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Messages - AceSV

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346
DF Dwarf Mode Discussion / Re: City of Visitors
« on: December 16, 2015, 12:27:17 am »
Actually the game crashed and the filed disappeared and I'm angry at aquifers and it wasn't getting any visitors anyways.  I'm having a difficult time figuring out what causes visitors to show, since I've had some fortresses where I get as many visitors as "dwarfs" and some where I get absolutely nothing.  If I figure out the trick to it, I might try this again. 

347
DF Suggestions / Re: Colossi can be made out of any metal
« on: December 14, 2015, 10:50:46 pm »
Also, seasons greetings:

GINGERBREAD COLOSSUS

348
DF Suggestions / Re: Colossi can be made out of any metal
« on: December 14, 2015, 06:42:15 pm »
depleted uranium colossus

Pffft, osmiridium colossus.  Go big or go home. 

349
DF Suggestions / Re: Expanding on wood and trees
« on: December 14, 2015, 06:37:31 pm »
Tea and similar foodstuffs would be another use for wood.  A lot of trees can be used to produce tea-like beverages.  Safflower oil in sassafras was popular in sodas until it was observed to cause cancer. 

350
DF Modding / Re: Wood
« on: December 14, 2015, 04:38:12 pm »
I've tried doing White Oak with some of the MatLab info:

Code: [Select]
[IMPACT_YIELD:358050]
[IMPACT_FRACTURE:50000]
[IMPACT_STRAIN_AT_YIELD:3978]
[COMPRESSIVE_YIELD:358050]
[COMPRESSIVE_FRACTURE:50000]
[COMPRESSIVE_STRAIN_AT_YIELD:3978] bulk modulus 9 GPa
[TENSILE_YIELD:102300]
[TENSILE_FRACTURE:540000]
[TENSILE_STRAIN_AT_YIELD:842] young's modulus 12.15 GPa
[TORSION_YIELD:102300]
[TORSION_FRACTURE:11000]
[TORSION_STRAIN_AT_YIELD:2046]
[SHEAR_YIELD:102300]
[SHEAR_FRACTURE:11000]
[SHEAR_STRAIN_AT_YIELD:2046] shear modulus 5 GPa
[BENDING_YIELD:102300]
[BENDING_FRACTURE:50000]
[BENDING_STRAIN_AT_YIELD:842]

I've been curious looking at this again, does the Janka Hardness translate to anything in the DF material properties?

Found an interesting list while doing this, i'm going to post it here so I can remember:  http://www.woodworkweb.com/woodwork-topics/wood/146-wood-strengths.html

351
I always think of this tool as the Putnam Material Helper, and it takes me a few tries of the search engine to remember that's not what you call it.  I love it though. 

352
DF Suggestions / Re: Colossi can be made out of any metal
« on: December 14, 2015, 12:46:53 pm »
Yes, I think one of the first examples in the wiki's modding guide is an in depth look at the bronze colossus and how to change it to be a different metal. 

353
DF Suggestions / Expanding on wood and trees
« on: December 13, 2015, 03:18:54 pm »
I know it's not particularly dwarfy, but in a game that strives to be so realistic, there are a lot of qualities of trees that cannot be exploited.

Wood Material Properties:
The Wood Database and other sites have material properties for many kinds of wood. 

Different classes of trees:
Wood can be divided into different classes, softwood, hardwood, ironwood and economic woods, like ebony or calamander.  Some woods are well suited for striking weapons, and in a fantasy game, there could be trees with metal-like properties that would be ideal for weapons and armor.  When such woods exist, Dwarves should be able to make weapons like staffs and clubs out of them, and there should be a way to make sure they are made from weapons-grade wood.  Also, our buddies the elves should be able to preferentially produce weapons and armor from weapons-grade wood.  They might be worth keeping around if they can trade us some grown ironwood swords and blackwood cudgels. 

Tapping Trees:
Trees can be tapped for various substances, for example maple trees produce syrup, gum trees produce latex, rosewoods produce perfume oil and diesel trees produce diesel fuel.  Perhaps a fantasy tree could be tapped to produce booze or magma.  Dwarves could produce a tap item at a workshop, attach it to a tree, and come back to collect the tapped materials when they are filled.  In the real world, bears are known to pillage maple syrup taps, which would be amusing in DF. 

Wood Improvements:
Wood is typically improved with substances like varnish, paint and lacquer.  I think varnish is just oil.  Tempera paints are ancient and could consist of eggs or milk and dye.  Lacquer-ware is complicated and would an interesting industry to explore. 

Aging:
Apparently, a lot of woods change color as they age.  For example, teak goes from red to brown to grey.  It seems like an easy thing to add, as long as it doesn't affect FPS. 

Aroma:
A lot of valuable woods apparently have pleasant aromas, like rosewood.  Not sure if there's a slick way to represent this in DF. 

Tree Farming:
Tree farming is definitely a real industry, and we should be able to do it.  Maybe something like a 3x3 or 5x5 zone where one plants a single tree.  Trees could be grown from seeds, or saplings could be transplanted.  The tree could be set to automatically tap, collect fruit, or cut down at a certain size.  Trees could also be planted decoratively, this would involve giving dwarves a happy thought when passing by them, maybe like a statue garden.  Some trees, like magnolias or palm trees, could have a higher decorative value. 



I know some of these would be possible to do with modding, and I plan to start trying some of them myself, if I can find the time. 

354
DF Dwarf Mode Discussion / Re: City of Visitors
« on: December 12, 2015, 02:55:29 am »
All hands find work to fill them as we prepare for the legends that will be born here, and so it is with great relief that we greet the migrant waves that come to bolster our ranks.  A great wooden wall rises around this plot of land set aside for our livestock and farms.  The carpenters work non-stop to produce the blocks that will shield us from invaders.  Unsurprisingly, the tropical fibers of our homeland, cotton and flax, do not take root here in this far away place, but the ubiquitous hemp and rope reed will bring us wealth.

Although it was our very purpose to make contact, we are caught off guard by the arrival of a tadhgish caravan in the autumn.  Our defenses have taken priority, and now it seems we have left little time to engage in trade.  Next year, we shall not disappoint.  It is with similar indifference that we great a caravan from our own civilization, Postar Nimenor, The Shield of Lands, in the winter.  Now is not the time to grasp at wealth.  Survival is of the utmost importance. 

Here is what a year of toil has provided us:

Ground Floor:

What was once an average patch of earth is now the base of our fortress.  Wood Block walls and a deep moat filled by Squirmvulgar now surround us. 

Upper Floor:


Workshops:

A small hole in the ground for our workshops.  No great thought or plan has guided them, only necessity.  To the northwest of the central shaft, a dormitory, for now, to rest our weary workers, and to the northeast, the Corridor of Celebration, a temple to ease our minds.  And the path due north leads to...

Tavern: 

This mighty scar within the soil shall host the tavern that we hope will be the centerpiece of our fortress.  It is surely with a jolly heart from giddy expectation that our Lagomers have named the tavern "The Tummy of Fighting".  The sandy floor does not serve our purpose, so we have begun to build wooden blocks across the floor.  Eventually, we will cover up the chaos of nature in its entirety with the signs of industry and civilization.  I had hoped to fill the floors with the more valuable stoneware bricks, but I'm afraid the process of their creation has proven too tedius, and I find it imperative that we open the tavern as soon as possible to attract the visitors that are our reason to exist.  None have arrived so far, but we have hardly started. 

355
DF Dwarf Mode Discussion / City of Visitors
« on: December 12, 2015, 12:34:00 am »
As an experiment, I want to see if I can create a fortress with a large multi-racial visitor population.  I've noticed in previous fortresses that I need to be in close proximity to foreign fortresses in order to attract visitors from them.  I'm playing the Furry Fortress mod, so my people are the Lagomers, and I have chosen to embark on a spot far from our homeland known as the Sepia Hills.  To our south are the Tadhger settlements, Aniculaaranic and Joulictjazard, and to our north the Dark Pits Odannako, Ngokangotub and Ngososnamoz.  I do not know yet what force inhabits these places, but Goblins, Yetis and Jumping Spider Men are known to exist in the region.  Our civilization of Lagomers is already at war with Goblin-kind, so I would expect one of the others to make their homestead here in the Sepia Hills, far from where we came. 

We stake our claim along the banks of the brook Squirmvulgar and name this place, Suclyhant, "Standardfocus".  Great things will be built here: 



Unfortunately, this spot which allows us to access to both the Tadgher and Dark Civ settlements sits atop a massive aquifer, so digging for stone and metal will likely prove fruitless.  But the region is rich with wood and the hills offer fire clay and yellow sand, so trading should be profitable.  Our kind, the Lagomers, do not partake of animal flesh or products, but here in the Sepia Hills, far from home, perhaps we will permit ourselves to stray from tradition and fish up the bounties that Squirmvulgar offers as well. 

356
DF Modding / Re: Crimson Crops: Food System Overhaul (Fun Farming!)
« on: December 11, 2015, 03:18:38 am »
I have wished to have more interesting fantasy crops, so I am interested in that aspect.  It would be interesting to have something like a bush that grows bars of gold, but only once a year. 

I've had a lot of ideas about it, but the plant raws confuse me.  Plants that can be processed into useful substances, like wood, leather, gems, ivory, coke, shells, etc.  Plants with high trade value, like sunberries or valley herbs.  Maybe high value spices like saffron and cinnamon.  If the splatter command comes back for v42, you could make plants with poisons that can be extracted and applied to weapons or ammo.  You could also have plants that are poisonous just lying around.  I'm not sure  about syndroms, but maybe you can make something like poison ivy where contact with the plant causes irritation, or plants that cause syndromes when consumed, like psychotropic or poisonous mushrooms. 

I've always wondered if one could make something akin to the ballistomycete from dungeon crawl, a cave fungus that launches balloons full of ?poisonous? spores that float through the dungeon and explode causing a new colony to develop.  For a game like dwarf fortress, the spores could take root in living creatures and kill them so that new baby fungus can grow in the corpse. 

357
DF Modding / Re: The most METAL MOD EVER idea
« on: December 11, 2015, 02:48:02 am »
You could make Vulgaris Magistralis some kind of megabeast or secret position. 

358
DF Dwarf Mode Discussion / Re: Oh dwarf fortress v0.42.02
« on: December 11, 2015, 02:41:46 am »
The thing that allows you to press u-l and change or check everyone's labors is sorely missed.  Not sure if it's the same as dwarf therapist.  I really wish I could quickly assess which of my dwarves are good at performing or scholaring. 

359
DF Dwarf Mode Discussion / Re: rise to the position of enemy
« on: December 11, 2015, 02:38:14 am »
I've seen that description applied to creatures like megabeasts or giant animals that kill civ members.  I assume that if a beast kills enough people or if a person is there to see it kill people, it becomes an enemy of the civilization.  Probably the same mechanic as naming animals when they kill dwarves. 

360
DF Dwarf Mode Discussion / Re: 10x10 farmplots?
« on: December 11, 2015, 02:30:58 am »
Also aboveground crops are way more effective than dwarven crops.  Everything grows all year round and tenaciously.  The fiber crops especially are superior to pig tails. 

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