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Messages - MyBeardIsOnFire

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121
DF Gameplay Questions / Artifact structures
« on: November 21, 2007, 05:23:00 pm »
Some of my dwarves created rather strange artifacts, like doors and floodgates. It will be a long while before they drop them (or a short one, depending on your answers  ;) ) so here's the question: Can I build structures with those artifacts, and if yes, will those be immune to being dismantled by intruders into component materials?

122
DF Gameplay Questions / Re: no limestone, needs decent metal
« on: January 03, 2008, 07:50:00 am »
White (flux) stones: http://www.dwarffortresswiki.net/index.php/Flux

Metals and their effect on armament: http://www.dwarffortresswiki.net/index.php/Metal

tl;dr: just go with iron weapons.


123
quote:
Originally posted by Gakidou:
<STRONG>For example, does pouring molten gold over kobolds result in gold kobold statues?</STRONG>

I always wondered about that. Is there a way to melt metals without submerging them in lava?

124
DF Gameplay Questions / Re: Building stairs down.
« on: November 20, 2007, 05:52:00 pm »
It's possible to go up a cliff without damaging it, but to go down you'll have to deface the cliff. Downstairs need ground or an upstair directly below them and you can't build down ramps in the first place. Upstairs and ramps aren't restricted like that.

Come on, you're a dwarf: "preserve... rock? - wut?"


125
DF Gameplay Questions / Re: Can screw pumps push water?
« on: November 19, 2007, 03:24:00 pm »
From my experience, they don't. I was assuming they do and now my water system needs to be drained and redesigned. The water will only spread as high as the same z-level as the pump. It won't rise even if all available space reaches 7/7. To carry it up you need additional pumps.

126
DF Gameplay Questions / Re: Fairly urgent question...
« on: November 18, 2007, 10:59:00 pm »
In a similar situation in my current fortress I simply pulled all the efforts together and utilized the water pockets. After that I bought all booze and brewable plants from traders and when the alcohol withdrawal syndromes subsided I was able to set up a stable brewing chain. For water pockets, you need at minimum a channel above the pocket, so that you have open space with water underneath it and set up a zone over it marked as water source - dwarves will drink from that. I'm not sure if dwarves drink water on the same z-level as themselves, but you certainly can't designate it as a water source.

127
DF Gameplay Questions / Re: Engraving/Smoothing?
« on: November 18, 2007, 10:26:00 pm »
I remembered something and I think I know what the problem may be. Previously, it used to be that detailing did both smothing and engraving. Now, engravings have their own designation type (e). Smoothing stone the second time doesn't work anymore, use (e).

128
DF Gameplay Questions / Re: Engraving/Smoothing?
« on: November 18, 2007, 10:18:00 pm »
It worked just like in the old version for me. First smooth the walls (s) then have them engraved (e). If the area isn't blinking in designation mode then you're doing something wrong or it's a bug. If it is blinking, then the problem lies with the dwarves doing the job.

129
DF Gameplay Questions / Re: Dealing with fires?
« on: November 19, 2007, 12:06:00 pm »
Thank you for the replies. I have dealt with the problem.

I used a pump to fill the burning areas with controlled amounts of water. The dwarves seem to avoid burning items now, so forbidding them wasn't necessary, but they can still die from scalding by walking near the fires, being inside the smoke or foolishly picking up not burning items that are on the same tile as burning items. Most of the immigrants died that way.

The solution to that was to set the immediate area around the fire as a restricted traffic area. The lag was still a problem even after there were few fires left. I have finally resorted to turning off temperature in the init.txt. While that didn't stop the burning, it completely stopped smoke generation, and when all smoke was gone the FPS finally returned to normal. My fortress is more or less saved for now.

I think dwarves' pathfinding should be modified to avoid areas with lethal temperatures. I'm also not sure if burning items should burn for as long as several seasons - it is both an annoyance and lacks realism. The items to stay burning the longest were plump helmet spawns, which burnt until they were finally extinguished by water. Spawns were also the only ones that did not generate smoke in the first place, which might imply a bug with burning seeds, but I can't really be sure of that.


130
DF Gameplay Questions / Dealing with fires?
« on: November 18, 2007, 09:56:00 pm »
Hello everyone, I'm new on this forum and I've come looking for help.

My fortress has been raided by a dragon. The monstrosity cut through my puny military like it was nothing, then proceeded to burn down the surrounding landscape while chasing animals. Finally, it descended underground (my fortress was completely open - a mistake I paid dearly for) made my legendary dining room look like Resident Evil just took place there, broke down living room doors to kill the dwarves inside and set fire to my enormous underground farm. As a last resort I ordered some cage traps set up near the entrance, which resulted in the dragon killing the mechanic and ending up inside a cage.

Long story short, I screwed up. I have 60 dead bodies and only 2 living dwarves who can still work. The outside was doused by a rain, but inside I have massive farming plots burning and a few stacks of flaming clothes here and there. The game has also dropped to 6 FPS because of all the smoke. Oh, and I have a hostile dragon in a cage, but that's a problem for later. While the fortress is nothing special and it's probably reasonable to abandon it I still feel reluctant to do it.

As I see it, there are three things I can try:
1) Flood the burning floors. But then getting rid of the water is a problem.
2) Wait until everything burns out which could take ages with the low framerate.
3) Order the burning items dumped into a body of water, risking setting the last two dwarves on fire.

So tell me, are there any other known methods of fighting fires? Or at least how do I increase the framerate to something reasonable?


131
DF Gameplay Questions / Re: Question about stones
« on: December 31, 2007, 06:52:00 am »
Make sure the bauxite stockpile is right next to the workshop, and that no other stockpile is that close. Dwarves have preference for stone in stockpiles first, then for the distance from workshop to pile.

If the other rocks were economic you could also disable their use in overview/Stone. I think there's a mod around that makes all rock economic.


132
DF Gameplay Questions / Re: bronze colossus
« on: November 20, 2007, 11:24:00 am »
Would it be possible to trap the colossus in a cage trap? As of right now (33b) cage traps are still horribly broken, they capture anything from chimpanzees to dragons with 100% probability. Using them is almost cheating though...

133
DF Gameplay Questions / Re: Help a newbie :(
« on: December 30, 2007, 05:28:00 am »
Put simply, channel makes a moat, while dig makes a tunnel. When you designate something to be channeled on your current level, you're actually removing the floor and digging on the level below. So, you can channel practically anywhere that has ground, but to dig you need a wall to dig into.

This is how channeling looks from the side (@ is your miner and # is solid rock)

code:
@     #
#_____#

And this is normal digging

code:
@____##
#######

Now, if you successfully dug stairs down and your miners can use them to go to the level below, then you should be able to dig through rock normally on that level. If they're not moving down, then you're probably forgetting to designate up-stairs right below the down-stairs.


134
DF Gameplay Questions / Re: Building a Dam
« on: December 30, 2007, 02:19:00 am »
You'd have to temporarily redirect the brook somewhere using pumps in order to build anything in it, and that includes the dam. A cave in would produce an instant dam, but that's impossible since surface rivers have all rock cleared above them. Pumps are your answer.

135
DF Gameplay Questions / Re: Changing object files
« on: December 30, 2007, 02:32:00 am »
I'm not sure how it will handle this specific case, but most (if not all) changes to creatures are active immediately. On the other hand, stuff related to their civilizations and possibly biomes needs a new world generated.

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