Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Tundra/Glacier Fortress  (Read 8832 times)

Pan

  • Bay Watcher
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #15 on: July 10, 2011, 04:27:30 am »

How would they do with clothes, though? Will they freeze with clothes on?
Logged

jhxmt

  • Bay Watcher
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #16 on: July 10, 2011, 04:51:47 am »

Wiki tells me that clothes "help".  I assume it means help to avoid freezing but, this being DF, it might not.  ;)

I've deleted that world now, but may do a similar thing but embark with lots and lots of clothing (in reality I assume lots of wool clothing would be most effective, but doubt that DF models insulation beyond the "is this dwarf wearing anything at all" level) and see how long it takes (a) a naked dwarf, (b) a normally-clad dwarf and (c) a dwarf layered up to the utmost possible level to freeze to death.
Logged
Quote from: beefsupreme
Try slaughtering a ton of animals, meat makes less decisions than animals.

Why Your Ramps Don't Work
How To Breach A Volcano Safely

Teamwork

  • Bay Watcher
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #17 on: July 10, 2011, 09:39:13 am »

Whoa, I didn't know that the tempature system was that well established to register ambient heat and coldness and apply it to creatures and such. I'm gonna try this out for my self since I've already have established a glacier fort.
Logged
Urist McUseless: Stop right there, criminal scum! Nobody defies mandates on MY watch!
Urist McInnocent: Bite me!

*CENSORED DUE TO EXTREMELY GRATUITOUS VIOLENCE*

squeakyReaper

  • Bay Watcher
  • Legendary Cheese maker
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #18 on: July 10, 2011, 09:44:03 am »

It's more "If you're touching it, you feel it" than developed heat.  Try catching something on fire and see how spectacularly the temperature system fails.  If you're not touching a glacier directly, you really can't feel any of the cold from it IIRC.
Logged

Patchy

  • Bay Watcher
  • Mukyu
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #19 on: July 10, 2011, 01:40:40 pm »

Impressive, in all my embarks into glaciers and tundras (and there are a LOT of embarks), I've never had anything freeze to death. I thought it was actual myth. Then again I've never set world gen temps that low though. Might be that a standard glacier simply isn't cold enough. Oh well, bravo and very good science.
Logged

saintjebus

  • Bay Watcher
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #20 on: July 10, 2011, 01:41:10 pm »

Looks like it didn't happen until a snow storm, though. Could it be that stuff only freezes when in an active snow storm?
Logged

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #21 on: July 18, 2011, 01:49:09 am »

Putting in my knowledge on the topic:

- Temperatures above ground vary with biome, location, and time of year. Temperatures below ground are fixed at 10015 U (47F or 8C). Look here: http://df.magmawiki.com/index.php/DF2010:Temperature
Some water-based freeze traps exploit the difference to turn goblins into ice-encased popsicles.

- It was different in 40d, but in the current version, creatures only get burn or frostbite damage if the temperature goes past the HEATDAM or COLDDAM points of their tissue materials. The creatures will only catch fire if the temperature exceeds their tissue IGNITE point. This damage will show up as "wear" on objects, including the corpse object.

- For most living creature tissues in DF, the COLDDAM point is 9900 U (-68F or -56C) and the HEATDAM point is 10250 U (282F or 139C). I should note that creatures currently often die of bleeding due to body fat melting before they catch fire. The DF temperature system doesn't track blood, otherwise creatures would have their blood freeze before getting frostbite!

-In 40d, creatures had a [LAYERING:xx] token (removed for versions 31.xx), where dwarves had [LAYERING:50], humans had [LAYERING:10], and polar bears had [LAYERING:300], which controlled insulation. Creatures also had a [HOMEOTHERM:xxxxx] token, which was their preferred body temperature. Clothing also helped, but I recall freezing at least one adventurer to death while exploring a glacier in 40d. I also recall giant cave spiders dying when exposed to outdoor temperatures in some embark locations, because they had no insulation at all.

frodo0800

  • Bay Watcher
  • Son of Ilúvatar
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #22 on: July 18, 2011, 05:42:24 pm »

on  runesmith flags tab there is an option : insulation from clothing.
so, i supose cloths do help
Logged

franti

  • Bay Watcher
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #23 on: July 19, 2011, 11:18:54 am »

I embarked on an evil tundra literally next door to a goblin fort. Some advice:
- Build a temporary shelter in dirt before you head for the caverns: it'll help train your miners and get your dwarves out of the open.
- Don't bring herd animals, they'll starve. (I don't have this problem, yee-ha for not updating!)
- Bring wood and fuel: you can't count on easy magma access or a convenient sedimentary layer packed full of coal. The only thing you can count on is need.
- Bring a breeding pair of war-dogs for protection, and if things go wrong, meat, skin, and bones.
- There are many large herd-like animals in the tundra, but no water, so sell some food for beer, and bring a hunter.
- At the enterance of your fort, use Floodgates instead of Doors to keep snatchers and ambushes out. Same goes for the Cave-side of your fortress, although trolls with still get through so you may want a bridge instead.
- You'll need to buy a lot of stuff early on, so bring one Proficient Stonecrafter/Bone Carver and have him working around the clock so you can pretty much buy out the caravan.
- Don't bring an anvil: you'll buy one later with the crafts your Stonecrafter/Bone Carver makes, but for now you need the extra booze/food/skill points.
- Bring a Doctor and some Gypsum Plaster for the inevitable broken bones. Disable hauling on your Doctor and designate a hospital ASAP. Make sure your doctor "has a sense of duty" and "likes helping others".
- Create a militia squad and put every dwarf in it that doesn't already carry a weapon or belong to a real military squad. This squad won't be summoned to fight or wear armour, but it will allow your dwarves to carry around weapons for defense against various cave dwellers. I spawned on an area without fuel or magma, so I used Obsidian Shortswords: They're good against unarmoured enemies, cheap and easy to make, and with a Proficient Stonecrafter they'll be high(er) quality.
- When embarking at first, bring only "specalized" dwarves to help build the fort: use the useless migrants for "labor": farming, furnace operating, smoothing stone. I recomend the following dwarves:
1 Adequate Hunter
1 Adequate Doctor (Adequate Wound Dressing, Adequate Diagnosing, Adequate Surgery, etc.)
1 Proficient Craftsdwarf (Proficient Stonecrafter OR Proficient Bone Carver, or both)
1 Adequate Mason/Adequate Mechanic
3 Novice Miners (they'll level fast)
-Since I always have my doctor standing around the "town center", I'd make him a temporary animal trainer/tanner/leatherworker, so he can train the war dog puppies and make usable leather out of the skin of the animals your hunter kills.
« Last Edit: July 19, 2011, 11:23:49 am by franti »
Logged
Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.

Fievreux

  • Bay Watcher
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #24 on: July 19, 2011, 03:33:26 pm »

I embarked on a calm glacier with very little preparation and made it to my third year with absolutely no difficulty. My recommendations:
Bring three miners, one farmer, two peasants, and an armed axedwarf. Not a macedwarf, not a swordsdwarf, an axedwarf. That axe can be used to cut down fungiwood. Also: bring a bit of wood. But not too much. A male and female dog, and a male and female horse.

"But why," you ask, "would you foolishly bring along two peasants?" Because peasants can gain skills just like any other dwarf. Your farmer will be the star of the show when you start the game--the first thing to do is dig until you hit natural caverns. If you hit a layer of sand before the caverns, then you are truly blessed. In the case of the latter, start unloading in the caverns near water (while the axedwarf keeps watch / chops some fungiwood) and have your farmer go nuts making plots in the sand. Don't worry about pig tails, as there will be enough cave spider silk to go around.

In the event that there isn't sand, just use what grassy areas you can in the underground caverns to keep yourself sustained, then train a peasant as a mechanic and make a floodgate to redirect underground water to create whole muddy plots. Dat floodgate. After you've got farms in place, find a source of wood, then start building workshops.

Standard fort things should be your first priority--a meeting hall / dining room, bedrooms for the dwarves to make happy thoughts, an office for a bookkeeper/broker which you will 100% need. Due to a bug, cave fish are so rare that you won't find any. It sucks. Counter this by keeping animals alive and breeding them, butchering frequently to have a surplus of meat. Once you've got a stable plant/meat source going, have a chef prepare meals. Migrants may have arrived by now, anyway.

You should have a refuse plot on the surface, and cave toad attacks will leave you with plenty of bones to use. If you don't find tons of gems and cave spider silk (that can be traded for valuable wood and animals) then make bone crafts. Otherwise, bolts. Bolts bolts bolts. You'll want marksdwarves for hunting, and holding future sieges at bay. Luckily, I hit kaolinite and bituminous coal and never had to worry about money and barrels again.

I'm sure this isn't the most efficient or orthodox way of doing things, but I hope it helps!
Logged

ignatzami

  • Bay Watcher
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #25 on: July 19, 2011, 03:41:23 pm »

Does anyone know, if the top level of your embark is an ice layer, and you pump magma onto it, will it melt?
Logged
DF without DT isn't DF, it's a keyboard-based exercise in masochism.

frodo0800

  • Bay Watcher
  • Son of Ilúvatar
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #26 on: July 19, 2011, 04:10:18 pm »

it will cause a lot of lag why?
when the magam heats the water it creates steam the steam goes up and them freeze and then them magma heats up the water again and again and it takes a while to stop and the final result is some obsidian and ice
Logged

franti

  • Bay Watcher
    • View Profile
Re: Tundra/Glacier Fortress
« Reply #27 on: July 19, 2011, 04:11:32 pm »

Does anyone know, if the top level of your embark is an ice layer, and you pump magma onto it, will it melt?
Natural Ice will melt. If it's constructed, or smoothed, it won't.
But it's a bad idea: Ice melts into water, water reacts with magma, forming obsidian, and you've got the best FPS killer since kittens.
Logged
Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.
Pages: 1 [2]