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Topics - mutant mell

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1
Currently, we have a marvelous system for placing above-ground rivers.  You can find the source in adventure mode, and trace it all the way down to the ocean.  However, with underground rivers, instead all you get is this:

Code: [Select]
#########
###777###
##77777##
###777###
###777###
##777###
##443###
##   ###
##  ####
########

starting and ending abruptly.  So, the natural conclusion is this: why not run underground rivers like the above ground rivers?

If the rivers are run like this, it solves several problems; one of the most important is the lack of the massive fish suicide when walking or departing onto an area with a underground river chasm.  Not only does this prevent the annoying message spam, it also prevents the adventurer from finding underground rivers this way.

Another cool thing would be if the two types of rivers were combined.  Imagine walking around, following a river, and seeing this:

Code: [Select]
, 777.,
  777;
,777
^777^,
#####^

The river disappears right before your eyes.  Puzzled, you jump in, and find yourself zooming underground, Tower-Caps and Plump Helmets in the misty dark, illuminated by some phosphorescent mushrooms and the occasional light bug.  Eventually, your underwater adventure comes to an end as you appear back on the surface.

One problem that occurs with this is keeping underground fish, well, underground.  We don't suddenly want carp eating all the cave lobsters!  However, this is a minor point, and one I'm sure could be avoided.


EDIT: This is linked to in the underground diversity thread, so I altered the post.  The original post was the following:

All I saw that was similar to this form a search was bloat 352; I didn't see any forum topics.

I think it would be a lot more realistic and interesting is cave rivers were generated in a similar manner to aboveground rivers.  I'm not sure how hard it would be to erode away at mountains internally as opposed to externally, but I think it would add a lot to the game.

In addition, cave rivers really only make sense in limestone, so if they would be limited to limestone only, that would be cool as well.  Then if the river tried to run down a mountain and run into a harder rock, they could run aboveground.

2
DF Suggestions / Idea for World Gen Dwarf Fortress Sites
« on: July 02, 2008, 10:58:50 pm »
Since we have tunnels going through the mountains going from Fortress to Fortress now, I think it would be cool for Dwarfs to build cities by digging a tunnel underneath a mountain, and completely underground, only accessible from the tunnels dug to it.  So, these cities would be rather impervious to attack, unless one of the outer fortresses fell.

A problem with this is how world gen would handle these sites; it would have to somehow recognize that the site in not attackable most of the time.

Anyways, I think it would be really cool to be wandering down a tunnel, find a branch, follow that branch, and find a completely hidden city of cave adapted, beer crazy dwarfs.

3
DF Suggestions / Multi-creature civs
« on: July 01, 2008, 05:07:28 pm »
Seeing as the game can handle civilizations with different kinds of creatures living in them now (go go Goblins!), I was wondering if it would be possible to create a civilization that had multiple creatures in the entry definition.

4
DF Gameplay Questions / Baron condition arrival?
« on: March 18, 2008, 08:39:00 pm »
What wealth is normally needed to acquire a Baron?  I have a fort that I think should have gotten a Baron, but never got one (1.3 mil, and a lot of production done)

5
DF Gameplay Questions / Floor Grates and Outdoors
« on: January 14, 2008, 06:31:00 pm »
I dug a hole into my fortress, in order to grow sunberries indoors.  If I cover the opening with floor grates, it looks like it is technically "indoors," but its light.  will I be able to grow the berries if the opening to outdoors is nothing but floor grates?

6
DF Gameplay Questions / "Had trouble sleeping due to noise"
« on: December 30, 2007, 06:23:00 pm »
How far away should the mining operations be from the bedrooms to avoid the noise problems?

7
DF Gameplay Questions / Sand and Soil
« on: December 30, 2007, 06:10:00 pm »
I know you can farm soil without irrigation, but does the same go for layers of sand?

8
DF Gameplay Questions / Merchants and traps
« on: December 29, 2007, 02:51:00 pm »
If I surround my wall with a moat, and trap all the bridges, would the merchants get stuck in the traps, or are they immune to them?

9
DF Gameplay Questions / Arena Time
« on: December 27, 2007, 08:16:00 pm »
I have a Goblin Snatcher in a cage right now, and I want him moved to the arena I just dug out for future fighting entertainment.  How do I move the cage to the specified area?  Is it by a stockpile or what?

10
DF Gameplay Questions / ammo
« on: December 25, 2007, 09:49:00 pm »
Is there a way to force my hunter to pick up ammo?  He keeps insisting on beating his prey to death with his crossbow.

11
DF Gameplay Questions / Trapping doors
« on: December 22, 2007, 08:41:00 pm »
Whenever I link up a door to a pressure plate, it sets it so that stepping on the plate opens the door.  Is it possible to set it up so that stepping on the plate closes the door?

12
DF Gameplay Questions / Tower
« on: December 18, 2007, 02:58:00 pm »
When building a tower, it is possible to extend the area on top by constructing floors.  How much, in general, can you extend the floor beyond the original base by this method before there is danger of it collapsing?

13
DF Gameplay Questions / Well-posed problems
« on: December 14, 2007, 02:17:00 pm »
I've recently downloaded this game, and it looks quite amazing.  I've been playing through the first few months a couple times, but I've yet to get a solid feel for the game (like last time, while digging channels, I incapacitated two of my miners), and I haven't truly figured out how flood gates and some other things work yet.  I have a couple questions, mostly about the wells.

1. I mostly am embarking to flatter, woodsy places, and am having trouble figuring out how to make a well properly.  The problem mostly comes from I don't know how to redirect water from the brook/river without killing some dwarfs or flooding my entire fortress.

2. Is there an easy-ish way to make an underground reservoir?

3.  I've seen some above-ground fortresses with walls around them; is there a way to do this besides b -> C -> w for each and every square?

Thank you in advance.


14
DF Bug Reports / Problems with "outside"
« on: January 09, 2008, 07:08:00 pm »
I built a building over part of a brook, and when I look at the inside with 'k', it says that its inside, and light.  However, when I set the command to "Dwarfs cannot go outside," they refuse to go in the building.

15
DF Bug Reports / [38c] Removing Constructions built on ice is buggy
« on: March 01, 2008, 02:24:00 pm »
When I removed two floor constructions over ice, it left the objects sitting on nothing (when I went up a z-level, it showed the open-space graphic).  When the ice melted, the objects are sitting on the water.

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