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Voting closed: March 16, 2011, 02:14:21 pm


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Author Topic: Areliton Ador, Community Fort - XXXXU: [The End]  (Read 34271 times)

Ultimuh

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #120 on: March 14, 2011, 09:35:49 am »

Nice, cracking goblin skulls and makeing a nice artifact on one turn. What will I manage to do next?  :D

Unfortunately the answer is "get an arrow through your skull defending windmill construction."

I'm truly sorry. Would you like another dorf? I was disappointed, you were a killing machine before that gobbo got a lucky shot.

EDIT: Oh dear! More forumite casualties! Find out who neeeeeeeext update!

D:

Ah well, I'll decide at the next update.
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plisskin

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #121 on: March 14, 2011, 10:28:54 am »

Nice, cracking goblin skulls and makeing a nice artifact on one turn. What will I manage to do next?  :D

Unfortunately the answer is "get an arrow through your skull defending windmill construction."

I'm truly sorry. Would you like another dorf? I was disappointed, you were a killing machine before that gobbo got a lucky shot.

EDIT: Oh dear! More forumite casualties! Find out who neeeeeeeext update!

D:

Ah well, I'll decide at the next update.

Yeah, I know, it's kind of like "sorry your puppy died . . . how about we go down to the pound and get you a NEW puppy?"

Cue the sobbing.

I've never made a pump stack before. I think I'm doing a power plant right, but let me check: I'm building tons and tons of windmills, all with gear assemblys beneath them, and then I . . . connect them all to a giant axle that runs down the middle of the windmills that connects to the pump stack and the pumps all connect to one another, and I need enough windmills to power all the axles, gear assemblys, and pumps, right?

EDIT:



Ultimuh, your proud hammerdwarf has been immortalized in solid cold steel. I've placed it in front of the dining hall.
« Last Edit: March 14, 2011, 10:43:17 am by plisskin »
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Ultimuh

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #122 on: March 14, 2011, 10:44:07 am »

Nice, cracking goblin skulls and makeing a nice artifact on one turn. What will I manage to do next?  :D

Unfortunately the answer is "get an arrow through your skull defending windmill construction."

I'm truly sorry. Would you like another dorf? I was disappointed, you were a killing machine before that gobbo got a lucky shot.

EDIT: Oh dear! More forumite casualties! Find out who neeeeeeeext update!

D:

Ah well, I'll decide at the next update.

Yeah, I know, it's kind of like "sorry your puppy died . . . how about we go down to the pound and get you a NEW puppy?"

Cue the sobbing.

I've never made a pump stack before. I think I'm doing a power plant right, but let me check: I'm building tons and tons of windmills, all with gear assemblys beneath them, and then I . . . connect them all to a giant axle that runs down the middle of the windmills that connects to the pump stack and the pumps all connect to one another, and I need enough windmills to power all the axles, gear assemblys, and pumps, right?

EDIT:



Ultimuh, your proud hammerdwarf has been immortalized in solid cold steel.

Nice :D
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plisskin

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #123 on: March 14, 2011, 11:27:54 am »

I think I'll have to do a giant 3-year update spanning 1005 - 1008: too much gruntwork building the pumpstack has dominated all interesting events and I haven't been checking out details like individual dwarf activities.

Here's a quick preview:

There've been some moods, Salmongod pretty much elected himself mayor, there were more ambushes and losses: basically, Ultimuh and Guudespelur lost their lives to ambushes in the pumpstack building effort. Everyone else is alive and varying shades of happy. Both Ultimuh and Guudespelur have been immortalized in the form of steel statues. Scaraban has taken over as the leader of the military, and he'll soon be captain of the guard. I've been completely ignoring caravans, too much work to do. The traitor Besmar has elevated himself to the position of militia commander, right under everyone's noses. Salmongod has become a pretty good shot with his crossbow. Valrandir seems to do nothing but stomp around grumpy all day about one thing or another. Taricus' armor has prevented most soldiers from getting seriously injured: it's of such high quality that gobbo weapons just glance off of it (Ultimuh's death was a freak accident: he forgot to put on a helmet and the arrow went right through his leather hood, and Guudespelur died due to lashes being bugged and slicing right through his steel helmet). Doctor Enolic and his squad of nurses are aces at curing injuries, but they still need soap. Eliza has had about seven or eight children now.
« Last Edit: March 14, 2011, 11:30:42 am by plisskin »
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Taricus

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #124 on: March 14, 2011, 11:30:15 am »

Wait, So anyone in my armour is practically invincible! :D
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Scaraban

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #125 on: March 14, 2011, 12:01:54 pm »

WHY? why would you make a soldier who uses a pick captain of the guard?
better not let any mandates expire...
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plisskin

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #126 on: March 14, 2011, 12:36:16 pm »

WHY? why would you make a soldier who uses a pick captain of the guard?
better not let any mandates expire...

I . . . didn't consider that!

Praise be to, uh, Private Rakust, now promoted to Captain! May your dabbling skill in wrestling lead us onwards to victory!
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Ultimuh

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #127 on: March 14, 2011, 12:45:48 pm »

If you ever get any more migrant waves, dorf me as one of the males who arrive.
It's not like that was the only one Ultimuh in existance, right?

Edit:
You could put the names of the deceaced on the front page.
Then put up a scoreboard to show how many times each forumite have died.

Just a suggestion.  :P
« Last Edit: March 14, 2011, 12:48:30 pm by Ultimuh »
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plisskin

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #128 on: March 14, 2011, 12:50:07 pm »

If you ever get any more migrant waves, dorf me as one of the males who arrive.
It's not like that was the only one Ultimuh in existance, right?

I'll redorf you as a former squadmate who came and assumed your place and role, kinda Cloud Strife-style but minus the bishie.

Oh good idea about the deceased board. Will put it up soon.

EDIT: Taricus may go insane. I can't figure out what the hell he needs for his mood. He's asking for blocks, metal bars, leather and cloth. I have all of those things but he's still asking for them. This is bad. I even made him bronze bars, his preferred metal. Moods are so frustrating sometimes.

DOUBLE EDIT: The pump stack won't deliver power downwards. I don't know how I built it wrong, but this means I'm going to have to take another in-game year or two to disassemble this one and build another one unless I can get some help figuring out if its salvageable. Kinda a blow to my investment in the fort, this mistake.
« Last Edit: March 14, 2011, 05:07:54 pm by plisskin »
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plisskin

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Re: Areliton Ador, Community Fort - 1006U: [Two Seas Becoming One]
« Reply #129 on: March 14, 2011, 05:15:13 pm »

Here's the setup that isn't working:

Top level, the power plant above:



Next level down, this pump works fine:



But then on this level, even though the floor between the two pumps has been channelled out, the one below isn't getting power:



And the Improved Pump Stack thread showed the entire stack being built like this: the power being diverted down through the impassable tile of the pumps. I assume this is wrong, and the power has to be diverted down by building the pumps directly over one another? If that's the case, why did the Improved Pump Stack thread show differently?

In any case, if it won't power by itself I'll just hope for more migrants and make the entire fort pump it up by hand.
« Last Edit: March 14, 2011, 05:23:59 pm by plisskin »
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kzel

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Re: Areliton Ador, Community Fort - 1006U: [Two Seas Becoming One]
« Reply #130 on: March 14, 2011, 06:05:28 pm »

Odd, pumps should transfer/receive power through either their input or output tile.

Your pumps are displayed as hanging, yet don't seem to be supported by anything (their power requirement is that of one pump, 10). Did you turn off cave-ins at some point ? Pump stacks need to be built in a specific order (either top to bottom or bottom to top) one at a time to prevent the whole thing collapsing if a construction is interrupted for any reason. It's possible the pumps were disconnected but are still hanging in the air instead of collapsing, especially if you had a cancellation somewhere in the process.

Check the power requirement for the rest of the stack to see if the problem is present on every level. If it just affects one or two pumps, destroy them and build them again. Before destroying anything (or reenabling cave-ins), don't forget to build axles or gear mechanisms on solid ground, adjacent to the input tiles of the top pump and the pump one level below the problematic ones, to prevent your whole stack from collapsing. In fact, I'd advise building one tile axles next to all your pumps, it only raises power requirements by 10% and makes the design much safer.

You also seem to have a diagonal passage for magma in each level (the top/bottom left corner), you might want to fix that.
« Last Edit: March 14, 2011, 06:10:46 pm by kzel »
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plisskin

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Re: Areliton Ador, Community Fort - 1006U: [Two Seas Becoming One]
« Reply #131 on: March 14, 2011, 06:25:18 pm »

Odd, pumps should transfer/receive power through either their input or output tile.

Your pumps are displayed as hanging, yet don't seem to be supported by anything (their power requirement is that of one pump, 10). Did you turn off cave-ins at some point ? Pump stacks need to be built in a specific order (either top to bottom or bottom to top) one at a time to prevent the whole thing collapsing if a construction is interrupted for any reason. It's possible the pumps were disconnected but are still hanging in the air instead of collapsing, especially if you had a cancellation somewhere in the process.

Check the power requirement for the rest of the stack to see if the problem is present on every level. If it just affects one or two pumps, destroy them and build them again. Before destroying anything (or reenabling cave-ins), don't forget to build axles or gear mechanisms on solid ground, adjacent to the input tiles of the top pump and the pump one level below the problematic ones, to prevent your whole stack from collapsing. In fact, I'd advise building one tile axles next to all your pumps, it only raises power requirements by 10% and makes the design much safer.

You also seem to have a diagonal passage for magma in each level (the top/bottom left corner), you might want to fix that.

I'm definitely going to plug that diagonal, i just wanted to make sure the top of the stack worked first.

I didn't turn off cave-ins, but I may have messed up this part: when I built the pump stacks I channelled the power transfer shaft first. Then realized that I couldn't build pumps on top of empty space like that. So I built floors over all the channelled tiles, and then built pumps on the floors and then deconstructed the floors out from under the already built pumps. Maybe that somehow still blocks the power transfer?
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kzel

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Re: Areliton Ador, Community Fort - 1006U: [Two Seas Becoming One]
« Reply #132 on: March 14, 2011, 06:36:36 pm »

Probably, yeah. EDIT : I just remembered removing floors below buildings is the way to make them float even with cave-ins enabled. Which is what you did for probably half of your pumps. However, it would seem power connections are only evaluated at construction. Still, try building a gear mechanism or axle next to your pumps, it may force a power check and notice the connections with the other pumps.

You can build pumps with an empty space below the output tile, as long as there is a machine component to support it. A pump above or below works, as well as a one tile horizontal axle built on solid group next to the input tile.

How big is the pump stack ? Rebuilding a 100 z-level spanning one is a lot of work, but if every level requires only 10 power it might be the only option. You can speed it up by building the support axles I talked about, it will allow you to designate and build all the pumps at once. You can also temporarily disable pump components from your stockpiles, you don't need six more hauling jobs to delay construction any further.
« Last Edit: March 14, 2011, 06:53:18 pm by kzel »
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plisskin

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Re: Areliton Ador, Community Fort - 1006U: [Two Seas Becoming One]
« Reply #133 on: March 14, 2011, 07:28:14 pm »

Probably, yeah. EDIT : I just remembered removing floors below buildings is the way to make them float even with cave-ins enabled. Which is what you did for probably half of your pumps. However, it would seem power connections are only evaluated at construction. Still, try building a gear mechanism or axle next to your pumps, it may force a power check and notice the connections with the other pumps.

You can build pumps with an empty space below the output tile, as long as there is a machine component to support it. A pump above or below works, as well as a one tile horizontal axle built on solid group next to the input tile.

How big is the pump stack ? Rebuilding a 100 z-level spanning one is a lot of work, but if every level requires only 10 power it might be the only option. You can speed it up by building the support axles I talked about, it will allow you to designate and build all the pumps at once. You can also temporarily disable pump components from your stockpiles, you don't need six more hauling jobs to delay construction any further.

It's about 86 Z levels high, and yeah I think that rebuilding it would be the only real solution. Deconstruct all floors, build the whole thing again hinging off of a line of axles. And the stockpile thing would be a very easy way to keep all materials close at hand, and probably save me half a year of construction.

Man thanks for wandering into the thread and helping out. I will honorarily dorf you as a mechanic.
« Last Edit: March 14, 2011, 07:50:49 pm by plisskin »
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GuudeSpelur

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Re: Areliton Ador, Community Fort - 1006U: [An Oversight In Construction]
« Reply #134 on: March 14, 2011, 09:17:47 pm »

Aw, I died?  I never got to write a journal (eh, actually, I might still do that).  At the next opportunity, I'd like another dwarf.  Preferably another badass soldier (speardwarf, perhaps?), or perhaps a blacksmith, or even just the next available male dwarf.  Just name him GuudeSpelur again, and maybe pretend they're from the same fortress and that name is common there.

Edit: If you have the time, perhaps you should include a secondary megaproject: some sort of uber-memorial to the fallen.  Put engraved slabs with their names, statues, masterwork carvings if you can cast it from obsidian, etc. in it.

Edit 2: Changed my mind.  Name him "EksulentSpelur."  Another option for profession would be engraver.
« Last Edit: March 14, 2011, 09:26:11 pm by GuudeSpelur »
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This fortress is turning into some kind of supervillain lair or something.
You do remember that you've been farming gigantic wingless dragon-fish for profit and Fun, right?
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