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Messages - SimRobert2001

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676
DF General Discussion / Re: InterVeiw with toady
« on: June 15, 2009, 07:13:48 pm »
Alchemist Workshop Raws. Huzzah.

Also, I don't think you should worry too much about player retention. As soon as you release the next version, a lot of the people who apparently left will more than likely come right back.

also, i was going to suggest working on the army arc 99% of the time, but say, 4 days before the end project, where he can work on something like say, cave ins. or even fixing a few bugs. That way its not a stagnant version for  a full year.

hahaha... kidney.

677
DF Suggestions / Re: Cave in suggestions.
« on: June 15, 2009, 07:02:41 pm »
sounds too complicated.


well, the behind the scenes stuff IS rather complicated.

*Snaps fingers* oh, i forgot the overlay

Anyway, My proposal is that the strength rating of a wall (Made into: Very High, High, equalized with surroundings, Weak, and Near collapse.) 

These would be visible  with the "K" key, and based off of the values of the walls.

if the 6x6 area is too small how about just agree-ing on something a bit bigger. I'd say stick with the power of 2... so 2 4 8 16 32 64..

But widening a wall isn't a necessity, I've seen a bunch of coal mining stuff on discovery, their pillars are the same width multiple levels. a wider pills allowed for a larger room. for example a 5x5 pillar allowed a 20x20 area or w/e.

hrmm... that is true. But that would rely on the same equations that I'm listing here, particularity when you're considering weight of the mountain.

though, what if we were to have an "architect" noble, whose only job is to walk around,  looking at your mountain, determining the tensile strength of your walls and offering suggestions.  Or even saying things like "you know, if you build the tunnel here, the one above it might collapse.  This is due to the levels above that filled with furniture, and the heavy soil layers above that. Therefore, i suggest that you dig below that, or build more supports." 

He could then give a suggestion, at the players discretion of course,   where to place them in the planned room.  now, this WOULD cost a bit of extra CPU power when you designate, but this would be able to calculate the weight load before the object is dug. as its dug, the system simply reveals the values it already calculated.

678
DF General Discussion / Re: InterVeiw with toady
« on: June 15, 2009, 05:59:13 pm »
Recommendation for the next interview: stop interrupting Toady!

Oh hell yes. I am only halfway through and at this point I am just about ready to turn it off despite how interesting Tarn is to listen to. This is worse than the one where his mic kep cutting out. These hosts have absolutely no idea how to conduct an interview.

I was a bit distrubed by that as well, but they're novices. plus i think his mic is cheap.  Therefore, i wasn't AS disturbed by it as i would be if it were a professional radio station.

679
are you guys still taking people? if so, i'll get in.

680
DF Suggestions / Cave in suggestions.
« on: June 15, 2009, 05:25:38 pm »
as for the cave-ins 7x7, that seems to be rather small.  You COULD collapse the roof above your head in a smaller space close to the surface, but deeper in the mountain, a collapsing space would need to be bigger.  Therefore, for every tunnel that's dug out, why not calculate a "Collapse" Threshold for the walls? It would start like this:

Walls could start at one, then double each level it goes down.  So, the tunnel at level 1 would have a tensile strength of 1, and be able to support a hallway 1 tile in width. 

a tunnel down 2 z levels would have a strength of 2, and be able to support a hallway 2 squares in length. 

A tunnel down 3 z levels would support a hallway (or room) 4 squares thick.

A tunnel down 4 z levels would support a hallway 8 squares thick.   

So,
strength of level 1 is always 1 but for every additional layer the following equation applies:
Subtract 1 for each size of the tunnel above 1
x= layer of z levels  N = width of tunnel (or room)
 2^x – (1- N+1)  x=layer of z level.

Now, we add in the layers above. 

Soil has no tensile strength, so each full layer would have a weight of 1.
Stone is strong, and able to support itself, so it would have a strength of .5 

The tunnel just underneath ground level is supporting nothing, so without further support, that soil tunnel can support nothing else. 
Pardon the tech speak, i've tried to dumb it down as much as I could.
 When layer=1: Strengthofwalls=1
 
for every lower layer:

x= layer of z levels, T= layers of stone, S = layers of soil
stegnth = 2^x - (.5 * T + 1 * S)
 so, a tunnel at layer 5 with 4 layers of stone, and 1 layer of soil would be:
2^ 5 - ((1- N+1) +.5 *4 +1 * 1) or, for those of you who need it broken down:
32 -  3 = 29. 

for tunnels above each other, the following values are used
soil is still 1, since it has no stength of its own, and the floors are still heavy.
stone tunnels would be say, 3.

a tunnel at level 5 with 2 tunnels  in stone, 2 layers of stone and 1 soil level.  above it would be 
x= layer of z levels, T= layers of stone, S = layers of soil UT= tunnel in stone. US= tunnel in soil  N = width of tunnel
strength = 2^x – ((1- N+1) + 3 * UT + 1*US + .5 * T + 1 * S)
2^ 5 - ((1- N+1) +3 *2 + 1*1 + .5 *2 +1 * 1)
32 – (0 + 6+ 1 +1 +1)
23

Now, this is a bit high, but there's more modifiers to it.

<B>Room equation: </B>
So a 3x3 room would be:
Recall that (1- N+1) is the equation for tunnels above 3.  so, a 3 by 3 room at the 5th level would be
x= layer of z levels, T= layers of stone, S = layers of soil UT= tunnel in stone. US= tunnel in soil  N = width of tunnel
n= 3x3 (N is calculated first) 
strength = 2^x – ((1- 9+1) + 3 * UT + 1*US + .5 * T + 1 * S)
2^ 5 - ((9 +3 *2 + 1*1 + .5 *2 +1 * 1)
32 – (9 + 6+ 1 +1 +1) =  strength of 14, so there's strength for 14 extra spaces.


<B>Bonuses</B>

allright, now that we got that out of the way, lets talk about supports and other bonuses, both positive and negative.

Supports: Supports act as a wall, so it allows an extra single space to be added. 
I also propose that a “Build supports along wall” designation in the menu that will allow dwarves to use wood, to boost up wall strength by 1. this will allow us to have tunnels an infinite length without having to build and design support after support in the construction menu.

Megabests: Give megabeasts a weight of 2. this way, they will always collapse a tunnel at the surface, falling inward.  They could collapse a tunnel located in the second soil layer, assuming its not supported.

Collapses: a collapsing stone tunnel would add a strength of 2 for each layer that falls. So, a stone floor falling down 6 z layers would hit with a strength of 12. a floor collapsing into the next one would have a strength of 2. if the NEXT one collapses, it would have a total strength of 4, the next layer would have a strength of 8, ect.

Objects
This one is a bit hard,  but my vote is the rooms are chopped up into invisible 3x3 blocks, and all weight is added together. Once that value is calculated, the game takes all that information, and added to the entire 3x3 column downward. This way, a grouping of tables or a stockpile would have much more weight and effect than a single table.  This also makes sure that the game isn't spending all of its time calculating the effect of a single table if a large room is directly underneath, say, a dining room.

I know this isn't done, but this is the framework of what i'm suggesting.

Oh, and new calculations are only done when a megabeast moves, or a new tunnel is dug.

681
DF General Discussion / InterVeiw with toady
« on: June 15, 2009, 03:51:22 pm »
i was reading the dev notes, when i came across this:
http://www.bay12games.com/dwarves/dev_now.rss

Toady did an interview  with Languidiir, and his co-host, A Madman.   (okay, so i copy and pasted the last part)
here's a direct link to the interview.

http://www.bay12games.com/media/mspa_forum_call.mp3

as for me: make elephants semi-aggressive again.  They protect their friends in real live, and grieve, so why not add an ability to have them protect each other. If a hunter comes along, attacks an elephant calf, have the Elemom come and attack Urist? Or when a dwarf attacks an elephant, why not have the matriarch help defend the wounded elephant?


actually, this thread should be about the interview, i'll post my suggestions in another post.

awesome interview toady.  I'd support the project more, but i have no money right now.  Trust me, its worth the wait.

682
DF Gameplay Questions / Re: Link limit?
« on: June 15, 2009, 09:22:50 am »
I really don't think there is.

683
ah. and its allright, thats what we're here for.

oh, and thats not what i meant. i try to go up, but the map stops at levels 25 and 23. you can't go any further.

oh, and what should our mega project be?   

684
When you fight, and win, against impossible odds, wolves will ambush your adventurer <B> and tear apar his throat in the first turn </B> .  Always.

added to my post.

685
ah, thats typically not my thing, so i'll bow out. good luck, though.

686
Amazing I had no idea that noise had such a big bubble (cube?). While I think that the noise for the most part will not get to my bedrooms I am open to suggestions.

its a cube.

i'll look at it when its my; turn. as for your link, i'm fairly positive you exported the map wrong. all i can see is 2 levels of the magma pipe. 

and i keep forgetting the map is called hero towers. Maybe its a sign?

687
DF Gameplay Questions / Re: Dwarves not dumping items?
« on: June 14, 2009, 02:33:56 pm »
ignore him. This IS the forum for questions.

Anyway, try undesignating the stones, then redesignating them for dumping.
(d)esignate -> (b) -> (D) dumping.

oh, and where are you dumping them? Do you need for garbage pits?
(The "i" Key.)

688
i'd like to know what other cheating there would be.

oh, in addition, my dwarves died off in another community game, and we wound up being able to pull trade caravans and migrants from another. (I think)

689
true, but remember I was only in it the fortresses first year. My options where slightly constrained by time.

what with hauling everything inside and all.

690
im going to bed i will play more later.

allright, a bit of clarification. 

This isn't so say that you're wrong, about anything, you are free to do as you choose.

bedrooms:
These were located 5 levels away from the workshop because of noise:

http://dwarffortresswiki.net/index.php/Noise

Workshops produce noise in a 4 space cube (this does include levels, so 4 levels up, 4 down) around them. So, any dwarf sleeping within this cube will get one of the following bad thoughts: "uneasily due to noise", "very uneasily due to noise" or even woken up. 

Therefore, i built the beds far down into the fortress. as for the dining hall, i forgot to make a special area for any prepared food and another for drinks, so that all the dwarves could just grab the food, then get to a table.

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