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Author Topic: Non-lethal channeling  (Read 1944 times)

ptb_ptb

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Re: Non-lethal channeling
« Reply #15 on: October 17, 2014, 01:58:51 pm »

Fun channeling moments:
My dwarf chose to stand on top of the tile he was channeling, which happened to be the edge of a volcano.  I didn't even know that was possible.
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Aslandus

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  • Slowly descending into madness
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Re: Non-lethal channeling
« Reply #16 on: October 19, 2014, 02:13:03 pm »

When I deal with situations like this I dig a staircase and hallways behind the walls with passages leading to the stairs, so the dwarves can remove the stairs then have a way to walk back out. Then you can just build walls over the passages leading out and everything works out...

that sounds weird, let me make a picture:
Spoiler (click to show/hide)

whitecold

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Re: Non-lethal channeling
« Reply #17 on: October 23, 2014, 12:06:54 am »

So fort is dead for the second time, never had a true tantrum spiral, now two in a row due to dead miners.

Also suddenly I'm very happy I did this one in the version before http://mkv25.net/dfma/map-12118-radianthallstheagelessimperialgold-towerofdragons, only suffered about two dead miners in the entire construction.
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Max™

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  • [CULL:SQUARE]
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Re: Non-lethal channeling
« Reply #18 on: October 23, 2014, 12:22:29 am »

Why not use up-ramps?

I didn't engrave the walls on the outer edge but the rest is all engraved up, and this started out as four layers of solid rock just under my aquifer:
Spoiler (click to show/hide)
From the side it would be:
Aquifer layer
Waterfall feed chambers/access floor level/top of the walls around the meeting hall
Meeting hall/roofs of the living areas
Upper living areas with the hallways removed so I can watch them run around
Lower living areas with the workshops in the middle and the drains which pass the wells and then dump into the caverns.

Had no deaths and removed almost everything from four levels of a 2x2 embark, all of this was solid stone:
Spoiler (click to show/hide)

So again, up-ramps, the only collapses I ever get are if I miss a tree and remove the tile below it and a buggy pile of obsidian that dropped on a farmer recently but I think that was due to messing with tiletypes and the liquids tool, it screws with how things behave if they fall.

Took forever though, fair warning, but designating it in like 30~50 x 30~50 layers at a time works fine.
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