Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: Girlinhat on April 05, 2012, 08:34:49 pm

Title: (Active) Kelnimar - Metalpaths
Post by: Girlinhat on April 05, 2012, 08:34:49 pm
Kelnimar has begun!  Abandon ye all hope, for here there lie dwarves going at speed.

Embarked upon a peaceful enough flat shrubland with a brook running along the northern side.  4x4 embark, 100 mineral scarcity, single cavern layer, thick layers of stone, and a handful of dwarves who don't know what they're doing.

List:

Waiting
Completed
Pending Pickup
Playing
Skipped
Postponed

    Girlinhat - 1 (http://www.bay12forums.com/smf/index.php?topic=106649.msg3310506#msg3310506)
    Naryar - 1 (http://www.bay12forums.com/smf/index.php?topic=106649.msg3327855#msg3327855) 2 (http://www.bay12forums.com/smf/index.php?topic=106649.msg3340830#msg3340830) 3 (http://www.bay12forums.com/smf/index.php?topic=106649.msg3342017#msg3342017)
    Mr Frog
    NCommander
    Talvieno
    KoboldWarmonger
    Eric Blank
    blue sam3
    tahujdt
    Trif
    Sphalerite
    davros
    Niyazov
    HorridOwn4ge
    Gilihad
    greatorder
    xmakina
    Komra
    ignatzami
    WaffleEggnog
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Naryar on April 05, 2012, 08:41:26 pm
Sure, why not ?
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Mr Frog on April 05, 2012, 08:45:15 pm
I'll sign up for a turn.

Actually, to confirm, how much detail/narrative-ness (that can be a word, right?) will we be going for on the updates? Like, 'in-character roleplay with all the trappings' or 'so I did this and some !!SCIENCE!! happened and here's some pictures of exploding goblins and the save for the next person'?

Also,

Quote from: Girlinhat
success fort

Surely, you jest?
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Girlinhat on April 05, 2012, 08:57:10 pm
That's a typo, but I'll leave it in for hilarity's sake.

I'm not planning huge RP narrative for this, but rather "doctor's notes" on the growth and experimentation of the fort.  Footnotes about population numbers and the arrival/dismissal of sieges, but not deep trawls of word and wisdom concerning the battles at hand.

Essentially, the mayor has one scroll on which to write the year's summary to send back with the liaison, but has five scrolls to go over the new mechanisms and cart dynamics.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: KodKod on April 05, 2012, 08:58:47 pm
PTW.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Mr Frog on April 05, 2012, 09:10:36 pm
So we just have to make sure that the writeup's readable and concise? Sweet, the odds of me getting nervous and dropping out the second my turn comes around just dropped by 100% :D

Should we get started on brainstorming ideas? 'Cause there won't be much else to do on this front 'till the release comes around in a month/2 months/a year.

I'm currently thinking minecart danger rooms would be awesomely lethal. If dwarves can ride in minecarts as well, there may be potential in launching militiadwarves across gaps as a one-way shortcut to the outside of the fort assuming that it's possible for them to land safely there's only one way to find out, Urist, so get in the damn suicide cart.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: NCommander on April 05, 2012, 09:17:13 pm
I'll sign up for a turn. I've always waned to be part of a succession for and helping  research for !!SCIENCE!!. Some part of me wants to set up siege towers and see if they can hit minecarts as they move (kinda like a target range).

Dwarfish clay pigeons :-).
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Kofthefens on April 05, 2012, 09:38:33 pm
PTW
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Talvieno on April 05, 2012, 09:51:00 pm
I approve wholeheartedly of this succession idea. I'm applying to be one of the lucky few, if you'll accept me. =P
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: KoboldWarmonger on April 05, 2012, 11:26:15 pm
We're doomed. I'm in! :D

A dwarf stumbles in, his beard caked with vomit and what appears to be blood. He fits right in, but his presence is still a little odd- none of you recall ever seeing him in the fortress before. He speaks.

"I am intrigued by these.. mine-carts. In my previous fortresses, peasant satisfaction at their jobs is typically very low. A particularly popular dwarf having an unfortunate accident results in a tantrum wave which potentially destroys the fortress... not that I've ever experienced such a thing before. With me as overseer, our peasants will be safe. Yes... very safe."

For some reason, you don't believe him.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Vanaheimer on April 05, 2012, 11:55:15 pm
PTW.

What she said.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Eric Blank on April 06, 2012, 12:06:30 am
I'd love to participate in a fortress set up for !!SCIENCE!!

I currently can't think of anything to test, though. Perhaps something will come up and not be used before I get a chance to study it.

If not, I can keep the fortress on it's feet and acquire materials for other researchers.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Mr Frog on April 06, 2012, 12:29:16 am
I currently can't think of anything to test, though. Perhaps something will come up and not be used before I get a chance to study it.

Well, that's really only to be expected. We don't actually know what we're working with here -- all we have are a couple tantalizing devlog quotes and a dash of wishful thinking. Once the version's out and we actually have some hard data, coming up with applications for said data will be much more simple.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Eric Blank on April 06, 2012, 12:38:04 am
ooh, I've got an question to !!SCIENCE!!: how does a loaded minecart (on rails and off) subjected to a cave-in react in comparison to other items? if it sruvives, as items sometimes do (not from a direct hit I don't think...), then will it maintain it's load, and if so, to what degree?

We also need to test how much protection, if any, they provide to items hauled within, especially when subjected to submersion in lava or water. Such as caged creatures or flammable items. I suspect they will open up a lot of possibilities for the !!SCIENCE!! of !!MATERIALS!! research, wherein materials and containers are subjected to heat in a fortress- or adventur-mode environment, due to the fact that there will be ways to move minecarts into and out of areas affected by magma and flames, whereas dwarves would die in the middle/carrying a burning object and ruining the experiment.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: KoboldWarmonger on April 06, 2012, 12:42:26 am
I too am interested in the transport of caged creatures, though applications are limited since presumably there'll be no way to get stuff out of the cart or open the cages without direct dwarf intervention.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Mr Frog on April 06, 2012, 12:48:48 am
I think the first order of business will simply be testing limits -- how much impact does it take to convert a minecart into Xxminecart bitsxX [10]? Will the cargo survive? How exactly do the tracks work?

This is kind of driving me nuts. There are so many questions, and I already know what I want the answers to be, but I'll have to wait at least a few weeks to get them and see  ô__Õ twitch twitch twich
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: blue sam3 on April 06, 2012, 09:15:04 am
I may be interested, if I have time.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Loud Whispers on April 06, 2012, 01:17:47 pm
PTW
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: tahujdt on April 06, 2012, 01:55:35 pm
I'll sign up! Dwarven Temple of Doom ftw!
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Trif on April 06, 2012, 01:59:12 pm
A fortress, dedicated to the noble cause of ‼Science‼ ? I apply for the job!
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Sphalerite on April 06, 2012, 02:07:09 pm
I will happily submit my name for participation in this noble cause, with the note that I may be fairly busy for the next month, so it would be best if my turn came after that.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Girlinhat on April 06, 2012, 02:15:04 pm
I'm currently thinking of flash rounds.  Each turn is 1 day long, and 1 year of dwarf.  The intent here is to go quick, do dwarf, and get science done so we can report findings in a timely manner.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Eric Blank on April 06, 2012, 03:46:56 pm
That wouldn't really work well with everyone's schedules. A whole lot of not-DF can occur within 24 hours. Perhaps 3-5 days could be do-able?

I also don't really see how a succession game, even/especially a well-managed one, could be considered an efficient method for conducting ‼SCIENCE‼ either way. Too clumsy and disorganized.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Talvieno on April 06, 2012, 03:51:33 pm
I'm currently thinking of flash rounds.  Each turn is 1 day long, and 1 year of dwarf.  The intent here is to go quick, do dwarf, and get science done so we can report findings in a timely manner.

Oooh, wow... :-\ If you're set on that, I may have to drop out. :( It can take me around two hours for a single season, after a few years in, when the FPS drops to 10. I second Eric's suggestion... 2-4 days, perhaps? On the lower end of that. I could manage a turn in two days, no matter how low the FPS was.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Girlinhat on April 06, 2012, 04:13:26 pm
Hmm, fair point, I may try "flash rounds" later.  For now conventional succession.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Dr.Propz on April 07, 2012, 02:37:23 am
PTW

Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Naryar on April 07, 2012, 04:26:31 am
I must say that 1-day turns seem too short to me. After all we are doing science and occasionally !!SCIENCE!!.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: KoboldWarmonger on April 08, 2012, 01:16:15 pm
I'd be down for a flash round, I'm checking the changelog religiously every day anyway. Whoever gets the third migrant wave is probably going to spend her/his whole turn doing housekeeping, though, since we're going to be all excited about minecarts and probably going to forget things like beds.

I agree that a succession game is not as nimble as multiple suicide embarks, as far as science is concerned. That's the point, though! We will probably screw up and serve as entertainment and preliminary research for the others.

I'm still excited. Depending on when my turn is I'd like to build the quarryvator- pulling ore up from the depths en masse to be worked. I sleep fitfully at night, imagining what it would be like to come up with something that will further dwarfkind- a warmonger quarryvator in every fortress! The smelters will run hot around the clock, and hopefully we won't need a bucket-line of peasants to keep it going.

I see no mention of powered tracks from Toady, though. We're going to need to do a lot of little tests regarding how momentum works- how long of a run do we need to get up a hill and around a bend? Is it better to have light or heavy carts? (Do heavy carts go slower? Do they keep momentum longer?)

Maybe I'm going to have to make peasants pull the carts. :)
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Girlinhat on April 08, 2012, 04:23:18 pm
Toady has already included "rollers" that are "booster tracks".  So we can 100% confirm automated cart movement.  All that we need to figure out, is how efficient one booster is and how high can a cart be launched from a certain number of rollers.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: KoboldWarmonger on April 08, 2012, 04:54:17 pm
D'oh.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: ASCIt on April 08, 2012, 05:26:35 pm
PTWAW
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: KoboldWarmonger on April 09, 2012, 05:01:05 am
For a second I was worried I was overthinking this and then I was like oh wait we're doing ‼science‼.

To avoid stepping on each other's toes over time, I think we should reserve a large portion of every layer (perhaps even a quarter or half of the embark) guaranteed to be uncarved across z-levels, and when you need to make a pump stack or railevator you do your best to be frugal with your use of that space.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Mitchewawa on April 09, 2012, 05:58:08 am
I think you might want to catalogue some ideas pre-emptively.

I'm currently thinking of flash rounds.  Each turn is 1 day long, and 1 year of dwarf.  The intent here is to go quick, do dwarf, and get science done so we can report findings in a timely manner.

This might not give people enough time to set up. PTW.
Title: Re: (Applications) Kelnimar - Metalpaths
Post by: Eric Blank on April 09, 2012, 08:31:39 am
I'm currently thinking of flash rounds.  Each turn is 1 day long, and 1 year of dwarf.  The intent here is to go quick, do dwarf, and get science done so we can report findings in a timely manner.

This might not give people enough time to set up. PTW.

Already notified of such.

But I didn't see a final agreement on a timeframe either. 7 days maximum should be doable for most of us, and we can obviously upload the save at any point in between.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 09, 2012, 10:02:11 am
Still taking applications.

But, let's start scheming.  What all do we want to test out?  I've updated OP slightly, so start suggesting your things.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Trif on April 09, 2012, 01:45:28 pm
What happens when items are dropped on top of minecarts?
Can items in minecarts be stolen by Kobolds?
What happens when a flying minecart hits a solid wall, a construction or an item? What happens when it lands on a creature?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: davros on April 09, 2012, 03:31:27 pm
Any chance of me joining?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Eric Blank on April 09, 2012, 03:37:24 pm
What happens when a minecart leaves the track and simply falls a few z-levels without a head-on collision?
Can they travel along diagonals?

But the most important question is how can they be effectively weaponized, and how much effort would have to go into doing such relative to other available choices for defense?

I would consider it important to test how readily a minecart will transfer heat to it's contents, such as bathing it in magma for a brief period. See if it will set wooden cages on fire, and then move away from the magma, thus perhaps letting the contents of said cages exit the minecart in drop-pod fashion when the cage finishes burning (or do creatures contained within burning cages simply catch on fire/die when it burns away? I don't remember ever reading about the subject...) Of course we'd need to know if the creature would be immediately crushed by the cart...

Can a platinum minecart loaded with platinum bars damage a bronze colossus?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Sphalerite on April 09, 2012, 04:49:08 pm
I wish to determine what if any use mine carts have for computation.  Firstly, I will attempt to determine if it is possible to launch a cart onto a track with a pressure-plate triggered signal.  If toady does not put in a feature permitting a mine cart stop to launch a mine cart on trigger, this may require some scheme involving a mine cart perched on a ramp over a triggered door or floor hatch.

I will attempt to determine the exact requirements needed to have a cart going around a track at a constant speed.  This will require determining the ratio required between powered rollers and unpowered track to keep a cart going without speeding up enough to fly off the track or slowing down and coming to a stop.

I also wish to determine if a mine cart can be selectively pushed onto a side track by using powered rollers on a crossing to change the direction in which a mine cart is moving.

If I succeed in my initial experiments, I will attempt to develop a simple delay-line memory using mine carts traveling around a large loop.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 09, 2012, 06:31:27 pm
How much speed is lost, if any, when a minecart hits an object?

Is it possible to build a cart directly on top of rollers, thus allowing one to start it remotely by linking it to a lever-operated gear assembly?

Is it possible to immerse a magma-safe cart in magma, on magma-safe rollers, linked to a magma-safe gear assembly, thus allowing one to fling a superheated iron box at invaders at superluminal speeds with the flick of a switch?

Minecart danger rooms -- what is the minimum speed that a cart is considered a "dangerous" projectile? By carefully controlling the velocity of the carts, it may be possible to get them to move fast enough for dwarves to dodge them (thus presumably training their Dodge skill) while still not hitting hard enough to cause more than minor injuries.

EDIT: Dwarven airmail -- assuming minecarts are indestructible, it should be possible to rev a minecart up a spiral ramp to the surface, then fling it off a jump into a wall above a pit some distance away, after which it drops down into the fortress itself. Pretty much a Stupid Dwarf Trick at best, but there may be some instances where you need to deliver supplies without having a ground path between the two points.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 09, 2012, 06:33:12 pm
As far as I know, minecart computations will run into significant problems.  Namely, that there's three items.  Pressure plates, stops, and rollers.  None of these can overlap each other, you may have one on a tile.  This means that you can push a cart onto a pressure plate to function as a latch, but you have no way to get it off the plate after that.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Sphalerite on April 09, 2012, 06:37:34 pm
Although if I understand Toady's posts, you could get a cart off a pressure plate by hitting it with another cart, but that will leave the second cart stuck on the pressure plate.  I suspect that any system involving computation with mine carts will need to be dynamic, with carts constantly circling around the system and not coming to rest on pressure plates.   State changes will occur by shunting carts onto different tracks rather than by stopping them on pressure plates.  Assuming it's possible to shunt them onto different tracks somehow.  I intend to try a few experiments along these lines.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 09, 2012, 06:45:38 pm
You could have a roller behind the pressure plate. After the second cart rams the first cart off the plate, the roller then pushes the second cart onto it. By linking the roller to a gear assembly, you could decide when to reset the switch.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 09, 2012, 09:32:39 pm
You could make a 3 long section, where the cart bounces between two rollers with a plate in the middle.  Due to the timing, it would probably keep the plate depressed as it moves quickly back and forth.  A bridge/door/creative gearbox could be used to let the cart escape the loop and "disengage the hatch".
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 09, 2012, 10:01:56 pm
You could make a 3 long section, where the cart bounces between two rollers with a plate in the middle.  Due to the timing, it would probably keep the plate depressed as it moves quickly back and forth.  A bridge/door/creative gearbox could be used to let the cart escape the loop and "disengage the hatch".

I don't think that the cart will move forever, though. It'd presumably be sent back from each roller at the same speed that it hit the roller at (I'm comparing this to gravitational acceleration, and how (I think) an object launched upwards from height x at velocity s in a vacuum will have accelerated to a speed of -s by the time it comes back down to its original height x). Since it'll slow down a bit from friction every time it goes over the pressure plate, it might end up stalling after too many repetitions.

EDIT: Sphalerite, are you sure that a moving cart A that hits a stationary cart B will be left in the same spot that B was? From what I understand about kinematics, a perfect transmission of kinetic energy -- which I'm assuming is what's used -- would leave A at the exact point that it was when it struck B -- i.e. immediately behind where B was.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Niyazov on April 10, 2012, 07:51:53 am
I'd like to join so that I can test the properties and limits of wheelbarrows.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 10, 2012, 09:23:29 am
I don't think that the cart will move forever, though.
You're basing that on real world physics, not on DF physics.  And even in the case of real world physics, you're not comparing it correctly.  I'm not sending the cart up one hill and back again.  What I'm doing is sending it between two actively powered boosters.  Boosters are called rollers.
Code: [Select]
>=^<> Roller pushing east
= Bridge
^ Plate
< Roller pushing west

Rollers are powered by mechanical power and axles and gears.  That means water coming in from the river is powering the rollers.  The cart hits one roller, and is propelled forward over the bridge and plate to hit the other roller, where it's stopped and sent the other way.  Each "push" is a unique action and not influenced by the push before it.  Every push will have the maximum energy that a single roller can impart.

When you want to disengage the latch, you pull the lever on the bridge, which causes the cart to fall out of the system and allows the plate to reset.

If the cart moves back and forth quicker than 100 ticks, then the plate stays down.  In other words, it has 100 ticks to hit one roller and get pushed in the other direction.  If it takes shorter time, then it "resets" the plate's timer and keeps it depressed.  It it takes longer time, then it allows the plate to trigger and you end up with a repeater.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: HorridOwn4ge on April 10, 2012, 09:43:04 am
I want to join too, I want to eliminate a siege using nothing but minecarts.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 10, 2012, 12:01:02 pm
@Girlinhat:

But the way I understood it, a roller basically works the same way as a ramp -- i.e. it accelerates a minecart on top of it in a specific direction. I suppose this needs to be tested: Do rollers hard-set the speed of a cart or do they simply accelerate carts on top of them? unless Toady already said something about this and I'm looking even stupider than usual, in which case a link would be appreciated.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Awessum Possum on April 10, 2012, 12:07:01 pm
Oh, this should be good. Let the games BEGIN!
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Talvieno on April 10, 2012, 12:59:54 pm
@Girlinhat:

But the way I understood it, a roller basically works the same way as a ramp -- i.e. it accelerates a minecart on top of it in a specific direction. I suppose this needs to be tested: Do rollers hard-set the speed of a cart or do they simply accelerate carts on top of them? unless Toady already said something about this and I'm looking even stupider than usual, in which case a link would be appreciated.
In his Future of the Fortress post, he stated that tracks weren't uni-directional. This might imply the necessity of rollers being two-way, as otherwise all tracks (except for dwarf-pushed ones) would be basically one-way.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Conrad on April 10, 2012, 01:01:26 pm
Oh boy oh boy oh boy oh boy....

There's going to be a lot of fun with this release. I've already started thinking of ways to automate a fortress... This will make entirely new ways to use burrows. Different sections of the fort (smithing, farming, refuse + butchery, military barracks and outside, etc) spread all over the map connected only by the mine carts to "the hub", a central stockpile. I've already started thinking about what sorts of dwarven logic gates can be used for the most efficient hauling systems...

Posting to follow and to contribute devilish ideas!
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 10, 2012, 01:28:14 pm
Rollers are confirmed to be directional, the same way that pumps can be issued a direction.  So, it's entirely conceivable to have a cart bouncing between rollers.  I don't even see how this is an issue for us to discuss.  Bouncing carts will be the easiest thing we can do.  Easier than setting up long routes and stops and stockpiles, at least.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 10, 2012, 03:11:03 pm
I'm not talking about whether they're directional -- that's obvious. I'm talking about whether a roller, with a cart on top of it, will automatically set the cart's velocity to (X, Y) OR whether it will modify the cart's velocity by (X, Y).

To put it in pseudocode, is it:

if (Cart.IsOnTopOfRoller()){
     Cart.velX = Roller.velX;
     Cart.velY = Roller.velY;
}

or is it

if (Cart.IsOnTopOfRoller()){
     Cart.velX += Roller.accelX;
     Cart.velY += Roller.accelY;
}
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 10, 2012, 08:02:26 pm
I'd have to guess that it adds momentum, Toady doesn't seem like the sort to add insta-physics like that.  But, either way, why would it matter if it sets or adds impulse?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 10, 2012, 08:58:10 pm
If it works by accelerating the cart, then the cart might end up stalling because it'll be sent back from each roller at the same speed it hit the roller at, lose a bit of speed going over the pressure plate, hit the other roller at the reduced speed, get sent back at that reduced speed, lose a little more speed going over the plate, and so on until the cart doesn't have enough speed to make it to the other roller.

The tile-based spatial coordinates may throw a bit of a monkey wrench into this, though.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: KoboldWarmonger on April 10, 2012, 10:06:19 pm
I'd like to see if there is a maximum speed for minecarts given infinite power, and if odd things start to happen when you approach that maximum speed, with the obvious ultimate goal of sending caged animals backwards in time.

Of course, I look forward to the damage tests. What happens to a chained goblin when you hit it as fast as you possibly can? Gibbing? Can we hit fire imps or other veryhot-blooded animals and kill people with the shower of parts?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 10, 2012, 10:23:10 pm
Maximum speed yes, relativistic time-twisting shenanigans presumably no.

Quote from: Toady One
[Asked about whether carts have a maximum speed when going down ramps]
If I remember, they hit a terminal velocity going down, but it's quite fast.

Quote from: DevLog
There are powered "rollers" placed in strips that increase the speed of minecarts in a given direction, up to a point (more than enough to get them up a ramp, anyway).
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: tahujdt on April 10, 2012, 11:06:57 pm
Toady just posted that haulers can jump onto the back of carts. I guess they will load the bars onto the cart, push it, and ride it down to the magma forges.


Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Eric Blank on April 10, 2012, 11:25:56 pm
Excellent! We can place the endpoint of the freight lines in the open fields outside the fortress, with our military being the haulers manning said carts. As soon as they reach their destination, activate 'em!
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 11, 2012, 01:15:45 am
We are now one tantalizing step closer to having a railgun that fires live badgers.

ACTUALLY RELEVANT:

- Assuming that rideable carts make it in, will units riding carts suffer the same falling damage as others, i.e. do carts cushion falls?

Should prolly take that one to FotF, come to think of it
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 11, 2012, 09:36:47 am
Mr. Frog, you seem to not clearly understand how impulse works.  So I'm going to quit this argument until I come at you with a working repeater/latch.

That is a question though.  Do riders suffer fall damage from flying carts?  My aerial dragoon squad may have hit a snag...
Title: Typos!
Post by: Eric Blank on April 11, 2012, 09:45:14 am
Well, if it does prove to be a setback, they can be deployed from a ground-level track.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Talvieno on April 11, 2012, 12:26:50 pm
Mr. Frog, you seem to not clearly understand how impulse works.  So I'm going to quit this argument until I come at you with a working repeater/latch.

That is a question though.  Do riders suffer fall damage from flying carts?  My aerial dragoon squad may have hit a snag...
If it was realistic, you could land a rider on a slanted track slanting downwards in the direction the minecart is going, and it would turn the landing into forward momentum, decreasing the jolt upon landing. I don't know if Toady will do that, though.   Also, I get the feeling that dwarves won't be invincible. Just seems like a Toady thing to do.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 11, 2012, 02:11:08 pm
@Girlinhat:

So would you please explain to me how I'm wrong instead of simply assuring me that I am and artificially shutting down the conversation as though that'll get anyone anywhere? Because, at the moment, I think I'm right, you think I'm wrong, and I'm not likely to accept that I'm misinformed just because you said so. That would open up several philosophical cans of worms which I'm very much not intellectually-equipped to deal with.

Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 11, 2012, 05:51:54 pm
1: Cart is in motion, arriving from the left and moving towards the right.
Code: [Select]
######
0===<#
######
2: Cart passes over the roller, robbing it of some momentum before it hits the wall and stops.
Code: [Select]
######
====0#
######
3: The roller applies force, sending the cart from the right, to the left.
Code: [Select]
######
==0=<#
######
4: This is actually ping-pong.
Code: [Select]
#######
#>0==<#
#######
5: You should have already installed a pressure plate.
Code: [Select]
#######
#>=^0<#
#######
6: You also need a bridge, which carts can pass over as if they were tracks.
Code: [Select]
#######
#>0^+<#
#######

While active, the cart will hopefully have enough momentum to run back and forth within 100 ticks, and function as a latch as it keeps the pressure plate depressed.  If it takes longer, then it will be a repeater instead.

To deactivate, you retract the bridge, and the cart falls to the level below into whatever track system is set up.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 11, 2012, 06:38:55 pm
The wall actually makes things worse; you're limiting the amount of momentum that the cart can conserve after hitting a roller. If it hits the roller too fast, it'll strike the wall, stop, and then get pushed back as though it only had enough momentum to just barely make it to the wall before stopping.

The faster the cart hits the roller, the farther along it'll get before stopping (I'm assuming that the cart's position is stored as a floating-point value which is then rounded to determine which space the cart is considered to be 'on' for the purposes of game mechanics). The farther along the cart is on the roller, the longer it'll take for the roller to push the cart off and thus the more speed the cart will have by the time it comes off the roller. Since it'll constantly lose speed due to friction, it'll eventually not get enough speed from the rollers to make it to the other one. I don't know how to explain it more clearly than that.

You could probably just do this:

Code: [Select]
vX<
P |
>X^

P is a pressure plate, X is a floodgate or something that can stop them from spinning around

And have two carts located across from each other flying around pushing the plate. Of course, they'll probably end up spinning faster and faster until they hit the rollers' hardcoded speed limit, but putting walls on the corners should at least prevent them from flying off.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 11, 2012, 07:07:42 pm
...that makes no sense.

Let's make a small illustration here.  Let's assume that the left is -x and the right is +x.  If you have an object traveling at +20/s then it's traveling from left to right.  If you want it to travel in the opposite direction, you would need to apply -20 speed to bring it to a stop and an additional -20 to bring it up to -20/s traveling from right to left.

If you have an object traveling at +20/s and it hits a wall, it's instantly at 0 and will only take -20 to reverse direction.  Bringing the object to an instant halt will save you half as much energy.  As an extension, if your object is at a dead stop and being rolled, then it will be much easier to get moving than an object that is acting against the direction of movement.

A thought has occurred to me though.  Describe what a roller does.  Just, you tell me exactly how a roller will work.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 11, 2012, 07:31:57 pm
A roller applies a force to a cart in a specific direction as long as the cart is on the roller. The amount of force applied depends on the time a cart spends on a roller. Also, the cart continues to move while the roller accelerates it. It doesn't just stop on a roller for a bit, store up force, then say "okay, time to go!" and then get the change of speed all at once. It'll continue to move around according to its velocity even as the roller changes its velocity. As such, it'll eventually get pushed off the roller, after which it will no longer be accelerated by the roller's force. The amount of time before the cart leaves the roller is proportional to how far down the roller the cart starts at, which is proportional to how fast the cart hits the roller, because hitting the roller at a greater speed increases the time it takes to slow to a stop and begin rolling in the other direction thus increasing the distance the cart travels before stopping. By putting the wall in, you are limiting how far the cart can go and by extension how much space the cart has to accelerate.

Also: please lose the condescending tone. I'm trying to be civil here, and I would appreciate it if you followed suit. nvm, read something wrong
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on April 11, 2012, 08:39:53 pm
Mind if i speak? well, type? here is what i want to find out.
if siege weapons aim and fire at enemy mobs and mine carts can carry cages(hopefully still full of trolls), can siege weapons hit a troll, in a cage, on a mine cart? also, can there be a system where mine carts can suck-up drops it comes across, and possibly reload traps, then you don't have to worry about the item dance and just have to worry about urist mc-noble being a arse.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 11, 2012, 10:37:36 pm
I don't think any of those ideas will apply.  Namely because creatures in cages don't actually exist in the literal sense, and because carts must be manned to function properly.  Also, "aim a siege weapon" doesn't really happen.  Ballistae don't aim, they always fire randomly.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mitchewawa on April 12, 2012, 07:50:28 am
I do physics and stuff too.

I think in a real world scenario Mr Frogs design might work better due to no loss of momentum from walls, plus the fact that the cart does not have a max velocity. It would, in real life, go around the track (even though it's longer) faster then a cart could switch directions in Girlinhat's design. This being that whenever the cart hits the wall, its acceleration  is zero and the roller has to re-apply the force in the other direction, whereas Frog's design does not have loss of acceleration (barring friction).

However, for the sake of the game Girlinhat's would work better. For one, I assume rollers apply an instant velocity (as acceleration does not appear to exist in this game) and the track is just plain shorter.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Trif on April 12, 2012, 08:12:17 am
Ah, I think I understand Mr Frog's point.
Let's assume that a roller can accelerate a minecart to 20/s in the direction it's built, if the minecart fully traverses the roller.
This happens after the initial wall-slam.
2: Cart passes over the roller, robbing it of some momentum before it hits the wall and stops.
Code: [Select]
######
====0#
######
The cart passes the roller, being decelerated and hitting the wall afterwards.
At this point, v= 0/s.
3: The roller applies force, sending the cart from the right, to the left.
Code: [Select]
######
==0=<#
######
Now it gains momentum. Its mass remains the same (if minecarts don't reach relativistic speeds, which we'll assume for now), so it's sufficient to observe the velocities.
The cart fully traverses the roller and is accelerated to v=20/s.
4: This is actually ping-pong.
Code: [Select]
#######
#>0==<#
#######
It's not quite ping-pong, and the cause is friction.
The minecart loses a bit of its speed, so it arrives at the second roller with less than 20/s, maybe 18/s.
The moment it moves on the roller, it's getting decelerated. Now, if a roller can accelerate a minecart to 20/s, it can also decelerate a minecart with 20/s to 0/s if it fully traverses the roller in the opposite direction. The problem here is: our minecart is slower than 20/s. As a result, it cannot reach the other side of the roller because the roller decelerates it too much. The cart cannot slam into the wall, and it stops somewhere on the roller (2/20 of a tile off the wall, to be exact).
Because it can't fully traverse the roller, it won't get accelerated to -20/s, only to -18/s again.  The trend here is obvious: the cart will lose some of its velocity again, acceleration won't suffice etc.
Long story short, the cart will stop in the middle eventually.

That is, if Mr Frog's conception of a roller is correct (and I think it's likely) (and if I understood it correctly).

This post was brought to you by the verb: to traverse.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on April 12, 2012, 08:46:13 am
Ah, now you make sense.  If that's the case then yes, it would slowly trail down to nothing and stop.  However, something tells me that the physics aren't that strict.  While you suggest a reliable real-world way to handle this, it ultimately boils down to how real the game physics are.  And on that point, we must simply wait.  We don't know how it works now, and we shall simply have to test a prototype to come to a conclusion.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 12, 2012, 12:59:33 pm
Thanks for the assist, dudes-who-actually-know-what-they're-talking-about-and-how-to-explain-it :)

@Mitchewawa:

Look back at the devlog quote I posted a few posts back -- Toady specifically mentions rollers as increasing the speed of a cart, which sounds like acceleration to me. Also, his mention of the rollers having a maximum possible point that they can increase a cart's speed to is meaningless unless it's possible for the cart to not be sped up to that point every time.

Should probably learn how not to jump down people's throats whenever they say something I think might be wrong...

@Girlinhat:

Well, that is the Problem, isn't it? Real-life physics don't suffer from rounding errors, or quantum tomfoolery due to a ridiculously long Planck time :p
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on April 12, 2012, 09:47:44 pm
i think the flying dwarf squads are in. i wonder if there will be cart-only doors/gates/hatches/other such nonsense. i wonder if merchants can use them.... like if you have a 2 wide path of them if merchants can popup with large carts. or i might just be retarded. take your pick.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on April 13, 2012, 01:47:35 am
Quote from: Devlog
[Concentrated Awesomesauce]

Okay, so three things we should be taking away from this:

- Dwarves riding carts is pretty much confirmed to be in for this release.

- Dwarves can apparently take independent action while riding a cart (to what extent, I wonder?).

- It is semi-possible to launch a dwarf through the air without killing it.


I'll have to see if I can set up an aerial bombardment squad consisting of crossbow-wielding dorfs riding minecarts launched into low-earth orbit.

Also, Toady's offhanded comment regarding the potential implications of this new system for cages implies that Aseaheru may in fact be getting his minecart archery range, which is amusing to me.

@Aseaheru:

Depending on how Toady handles things, you might be able to sort minecarts based on whether a creature's riding them. It depends on whether a creature riding a cart can still trigger pressure plates set to activate when a creature's on them. (NOTE TO SELF: Test this.)
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on April 13, 2012, 08:14:03 am
i cant believe i did not think of this before.....

FLYING VAMPIRE CARTS INTO THE SUN! and then into a little box/cell/thing full of lava
also if you link a cage to a lever, then move the cage, is it still linked? dog bombs
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Roboboy33 on April 13, 2012, 02:25:56 pm
Why hasnt anyone suggested having militia archers in minecarts flying from tower to tower shooting enemies while flying through the air? I can see the goblins shocked faces right now.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on April 14, 2012, 10:44:16 am
i thought that was part of the flying troops/bombs
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: KoboldWarmonger on April 14, 2012, 04:14:53 pm
So in a fit of spring cleaning last night, I broke my laptop, the love of my life.  :'( On a side note the exhaust fan works twice as good now, so I guess I fixed a squeaky door but in the process burned down the house.

This means I probably won't be able to run forts for a while, certainly not in the timely manner required by a succession game. I withdraw my request for overseership. I wish you luck, colleagues. I'm sad I can't join you.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Gilihad on April 15, 2012, 01:05:59 am
In contrast to KoboldWarmonger, I will actually be buying a new laptop within the next few weeks which should allow for fast !!SCIENCE!!. I'd love to join.

As for more test ideas:

What happens when two minecarts collide (on ground/in air)? Are carts destroyed? If so, how? If not, how do they fall/fly away? How do varying speeds affect trajectory of items/carts after collision? How do objects scatter if minecarts collide?

This could probably all fall under a "minecart collision statistics" category.

There are bunches of applications for that sort of information, including directed minecart attacks, weaponized magma or directed, AOE, heavy stone bombs (better and more dwarfy than catapults), mid-air delivery systems, and probably other stuff I can't think of right now.


Title: Re: (Planning) Kelnimar - Metalpaths
Post by: expwnent on April 15, 2012, 12:38:29 pm
Posting to watch. Sounds interesting.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on April 15, 2012, 02:12:15 pm
is there a breaking limit to carts? can tantrums affect carts? can carts be used in artifacts? or be made as one?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: BastiBasti on April 21, 2012, 10:44:57 am
Quote from: Devlog
[Concentrated Awesomesauce]

Okay, so three things we should be taking away from this:

- Dwarves riding carts is pretty much confirmed to be in for this release.

- Dwarves can apparently take independent action while riding a cart (to what extent, I wonder?).


- It is semi-possible to launch a dwarf through the air without killing it.


I'll have to see if I can set up an aerial bombardment squad consisting of crossbow-wielding dorfs riding minecarts launched into low-earth orbit.

Also, Toady's offhanded comment regarding the potential implications of this new system for cages implies that Aseaheru may in fact be getting his minecart archery range, which is amusing to me.

@Aseaheru:

Depending on how Toady handles things, you might be able to sort minecarts based on whether a creature's riding them. It depends on whether a creature riding a cart can still trigger pressure plates set to activate when a creature's on them. (NOTE TO SELF: Test this.)

That piece of text just describes dwarf fortress perfectly
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: xmakina on April 26, 2012, 11:28:45 am
I'd like to sign up for this. I'm curious to test the effectiveness of creating a sealed off transit system as well as how effective carts are for causing "accidents" on nobles.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on April 26, 2012, 03:29:49 pm
heres a question. what happens when a wood cart (if there can be one), loaded with wood and other burnables, gets filled with lava?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: xmakina on April 27, 2012, 03:45:51 am
heres a question. what happens when a wood cart (if there can be one), loaded with wood and other burnables, gets filled with lava?
Presumably it and it's contents burst into flames
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on April 28, 2012, 06:58:49 pm
i hope so. although trees wont burn in lava... :-\
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Triskelli on April 28, 2012, 10:33:56 pm
Posting to follow.  I expect a full revolution of how items are organized and transported stemming from this thread.  Won't be satisfied until there's an entire gravity yard that is able to sort carts based on all industries.  For additional challenge, all the carts have to pass through the same length of track.

Also, fingers crossed for modded engines.  If minecarts are creatures like wagons, then there should be no problem defining a "locomotive" as both a cart and a hauling creature, with smoke-emissions.  8)
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Talvieno on April 29, 2012, 03:29:34 am
Also, fingers crossed for modded engines.  If minecarts are creatures like wagons, then there should be no problem defining a "locomotive" as both a cart and a hauling creature, with smoke-emissions.  8)
Nope, sorry, Toady said a while back that they'd be tools. And not the living kind, either. :P
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Komra on May 13, 2012, 03:31:32 pm
Hey, I've got some ideas for cart-based weaponry and physics testing. Consider me a researcher as soon as the new version goes live.
My first order of business will be the volcano-powered lava shotgun with added obsidian shrapnel. The second will be the particle forcefield (flying carts all over the place on a looping track). Finally, If I can properly infect a reservoir with syndrome fluid, a cart-delivered bioweapon would be quite fun.
This will be an excellent opportunity for come dorfy carnage!
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on May 13, 2012, 04:56:51 pm
ok.... what happens when a cart of bolts breaks after a fall? will they spew around causing damage?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Trif on May 14, 2012, 11:49:07 am
Now that 0.34.08 is out, when will Kelnimar begin?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on May 14, 2012, 01:02:01 pm
Flat shrubland with a river on one side, generally high (semi)megabeast count, and scarcity 100 (ie, ore everywhere).  A nice solid embark for solid science.  Sound good?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Trif on May 14, 2012, 02:12:01 pm
Almost like my current embark. I like it!
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: FearfulJesuit on May 14, 2012, 02:13:56 pm
I have a question: now that we have minecarts going in parabolic arcs, one thing I'd like to see tested is what happens when a cart flying through the air hits a wall in mid-air. Preferably, one carrying magma- do we get magma mist? Magma rain?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on May 14, 2012, 02:37:48 pm
As always, magma mist is caused when an item falls into magma, NOT when magma is falling.

However, we may have the most dwarven mist generator idea.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Komra on May 14, 2012, 02:50:59 pm
Flat shrubland with a river on one side, generally high (semi)megabeast count, and scarcity 100 (ie, ore everywhere).  A nice solid embark for solid science.  Sound good?

If you could find one with a volcano, clay, shell-farmable swamps, a brook, and a sand source, that's dorf paradise. However, that will work.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: FearfulJesuit on May 14, 2012, 03:21:18 pm
As always, magma mist is caused when an item falls into magma, NOT when magma is falling.

However, we may have the most dwarven mist generator idea.
Yeah, but do we know yet what happens when a cart carrying magma rams into a wall while flying through mid-air?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: caddybear on May 14, 2012, 04:18:10 pm
As always, magma mist is caused when an item falls into magma, NOT when magma is falling.

However, we may have the most dwarven mist generator idea.
Yeah, but do we know yet what happens when a cart carrying magma rams into a wall while flying through mid-air?

Chocolate rain.

I mean, fun. Also ptw.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Gilihad on May 15, 2012, 01:32:33 am
Should a list of overseers be started?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Komra on May 15, 2012, 04:09:25 am
Should a list of overseers be started?

Yes, but I think that for this fort that has such a different purpose, we should give a suitably different title to our leader. Perhaps "Grand Innovator" or "Technomancer" would be appropriate.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: ignatzami on May 15, 2012, 12:49:08 pm
I'll toss my hat into the ring, for !SCIENCE!
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on May 15, 2012, 01:07:09 pm
Oh, this is still alive.

Better get my dorf on for the coming cartpocalypse, then :D

This is going to be cartaclysmic. Possibly even cartastrophic.

...I'll stop now before my lame puns leave you all cartatonic.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on May 15, 2012, 03:00:11 pm
no its CATAtonic >:(

fun thou
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Naryar on May 16, 2012, 10:34:24 am
Still willing to do something there.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: tahujdt on May 16, 2012, 10:08:42 pm
Pick the map carefully, drawing upon your knowledge of CARTography.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: FearfulJesuit on May 18, 2012, 08:32:10 am
This still goin', Girlinhat?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: WaffleEggnog on May 18, 2012, 05:11:17 pm
I'm in. I'm so sorry.We are so screwed.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on May 18, 2012, 05:34:44 pm
Who wants to run this?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Komra on May 19, 2012, 07:13:21 am
Okay, so here we are with the Overseer applicant list:

In order of application:

I'm just going to do a random number generation on Random.org for 4 overseers to begin with. I may as well exclude myself, then- it wouldn't go over well.

Okay, here we are-
6, 2, 14, 10

So, our lucky technomancers are KoboldWarmonger, Naryar, Greatorder, and Trif. If girlinhat doesn't respond within 3 or 4 days, I'll generate a world myself and send it off to Mr. Kobold. Good luck!

Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on May 19, 2012, 10:09:32 am
Sorry yes, still going.  But I'm going to give it a few days for bugfix releases to come out, and then we'll strike the earth.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Aseaheru on May 19, 2012, 12:36:21 pm
There has been a bugfix.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: expwnent on May 19, 2012, 02:52:41 pm
I'm predicting one more, but we'll see.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on May 19, 2012, 11:34:24 pm
Quote from: Toady One The Great
Crayon rewards were drawn. Rollers that push everything everywhere were fixed. I adjusted the behavior of some screens when they are resized beyond 80x25 (lots more to do there). Carts that are unassigned but on tracks are moved to stockpiles properly now, and carts that are assigned to stops not on tracks won't be placed in stockpiles now. Few more days and we'll put another one up.
Few more days and we'll strike the earth as well.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Gilihad on May 20, 2012, 08:35:35 am
Okay, so here we are with the Overseer applicant list:

In order of application:
  • Girlinhat
  • Naryar
  • Mr Frog
  • NCommander
  • Talvieno
  • KoboldWarmonger
  • Eric Blank
  • blue sam3 (maybe)
  • tahujdt
  • Trif
  • Sphalerite
  • davros
  • HorridOwn4ge
  • greatorder
  • xmakina
  • ME!
  • ignatzami

I'm just going to do a random number generation on Random.org for 4 overseers to begin with. I may as well exclude myself, then- it wouldn't go over well.

Okay, here we are-
6, 2, 14, 10

So, our lucky technomancers are KoboldWarmonger, Naryar, Greatorder, and Trif. If girlinhat doesn't respond within 3 or 4 days, I'll generate a world myself and send it off to Mr. Kobold. Good luck!

You forgot some people (http://www.bay12forums.com/smf/index.php?topic=106649.msg3194947#msg3194947). Also, KoboldWarmonger broke his computer (RIP) and withdrew his submission like he said just above my post.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: weq15 on May 20, 2012, 01:07:52 pm
ptw
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Komra on May 20, 2012, 03:01:20 pm
I apologize- I was just doing a quick scan, I didn't mean to leave you or any others out. I'll wait to do a re-roll when girlinhat is ready to start this. Speaking of that, GIH, would you mind getting an overseer list on the OP?
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on May 20, 2012, 08:33:54 pm
Go through the thread and find everyone who posted to apply, in order.  We'll do this "first come first serve" and discount people who don't respond or otherwise opt out.  Then I'll put that list in OP.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Komra on May 21, 2012, 05:14:58 am
Okay then, just let me double-check and correct... here-
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Naryar on May 21, 2012, 07:26:07 am
Ready to toss fun stuff at goblins and make rollercoasters !
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on May 21, 2012, 01:51:04 pm
And I realize that I will be doing most of the setup and not have much time for actual carts myself.  A shame, but it shall be fun to see how things progress.  I'm currently doing a bit of a project in Wurm (http://www.wurmonline.com/index.php) but I should be able to post the map up tonight.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on May 21, 2012, 02:23:19 pm
@Girlinhat:

Well, there's technically nothing stopping you from taking two turns -- one to set up the fort, and another to actually do important things, such as determining the effects of ramming goblins into magma on the goblins' health. I can't speak for the other participants, but I wouldn't have any issues with that. From what I've seen, you're one of the more talented ‼SCIENTIST‼s on the forum, and it'd be a shame for your only direct contribution to the fort to be simple grunt work.

Maybe the first time someone fails to take their turn, you could take an additional turn in their place? That would prevent anyone from being forced to wait longer than they should for their turn, since there wouldn't be any more turns to wait through -- the turn would just be taken by a different person than expected.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Komra on May 22, 2012, 03:52:36 am
@Girlinhat:
Maybe the first time someone fails to take their turn, you could take an additional turn in their place? That would prevent anyone from being forced to wait longer than they should for their turn, since there wouldn't be any more turns to wait through -- the turn would just be taken by a different person than expected.

I second this.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Gilihad on May 22, 2012, 04:57:38 am
Thirded, although I'm also fine with Girlinhat taking two first turns, what with all her !SCIENCE! background.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Naryar on May 22, 2012, 08:32:09 am
Well, this is a science fort, so it would probably be better for Girlinhat to take two years and install some of the infrastructure needed.

Also defending against goblins.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on May 22, 2012, 09:44:38 am
All goblin defense shall be minecart.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Naryar on May 22, 2012, 11:29:31 am
All goblin defense shall be minecart.

Good luck on that... oh well, it'll be funnier than standard goblin defense anyways.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Komra on May 22, 2012, 02:58:56 pm
Perhaps I'll post some diagrams for a large-particle kinetic barrier (aka high-speed minecart highway/ramp system). Should prove to cause some gorefests.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Girlinhat on May 23, 2012, 02:22:20 pm
I've taken a few years.  Two years and one season, I believe.  It is now Summer of Year 5, left paused on the start of summer as I have seasonal autosave and pause.  I was originally going to take two years, but it took an extra bit of time to test the Dwarven Market Haggler.
Spoiler (click to show/hide)
9 Windmills, 8 would have sufficed but I just added an extra.  Technically 10 windmills.  How it works:
1: Minecarts are loaded from a level above, and set to push west always immediately.  The dwarf will grab a cart and push it into the hole, where they then cannot path to it and will leave it alone.
2: The rollers along the eastern edge keep the carts "primed" and a single windmill keeps them active.
3: The floodgates prevent the carts from moving.
4: The lever to the far left opens the floodgates when it's time to discuss market prices.
5: We don't know what happens, but intense diplomacy occurs and prices are debated.
6: Carts drop to the lower level where haulers pick them up and put them back onto the upper loading level, allowing for re-firing.
7: When the lever is pulled again, the merchants have gleefully agreed to donate much of their wares free of charge!

Issues:
1: Sometimes when striking a large caravan, carts can get stuck on the depot floor.
2: Rarely, live traders will be pushed into the pit on the left, and may or may not be struck by the next minecart that falls down.
3: I need to tidy it up a bit, as it is there's room for wounded traders to wander out of flight path.  More creative bridges and doors would be needed for very fun haggling.

And finally, the science I've learned.
Rollers will push a cart at 2 ticks per tile.
A cart striking a creature will deal one combat strike, usually non-fatal as it destroys the creature's leg but not their skull.
Rollers take 2 energy per tile.
You CANNOT build a windmill directly over a roller, it claims there is no nearby machine!
Rollers can push a cart into a wall or doorway, keeping them at "max speed" while allowing you to open the door at a later time.
Yaks are hilarious.

http://dffd.wimbli.com/file.php?id=6376
You're up Nayar, you have until the end of this year and the full rest of next year (7 seasons).  This should let you build some fortress infrastructure that I didn't bother with.
Title: Re: (Planning) Kelnimar - Metalpaths
Post by: Mr Frog on May 23, 2012, 04:36:05 pm
So rollers do hard-set speed, then? Welp, I'm probably looking pretty stupid right about now.

EDIT: Maybe put a link to the first update into the OP? There's like 8 pages of junk to go through as it is.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on May 24, 2012, 03:23:25 am
Got it.

I will post updates frequently, with pictures, maybe once per season or once per two seasons.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on May 25, 2012, 01:35:26 am
I have quite a bit of stuff to do today, so expect an update in less than a day.

I will finish my turn this week-end.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Mr Frog on May 25, 2012, 09:49:13 am
Please, don't hurry :p  I'm still trying to come up with something creative and original to do with minecarts.

Unfortunately, I -- having the engineering flair of a slightly-rotten potato -- have been unable to come up with anything beyond "ram the minecart into the unwanted creature", which I'm sure we can agree is the minecart equivalent of cheese and crackers :(

I'm worried that I may have bitten off more than I can chew with this...
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Girlinhat on May 25, 2012, 11:23:15 am
When in doubt, add flight.  Crash a minecart into an undesirable creature while flying.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on May 25, 2012, 12:25:22 pm
Please, don't hurry :p  I'm still trying to come up with something creative and original to do with minecarts.

Well I just had. It's a minecart external active defense system.

Instead of simple stone walls, put several tracks around fortress entry, with frequent wind-powered roller systems. Each of these tracks has plenty of minecarts on each.

So when a goblin puts foot on the outer track, activate the system and release minecarts  ! WHAM ! Fatality !

May take more than one year and seven months, but maybe Mr. Frog wants to continue my project...
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Komra on May 25, 2012, 02:18:52 pm
Ah, I see that the particle force-shield is already in place, then. Frog, any thoughts on lava delivery systems?
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Mr Frog on May 25, 2012, 02:50:15 pm
Actually, assuming that magma-filled minecarts heat up their surroundings, it may be better to just line up a bunch of magma-filled iron carts in a corridor to route invaders through, because they'll just take the shortest path and ignore the fact that said path is lined with 12000ºU magma-powered 'heating elements'. Dwarven Toaster?

Minecarts only seem to carry two units of magma at a time, so you'd probably need two magma carts operating side-by-side to fill areas before they can dry up, and even then you'd need a reservoir in case you need to do something faster than 2-4 units per cycle.

I'm thinking an easy-ish way to get magma up would be with a spiraling rampway wrapping around a long vertical pillar of gear assemblies and axles, with rollers being powered by the assemblies. I'm not fond of the potential mechanism or power requirements, though (and I think you'd also need to make the rollers out of magma-safe materials). Care would have to be taken to minimize the number of rollers needed (how many up-ramps can a single max-speed roller launch a cart up?)
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Komra on May 25, 2012, 03:35:16 pm
(how many up-ramps can a single max-speed roller launch a cart up?)
Sounds like our next experiment.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Aoi on May 25, 2012, 05:25:31 pm
Reading that last bit about carts rolling magma around brought something to mind-- A ramp, a magmafall, a waterfall. Not sure if it's possible/feasible [and certainly not efficient, I'd think] though.

I'm not sure why I find it so amusing, but I have the image of a dwarf crafter pulling a lever to signal that he needs more obsidian, turning around and diving for cover as a cart full of freshly-made obsidian (from those two LOVELY shimmering blue/red curtains visible outside his window...) comes slamming into the wall right next to him.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Girlinhat on May 25, 2012, 05:45:59 pm
The issue with the obsidian caster, is that any way you build it, it generates a floor.  You'll create exactly one tile of obsidian which will not fall - it will be supported by the tracks.

Instead, I believe you need to "shotgun" magma and water out towards each other to collide in the middle.  The problem is, I believe they're "items" while in flight, and only become liquids when they stop moving.  So it may not be very easy.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Trif on May 29, 2012, 05:58:22 am
Any news?
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on May 29, 2012, 08:48:16 am
Yeah, sorry about being late. IRL stuff is in the way, expect an update in... 3 - 4 hours ?
Title: Re: (Active) Kelnimar - Metalpaths - UPDATED
Post by: Naryar on May 29, 2012, 12:20:23 pm
Early Autumn, Year 5, Kelnimar

So it has been only one season.

The dwarves were crying for beer when I arrived. Being a mostly pragmatic overlord, I accepted their demands. Booze production has been installed and booze stocks are now sufficient. After all they will not work as well without beer. May as well slaughter a few animals to give them meat... when the horse population will be a bit bigger.

(http://gametechmods.com/../uploads/images/77826kelnimar2.png)

I have started the building of the minecart active denial system (aka minecart shield). It will take a bit of time, maybe I won't have enough time to finish it, at least I can make most of the infrastructure.

(http://gametechmods.com/../uploads/images/55961kelnimar3.png)

On z-1, , on the pits of Girlinhat's caravan FUN machine, there is a lone survivor trader elf that refuses to leave. While I develop dark, minecart-y plots to break some of his limbs, they seem not to succeed for now. Let us see what the future will hold for him.

(http://gametechmods.com/../uploads/images/34364kelnimar1.png)

Migration wave and a baby have brought population to 31. I just hope the pop will not explode. Am I allowed to limit popcap to 40 ?

(http://gametechmods.com/../uploads/images/91251kelnimar4.png)

Next update will be start of year 6, then I will probably make another update at the half of year 6 and then last update at year 7, with the stockpile. That will not take more than a day from now on, I believe.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Girlinhat on May 29, 2012, 11:55:53 pm
I didn't have Therapist, so my popcap was 0 (two waves).  You can do as you will with the population, let's try to keep it reasonable but I feel this fort will suffer many deaths, so some buffer population may be needed.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Komra on May 30, 2012, 04:25:58 am
A more reasonable value may be 60 or so.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on May 30, 2012, 11:26:07 am
I'm gonna put it at 40, so we reach 55-60 or so, and severely curb baby growth. After all we're here to build minecart systems, not lose the fort due to baby induced tantrum spiral.

Update coming in the following hours.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on June 03, 2012, 06:40:22 am
Early Spring, Year 6, Kelnimar

Well, the minecart active denial system is nearly finished ! I estimate finishing it in two seasons.

Apart from building, the last half-year was quite uneventful. Just what I like for my project !

Some random goblin snatcher got off with a child. No tantrums followed, at least I didn't had any reports of it.

A bowyer went fey, and made an artifact bow. *sigh* You may kill him for being an elf sympathizer later, but he is useful for me for now as a woodcutter.

(http://gametechmods.com/../uploads/images/62603kelnimarbowyer.png)

Some mechanic got crippled by a failed experiment. Oh well.

And here's how the minecart active denial system looks for now.

z-level 0

(http://gametechmods.com/../uploads/images/58772kelnimarx0.png)

z-level +1

(http://gametechmods.com/../uploads/images/27769kelnimarx1.png)

Slightly increased the size of the communal bedroom. Oh wait, there are dwarf skeletons and two ghosts in it ? Maybe I should make a graveyard...

(http://gametechmods.com/../uploads/images/66891kelnimarskeletonsbedroom.png)

A migrant wave increased the pop to 36, which is fine for me.

(http://gametechmods.com/../uploads/images/26756kelnimarsecond.png)

Next update will be the last, in one year or maybe less, when I will have finished and tested the active minecart denial system.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Komra on June 03, 2012, 07:48:22 am
...You have ONE engineer? How does that work?
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on June 03, 2012, 08:31:48 am
...You have ONE engineer? How does that work?

Six dabbling mechanics, one crippled professionnal mechanic.
Title: Re: (Active) Kelnimar - Metalpaths - Mr Frog's turn !
Post by: Naryar on June 03, 2012, 05:24:23 pm
Early Autumn, Year 6, Kelnimar

In Spring I welcomed the elves with Girlinhat's diplomacy machine.

(http://gametechmods.com/../uploads/images/42313kelnimarelfdiplomacy.png)

Results were mild. One dead, a few wounded with one activation of the machine. Bah.

Now for the finished minecart active denial system...

z0

(http://gametechmods.com/../uploads/images/75688kelnimarx0.png)

(starting location being that 3x3 set of rollers in the northeast, the whole thing functions clockwise. The lever for the defense system floodgates is at z-1.

z-1

(http://gametechmods.com/../uploads/images/80657kelnimarx1.png)

So yeah. It doesn't seem to work, at least not as I wanted. It starts well and quick, and then slows down and stops at the last roller station before the start (the one at the east of the workshops).. Both for push and ride options. So it's pretty unusable for goblins.

 I have no idea what is the problem, rollers are in the correct direction and well powered and active though ! Especially the last roller which doesn't seem to pick up minecarts and accelerate them.

Using the thing is quite easy - you open the floodgates via lever at z-1, wait till a dwarf picks up the minecart and puts it on the track stop, and wait till a dwarf pushes it.

I also had giant kea problems (they killed one of my mechanics and stole minecarts), and a berserk mood clothier which I totally forgot and which I dogpiled with other dwarves via military, worked fine and the berserk died without harming other people durably. So I built a small basic graveyard at z-6.

(http://gametechmods.com/../uploads/images/21692kelnimar3final.png)

Final update, have noo idea how to fix that thing so I'm releasing two seasons in advance. Next player can fiddle with it and try to fix it... or just wall off the whole fort.

Here's the download: http://dffd.wimbli.com/file.php?id=6418

Overseer Naryar out.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Mr Frog on June 03, 2012, 07:20:51 pm
Maybe pass me over for now? I don't want to abandon this fort completely, but I don't feel like playing DF right now and I'd rather not just phone my turn in and waste everyone's time.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Girlinhat on June 03, 2012, 10:16:03 pm
NCommander has been contacted, modifying OP with overseer changes.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Mr Frog on June 04, 2012, 01:20:12 am
Much appreciated.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: NCommander on June 04, 2012, 12:15:15 pm
NCommander has been contacted, modifying OP with overseer changes.

Got your message. Need to postpone ATM, as I'm still in my turn in Deathgate and do not have enough time to run both at the same time.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Girlinhat on June 04, 2012, 12:20:01 pm
Right, next then.  PM sent...
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Girlinhat on June 07, 2012, 11:48:38 am
Aaaaand now contacting KoboldWarmonger and EricBlank.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: tahujdt on June 07, 2012, 03:46:46 pm
If my turn comes on Sunday or later, I will need to be skipped. I will be gone for a week.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Girlinhat on June 07, 2012, 07:03:50 pm
If you can finish your turn before Sunday then I'd suggest you take it now.  We're skipping people frequently, and you'd be the next option so go ahead if you're able.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: tahujdt on June 07, 2012, 08:23:22 pm
Go ahead right now? Ok.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on June 08, 2012, 02:23:27 am
Maybe you can manage to fix my minecart defense system, although it may be a bug.

Also I forgot to mention, I created a burrow named "Main Fortress" which has currently all dwarves in it and which limits then to NOT go on rollers if possible, to prevent important losses.

I'll see if all rollers are in the correct direction.

Edit : Oh wait, I see what is wrong. I didn't built tracks behind rollers. Seems kinda obvious, but I just didn't thought of it.

Well I'm going to fix that ! And maybe upload another save, if tahujdt didn't start already.

Edit 2 : OK, it does work with tracks under rollers, although I see a system with minecarts bouncing back between two stations as far more effective than mine is for now, but that would require a large rebuild of minecarts.

Edit 3 : seems a group of rhesus macaques just went into the defense system at the wrong time... all crippled ! *laughs evilly*
Title: Re: (Active) Kelnimar - Metalpaths
Post by: blue sam3 on June 08, 2012, 03:49:37 am
Sorry, real life has got in the way horribly, I'm going to have to skip my turn.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Komra on June 08, 2012, 02:41:21 pm
Huh... At this rate, I'll get my turn by the end of the month.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: tahujdt on June 08, 2012, 05:11:35 pm
I have started, but I'll just apply your fix.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: therealmarauder on June 11, 2012, 11:47:31 am
Maybe one of the rollers wasn't set to the right speed, or something like that?

I like the idea of you trying the back-and-forth active denial. I think, though, that a truly powerful active denial system would just have a stack of minecarts which would be held in a row and eventually dropped onto a long fall. The carts can get going at incredible speeds from a straight drop down a row of ramps, and that should be enough for murder. In addition, rollers don't cost that much more for power transfer, so keeping power along the entirety of the track might not be such a bad idea; a victim would stop a cart and force a (potentially dwarvenly hazardous) reset.



Title: Re: (Active) Kelnimar - Metalpaths
Post by: Sphalerite on June 11, 2012, 02:06:25 pm
Please remove my name from the list of turns for now.  I haven't had time to even update my own community fort lately, and won't have time to do any work on this.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: darkrider2 on June 13, 2012, 10:20:45 pm
Oh man, I was planning on starting a cart fortress succession, looks like someone beat me to it... beat me to it quite a while ago.

Anyway, I totally want a turn at this. :D
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on June 15, 2012, 07:23:11 am
Any news ? Can't wait to see how this will work.

Also I would like to apply for a second turn. And I won't make it wait for ten days this time  :-X
Title: Re: (Active) Kelnimar - Metalpaths
Post by: tahujdt on June 17, 2012, 11:43:11 am
Sorry. You can skip me.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Trif on June 17, 2012, 01:08:35 pm
It's my birthday, and I get a fortress! Hooray!

I'll play it, if nobody objects.

And, by the way, can anyone recommend a screenshot program? I'm getting tired of the print-paste.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Trif on June 19, 2012, 10:33:59 am
Seasonal Report 1 - Autumn

Events

Three dwarfs were injured, so I built a hospital and a well at z-1.

(http://i.imgur.com/zNbkA.png)
Now they're up and crawling again.

Migrants arrived, pushing our total population to 41.

(http://i.imgur.com/8R3uz.png)

I started fixing the minecart active denial system. It seems like there are far too many rollers. I put tracks under the southwestern roller section and the minecarts rolled for one and a half laps. It should be fun once all of them are fixed.

The dwarven caravan arrived. I used the opportunity to get rid of all the elven crap and the old clothes. A flock of giant keas used the opportunity to grab the minecarts. The leopard from the elves proved to be useful. One kea plummeted into the farm plot because a caravan guard chopped its guts. Sadly, it's not butcherable.

Progress

(http://i.imgur.com/fnBB1.png)
Tracks spiral into the sky...

Findings

Wagons can't cross tracks.
Minecarts get kill lists.
(http://i.imgur.com/kfedd.png)
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on June 19, 2012, 01:55:38 pm
Number of rollers isn't a problem, all rollers are powered correctly. The problem is... well you know it.

Besides, more rollers => more speed => more FUN for invaders.

Also one of these dwarves cannot be saved. Spinal injury.

Also, you are building a dwarven rollercoaster or something ?
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Trif on June 20, 2012, 10:54:24 am
Seasonal Report 2 - Winter

Events

A mechanic got a secretive mood and produced this:

(http://i.imgur.com/lqVVJ.png)
(http://i.imgur.com/HVCTj.png)

I focused on completing Naryar's active denial system. The outpost liaison was almost the first to try it out, but she demonstrated impressive dodging skills.
I was about to shut if off to retrieve a stray minecart when a group of gray langurs showed up (small monkeys that can be found in forests and the streets of towns and in front of minecarts).

(http://i.imgur.com/eZljY.png)

Four of them got smashed, but they didn't die or retreat. Instead they picked fights with random civilians and animals. Some of them even tried to mess with the war leopard, at least that was funny.
Even though none of the monkeys managed serious injuries, they caused lots of job cancellations, so I turned the minecart system back on and activated the hunting labor on a few dwarfs. Langurs are small enough to get propelled by bolts. Those who didn't die from being shot landed unconscious on the tracks.

A few slug men also contributed to the carnage.
(http://i.imgur.com/9yIhU.png)

The minecart active denial system is a success!

Not much else happened. A baby was born, population: 42.
(http://i.imgur.com/SWKnl.png)

Here's an overview of z-level 0 at the end of year 6.
Spoiler (click to show/hide)

Progress

(http://i.imgur.com/pneHc.png)
z-level +20

(http://i.imgur.com/Tesp3.png)
z-level +21

Ready for Science!

Findings

The minecarts didn't stop after hitting the monkeys or the slug men. The victims flew a bit through the air and the minecarts usually overtook them. The carts seemed to become slower, anyways, some of them stopped later. I'm not entirely sure if that's because of the collisions or because of the setup, but the former seems more likely. So, to summarize, monkeys aren't perfectly elastic.

Nobody managed to dodge a minecart yet - the liaison got a very lucky moment, but she didn't actually have to dodge anything. The high dodge chance that Toady mentioned seems to apply mainly to frontal collisions, the active denial system hits from the side. Or the carts are just too fast to be dodged.

Minecarts - like hammers - are great for incapacitating enemies, but rarely kill. One gray langur survived five collisions (but the sixth got it).


Also one of these dwarves cannot be saved. Spinal injury.
Well, at least he doesn't have to be fed anymore.
Also, you are building a dwarven rollercoaster or something ?
Hmm, that's not bad either. Maybe one of my successors wants to modify my project.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Trif on June 27, 2012, 10:46:42 am
Seasonal Report 3 - Spring

Events

I started a marksdwarf squad, maybe they'll be good minecart riders. They don't really like to train except if they're off-duty, though.

And because we didn't have enough sharp things for a proper minecart shotgun, I started a sand collection area and made some serrated glass disks.

(http://i.imgur.com/yLyqY.png)

A mason walked on the tracks without any apparent reason. She and her two babies didn't take the collision well.

(http://i.imgur.com/uW35R.png)
Now one baby is dead, the other one is lying in the meeting area with a broken skull, and the mother is in hospital and ecstatic.

The elves came along and brought some neat stuff.
(http://i.imgur.com/rzAiQ.png)
I used Girlinhat's auto-trader to haggle the price down.
(http://i.imgur.com/vates.png) (http://i.imgur.com/KWu9q.png)

And while I was distracted with the trading, the goblins attacked.
(http://i.imgur.com/A7eIW.png)
And, of course, the minecart active denial system was turned off to let the elves pass.

I immediately ordered the M.A.D.S.-lever to be pulled and removed the burrow on z-level 0 to get everybody underground.
The first part worked very well.
(http://i.imgur.com/xKj0R.png)
The second, not so much.

Everybody who was outside fled southwards over the tracks. The minecarts got one goblin, several animals and two dwarfs.
Thankfully, the four barely trained marksdwarfs saved the day. The swordgoblin got hit by a bolt, lost his scimitar and passed out while a dog tried to eat his helm. Two more bowgoblins got hit by minecarts, and the marksdwarfs finished them off.
The rest of the ambushers had enough for now and left.

Spoiler: Aftermath (click to show/hide)
Three dead goblins, four dead animals, three more dwarfs in hospital. This is an extremely lucky outcome, and I can't understand how almost all of the dwarfs were able to avoid getting hit by minecarts.

All in all, the minecart active denial system turned out to be more effective against intelligent opponents than I thought.

(http://i.imgur.com/x4JxE.png)
And some more migrants arrived. I forgot that the population cap isn't a raw change and didn't set it to 40. Oh well, the liaison returns next autumn.

Progress

My project is completed! It's a 21z-level high tower built out of tracks and track ramps.
Getting minecarts in a high position should be useful for later; I for one placed a platform and rollers on z20 and examined at the parabolic flight paths of minecarts.

Spoiler: Setup (click to show/hide)
Spoiler: Results (click to show/hide)

Findings:

Minecarts on the M.A.D.S. can be stopped after colliding with multiple large creatures. One minecart came to a halt after it hit a horse and a reindeer calf.

Goblins dodge better than monkeys. One bowgoblin jumped out of the way of a minecart that approached him frontally.

The trajectories seem realistic. I'll try it with 20 rollers next.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Gilihad on June 28, 2012, 03:24:10 am
That's some good !!SCIENCE!! Trif.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: WellBredMutt on June 29, 2012, 10:47:24 am
Hey, you guys seem to be dropping technomancers left and right. Any chance you would be willing to take on a late arrival? I've never tried a succession game before, but I can't resist the idea of using flying minecarts as marksdwarf gunner platforms. Actually Trif, what if you developed a secure way to load your shiny new marksdwarves into the M.A.D.S? It would be an opportunity to find out if accuracy is affected by movement speed, a question that has never been seriously relevant in all of dwarven history.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Trif on June 29, 2012, 02:08:56 pm
Thanks for the encouragement!

I think getting the marksdwarfs into the minecarts shouldn't be very difficult - all we need is an additional burrow on top of the stops and the marksdwarfs assigned to it. I would love to try it out, but a) I don't have any good targets right now, and b) to get them out again, you have to stop the whole M.A.D.S. - and I don't know if they will survive getting smashed into a wall. Plus, they aren't very accurate right now on their own feet, so if I did it, we would have to take the experiment with a grain of salt.

Anyway, if a siege shows up, I'll try it, and if not, my successor can do whatever.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: DrKillPatient on June 29, 2012, 11:01:41 pm
Here are some questions I've thought of while reading this thread (an excellent read indeed!). Perhaps they're worth investigating:
- Can a melee-weapon-armed dwarf hit enemies while riding past them in a minecart?
- Does the additional momentum from the minecart will supplement the force of the swing?
- Can enemies strike at a dwarf in a minecart, and if so, do they suffer any penalty for doing so?
- If a weapon is embedded in a minecart-riding dwarf, will it be yanked out of the wielder's hands and carried along? If not, will it be pulled out of the dwarf by the advance of the minecart, subjecting him to additional blood loss?


Some more detailed ideas, if the above concepts work:

I envision a three-tile-wide tunnel with a track on either side (leaving a 1-tile-wide walkable path down the middle), down each of which are sent dwarves in minecarts (a squad per track?) in rapid succession. The dwarves ride past enemies in the tunnel and brutalize them as necessary. Since the dwarves come from inside the fortress and ride the minecarts toward the entrance of the tunnel towards (and past) the oncoming foes, they will be in an excellent position to stop anyone that attempts to flee.

Another, somewhat more ridiculous, idea: Drop an enemy into a pit, then fire four minecarts at them simultaneously, one each from N/S/E/W (floodgates would block those openings in the sides of the pit until they are fired). Place a silver-warhammer-wielding hammerdwarf in each minecart. A trash compactor, if you will.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Trif on July 01, 2012, 11:20:48 am
Seasonal Report 4 - Summer

Events

Two elven traders just didn't want to die. I had to make a modification to the Auto-Trader to get rid of them.
(http://i.imgur.com/OYTYp.png)
I dumped a few glass disks on the hatch covers and pulled the lever. One elf dodged, the other one got sliced into bits.
The remaining elf survived way too many minecart collisions, but died after a month or so by skidding on his head.

The dwarfs were very suicidal in this season, too. They either tried to clean up a blood-covered underground track while another dwarf pushed the minecart, or wandered on the tracks for no reason. There were quite a few additions to the hospital and the graveyard. Unfortunately, one of the marksdwarfs died, too.
All this dying produced some unhappy thoughts, and a lot of dwarfs were close to tantruming. I still got some more migrants, though.

I did my last experiments, and in the process of shooting the last minecart, the dwarf who recovered the previous minecart got hit. Another dwarf went to recover the cart, and they both uncovered an ambush.
(http://i.imgur.com/UnWis.png)

The goblins went after the wounded glassmaker, who thankfully had no friends. This allowed the miner, one of the most popular dwarfs, to escape.
(http://i.imgur.com/jeN5q.png)

The active denial system was loaded, the dwarfs pulled the lever and were ordered to put three more minecarts on the tracks. The goblins were too close to try out the minecart squad, and just one death of a popular civilian might have been the end of the fortress. Instead, I placed the marksdwarfs on top of the windmill platforms.

The minecarts worked as intended.
(http://i.imgur.com/0mKvH.png)

Two marksdwarfs on the windmill level took care of the axegoblin and three crossbowgoblins were injured by minecarts, the rest fled to the north. One marksdwarf got a bolt in the leg and passed out. The third marksdwarf was late to the party and didn't get in position to fire, but tried to bash the unconscious axegoblin in the head - there might be some relation to the fact that I couldn't get him to train.
Honorable mention goes to a stray giant mantis, who first strangled the axegoblin to death, and then tore two marksgoblins limb from limb.
(http://i.imgur.com/Mvdjg.png)

The last marksgoblin was problematic because he landed on the tracks, and mantis and marksdwarf tried to engage him in melee combat. The giant mantis retreated after a few of its legs got fractured, the marksdwarf continued pushing the crossbowgoblin in the head even with a broken upper spine. Luckily, he was friendless, too.
At this point, I stopped the M.A.D.S. and let the last capable marksdwarf, the militia captain, take care of the problem. He emptied his quiver into the goblin, and bashed it in the head to no avail.
Just in time, the previously injured marksdwarf emerged from the hospital, bearing a leg cast, a crutch and a quiver filled with bolts. That was the end of the ambush.
Results: two dead dwarfs, four dead goblins. The giant mantis is fully healed.

End stats:
(http://i.imgur.com/h54nZ.png)

Progress

I finished my minecart trajectory experiments by extending the rollers to a length of 20 tiles.
(http://i.imgur.com/Kpphj.png)

Surprisingly, the resulting trajectories were identical with the previous ones using 10 rollers.
Conclusion: Using more than ten consecutive rollers is a waste of energy.

That's it for me, here is the save (http://dffd.wimbli.com/file.php?id=6601).

Advice for my successor

Don't forget to set the population cap! Don't make my mistake.
The dwarfs are still pretty unhappy. I'm especially concerned about the mayor - she hates her rooms and she hates dwarfs complaining about their dead friends. I ordered a few platinum bars to be made, maybe some platinum furniture will cheer her up.
Putting a wall at the end of the roller platform could transform it into a high altitude shotgun - that might be a more practical application than examining flight paths.
Only two marksdwarfs are left, reinforcements might be a good idea.
And if you ignore all of this, that's fine, too.

I would like to close with an overview of the main level.
Spoiler: z-level 0 (click to show/hide)

I had fun, and it was a very carthartic experience.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: tahujdt on July 02, 2012, 03:39:52 pm
Can I take this turn?
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Gilihad on July 13, 2012, 06:42:24 pm
We should probably keep this moving, so I vote yes.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Naryar on July 17, 2012, 11:45:19 am
Go on, Girlinhat doesn't seem to follow this anymore, but i'm quite certain she will not mind.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: aussieevil on July 17, 2012, 01:49:59 pm
What the hell, I'll take a turn.
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Gilihad on August 16, 2012, 11:55:26 am
So... what's up? Are we still performing science?
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Aseaheru on August 16, 2012, 12:53:32 pm
i hope so
Title: Re: (Active) Kelnimar - Metalpaths
Post by: Trif on August 16, 2012, 01:14:20 pm
A lot of minecart science has been done in other threads. Still, in my opinion, if anyone wants to grab the map, have some fun and tell us about it, feel free.