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Author Topic: 2212 z-level above-ground Adamantine Spire  (Read 333234 times)

Quantum Toast

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #435 on: July 23, 2010, 04:01:06 pm »

Well, we can determine it from the pathing. If it's the same as an X or Y movement, then it's the same as an X or Y level. Five feet? (Remember, this is *Dwarf* Fortress)
I think it's often assumed that a z-level is as tall as a square is wide (if only because cubes look tidy), but the trouble is that we don't know that measurement either.
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That would be as deadly to the wielder as to anyone else!  You'd sever your own arm at the first swing!  It's perfect!

RemusShepherd

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #436 on: July 23, 2010, 04:34:49 pm »

Long time lurker.  I registered just to suggest something.  Has anyone tried modding 'pig tail gloves' so that they have the [SKILL:MINING] tag?  That might allow dwarves to mine with what they're already wearing.

Loving this thread, BTW.  This game has the best failure modes.  :)
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ECrownofFire

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #437 on: July 23, 2010, 04:38:39 pm »

Long time lurker.  I registered just to suggest something.  Has anyone tried modding 'pig tail gloves' so that they have the [SKILL:MINING] tag?  That might allow dwarves to mine with what they're already wearing.

Loving this thread, BTW.  This game has the best failure modes.  :)
"Failure Mode" is when you press "Start Playing".

Also, it's already odd enough to see dwarves mine through stone at these speeds, much less with gloves.
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Toast024

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #438 on: July 23, 2010, 04:39:30 pm »

Wait... Did it work?!
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The learning curve of the df forums should be equal to that of df itself.

Urist McTaverish

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #439 on: July 23, 2010, 04:58:03 pm »

I suggest we construct a smaller tower in the vicinity and use it as an altar to sacrifice enemies in honor of Armok the blood God!
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Here at Bay12, we're constantly looking for ways to set the world on fire.
But at least after all the chaos, the weather cleared.

nbonaparte

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #440 on: July 23, 2010, 05:16:16 pm »

That would be possible if you could get stone...
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A service to the forum: clowns=demons, cotton candy=adamantine, clown car=adamantine tube, circus=hell, circus tent=demonic fortress.

ECrownofFire

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #441 on: July 23, 2010, 05:40:51 pm »

You could embark with a ton of stone and wood, or import them by selling food and stuff.
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Dante

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #442 on: July 23, 2010, 06:29:30 pm »

Or just change the standard smelter reactions to cheaty ones, as I said.

Can dwarves path properly when flying yet? If so, maybe you really could get one up there.

Alkyon

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #443 on: July 23, 2010, 07:13:06 pm »

The smelter reactions wouldn't work because then you would have to regenerate the world to use enable the reactions in the dwarf civ.
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Since when has practical had anything to do with dwarfy?

dragnar

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #444 on: July 23, 2010, 07:18:04 pm »

The smelter reactions wouldn't work because then you would have to regenerate the world to use enable the reactions in the dwarf civ.
Not quite. You can change existing reactions without regenning, you just can't add more.
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Funtimes

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #445 on: July 23, 2010, 07:32:05 pm »

Who needs lay pewter anyway?
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Toast024

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #446 on: July 23, 2010, 07:35:18 pm »

Or just change the standard smelter reactions to cheaty ones, as I said.

Can dwarves path properly when flying yet? If so, maybe you really could get one up there.
They do
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The learning curve of the df forums should be equal to that of df itself.

DaPatman

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #447 on: July 24, 2010, 08:31:46 am »

I don't want to set the world on fire
Oh wait, I do.

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I don't want to set the world on fire
Oh wait, I do.

KWSN

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #448 on: July 24, 2010, 03:56:31 pm »

Question, if one abandons the fort, then reclaims it, is the tower still there?
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NI!

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<shepheb> you can also erect a building, should they be called erections?

Aescula

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #449 on: July 24, 2010, 09:27:07 pm »

The smelter reactions wouldn't work because then you would have to regenerate the world to use enable the reactions in the dwarf civ.
Not quite. You can change existing reactions without regenning, you just can't add more.
Technically, you have to change the raws that are in the save game folder.  Had to mod foxes that way (I wanted them as pets!)
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