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Messages - Quatch

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241
DF Dwarf Mode Discussion / Re: expensive health plan
« on: August 08, 2010, 10:32:39 am »
Oh... how I'll miss those books.

Don't be all down like now, another one is coming this fall.

242
DF Dwarf Mode Discussion / Re: Defending soldier thirst?
« on: August 08, 2010, 01:40:13 am »
Or set the number of active members of the squad to be a couple lower than the number of squad members, then a few will always rotate off to eat/drink/loaf.

243
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: August 05, 2010, 02:02:37 pm »
Like Kohaku, I use the minimap for letting me know when a dangerous creature's close to my fort. Even if the minimap got a resolution upgrade, I can't really imagine using it for anything else.

Well, imagine it as a separate view pane with independent scale. The basic idea of knowing where you are in a horizontally sprawling fort is useful, but if you could add overlays independently (such as the depot access overlay, or the suggested structural overlays, room value, outside/inside, temperature, etc.)

Could be very fancy!

244
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: August 05, 2010, 09:58:58 am »
Does anyone even use the mini map when playing on a 3x3 or larger embark? After scanning around the region during the embark pause I just turn it off. Especially with Baugn's zooming. Now, let me put that zoomed out bit over there...

245
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: August 05, 2010, 09:07:57 am »
Quote from: Untelligent
How far out will this entity sprawl, er, sprawl? Will cottages and hamlets start to pop up somewhat far from the city centers? Will we get an indication of sprawl on the embark screen -- perhaps an additional local map screen, similar to the relative elevation and steepness screens? Will we even be able to embark on the sprawl, or will the majority population and their homes be too abstract to actually create for now?

It depends.  Many of the villages I've been reading about have their buildings centralized, but there are examples of villages with homesteads spread out as well.  Fields and pastures will spread out in any case, and I haven't settled on a display there.  I'm not really satisfied with the picture I put up, since it is quite monotonous, especially if a village only ends up eating a 1/4th of its square with tilled land.  On the other hand, the embark screen's local squares could show the tilled land more reliably, and those pictures could just replace the terrain tile, which would no longer be accurate itself.  Once the adv mode maps are in, it won't be too abstract to realize, and I'm hoping to get to the basics this time around, but embarking on dwarf mode would need to be restricted then, especially in towns, as you'd just have too many people.  The focus of the viewpoint on the adventurer gives me more ways to deal with lots of people in that mode, and embarking on towns has always been sorta silly anyway, since they don't react to your presence.

Here are a few ways to think about placing sprawl, including diversifying the sprawl:
http://en.wikipedia.org/wiki/Central_place_theory http://geography.about.com/od/urbaneconomicgeography/a/centralplace.htm
Summary: How close and how many of each size of community, in what general distribution (assuming no terrain factors). Each size of community up is 1/3 as frequent. An equivalent principal for area of communities (1/4) and administration (1/7).

http://en.wikipedia.org/wiki/Linear_village
Summary: Sprawl shouldn't be uniform, but instead follow and concentrate on pre-existing roads (or transport features like rivers and shorelines-- I note your example does this, but that may be due to the plains being placed there.) (see also, induced demand)

http://en.wikipedia.org/wiki/Concentric_zone_model
Summary: The travel time to the central market determines what it is profitable to do. Milk needs to be produced very close to consumption because it spoils in travel. Therefore dairys will be in the first ring of sprawl, must charge more for milk per volume than grain(or other transportables), and can afford to pay more for land). You could work out a terrain-based time to market using something like a least-cost path.

246
DF Dwarf Mode Discussion / Re: Dwarven Rain water Collection System
« on: July 28, 2010, 01:39:26 pm »
To push this to the max (which, as a player of DF, I know you desire), you need to surround all pools with pumps to evacuate even the 1/7 water. Then, to move along the channels to the resivour: more pumps! It means no losses to evaporation.

As a bonus, more water means more perpetual motion to power the whole thing.

247
DF Dwarf Mode Discussion / Re: Children waterfall
« on: July 28, 2010, 01:37:33 pm »
Apparently I still had leftover children to go insane after this! Err. Child. I had child leftover.  :D
Arg! I just sigged someone else 30s ago. :(

An exceptional thread.

248
DF Dwarf Mode Discussion / Re: Is dwarf fortress communist?
« on: July 28, 2010, 01:35:29 pm »
Did this thread Godwin itself in the OP?  :o
Yes, yes it did.

Sigged.

249
While underlying rock is important in generating soils, recent glaciology is critical and often mixes things up substantially. Only in tropical soils and very thin soils are you likely to always have a strong relationship between underlying rock and soil.

I don't actually recall hearing about glaciers and their effects on soil forming, or how soils are chosen in game.

250
build the coffin in your dining room.

There was a mod for 40d that allowed you to 'roughen' large gems, returning them to the raw state. Maybe it has been updated?

251
DF Dwarf Mode Discussion / Re: Drip Source of water
« on: July 26, 2010, 09:53:22 am »
A long tunnel will only work with unpresurised water. If it gets to 7/7, the water will just teleport.

I've had decent luck in a very large room with a 1 tile wide drain pouring in from the cieling, flowing from a river not under pressure, from a z level above. The water will spread out and evap before it reaches the sides (Big room). But yes, FPS hell.

252
I haven't actually played DF since the 40d version.. don't intend to, anytime soon. Frankly, at the moment it's more amusing to improve it than play it. I'll play later, once all the bugs are out. :P

Is this what happened to Toady, back in the dark ages before I found DF, when he stopped playing the game he wrote?

Quote from: Quatch
Along with the in-game encyclopedia for new creatures, would it be possible (and useful vs above comments) to procedurally generate descriptions of what the various metals are good at?

Well, documentation is documentation, and we've obviously been lacking there.  Having random metals would allow for a natural improvement of the descriptions for the stock stuff, so maybe that would be a good ticket.  We got the reaction lists up for stone sometime in the past, and I guess it would be something like that, where it would be able to compare the value of metals.  I don't want it to display kPA values and stuff, but I guess it could display a list of the common metals and show where your dwarves think the metal/material in question fits in to the picture.
Isn't that basically how Moh's hardness scale works already?
Moh's hardness is sorta like that, a ranking of hardness (turns out if you use a Ratio level of measurement (ie. rockwell), its non-linear, esp near the top.). And yeah, I suppose it would start to address the issue I suggested, being that hardness is pretty important in the battle calculations (as it stood), but what I was looking for wasn't an additional kind of number (albeit a compressed to 1-10 scale would simplify it for most people), but an in-world recommendation engine for the "dwarf-preferred" material for this endevour (well, dwarf-third-preferred, after Ad. and gold).

254
isn't the current 'everything in every site' something of a response to the fact we can't have multiple concurrent sites, and will likely go away when we can?

255
DF Dwarf Mode Discussion / Re: Dwarfish rockpump or escalator of fun
« on: July 19, 2010, 11:50:03 am »
there was a good thread about a year ago on the spread of rocks (or other things) thrown via bridges, in terms of both how high, how far, and how likely.

They did multiple repetitions with 100s of stones.

I can't find it with a few searches, but it is out there :) Nice diagrams too.

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