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Messages - Quatch

Pages: 1 ... 59 60 [61] 62 63
901
DF Gameplay Questions / Re: Economy :-(
« on: September 05, 2008, 01:24:24 pm »
Catpaw, check out the suggestions forum. It sounds like you have a lot to contribute.

902
DF Gameplay Questions / Re: Military Screen Questions.
« on: September 05, 2008, 01:11:08 pm »
That would be a whip (damage 20).

Ok, then the dwarven equivalent of a nerf bat. :P

's right. Made of that soft woody stuff.

903
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: September 05, 2008, 11:18:38 am »
Well, rock hardness is quite do-able, although I must disagree with the suggestion of moh's scale. Thats more for scratch resistance of minerals. Ie: diamonds are very 'hard', but shatter on impact.

What we want is really just called rock strength (ie. unconfined compressive strength). Its an engeneering measure describing how strong the rock is, for supporting or for digging out. You can actually estimate it with a hammer. Weak rocks are usually sedimentary, such as salt and gypsum. Hard rocks are usually fine grained volcanic such as basalt. The scale ranges from 0-200 (ish). Some info: http://www.google.ca/url?sa=t&source=web&ct=res&cd=3&url=http%3A%2F%2Fwww.itc.nl%2Flibrary%2FPapers%2Farti_conf_pr%2Fhack_huisman.pdf&ei=wljBSIyxApqSgQLlia3VBg&usg=AFQjCNEk4silMs40TbPpSG-CV6rKHZB7Aw&sig2=64e3en4wvq5MpMgxyhH16g


I think I've got a set of example numbers in a textbook..


As to rock groupings, look to bowens reaction series (for igneous rocks). http://en.wikipedia.org/wiki/Bowen%27s_reaction_series . Minerals that are more than one spot away (vertically) are unlikely to co-exist, because at the time of formation, they would be chemically unstable and transform into the material in-between. So, no quartz near olivine.
You can then look at rocks (multi-mineral combinations). I think Toady has done this part, as we see the difference between extrusive and intrusive volcanics. It might be worth grouping the acidic and basic volcanics seperatly. Obsidian is very acidic (it is quartz-y) so will not occur in basic volcanic rocks.

If you look at igeous rock at wikipedia, down at the minerological classification of volcanics, you see a table showing what volcanic rocks should go together. (felsic == acidic == granite, mafic == basic == basalt).

Another thing. In magma chambers (where you get lots of intrusive igneous rock), you get vertical separation (layering) based on the temperature of crystalization. As a magma body cools, the high temp minerals crystalize first and sink to the bottom.

If this info is handy, I have more :)

904
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: September 05, 2008, 10:39:17 am »
Really liking this thread.

I'd like to backup the ideas:

1) For each stone type, set a min/max proficency.
2) Auto-dig encountered stone type (ie: follow veins, crystal nodes)

Maybe then we can stop the auto pause, trap experienced miner, designate every time a valuable mineral is located.

I'd also love to see some touching stone interactions. I think we see a bit of this on the embark screen, but I'd love for rocks to be near their appropriate neighbours more often. Magma should produce contact metamorphism in the rocks its near.

Also, I'm a big real-world rock fan willing to put some work together on this. What kind of information do you think we need about the different rocks?

905
DF Suggestions / Re: The Master List of Suggestions
« on: September 05, 2008, 10:11:58 am »
Why not move this to the wiki? The wiki interface is much better for building an updated list.

906
DF Suggestions / Liquid stockpile (Resivour pits)
« on: September 05, 2008, 10:10:34 am »
Make pits and wells for different liquids. Why store everything in barrels when you'd rather have a 10x10x10 resivour of wine?

907
DF Dwarf Mode Discussion / Re: Mayor demands "item in Throne Room/Office"
« on: September 04, 2008, 03:58:58 pm »
My mayor has a new demand. "item in Throne Room/Office"

Is this a bug, or am i supposed to guess what item he wants?

I tried assuming he wanted just any item, & placed a few new pieces of furniture in his office, but it didnt seem to help.

Happened to me too. Time to lock your hammerer up.

908
DF Dwarf Mode Discussion / Re: how is your underground river?
« on: September 04, 2008, 03:44:35 pm »
It seems like I've been reading a few posts regarding very strange configurations for underground rivers. I wonder if they are bugged. The one on my map goes from the map edge to about 30 squares in, doubles back on itself one z level below and drops into the pit. The pit actually penetrates the top z level somewhat, so that most of the water falls immediately into that while the river itself is mostly dry. It looks kinda broken. Luckily, building pumps right on the map edge allowed me to gain control of it, but it still makes me wonder if the rivers are working as intended.

You must save the waters from the pits.

909
DF Dwarf Mode Discussion / Re: Next challenge to put in the que!
« on: September 03, 2008, 01:56:37 pm »
(I have no idea if traps work after a fortress is abandoned, either way, it should be rather interesting)
AFAIK, they work, but you can't avoid them.

910
DF Gameplay Questions / Re: Rock Crystal
« on: September 03, 2008, 12:19:43 pm »
I too had only one fort with it, but it had it in abundance. Anyway, it wasn't deep at all. What might be interesting is that my top layer was obsidian, and it held most of the rock crystals (and nothing else). I guess that since obsidian is generally ore and gem poor, there isn't other small clusters stuff to take all the rock crystal's spots.


... Same again.

911
Yeah, you need less than 7/7 water, as when the water goes from, say 4/7 to 5/7 there is a chance it will move something, but going to 7/7 just instantly submerges the object.

Ah, thats useful to know. My original design had the water drop directly onto the object from above from a hatch, but since thats just dropping a 7/7 depth square of water onto the thing instantly I guess that wouldn't work.

drop the water 1 square to the side, so that it spreads out first?

912
DF Dwarf Mode Discussion / Re: Next challenge to put in the que!
« on: September 03, 2008, 09:17:02 am »
Buckets work.  ;)

edit: Ooh, and then mod your dwarves to be as hot as fire imps. Ultimate offense and defense

This got me thinking (tangentially...) is it possible to add a smelter reaction to turn ice into water?

913
DF Dwarf Mode Discussion / Re: Carnivore deers
« on: September 03, 2008, 08:55:46 am »
Lol, I just now noticed that your avatar is an owl or a pair of owls Neoskel. I have been thinking of the breast feathers as teeth in a mouth, and this was a relevation.

Oh. Yeah, owls are much less disturbing. Thanks for sharing your noticing :)

914
DF Bug Reports / Re: [40c] Amputee Liaison
« on: September 03, 2008, 08:34:32 am »
Huh... I'm getting that too.

Liason with his entire left leg missing...
I think this classify as a bug.  It's the first time he showed up, and he's already missing legs...

Liaisons unlike most other dwarves don't appear out of nowhere. You can check out their names in the legends screen. I had one who had shot and killed a 400 year old dragon!

However, it does result in them sometimes missing limbs. One way to fix it is to check if they have any wounds at all and if they do, then deny them the position.

How do you deny them of their position?

Same way as you "Reassign" your other nobles.

*Snort*
Pure awesome.

915
DF Dwarf Mode Discussion / Re: Next challenge to put in the que!
« on: September 02, 2008, 02:30:25 pm »
I'm suprised none likes the "fill the world with ice" idea, no takers at all?

I like the idea. A giant ice cube. Build a floor on a top level that can open/close, pump water over a level, open the skylight, freeze. Repeat on each level.

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