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Author Topic: Finding a magma vent  (Read 1531 times)

Derakon

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Re: Finding a magma vent
« Reply #15 on: June 21, 2009, 06:47:34 pm »

Cave crocodiles are, notably, building destroyers, and will really wreck your migrants if you let them get loose before you have the means to kill them. Besides, your miner is right there; it'd take less time to have him slap a floor down than it would to send a hauler trekking across the surface with a hatch in tow.
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Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

Byakugan01

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Re: Finding a magma vent
« Reply #16 on: June 21, 2009, 07:46:42 pm »

Personally, I find that it's easier to let them be and just slap cage traps on the floor. I get my exotic gobbo-eating pets, and the crocs/olms/whatever just snack on slappy the dabbling immigrant hauler now and then. Besides, most of slappy and his family will probably become bait brave volunteers recruited to assist in capturing those animals anyway-I make it a priority to get some of them, at least 1 breeding pair.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Albedo

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Re: Finding a magma vent
« Reply #17 on: June 21, 2009, 07:48:57 pm »

Besides, your miner is right there; it'd take less time to have him slap a floor down than it would to send a hauler trekking across the surface with a hatch in tow.

True, but you can place the door/hatch before you breach the feature.  If you come straight down (like you should!), your tunnel/shaft is not accessible anyway.
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Derakon

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Re: Finding a magma vent
« Reply #18 on: June 21, 2009, 11:28:21 pm »

That's true. I'm just using the same policy for the easy-to-find features as I do for chasms and underground rivers, which often require multiple mineshafts, any one of which might pierce the thing.

I also generally make it a priority to find the features before I dig out much of anything of my fort at all (maybe an entrance tunnel so my farmers can start hauling goods in, but that's it), so my mason's too busy mining to make furniture.
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Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

ShadeJS

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Re: Finding a magma vent
« Reply #19 on: June 21, 2009, 11:54:45 pm »

What I normally do is start with everything shown on the site selection map, draw that onto a sticky note, with the height number penciled in below that, marking any aquifer bearing biomes. I put that on my monitor.

I then embark, then save and pause. I stopped with the trade depot trick because it leaves a huge area in question, but I found if you use 5 SHIFT + Direction per full tile, and 2 per half, you'll hit a pool or pipe 85% of the time, HFS 75% of the time, and a river about half the time. If you miss dig spur shafts on every other level till you get a hit.

Record precisely where you'd like to breach these things on the sticky note.

Crash out, and restart on day one. I can usually do this in 15 min, and you get a good visual feel for the stuff. Just do the HFS last. Personally I sleep on things for a night then start my fort. I never considered a utility because this is the shortest part of me starting a new fort.

Yes I know it's scummy and lame, but I refuse to scum 'in play' beyond that.
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Scruga

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Re: Finding a magma vent
« Reply #20 on: June 22, 2009, 12:41:05 am »

I just build mah fort and when the time is right i start looking for it. "About" where i remember it was lol
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Zancor Mezoran

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Re: Finding a magma vent
« Reply #21 on: June 22, 2009, 12:57:03 am »

Does anyone know whether or not the Trade Depot accessibility trick works on finding the
Spoiler (click to show/hide)
or not?
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Anyway, I figure that the dwarves are only marginally less wasteful of metal than they are of wood. The moody dwarf's selecting only the best 5% of each bar of metal, and eats the rest to sustain him as he works on the artifact.

Scruga

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Re: Finding a magma vent
« Reply #22 on: June 22, 2009, 01:14:57 am »

yeah it indicates a feature
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.
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