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Messages - Silverionmox

Pages: 1 ... 138 139 [140] 141 142 ... 155
2086
DF Suggestions / Re: Of walls, bridges, roads and floors.
« on: October 14, 2008, 05:05:27 pm »
90° rotations are relatively easy to implement I think. 45° would require a solution for the discrepancy between ramp length and wall length, if 45° ramps are used. There would be a lot of structural strain, though. I don't know whether stone walls would hold themselves together - and then the axles. Finally something where adamantium would be essential rather than a luxury. :) Reinforced walls could be constructed with additional metal bars to make it possible to turn them without breaking apart. Turning in the x-y plane would be a lot easier than in the z plane, because buildings are built to withstand a lot of gravity, but little lateral pressure.

Stone drawbridges are probably rare, because bridges that are drawn up also fall down. That leaves metal and wood. Giant gears and chains are likely more fun to transmit power than axles. The mechanic would have to assemble the huge chains in place, from parts.

The biggest hurdle is the lack of lateral stress resistance of rotated constructions. How do you picture it to work with a cave-in system?

2087
DF Suggestions / Re: Of walls, bridges, roads and floors.
« on: October 14, 2008, 04:01:43 pm »
I'm in favor of huge machinery too, as long as all the parts function separately. So the building blocks are provided in the program, but the player puts them in the desired order. Any large-scale effect is an emergent function of that player-imposed order rather than pre-programmed.

2088
DF Suggestions / Re: Flexible workshops & room definition
« on: October 14, 2008, 03:55:38 pm »
That depends on the stringency of workshop setup. I think that it could even be simpler: just build a forge, and if any square in the forge has magma (or acquires it in the future), it's a magma forge.

2089
DF Suggestions / Flexible workshops & room definition
« on: October 14, 2008, 03:43:48 pm »
Define the workshops like bedrooms are defined now.
Replace the required piece of furniture with a location.
Furniture is placed by the player.
Specific (loose) items are associated with workshops (by the dwarves normally, though the player can force).

Advantages: Workshops
- no longer risk blocking off passages.
- can be placed in irregular spaces (including crossing the z-axis, if implemented).
- can accomodate multiple dwarves and/or multiple jobs
- can be improved gradually, by replacing items and furniture.
- The central piece of furniture can be replaced without deleting the room
- see the dwarf walking around, being busy in his workshop between furniture while working

Disadvantages:
- Essential furniture is not guaranteed to be present
- Potential coding hurdles

2090
DF Suggestions / Re: Of walls, bridges, roads and floors.
« on: October 14, 2008, 03:20:26 pm »
One-size-fits-all ramps are silly, indeed. Additionally, a ramp useful for a wagon would need to have a gradient less than a stairway. The different variations could be:
- spiral stairs: one square, accessible from all 6, or even 26, sides
- stairs: 45°, one square, accessible from one direction on the floor where it is built, accessible from one direction on one floor higher (possibly more if willing to jump/fall). available in 8 directions.
- slope: the same as stairs, but smooth.
- lower ramp: 27,5°, one square, accessible from one direction on the floor where it is built, accessible from the opposite direction on the same floor if that other square is an upper rampof the same direction. available in 4 directions
- upper ramp: 27,5°, one square, accessible from one direction on the floor above where it is built, accessible from the opposite direction on floor it is built on if that other square is a lower ramp of the same direction. available in 4 directions.
(Access-for-builders follows the access-for-walkers rules.)

Considering the buildings, It might be better to do away with them and define rooms flexibly like bedrooms and dining rooms.

2091
DF Suggestions / Re: Religion
« on: October 14, 2008, 01:17:02 pm »
Everything is planned.
I don't even know why the Suggestion forum is here...
Word :)

2092
DF Suggestions / Re: Default ocean top layer is 3 instead of 7.
« on: October 14, 2008, 01:09:46 pm »
Wouldn't it be possible to treat the height of water tiles in a body of water as a height range, instead of a specific height? So one could have an average brook, with water height varying between 2 and 4, displayed as the average. Whenever something happens that would require a more precise description of water mass/volume, a random number within that range would be generated. Since that happens fairly infrequently, that would allow water surfaces with limited variability of height, and debit, (eg. ponds, brooks, rivers, lakes) to be used without sucking up excessive FPS.

2093
DF Suggestions / Re: Of walls, bridges, roads and floors.
« on: October 14, 2008, 12:56:51 pm »
Stairs aren't straightforward either.

A ramp that covers the whole square diagonally would be longer than a floor or wall; it's not that straightforward.

Furthermore, floor and walls are not the same because they are built to withstand different directions of pressure.

The last word on conveyors hasn't been said: multiple-tile contraptions are complicated, and difficult to customize. I think it's preferable to build the fortress out of one-tile elements except where absolutely necessary... bridges, chains in well etc. come to mind.




2094
DF Suggestions / Re: Realistic Mining Suggestion
« on: October 14, 2008, 04:00:33 am »
No, let the players find out which setup they like best. The game's an alpha: a lot of unbalancing phenomena are still in waiting in the wings. There's no real reason which combination to prefer above another, so let's experiment. Not to mention that there are serious concerns about rubble locking the game up FPS-wise, and those players might wish to forgo it altogether.

2095
DF Suggestions / Re: Perversion
« on: October 12, 2008, 04:43:50 pm »
Oh, I'm just mentioning it, there's no need to open up a political discussion here. The system should be more flexible: you have different groups, that act on their differences is in ways depending as much on the personalities of the dwarves partaking, as the particular ideology: the anarchist plethora of interpretations illustrates that nicely. But then i'm talking about pacifism and such, which is a political view but hardly a perversion (or is it, for dwarves?). To conclude, political views shouldn't be a perversion, a propensity for the use of violence to attain one's goal could.

2096
DF Suggestions / Re: Realistic Mining Suggestion
« on: October 12, 2008, 04:33:43 pm »
A GENIUS!
I never could resist the opportunity to make use of willing test subjects.

Another approach is to let the masons carve large furniture (doors, statues, flood gates,...) directly from the rock, leaving the rest as rubble. It would require an area to be designated as quarry, and they would go there to carve out the needed items. Smaller items can be carved from blocks, so they are brought to the workshop as normal. Blocks can be quarried with practically no rubble; so a master makes 7/7 blocks, others 6/7 and 1/7 rubble. (Best implemented after wheelbarrows; block requirements for buildings probably should be increased if they become that abundant).

2097
DF Suggestions / Re: Perversion
« on: October 12, 2008, 02:50:48 pm »
As a side note, anarchism is not random violence, much like democracy is not a military regime... though there are some who confuse the two - for example in Iraq.

I'd say that seven dwarves living in a commune is pretty close to anarchic desires. Anarchists might object to the introduction of money, the arrival of nobles, the paying of tribute to a warring king, the draft, etc. Whether they use violence to express their opinion should depend on their personality: depression, strikes etc. are other options.
Their polar opposites would be fascists, who like being told what to do by nobles, being drafted, consorting with similar dwarves, etc.

2098
DF Suggestions / Re: Realistic Mining Suggestion
« on: October 12, 2008, 02:15:13 pm »
The obvious solution is to put it in the raws, and let the players try them all out.

2099
DF Suggestions / Re: Combat Compendium: A thread consolidation.
« on: October 12, 2008, 11:51:56 am »
You might want to change the thread title, I expected a bunch of melee-related threads, not deadly contraptions.

2100
DF Suggestions / Re: Realistic Mining Suggestion
« on: October 12, 2008, 04:40:24 am »
Also one should keep in mind that Dwarves were practically born for mining(I believe in Norse mythology they actually evolved from maggots that lived inside the giant Ymir's corpse[as in the ground], which would make sense at least, unless I'm confusing things here), so it's a bit of a stretch to suggest that they'd have similar problems with mining that man does.
Their beards could filter rock dust and keep them warm, and their sturdy constitution could absorb the shocks from swinging the pick.

Of course, "swimming through solid granite" might be somewhat of a stretch even for an old dwarf. In this regard I think the "legendary" status is a bit too easy to attain; A year isn't that much for dwarven standards and if every dwarf who mined for a year or more was legendary, there'd be too many legends to be told.

Really, I think that "legendary" status should only be attained by doing something really special like striking adamantite. Of course, I'm digressing from the topic somewhat here.

There is need for distinction: many of the names given to skill levels are also those of social positions or status indications. Urist the Careless who unleashed the demons in The Bells of Madness five hundred years ago might well be legendary, but that doesn't say anything about his skill level.

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