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Messages - Fossaman

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376
DF Suggestions / Re: Engraving ceilings
« on: August 18, 2009, 03:26:42 pm »
Why do you want Dwarves to have human needs and human biological failings?

I don't. But I do want them to have the failings intrinsic to every form of life as we know it: A dependence on specific chemical processes to sustain their existence. That means eating, drinking, and respiration (in the case of every large animal known to science). Respiration will eventually consume all of the essential gas for any specific creature, whether because the gas has been fixed into the body of the creature or because it has been chemically altered so it no longer functions in the metabolism.

I feel a need to emphasize a point:
Quote
Other things have to live in caves as well.
Dwarves take along their dogs, their cats, their cows...and as the game is they do just fine sealed in a room where they can't move for years on end. Absurd. For other reasons than breathing, of course, but that's the one that would probably kill them first.

And no, I don't object to purring maggots. What's unreasonable about purring maggots? Can you give me a single reason why purring maggots couldn't exist? I'm pretty sure you can't, because we know virtually nothing about purring maggots. But I see nothing inherently wrong with an insect species that has become neotenic and stays a squishy mass that dwarves can squeeze a protein rich fluid out of.

377
DF Suggestions / Re: Engraving ceilings
« on: August 18, 2009, 04:49:44 am »
I'm sorry, but my disbelief is going to have to be suspended pretty high up in the air before I'll accept happy-magic-lung dwarves. Other things have to live in caves as well. And when you get dwarves staying underground for months or years at a time with no fresh air source, no matter how fancy your hand-waving is or what kind of phlebotinum they have in their lungs, they should eventually turn blue and die.

(Sniped by Pilsu, but I'm posting it anyway, dangit.)

378
DF Suggestions / Re: Engraving ceilings
« on: August 17, 2009, 06:01:45 pm »
Floors don't necessarily have 'no' thickness. It's just undefined at this point. Of course, things like the fluid mechanics blur this point a bit; a square with no floor holds the same amount of liquid as a square that does have floor.

I think any concept of ceilings that separates them from the floor below would need to look something like this in cross section:
Code: [Select]
░░░░░░░░░░░░░ceiling
▓▓▓▓▓▓▓▓▓▓▓▓▓z-1
▓▓▓▓▓▓▓▓▓▓▓▓▓z-1
░░░░░░░░░░░░░floor
░░░░░░░░░░░░░ceiling
▓▓▓▓▓▓▓▓▓▓▓▓▓z-2
▓▓▓▓▓▓▓▓▓▓▓▓▓z-1
░░░░░░░░░░░░░floor
I have no idea how to handle all the niggly little details with this though. Can you remove a ceiling only? A floor only? Does doing so cause cave-ins? Could each floor-and-ceiling slice be its own z-level? Could each row on the diagram above represent a vertical layer, with tunnels being diggable starting on any vertical layer? If that was done, you could end up with stuff like this:
Code: [Select]
░░░░░░░░░░░░░░░░░░░
▓▓▓▓▓▓▓░░░░░░░░░░░░
▓▓▓▓▓▓▓▓▓▓▓▓▓░░░░░░
░░░░░░▓▓▓▓▓▓▓▓▓▓▓▓▓
░░░░░░░░░░░░▓▓▓▓▓▓▓
░░░░░░░░░░░░░░░░░░░
Where a floor layer is a ceiling layer further down the tunnel. With fancier ramps, this would allow for some pretty nifty tunnel configurations. But it adds complexity to mining and fortress layout, and I don't know if that's desire-able. It might make it easier to handle 'tall' creatures...I don't know.

379
DF Suggestions / Re: Engraving ceilings
« on: August 17, 2009, 04:45:02 am »
Fair enough. I couldn't find any good, thorough sources for how CO2 gas exchange works.

There's still the problem of losing oxygen because it's been used by the dwarf's body (and replaced by CO2). There's not really any way out of that one. And they'd still need a mechanism to avoid inhaling additional CO2 when the atmospheric concentration starts getting up there. Humans start having trouble at about 2%, and fall unconscious at 8%.I suppose they could have some sort of fancy one way membranes that don't let any in, but still let it out. But that seems silly and contrived to me.

Sure, they might have evolved that way, but most animals that dig burrows dig them so that they're ventilated somehow. And if they were created as part of the mythology with magic super-lungs, you might as well just say "A wizard did it!" and forget the whole thing. Sloppy, I call it.

380
DF Suggestions / Re: Engraving ceilings
« on: August 17, 2009, 04:26:10 am »
Unless dwarfs are using a really odd metabolism, they're going to have trouble with CO2. Carbon dioxide levels in the bloodstream are one of those fiddly little things that has to be juuust right. If it goes off either up or down you change the pH of blood, and that makes everything else go out of whack. Whatever magical abilities dwarfs have, at the end of the day it comes down to having a low enough CO2 level in the air they breathe for the excess to be exhaled efficiently.

As to 'breathing' CO2 instead of oxygen: Plants can do that because they take the stuff and turn it into wood, or leaves, or fruit, etc. etc. They need sunlight to do it. There's no sunlight underground. And potted mushrooms aren't going to be scrubbing the stuff either, they're just going to be breaking down the poo they're growing in.

All of that ignores other dangerous underground gases (radon and methane off the top of my head, from granite and coal respectively) and particulates. At the very least we should need to have ventilation to prevent massive explosions when mining coal.

381
DF Suggestions / Re: Engraving ceilings
« on: August 16, 2009, 09:59:13 pm »
The point of adding a ceiling 'layer' would be so that objects and engravings could be placed on it that did not fill the tile. I still say being able to hit a toggle key of some sort and switch to a ceiling layer view is the way to do it.

On the subject of venilation: Yes, you'd need giant fans. Or wind, or a clever arrangement that uses differences in temperature to circulate air, etc. etc. There are plenty of ways to do it. You can look at ants and termites for examples of what I'm talking about. Leaf cutter ants actually use the heat generated by their garbage pile as it decays to ventilate their nests, and the ventilation arrangements of termite mounds have been duplicated in some high rise buildings to cut down on energy usage.

382
DF Suggestions / Re: Engraving ceilings
« on: August 15, 2009, 02:39:52 pm »
So no building additional floors or ceilings, just a few extra lines of text in the programming (when possible since I dont know what the ceiling would be if the level above is soil)

This was what I had in mind. I like the idea of being able to build ceilings in the same way floors are built as well.

All that would really mean is adding another 'slice' to the tile. But there are a lot of things that could be implemented using ceilings: Chandeliers, the aforementioned engravings, maybe things like ventilation and sprinkler systems once pipes are implemented. It makes more sense to place those outside of the normal tile area, and possibly even out of sight. I'd want a toggle key that switched the view to the 'ceiling' layer to make working with it simpler, but I think it has a lot of potential.

383
DF Dwarf Mode Discussion / Re: "Looney Tunes" style traps!
« on: August 14, 2009, 09:26:10 pm »
You'd have better luck modifying a ranged weapon to fire anvils, and loading it into a weapon trap.

384
DF Suggestions / Re: Engraving ceilings
« on: August 14, 2009, 09:08:30 pm »
Quote
You can already engrave so many tiles per room, its ridiculous.

No, it's not. Really fancy temples and the like would have pretty much every surface engraved, painted, frescoed, inlaid with mosaics, gilded...the player should have the ability to do all of these things.

Even if the player can't perceive engraved ceilings (yet, we don't know what the graphics are going to look like five years down the road), the dwarfs could be coded to look at and appreciate a ceiling that is only visible to the player in the look menu.

385
DF Suggestions / Re: No more sandbag problems!
« on: August 09, 2009, 12:01:41 am »
I like the integrated sand-bin idea. I also like the idea of using buckets for it as well. Seems much more streamlined than the current system.

386
DF Suggestions / Re: Twofold: More realism and Less Drowning
« on: August 03, 2009, 02:23:07 pm »
Where the waterfall is dumping water into the river faster than it drains doesn't count. The actual river and riverbanks are never more than one z-level deep, in my experience.

387
DF Suggestions / Re: Twofold: More realism and Less Drowning
« on: July 31, 2009, 07:56:40 pm »
Remember that the skill system applies to non-dwarf species as well. This would be wonderful for a semi-aquatic species (otter-men or something, for example). You might even be able to work in things like pearl-diving (which is on the dev-list!).

388
Yeah, I've had a dwarf give birth to twins before. I was pretty excited.

389
DF Suggestions / Re: mouse-oriented control scheme
« on: July 20, 2009, 12:35:55 am »
Both mouse and keyboard have their place. Keyboard designation is much, MUCH more convenient when you need to precisely measure your layouts, or make long, straight passageways. But mouse designation is definitely the best choice for doorways, small rooms, and the like. I think it's safe to say that if mouse use were expanded further into other aspects of the game, there are still things that it would be more convenient to use the keyboard for--once you've mastered the learning curve. For example, menus. Mouse navigation on these would be much easier for new players, and easier for infrequently used things. But being able to hit dbd or bCf or bwo to mind, build floor, or construct a loom is always going to be faster once you've learned the shortcuts.

I'd like to see more mouse used in the UI, but I want to keep the keyboard usage too.

390
DF Dwarf Mode Discussion / Re: The Inner-Locking Vault
« on: July 17, 2009, 11:13:55 am »
Fairly simple idea based on walls creating a floor above them.

First off, you have the vault area. Construct this by channeling out a space one tile larger than the interior vault dimensions desired. Add constructed walls on the outer tiles. Dig out the tiles near them, so that there's easy access to important areas of your fort.

Now, flood the area on top of the vault. If the vault's walls are deconstructed, the vault and the fort will flood. Pressurize the water for maximum fun. The only way to get at the vault now is to drain the water over it. Add enough water and that should be pretty tough. Maybe use a hidden atom smasher as the 'vault key'... You could hide/booby trap the lever for it by replacing one of the vault walls with a floodgate. Or a floodgate linked to a single use pressure plate set to trigger when water hits it. That in turn would be controlled by another floodgate linked to your booby trap levers; that way it's impossible to close the floodgate again once it opens.

You'll also need the level immediately beneath the vault flooded or otherwise made inaccessible. The whole setup is useless if your friend can just dig an up staircase.

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