  smelt mithrill/wolfram/etc. until you have the appropriate guild housed in you fort. To build a guild you should have at least one lvl10-12 dwarf (or even a legendary?) of that profession in your ranks too. When building the guildhouse you get one blank blueprint that you can use to build any one of the advanced workshops, the others workshop blueprints could be purchased from (dwarf) caravans, or researched...in the architects guild for example.

To slow down progress further the wealth/status of your fortress could also be a factor. Like only the mayor/baron/queen can give you a licence to build guilds, no guilds until you have at least a mayor, and only like 25% of them after. When you get upgarded to barony you can build 60% of the guilds, and all guilds will be avaliable when the king/queen arrives. Of course you can choose which ones you want to build, but their number should be limited.
IMHO 15 guild houses are a bit overkill, I'd say the ideal number of guilds is 6-10, so a mayor can mandate 3 guilds, with a baron you get 6.
Furthermore: When you build a guild the highest ranking dworf in that guild gets noble status and will drive you crazy with mandates - like all nobles do. Imagine this with 10 guilds/10 extra nobles - you get my point. :)

The library system could/should be rolled into the guild system as well, so they can be built as an attachment to the guild houses to give the essay reactions. I'm not sure where the scriptorium fits in this way though...

One problem with this is that the advanced building are mostly metarworking/smithing related, so some work is needed to balance this, maybe new buildings into weaker guilds - the potter comes to mind. The other balance issue is the bifrost/volcanic/slade. I don't think they fit into the smiths guild, so a separate guild may be needed - they could be merged into either adamantine or runesmithing, or ... no idea... :(

I also have an extra building that can be implemented: the Tavern where you use booze and food to generate either coins or information from caravans. The information can even be a random blueprint, or some bonus succes % to your expeditions that you send out into the world. If possible to do, this building should generate (?unarmed?) fights between the caravan and your dwarfs - nothing like a good fight in a bar. :)  It can go into either the sociolizers guild or the foodmakers.

So yeah, that's my 2c. Let me know what you think of it Meph, if you found any usable idea in there. And once more thanks for your hard work with this mod.

f.

1167
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 02, 2013, 01:58:59 pm »
Plenty of faceplam moments, the latest:

The fort I'm building right now is my first one to make it to the magma, legendary military going, the Great Sock Crysis resolved, so I'm pretty proud of myself after all my previous tries failed miserably in lot's of FUN.

So, I have a vampire lady walled away for like 6+ years, made her the bookeper and the Guard Capt. so I can order her around, she has a pretty good quarter, so after checking her a couple of times and making sure she is OK I forget about her...

Until I get a message the she is throwing a tamtrum. Hmm, ok let's see. She is miserable because clothes rotting away and her being exposed. Checking the inventory...she is literaly butt-naked. :D Ok, I can understand her unhappiness, let's see what can I do about that. As I didn't want to let her loose on my fort being so thirsty after all these years, first I try designating a cloth stockpile close by so I can airlock her into it. Stock pile set up, "take from workshops" set up, clothes queued, !WORK! you lazy buggers! Except they wouldn't do it, no cloths delivered. So much for playing it safe.

Time for Plan B: I let her out and order her next to the workshops. She decides instead to run out of the fortress to pull off some blood-soaked sock from a dead goblin. FACEPALM #1 Hmmm, if it works for you honey, who am I to give you fashion advice? :) I go about my other fort business hoping she can take care of herself now, give her some time and lock her in later.

Next time I load the game I check on her: "Hauling animals" WTF? It seems the justice system - which was on hold while she (the Guard Capt.) was walled away - finally kicked in, so now she is down -140z levels to the magma forge for my backsmith who ignored some stupid important mandate. She must have been doing it for some time, because my jail was pretty filled up by that time. Checking the justice screen reveals I have 2 unresolved murders since I let her out, a mason and my recovering legendary militia captain. DAMN YOU! Inventory? Only the VERY SAME blood soaked pair of socks. FACEPALM #2 Apperantly justice system has a higher priority then putting on clothes.

I finally decide to micromanage her into putting on an armor and clothes, she almost makes it to the stockpiles, but instead throws a tantrum, takes off the socks and goes crazy. FACEPALM #3

Now I have a babbling butt-naked female vampire running around in my fort. So far no additional deaths, if she proves to be harmless I'll keep her for style. :D

On a related note: any advice on how to get her blood so I can taint a cistern for making vampires? I wanted to set up a separate Elite Vampire Squad, but now as I can't order her around, it's off the table. :(

f.

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